Mage Elite Skills universally increase their ability to do magical damage, usually focused on specific types depending on the secondary class.
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Mage / Champion
(Champion/Mage)
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Mage / Druid
(Druid/Mage)
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.
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Mage / Knight
The Mage / Knight combination focuses on increasing and strengthening their repertoire of Light-based magics, giving them a Light nuke (Holy Light Strike), a Light damage over time (Stars of Light), a buff to the Light nuke (Enhanced Holy Light Strike), a buff increasing all Light damage done (Messenger of Light), and a Light-based nuke with a slowing component (Light Charge).
(Knight/Mage)
| Icon |
Skill Name |
Level |
Cost |
Cast Time |
Cooldown |
Range |
Skill Effect |
Upgrade
|
|
Holy Light Strike
|
15
|
15 MP
|
2 seconds
|
|
150
|
Inflicts 40.0 + 0.40 x INT Light damage on the target.
|
+14.0 per level
|
|
Stars of Light
|
20
|
30 MP
|
Instant
|
2 seconds
|
200
|
The opponent is showered with exploding hexagrams of Light. For 5 seconds each second one flare explodes, dealing 25.0 + 0.10x INT Light damage.
|
+10.0 per level
|
|
Enhanced Holy Light Strike
|
25
|
|
|
|
|
Holy Light Strike now has a 30% chance to Stun the target.
|
|
|
Messenger of Light
|
30
|
30 MP
|
Instant
|
|
|
When activated, all damage caused by your Light based spells is increased by 5.0%. This lasts 900.0 seconds.
The maximum level of this skill is 50.
|
+1.0% per level
|
|
Light Charge
|
35
|
30 MP
|
Instant
|
8 seconds
|
150
|
The power of Light enters your enemy's body with a violent shock, inflicting 40.0 + 0.30 x INT Light damage and Slowing him down by 10.0% for 5.0 seconds.
(This skill slows the target down by a maximum of 40.0%.)
(Players get slowed down by 10.0%.)
|
+10.0 and -0.6% per level
|
|
Concentrated Attention
|
40
|
|
|
|
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Causes your Messenger of Light to increase your Magical Accuracy.
|
|
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Light of Day
|
45
|
|
|
|
|
When you successfull strike your opponent with Holy Light Strike or Light Charge, it instantly increases your Light damage for 15.0 seconds.
(After the effect has ended it cannot be triggered again for 20.0 seconds.)
|
|
|
Energy Recovery
|
50
|
|
|
|
|
Causes your Energy Influx to boost your Critical Magical Damage by an additional 2.0%. While this is in effect, each critical strike your Holy Light Strike lands will also recover (current Maximum MP x 1.0%) + 15.0 MP.
|
+4.5 per level
|
|
|
Brilliance Award
|
60
|
|
|
|
|
Reduces your Stars of Light chant time by half. Also increases target's Light damage by 3%. Can be stacked 5 times.
|
|
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Saint's Resilience
|
70
|
|
|
|
|
Removes Helpless, Dizzy, Root, Slow and Fear states. (Target must be in a Root, Slow or Dizzy state for removal effect to work.) This skill can be used under any state that hinders casting. Also reduces your received damage by 60% and lasts for 7 seconds. After the Saint's Resilience effect wears off, it causes an extra increase in your Movement Speed. Lasts for 7 seconds.
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Mage / Priest
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).
(Priest/Mage)
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Mage / Rogue
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).
(Rogue/Mage)
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Mage / Scout
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).
(Scout/Mage)
| 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.)
(The effect is removed when the target is attacked.)
|
|
|
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.)
|
|
|
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.)
|
+18.0 per level
|
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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.)
|
+0.25 per level
|
|
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.)
|
|
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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.)
The maximum level of this skill is 50.
|
0.18% per level
|
|
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Strength of Ashes
|
60
|
|
|
|
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After your Flame Spirit disappears, this provides you with an increase in Magical Damage. Lasts 20 seconds.
|
|
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Wind Fire Cultivation
|
70
|
|
|
|
|
Earn both Fire Arrow and Power of the Wind at the same time.
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Mage / Warden
(Warden/Mage)
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.
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Mage / Warlock
(Warlock/Mage)
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Mage / Warrior
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).
(Warrior/Mage)