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.
Magic has its roots everywhere, but nowadays, Karaten and its Mage's Guilds are the most well known practitioners.
Strengths
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.
Drawbacks
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.