Which mage is better in L2. First, let's take a look at the character parameters.

Mages in the game act as long-range damage dealers and are striking power that should not be underestimated. An experienced mage will cause a lot of trouble for any class, and trips to raid bosses will not take place without his participation. Battle mages are represented by SpellHowler - a dark elf, SpellSinger from the race of light elves, and the people are represented by Sorcerer and Necromancer. All except the last one are elemental magicians, only Nekra has dark magic.

First, let's get acquainted with the parameters of the characters.

Sorcerer and Necromancer come from the same village and have the same stats.

STR 22 DEX 21 CON 27 INT 41 WIT 20 MEN 39
SpellHowler
STR 23 DEX 23 CON 24 INT 44 WIT 19 MEN 37
SpellSinger
STR 21 DEX 24 CON 25 INT 37 WIT 23 MEN 40

The main parameters will be INT (magic strike power) and WIT (spell casting speed). Since intelligence adds 3% magic attack, people will have 12% stronger attack than light people, and dark people will have 21%. The WIT value gives approximately 5% casting speed. The dark elves have the most low rate, so we will compare with them. SpellSinger by 20%, and humans have 5% higher casting speed. Intelligence is inferior in usefulness to the WIT parameter for a magician.
Briefly about skills.

The main attacking skills are basically identical, the only differences are in the nature of the magic. A special feature of the Nekra is the need to use one unit of the “cursed bone” item per shot. After receiving the third profession, all magicians receive the skill - Vortex. In addition to damage, the skill imposes a portion of debuffs. The SS reduces the enemy's movement speed the most, the CX reduces the casting speed, and the Sork reduces the attack speed. All elemental vortexes have a set of debuffs with different percentage advantages, only the necra vortex restores a portion of health relatively damage caused. In addition to the main nukes, there are also additional ones. SS and CX each have one more vortex and a powerful skill corresponding to the weakening from the vortex, the nature of which is light and darkness. Necrs and SH have a skill that reveals their power at low HP. But forty was unlucky; he was not awarded any additional skills.
Regarding AOE, we can note that everyone except the Nekra has the Aura Flash skill. CX gave a massive Tempest. Sork was given two skills that do not require targeting; only Blazing Circle will be useful in mass fights.

All elemental magicians have a meager set of debuffs. CX and Sorc slow down flagged enemies, SS can slow down anyone. CX has Silence - a skill that blocks magicians, but with normal jewelry, it is not particularly effective. Sork and SS are equipped with Cancellation - the skill removes several buffs from the enemy. Nekr, debuff champion. Silence and Curse of Doom block physical and magical skills, and Anchor paralyzes the victim. Curse Gloom and Mass Curse Gloom weakens the magic defense of one or more enemies. Curse Disease significantly reduces the effectiveness of healing, and Curse of Abyss will reduce almost all enemy stats for 30 seconds.

The most deprived in every sense is Sorcerer. This mage has few skills, and has the most resistance against fire in the game. Yes, and in terms of parameters it is average. SpellHowler and SpellSinger find their fans by maximizing the parameters of a particular character, since elves have specific traits for which they can be loved. SS has the best DPS. Any of the elemental magicians cannot be compared with a Necromancer; a combination of a necromancer and any other magicians would be ideal. Nekr has a small number of nukes, but many debuffs and sumon make him a separate subclass.


This review examines DD-Mages, to read about support mages, follow this link, and to learn about healer magicians, follow this.

There are three DD Mages in the game. One for people, one for dark and light elves. The human mage uses the element of fire, the dark elf mage uses wind and dark magic, and the light elf sorcerer uses water. I will try to explain the difference between classes in accessible language, without offending experienced players.

So, the human magician - the Wizard - represents a kind of golden mean. His performance is optimal compared to that of the elves. However, these magicians are not very popular, since human magicians often choose the path of necromancers, this opens up great opportunities in terms of survival and does not have side effects in the form of a reduction in damage done. But the necromancer uses dark magic, and the elemental magician of people uses fire. This means that, say, in PvE on Valakas, the sorcerer will be useless, and the Necromancer will be able to use magic. At the same time, there are enough enemies immune to dark magic that in some cases the Necromancer will be just as useless.

Light elf mages - Spell Singers - are known for their speed of magical attack. Their control of the enemy consists of casting buff removal spells and putting the enemy to sleep. Sleep is cast slowly, the success of removing buffs depends on a large number of conditions and rarely occurs on top players. Consequently, the control of fireflies is not to be envied. But they can inflict damage with enormous speed, the highest among magicians. Despite the fact that each cast causes objectively little damage, these magicians can starve the enemy by approaching and running away, and thereby waiting until the enemy has time to use a healing can or spell.

