Hey there Megasaur here again, bringing you another Pea Versus Pea Guide with changes made regarding patches since 4.0.0. to 4.0.3 (Everlasting battle) I’m Veteran mage player in Ascendancy, however I’ve been mostly away from Allods due to school. My purpose now it to explain the mage class for anyone who is interested in how the mage plays, and whether this class might be the class you have always been looking for.
The mage class is capable of dealing great damage, while still maintaining a decent survival chance. In groups, we are capable of providing the Aura of Fortitude buff (30% hp/mp @ rank3) or the Aura of Potency buff (15% magic damage increase), having these buffs makes us almost essential to have in a group for good raid composition. In PvP, we do tend to get focused fired upon, but for good reason: WE HIT HARD. Mage is perhaps one of the few classes where item shop is not necessary.
For me personally, it was because I got rather tired of playing a healer. As someone who is not capable of having top tier items or a very reliable gaming platform, I felt it was more efficient if I played a class with a simple task, not a class people relied on to stay alive.
Mages have three (3) elements to choose from when it comes to casting attacks. We have Fire, Ice, and lightning. As far as builds go, most mages will say fire and ice for PvP, Ice and lightning for PvE, and Tri-spec to spice it up a bit. Reasons being that fire/ice spec brought conviction rubies, and two (2) CC skills. Whereas Ice/lightning maintained consistent damage required for PvE.
Fire – medium damage and damage over time abilities, CC’s
Ice – heavy burst damage, increased survivability rubies, CC’s
Lightning – heavy consistent damage, channeled abilities susceptible to spell cancel
The Fire/Ice spec allows a mage to disable 1 or more enemies for a short amount of time, while dealing medium – heavy damage, and having the option to leave the fight if need be. By making use of the burnout rubies, we could prevent enemies from healing a good portion of our inflicted damage, and take them down over time. Making use of the dispel skill; we could effectively eliminate another player quite quickly. However the fire/ice spec generally lacks serious AoE capabilities as most mages do not wish to sacrifice the time to cast the AoE meteor attack.
The Ice/Lightning spec allows mages to have two (2) AoE attacks, and two (2) single target attacks that hit for large amounts of damage, while still being able to cast medium damage attacks while waiting for the force cycle to reset. Because lightning spells are channeled and can be interrupted, it is much better for the mage to be casting this in a group with a tank present to remove aggro from the mage. Hence, ice/lightning is the ideal set up for PvE
Tri-Spec is something I’ve never had the resources to dabble with. Because this build requires that you are not maximizing anything to full potential, it only makes u partially good but won’t ever excel. For those wanting to try a Tri-spec build, do it when you have a fountain of death or a vial of death.
Notable Changes by 4.0.3
Mage's ability Elemental Wrath now generates 5 Force points in total (Down from a chance total of 6)
Damage dealt by Mage's abilities Snowstorm and Prismatic Lightning increased by 15% (Snowstorm has still not reverted its long ago ability to decrease speed of targets affected by spell. Prismatic lightning semi longish cast time, not particularly suitable to my ideas)
Mage's abilities Reflections and Lightning Conduit now can be used under most of the effects which prevent spells casting (dispel, overture, vial of Negation can no longer remove Reflections and lightning conduit effects. *very important*)
Mage's ability Fire Trap has been improved: dealt damage increased, chance to dismount mounted enemies, group members can watch this spell being cast. (From previous effects, this improvement is rather unique, giving mages a free thunder strike of sorts)
Hardened in Flames Ruby added for Mages. It increases Willpower by 15%. (Increases resistance to control effects inflicted by other players or monsters)
Mage's ability Concrete Mind increases armour by 15%. (A bit of extra armour never hurt, a step in the right direction especially given that summoners have blood aegis making their armor like plate)
Mage's ability Blazing Speed increases Agility by 15%. (Running around in combat gathering instant cast fire arrow / fire shock would logically make you harder to hit right? = more agility)
I`ll be sharing my PvP spec as this patch mostly refocuses the survivability of the mage essential for PvP success. I want to point out that my build is my approach to PvP, and as I intended it for skirmishes such as June Catacombs, and Witches Hollow mostly, but works decently in Arena of death and Melting Isle. Reason being, my computer can't handle mass PvP, so I wasn't going to optimize for mass PvP if I’m just standing there half the time thinking I’m hitting things
