Class Mage - Zicerite/Gavania-Project GitHub Wiki

Quick Summery: Mages are a DPS class with a great amount of healing. Has a good amount of everything, but are best at mixing offensive and defense.


Mage has above average:

  1. Skill Damage
  2. Elemental Variety
  3. Healing
  4. Reach

Mage has slightly above average:

  1. Support

Mage has average:

  1. Defense
  2. Anti-Support
  3. Mobility

Mage has below average:

  1. Melee Damage

Combat Notes:

  • Summery:

Mage is a mid to long range class that focuses more on damage and healing. Mages have a great reach, and combined with their elemental variety, makes this class a great combat viable class. Mage has far more pros than cons overall, however mage does better in PVP than PVE due to their passives being more PVP orientated.

  • Their Advantages:

Mage's key advantage is their high skill damage, elemental variety, and their healing and reach. This class is primarily a DPS class, with some survivalbility from their own healing. Mage has the fastest mana regeneration per second, being 2. Mage also has the most mana out of any class, allowing them to cast out more skills. Their L click attack, despite being weak in damage, allows mana draining, which allows mages to quickly get back mana when facing large groups of enemies. Debatabley, their defensive skills are good, as only 2/3 of their defensive skills cost tech, and are the only skills that cost tech, allowing for easy defenses when needed. Mages are one of the best healers, as they are able to heal a lot of HP, and a very small amount of mana when needed. Mages are able to cure all negative potion effects from themselves and nearby allies, as well as extinguish flames with their healing skills. Mages also have an overall good Speed buff giving skill as well. One of their passives grant for Mana Regen 2 to themselves and nearby allies when dealing water damage. Although this is more useful for the allies than the caster.

  • Their flaws:

The biggest flaw mage has is in their passives. Half of their passives are only triggered if they get hit from a specific element, those being Fire, Thunder. One of their other passives only buffs water damage if the mage is in water. Without a primary water type projectile, the use of this passive is limited. Mage has the weakest L click skill in terms of damage. Their R click skill is flawed, as it costs 4% mana to use. This one gets slightly less viable as levels go on, but can be remedied with a high Spirit attribute value. Mage doesn't really have much combos. Basically equip Nrik-1, and cast Fireball, then proceed with Thunderbolt and/or Frost.

  • Playing Offensively

The Skills: Mage has the below average amount of offensive skills, being 4. The main benefit is that the 4 skills have completely different elements to them, and are completely different in execution. Fireball is mage's primary damaging skill. Its a ranged attack that explodes on contact that also ignites enemies that are hit. With Nrik-1, this skill also decreases damage resistance, allowing for even more damage when you use other damaging skills after it. Frost is a decent AOE skill that is primarily used to cause slowness to nearby enemies, good for getting enemies off of you and allowing you to get away. Gust has a large range, and is primarily for causing a lot of knockback, however it is also the skill mages will use to get around, as the skill causes speed, and launches the mage upward. Thunderbolt starts off weak, but does eventually become the strongest damaging skill for mages. With a huge range of 10 blocks, it is great for using at a distance. This skill is also the source of causing piercing damage, if equipped with Alby-3. Thunderbolt is able to stun, which is good for starting combos when it starts, if it even happens, as its based on chance. Terra shield is able to deal earth damage, and should be used when dealing with close ranged targets.

  • Playing Defensively

Mage has 3 defensive skills. Barrier makes the caster invincible for 1 second, but can't attack while its up. This is perfect for building up tech, as the caster can still gain tech if they are hit when the barrier is up. Terra Shield is great for defending against close ranged targets, as it grants an Endurance and Willpower buff rather than straight up damage resistance. Because of this, using Thunderbolt while in this state is recommended, due to Willpower giving a small damage bonus to Thunder damage. Frost Shield is good against close, and ranged enemies, as this skill causes attackers to get Slowness. Since this skill is the cheaper of the 2 defensive skills, mages will more likely go for this one. Aerospeed is good for getting enemies off you you, as it deals a fair amount of knockback.