Dark elf mages - Wind Summoners - this is a slow cast and huge damage. Unlike their light brothers, their control is presented in a completely different way. The first is an enemy slow that applies to melee physics. Secondly, this imposition of silence is used against magicians. From which it follows that this type of magician is effective against a narrow circle of opponents. However, thanks to very noticeable nukes, each blow of such a magician is felt by the opponent as a very powerful argument. Four or five hits are enough, without taking into account the imposition of debuffs. But don’t think that casting them will be so easy - the dark ones are slow and in duels with the light ones they sometimes simply do not have time to complete the required number of spells. True, for some reason they forget about the main rule of the battle with a magician: keep silent and start mocking. Following this rule, a dark elf can emerge victorious from any duel with a magician.

It is difficult to advise whom to choose for a beginner. A light elf is more flexible - you can cast more spells, which means you will be able to get out of more troubles. On high levels The style of play is seriously different, and you need to take that into account. The dark ones allow you to rule in PK; personally, I consider this class to be one of the best in such an unworthy, but fascinating form of e-sports. If you start from afar and choose the desired sequence, in 90% of cases your enemy will not have time to come to his senses.

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Re: Mages in the line - class overview

God, what a noob wrote this) cc is famous not only for its enormous casting speed and removal of buffs, but also for its huge number of slowdowns, and cx has almost none) but cc is the hardest to level up at small levels, and then of course they rule

76-84 Awakening
85-99
Knight of Sigel
Sigel Knight Knight of Sigel
Sigel Knight Warrior of Tyr
Tyrr Warrior Warrior of Tyr
Tyrr Warrior Rogue Odala
Othell Rogue Archer Eura
Yul Archer
1-19
20-39
40-75
76-84
Awakening
85-99
Spellcaster Isa
Iss Enchanter
Aeore Healer
Healer Algiza
Wizard Feo
Feoh Wizard
Wizard Feo
Feoh Wizard
Summoner Venyo
Wynn Summoner

Warrior

Warrior is primary class fighters of the human race. The warrior specializes in the use of a variety of weapons and armor. He has high levels of strength and agility - with equal success he can engage in close combat and attack the enemy from a distance.

Basic characteristics War

STR DEX CON INT WIT MEN
88 55 82 39 39 38

Knight

The knights acquired their knowledge through extensive training at the royal training grounds. Most of all, they value their honor and, if necessary, Knights are ready to die for their territory and their King. This class specializes in melee combat and defense. The Knight's skills in this area are excellent, and the ability to heal his wounds allows him to prolong his resistance to enemy attacks.

Dark Avenger

Anger and hatred are the eternal companions of those who have chosen the path of the Avenger. This class is the complete opposite of the Paladin. He is trained to save the life of his allies, and the Avenger is perfect at taking it away. The Avenger's cursed armor is capable of returning damage to his enemies, and his use of black magic helps him absorb the enemy's life force and summon a dark panther to help.

Hell Knight

The Knights of Hell are the real focus of evil and horror. They resort to black magic and strike fear into the hearts of their enemies. The Knight of Hell is the highest level of development of the Avenger, allowing access to new, previously inaccessible combat skills.

Paladin

Only one of the Knights who carries the True Faith in his soul is capable of becoming a Paladin. Using Divine powers, Paladins can heal their wounds and consecrate weapons and armor. This makes them indispensable assistants in the fight against the Undead. Thanks to their strong armor, Paladins can easily withstand a hail of enemy blows, and they use a shield not only for protection, but also to stun the enemy.

Phoenix Knight

Few Paladins are capable of becoming the Knight of the Phoenix, bringing light and True Faith to the most remote corners of this world. However, those who were able to withstand all the tests are rewarded with new exceptional skills, including the ability, like the Phoenix bird, to cheat death by rising from the dead.

Warrior

The Warrior is a more experienced Warrior who relies on his physical strength. Most of all, Warriors value freedom and independence, so they do not recognize commanders, believing that it is necessary to fight only for themselves. They are excellent with swords - almost all of their skills are based on the use of this particular type of weapon. Warriors are able to concentrate to increase their attack abilities and deal with monsters more effectively.

Spearman (Warlord)

Spears and pikes are what Spearmen use in battle. Their strength allows them to deliver crushing blows to the enemy, and their ability to attack multiple targets at once can lead the Spearman to victory in the most hopeless situations. This class is most effective in wall-to-wall battles, as well as in castle sieges.

Warlord (Dreadnought)

Generals rightfully bear the title of great fighters - no one else can handle polearms so masterfully. Every Warlord dreams of one day receiving this honorary title, because Warlords are trained in special techniques that significantly increase their combat power.