Luck around 50%, should be 1k + (with +60 pot I have 65.8%)
Int around 50x, should also be 1k + (with daily church blessing I have 56 times)
Perception - try to keep it around 20%, never past 30% (I have 23.6%)
Wisdom - Around 20 times increase; don't allow it to decrease damage (I have 21.3%)
*As you progress with gear and glyphs, it would be better to increase luck/int with glyphs, and allow gear to balance out wisdom/perception
Fire arrow – Very useful when waiting for force point reset, fast cast time, and good damage at rank 3. Fiery Gheanna rubies allow for 1 sec cast times of up to 5 fire arrow. Blazing speed allows this skill to be instant cast. Applies Burnout stacks if you take the burnout rubies
Fire shock – Combined with the fire shock rubies, allows for a 100% increase in the DoT applied by attack, also slowing targets down by 30%. This skill also applies burnout stacks. Blazing speed allows this skill to be instant cast. Consumes 2 fire points
Frostbolt – hits just slightly more than firebolt, applies medium damage. Casting both basic attacks while waiting for next force cycle
Stone barrier – applies 4 stacks to self which absorb physical damage. Damage absorbed is increased depending on intelligence. [45 second cool down if dispelled in combat, no cool down outside of combat]
Elemental Barrier - applies 4 stacks which absorb magical damage (elemental, nature, holy, astral) Damage absorbed is increased depending on intelligence. [45 second cool down if dispelled in combat, no cool down outside of combat]
*Just note that with barriers, if the damage inflicted exceeds the number indicated on your tooltip, the damage will pass right through those barriers and hit you.
Icy comet – one of the hardest hitting mage skills, consumes 2 ice points. Does not require visual sight of other player, but does require being within range [2 second cool down]
Flash – teleports you the player up to 30 yards in the direction you are facing. 10/20/30 yards[20 seconds cool down]
Wall of flames – The only AoE attack in the fire build, very useful when used on multiple targets grouped together. Also very useful to drop on flags in Witches Hollow or Deserted Farm skirmishes to give team mates a longer duration to defend or reinforce the position. Consumes 1 fire point [5 minute cool down]
*Someone asked me why I get r3 and not r2, simply put; 1min makes a big difference in skirmishes
Reflections – Applies 5 stacks of reflections buff to self which have a chance to direct damage to the reflections instead of the player. Can be increased to 8 stacks with icy reflections rubies and regain 10k mp at level 55. [1 minute cool down]
Aura of Fortitude – 30% hp/mp very useful when soloing or grouping, and allows mages to use dagger/off hand in PvP without harming their mana pool for long fights or continuous combat.
Dispel – One of the most useful skills that a lot of mages tend to ignore. This skill allows you to remove Heal over Time casted by healers, 30min duration aura buffs, mage barriers (not including reflections, and divine foresight.
Icy Asteroid – An upgraded Icy comet, this consumes 3 ice points, but adds an AoE to this attack as well some increased damage. Retains homing missile abilities: D [2 second cool down]
Stone Wall – upgraded stone barrier, allows for increased damage absorption 5 stacks at rank 1 instead of 4. [45 second cool down if dispelled/consumed in combat, no cool down outside of combat]
Magic Tactics – prevent spell interruption from moving around and jumping, or receiving damage. Allows caster to move and cast for x amount of time, duration depends on quality of tear used. (I use blue tears, this would make it 21 secs) [2 min cool down)
Conflagrate (Fire Ruby spell) – CC’s a target, causing them to run around on fire for 4 secs, applies damage over time [1 min cool down]
Arctic Shock (Ice Ruby spell) – Freezes targets within a 10 yard radius of you, they are unable to move, but casting is still allowed. Does not apply damage [30 second cool down]
*two (2) skills Not included in this build, but useful options if you wish to try them*
1. Elemental Wrath – grants the player total 5 points of force points, very useful for quickly returning a fight right after resurrection. [2 minute cool down]
2. Aura of Potency – increase magic damage by 15%, reduces healing by 50%. Lucky mages have no self-heals, so no down side effect of having potency other than not having Fortitude at same time. Given that 4.0 with the help of glyphs, mages can reach over 1 million hp much easier, it is plausible for mages to run potency over fortitude in PvP if they wish to do so.