  • Playing Support

Mage has the most skills that can cause slowness, being 4. Frost, Terra shield, Frost Shield, and R click that has Araw-2 enabled. This is primarily where most of mage's anti-support comes from. This means mage is really good at keeping enemies away, and keeping enemies close, at the same time, whenever they need to. Thunderbolt and R click that has Araw-3 is where mages are able to cause stun, however they are both based on chance. Fireball and R click with Araw-1 is where mage can cause ignition, though not for very long. Mage's Esuna skill allows for clearing negative potion effects from themselves and nearby allies. Aerospeed causes Speed for the caster and nearby allies, making traveling easy since it only has a cooldown, and no other resource costs. Gust allows mages to get to higher up places, but not far away places horizontally.

  • The Passives

Mage has 4 passives, but 2 of which rely on getting hit by an elemental attack.

  • Eternal Fire increases fire damage if the caster is on fire.
  • Graceful Water increases water damage if the caster is in water.
  • Supercharged greatly increased thunder damage if they are hit with a thunder type attack for 4 seconds.
  • Mana Droplet grants Mana Regen 2 to nearby allies and the caster, when the caster deals Water Damage.

Base Stats:

Formula: x + (y), where x = base, and y = amount gained per level up

  • Health: 14
  • Mana: 20
  • Mana Regen: 2/s
  • Base Speed: +5%
  • Vitality: 1 + (1)
  • Spirit: 62 + (2)
  • Aquatia: 10 + (0)
  • Strength: 8 + (1)
  • Intelligence: 20.5 + (1.5)
  • Endurance: 0 + (0)
  • Willpower: 20 + (0)
  • Agility: 0 + (0)
  • Dice: 10 + (0)

Skills

  • N/A. Will add once finalized...

Runes:

Alby:

  • Alby 1: Fireball, Frost, Gust, and Thunderbolt deal additional damage, equal to the caster's Melee damage on their weapon.
  • Alby 2: Adds 7x projectiles to Frost and Gust that spawn around the caster.
  • Alby 3: Adds piercing damage to Thunderbolt.

Xync:

  • Xync 1: Adds a 1 second invincibility to Cure and Esuna.
  • Xync 2: Adds a 1.5 second invincibility to Terra Shield and Frost Shield.
  • Xync 3: Grants a 20% damage reduction for 2 seconds after Barrier has ended.

Yryn:

  • Yryn 1: Adds more healing dealt to Cure and Esuna.
  • Yryn 2: Heals a small amount of HP and Mana to the caster and allies when Aerospeed is casted.
  • Yryn 3: Fixed 5% chance to heal 1.1% HP when dealing damage.

Nrik:

  • Nrik 1: Enemies hit by Fireball get their defenses reduced by 20% for 3 seconds.
  • Nrik 2: Fixed 5% chance to dodge all incoming damage if the caster has a speed effect on them.
  • Nrik 3: Gain 2 mana per second when below 20% HP.

Araw:

  • Araw 1: R combo deals fire damage, and ignites for 2 seconds.
  • Araw 2: R combo deals water damage, and grants Slowness to the targets.
  • Araw 3: R combo deals thunder damage, and has a chance to stun the targets.

Notes from Server Owner, and Combat Designer, Vgmusz:

Since I was going to make Mage after Swordsman, I wanted to make another beginner and pro friendly class. Mage is more well rounded than I originally thought it would end up being. Its good for offense, defense, and healing. This class is not a tank by any means, but it probably could be with a good armor set I suppose. I definitely more PVP friendly, though I don't really remember why I did that. Mage is actually the reason why the Stamina bar exists, since they were hurt the most from the manual dodging mechanic, which used to cost 5% of your total mana, then +5 more. I will admit that I may have made mage more practical of a class compared to most others, so uh, oops. Maybe some later patch I will address this.

I recommend you play mage more offensively, but at the same time, not wasting all of your mana on damaging, and save some for healing when you need to. A dry mage, is a dead mage.

Here is my Rune Build: Alby-3, Xync-1, Yryn-1, Nrik-1, Araw-3