With a brief incantation and a slight flick of the wrist, a proper Mage can invoke destruction. Charged with arcane forces, these individuals can control and manipulate the battlefield like a conductor leads an orchestra.
- Mages have a large variety of abilities to choose from, making them quite versatile.
- Their accessibility to various elements can allow them to exploit elemental weaknesses.
- Several mage skills have strong crowd control effects and can target multiple enemies at once.
- Mages can also be supportive to their team and enchant their allies with Defensive or Support skills, boosting their power and granting them advantages against certain aspects.
- Defensive skills, such as Relent Gale, allow a Mage to compliment them with the appropriate skills to cause additional effects.
- Blink is a very powerful movement tool with little to no FP costs; especially when coupled up with Whispering Cant.
- Elemental Augment, if it hits an Elemental Resistance, does not deduce Momentum.
- Certain spells have compatibility with Excel Charges, gaining additional effects by using them up.
- Mage, by itself, lacks the raw power to do large amounts of damage.
- A mage will require considerable amounts of FP to be able to keep up with the usage of their skills.
- An overlooked drawback is the weakness granted by enchants. The damage increase from this weakness is considerable, and will prove to be worrying when faced.
- Without Whispering Cant, Silence can and will lock you out from using your skills.
- Listen. No matter how much you try to find more drawbacks, Mage is just really good.
|Offensive||Fir, Explosion, Vyd, Air Pressure, Rye, Rectifer, Isendo, Stone Dragon, Miu, Famiuga|
|Defensive||Fire Fairy, Relent Gale, Static Air, Astral Belt, Ice Fairy|
|Support||Galren, Kraken, Redgull, Nerhaven, Talvyd|
|Utility||Blink, Swap Position|
|Passive||Elemental Augment, Auto-Enchant, Whispering Cant|
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