Mage is another class that is available to all races, making a large selection of available Class Combos.
Mage Elite Skills universally increase their ability to do magical damage, usually focused on specific types depending on the secondary class.
Mage / Champion -- Stormbringer[ | ]
Icon | Skill Name | Level | Cost | Cast Time | Cooldown | Range | Skill Effect | Upgrade |
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Electric Explosion Expertise | 15 | While in a Charged state, every Electric Explosion hit adds an additional 15 rage and recovers 2% MP. | ||||||
Brain Shock | 20 | 30 rage | Instant | Global | Personal | Ends the cooldown time for your Lightning and Discharge. Also increases Intelligence by 2.0%...10.0% for 10.0 seconds.
The maximum level of this skill is 50 . |
+.16 per level | |
Electric Current Arc | 25 | Increases Plasma Arrow damage and continuously 3 rage for 6 seconds. | ||||||
Voltage Seize | 30 | Instant | Global | 220 | There is a chance this skill becomes usable when a current inflicts continuous damage. Inflicts 100.0…3250.0 + 0.40 x INT Wind Damage.
(This skill stat will increase and decrease based on equipment and target strength) |
+35 per level | ||
Energy Passage | 35 | After a Static Field finishes, this skill inflicts an extra reduction of the target's Movement Speed by 40.0%. | ||||||
Electrolysis Power | 40 | 20 rage | Instant | 2 minutes | Personal | Largely increases damage caused by Discharge and reduces the cooldown time by10 seconds, but also cancels Stun effect. | ||
Electrostatic Charge Expertise | 45 | Reduces Electrostatic Charge cooldown time by 30 seconds. | ||||||
Ion Storm | 50 | 30 rage | Instant | 2 minutes | Self Circle (R: 75) | Consumes 5.0 rage every second to cause 25.0 Wind Damage on most targets nearby. Also reduces wind attribute resistance by 2% for 8.0 seconds and can be stacked 10 times.
(This state ends when rage has been exhausted.) |
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Lightning Shield | 60 | 3% MP | Instant | 20 seconds | Self | Obtain a Lightning Shield that deals 65 + 0.4% INT Wind Damage to the source of any damage dealt to you and has a chance to trigger a Voltage Seize. Voltage Seize activation chance: 20% with each hit. |
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Ion Barrier | 70 | 2 seconds | While in an Ion Storm state, reduces damage suffered by 30.0% but increases the required rage points by 10. |
Mage / Druid -- Mystic[ | ]
The Mage/Druid combination favors strong single-target damage at the lower-levels from Fireball and Flame in sync with Control Flame, and then adds some Area of Effect capabilities once the player learns the Earth Attack buff to make Earth Pulse more effective. Green Guardian makes the Mother Earth's Protection buff even more covetable with its healing ability. Boiling Rock works in sync with Magma Blade to cause more damage on top of giving mana regeneration. Finally, Elven Mystic allows the player to build up energy to unleash a powerful burst of energy.
Mage / Knight -- Theurgist[ | ]
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Mage / Priest -- Elementalist[ | ]
The Mage / Priest combination is the most utilitarian of the combinations, affording access to the desirable Essence of Magic buff, the ability to remove curses (Purify), an increase in the potential of Flame and Fireball (Eruption), a change in Rising Tide's mechanics (Rising Tide Mastery), and a self-healing effect to Holy Aura (Shrine of the Holy Aura).
Mage / Rogue -- Vampire[ | ]
The Mage / Rogue combination focuses on Dark magic with a vampiric theme, giving a powerful damage over time effect (Cursed Fangs), a 60 second cooldown life-draining nuke (Kiss of the Vampire), a powerful PVP cooldown (Demoralized), a self-buff increasing Dark damage done (Fang Ritual), and a skill that temporarily moves you to the bottom of the aggro table (Distract).
Mage / Scout -- Pyromancer[ | ]
The Mage / Scout combination focuses on Fire damage, giving them a Root (Thunderclap), a buff imbuing their arrows with Fire (Fire Arrow), a Fire damage over time (Seed), a nuke dependant on the DoT (Fire Rose Explosion), the ability to summon a Fire-based pet (Flame Spirit), and the pet's primary nuke (Flame of Fire).
Icon | Skill Name | Level | Cost | Cast Time | Cooldown | Range | Skill Effect | Upgrade |
---|---|---|---|---|---|---|---|---|
Thunderclap | 15 | 20 focus | 1 second | 10 seconds | 225 | A magic arrow binds the target for 5.0 seconds to its current location.
{If the target is a player, they cannot move for 5.0 seconds.) |
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Fire Arrow | 20 | 30 MP | Instant | Your Critical Magical Hit Rate is increased by 150.0 and Shot inflicts additionally fire damage. This effect lasts for 900.0 seconds.
(You cannot have Fire Arrow and Power of the Wind at the same time.) |
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Fire Rose | 25 | 35 MP | Instant | 225 | Plants a rose seed inside the target that causes 8.0 Fire damage every 2 seconds for 12.0 seconds. | +1.6 per level | ||
Fire Rose Explosion | 30 | 45 MP | Instant | 10 seconds | 225 | Instantly ignites all Fire Roses planted in target, causing 70.0 + 0.80 x INT Fire Damage.
(Requires 3 seeds in the target.) |
+28.0 per level | |
Flame Spirit | 35 | 250 MP | Instant | 3 minutes | Turns your flame energy for 40 seconds into concrete substance to support your attacks. | |||
Flame of Fire | 35 | 60 MP | 2 seconds | Causes 40.0 Fire damage.
(Right-click to activate auto attack modus.) |
+12.0 per level | |||
Power of the Wind | 40 | 30 MP | Instant | Increases Magical Accuracy by 50.0. Shot also inflicts Wind damage for 900.0 seconds.
(You cannot have Fire Arrow and Power of the Wind at the same time.) |
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Fire Rose Storm | 45 | You deal extra Magical Damage when you successfully launch a Fire Rose.
(After the effect has ended it cannot be triggered again for 30.0 seconds.) Fire Rose Storm increases Magical Damage by 10.0 + 1.0%, plus 2.8 + 0.03% per level of Fire Rose, for 15.0 seconds. |
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Magic Crossflow | 50 | 30 MP | Instant | 40 seconds | Raises the casting speed of master and pet by 2.0% for 25.0 seconds.
(If the pet disappears, this effect will be cancelled.) |
+0.46% per level | ||
Strength of Ashes | 60 | After your Flame Spirit disappears, this provides you with an increase in Magical Damage. Lasts 20 seconds. | ||||||
Wind Fire Cultivation | 70 | Earn both Fire Arrow and Power of the Wind at the same time. |
Mage / Warden -- Geomancer[ | ]
The Mage/Warden combination receives most of its abilities from its Elite Skills set. The most common spells this combination features is Fireball, Earth Surge, and Earth Groaning Wind Blade. Although this doesn't favor Area of Effect damage, these two boast powerful single-target damage. Elves' Favor causes the Elven Amulet ability to not only reduce melee damage but to also cause melee attacks to make your spells be fired faster. Earth Marking makes the player's abilities even more powerful, increasing critical chance with all spells by a ridiculous amount, and earth spells, specifically, an even higher critical chance.
Mage / Warlock -- Psionic[ | ]
Mage / Warrior -- Bladesinger[ | ]
Mage / Warriors trade fixed increments of rage for powerful buffs, giving them an increase in maximum MP (Magical Talent), a buff to mana regeneration (Magical Enlightenment), increased chance to crit (Elemental Explosion), a straight rage to mana conversion (Rage Mana), and the ability to turn mana into rage (Activate Mana).