(Shaman)
Mage / Druid encourages the use of primarily instant-cast skills to deal damage while on the move. This makes this combination extremely bursty, and by not being able to be interrupted, gives them quite the advantage compared to other casting classes. It also boasts supplemental skills that compliment a sudden surge in damage, such as Eruption and Elven Mystic, as well as some supplementary support through Mother Earth's Protection.
Intelligence, and to a lesser extent Wisdom and Stamina, are what makes this combo shine. Flame, Fireball, and Earth Pulse provide great damage for this build, and as already stated Mother Earth's Protection provides helpful damage reduction and, eventually, some healing.
Main Ways of Build[ | ]
While the instant-cast spells are the highlight of this combination, they do have their own cooldowns. Fireball and Magma Blade both have 6-second cooldowns, Phoenix has a 10-second cooldown, and Earth Pulse has a 15-second one. This means that Flame needs to be properly trained to supplement the instant-cast skills, since to do otherwise would mean there are huge windows where you won't be able to do effective damage. The instant abilities should be saved for a proper burn window or when needing to run away; Lightning doesn't need to leveled up to still get a 3-second root, so for example Mother Earth's Protection->Phoenix->Lightning->Earth Pulse->Fireball->Magma Blade can deal a surprising amount of damage while running away. If skills that boost your magical damage, the instant burst can drop many targets; for example, Energy Well->Energy Influx->Elemental Weakness->Elemental Catalysis->Intensification. For both "rotations" any part can be removed (except for the Lightning) to still provide consistent damage and boosting, but both are presented as "perfect" options.
It could behoove a player to learn Recover, not because it will see use in group PvE, but because it will help cut down on healing potions when playing by one's self. Purgatory Fire and Thunderstorm can both be trained since they are instant cast, but Purgatory Fire requires enemies to be within melee range, which is very dangerous, and Thunderstorm deals Wind damage, which is something Mage / Druid doesn't use particularly often, and would best serve only for its slow down effect.
Skills[ | ]
(to see Class Main Skills of Mage, see Mage Skills)
Secondary Class Basic Skills[ | ]
Druid General[ | ]
Icon | Skill Name | Level | Cost | Cast Time | Cooldown | Range | Skill Effect | Upgrade |
---|---|---|---|---|---|---|---|---|
Recover | 1 | 55 MP | 2 seconds | 250 | Restores 40.0 HP to your target and 20.0 HP every 2 seconds for 14.0 seconds. | +8 and +3.6 per level | ||
Antidote (+) | 4 | 150 MP | Instant | 10 seconds | 200 | Cleanses your target from poison. | ||
Savage Blessing | 8 | 35 MP | Instant | 180 | Increases target's Physical Attack Accuracy and Magical Accuracy by 1.0% + 20.0 for 1800.0 seconds. | +0.1% per level | ||
Earth Pulse | 12 | 40 MP | Instant | 15 seconds | 180 | The power of Mother Earth strikes the targets in a straight line before you causing 30.0 Earth damage. | +7.5 per level | |
Knowledge of Nature | 16 | Increases Wisdom by (current Wisdom + 1.0) x 1.0% +10.0. | +1, +0.1% and +1 per level | |||||
Mother Earth's Protection | 20 | 100 MP | Instant | 1 minute, 30 seconds | 150 | Uses the power of Mother Earth to build a protective shield around your target reducing its suffered magical and physical damage by 20.0% for 5.0 seconds. |
Elite Skills[ | ]
Mage / Druid[ | ]
Combos[ | ]
(to see Basic Combos of class, see at Mage)