*Cool downs based on my current rank of the skill
Blazing speed (Fire tree) – this ruby is generally not taken by mages because the mage is a stationary class where we stand still and cast our spells. As of 4.0.0, with magic tactics skill which allows us to move around and cast for a good duration of time. While moving and casting ice attacks for example, you can now build up stacks for blazing speed which then allow you to cast up to 3 instant fire arrow/fire shock attacks right after you have launched your mighty icy comets. With the changes made in 4.0.3 I would really recommend rank 3 for this ruby as it not only allows you to instant cast fire abilities but also increases agility by 15% at rank 3.
Icy Reflections (Ice Tree) – Other mages do consider icy reflections to be a waste of rubies, but since 4.0 didn’t actually add any new pathways for spec, it is not entirely impossible to take these. Although the additional 3 stacks of reflections does not make a large difference in PvP, the 10k mp regain at level 55 is well worth it in my opinion, Especially given that I prefer Dagger/Off hand for PvP over staff.
Aura of potency (Lightning Tree) - is useful to increase self-damage, and would not make you completely buff useless should there be another Mage or Psi in the group. Not necessary, but useful if you have extra rubies. In 4.0.3 getting Aura of Potency is still plausible, and I’m sure someone will have it in their build, but with the rework of the ruby grids, getting potency doesn’t lead to elemental wrath, and previously sufficient rank 2 fire rubies are now better off as rank 3 instead of AoP.
Elemental Wrath (lightning tree) - allows for the player to quickly re engage shortly after dying, with only a 2 min Cool down, this should allow you plenty of time to wreak havoc. Not necessary, but useful if you have extra rubies. Again in 4.0.3, the 3 rubies which lead to Elemental wrath have been changed from Aura of Potency to 3%/6%/9% intelligence rubies. Intelligence, while a great stat to have, is not one of the stats directly required for PvP.
Things To Do in Pea Vee Pea
In order to be an effective PvPer as a mage class requires a good understanding of the class to begin with. As mages are very susceptible to damage after our barriers our gone, we do tend to perish in combat if focused upon. We have no heals, and can only wear cloth, so always be mindful of your surroundings, and don't tunnel vision or chase down kills. While the changes brought upon with the patch certainly increase our survival rate, it is still better to strike from range.
For this build, generally I start off with a conflagrate, followed by an icy meteor/ asteroid if more than 1 person around, chain the CC and add either a blind/silence pot, a reinc skill such as fear or TK pull. If TK pull many people, ideal time to drop the firewall onto the bunch. With the slow rubies fire tree, you will be slowing people down by 50%. Best to keep moving to gather blazing speed stacks and so people don't tunnel vision on you. Ideally, you ought to be applying as many negative affects to everyone around you to just annoy people. It's fun. When Solo, you should chain CC and reduce distance while dealing damage.
Conflagrate -> attack -> reinc/pot CC -> attack -> arctic shock -> flash -> attack -> invis -> get a good position -> attack -> firewall -> attack ...
Since 4.0.0, mages have gained versatility, and survivability, but have lost a lot of our previous “insane” damage. This revamp in 4.0.3 balances us to the point where when targeted by an equally geared warrior/paladin, you don’t just die. Compared to the reworks for other classes, I’d say the mage one is poorly thought through. (Can’t even lag people out with fancy explosive ice missiles cuz you can turn off animations >.>) Notes for future improvement: new skills, combat escape, more flashy skills that can’t be disabled to lag people out…