Gladiator

If you see a warrior who is tightly clutching a sword in each hand, you know that this is one of the the most dangerous opponents, Gladiator. This is the only class that has achieved unprecedented heights in the use of two swords. He is trained in numerous techniques that allow him to most effectively attack the enemy at high speed.

Duelist

Duelist - unsurpassed masters of combat with two swords. Only the most persistent and powerful of the Gladiators are awarded the right to become a Duelist. As a reward, they receive increased resistance to curses and diseases, as well as new combat skills that allow them to fight their opponents even more effectively.

Rogue

Rogues are fighters who choose dexterity over strength. They believe that the end justifies the means and do not hesitate to use the dirtiest methods to win. Robbers cannot stand it when something restricts their movements and therefore use convenient light armor, daggers and bows. This class makes excellent spies and scouts. Fighting monsters alone can be risky for a Rogue - his low amount of health and weak defense indicators do not allow him to attack strong enemies, so for more comfortable game we need to find allies.

Treasure Hunter

Move silently and quickly, strike accurately and deadly - this is how the Treasure Seeker prefers to act. Among Humans, he has no equal in his skill with daggers, and his attack speed and ability to avoid blows are amazing. Walking on the razor's edge, balancing between life and death is a common thing for him, because the Treasure Seeker is a real darling of fate, entirely dependent on the will of chance.

Adventurer

Adventurers are vagabonds who have long ago exchanged the warmth of the hearth for the dust of the roads. However, if for Treasure Seekers traveling is a way to make money, then for Adventurers roads are a way of life. They are still loyal to their dagger, but their offensive abilities have increased significantly.

Shooter (Hawkeye)

Many warriors avoid close combat, preferring to attack the enemy from afar. Such fighters include Strelok, a master of ranged attacks. He is capable of stunning and then destroying an enemy with several blows. The Shooter is also trained in special skills that help him concentrate on the target, which allows him to deal with enemies more effectively.

Sniper (Sagittarius)

Snipers are the strongest, most accurate and fastest shooters of the human race, who have earned this title in numerous battles and tournaments. Only Snipers have the ability to learn special combat skills that are not available to Shooters.

Mystic

Only Mystics can draw energy from the world around them, changing matter with the power of their thoughts. They use special magical weapons. Using their magical powers, Mystics are able to summon magical creatures, heal wounds and attack the enemy with destructive spells.

Basic characteristics of the Mystic

STR DEX CON INT WIT MEN
38 27 41 79 78 78

Cleric

Clerics are mystics who use the sacred power of the Gods to perform miracles. They belong to religious organizations or are themselves traveling preachers. Mostly their magic is aimed at helping other players. Clerics chose Light magic as the main direction of their profession. They are trained to heal allies and increase their characteristics, they are able to restore their health, so they can do without assistants. Playing on their own, Clerics can equip light or heavy armor, pick up melee weapons, and become stronger using spells, but they are not very effective fighters.

Bishop

Bishops are excellent healers. They are capable of turning a dying character into a fighter full of strength in a few moments. Bishops are also excellent hunters of the Undead. In their arsenal there are many spells that can immobilize the enemy, instill terror and cause damage. If the Bishop allowed an ally to die, he can resurrect him, returning him a certain amount of experience.

Cardinal

Using divine power, the Cardinals are able to work miracles, pulling entire groups of players from the clutches of death. In restoring vitality, they are far superior to their predecessors, the Bishops. But obtaining the title of Cardinal is not easy; only the most patient and persistent will be able to achieve this goal.

Prophet

Not a single group can do without it, because only the Preacher has the unique ability to cast auras that increase the characteristics of allies. His help will be useful to both warriors and magicians. In addition, the Preacher can always use armor and melee weapons if he has to hunt monsters alone.

Apostle (Hierophant)

In the difficult task of supporting their comrades, the Apostles are far superior to the Preachers - only they have the opportunity to endow characters with the strength of ancient warriors, making them stronger and more resilient. This class has also learned to use magic that removes positive auras from enemies, thereby weakening their opponents.


Wizard

In their spells, Mages rely on the energy of the four elements, as well as the power of Light and Darkness. Most of them are trained in the Ivory Tower, just like hundreds of years ago. Mages are able to command the elements; they are well versed in black magic and summoning magic.

Sorcerer

Of the four elements, Wizards give preference to Fire - it is with its help that they destroy their enemies. With an emphasis on offense, the Wizards don't skimp magical energy, completely dissolving in the flames of battle, so they often need someone who can distract the attention of enemies.

Archimage

Days and nights spent in the Ivory Tower reading books are not in vain for Wizards - by practicing and improving their skills, they can claim the right to be called Archmages and use more destructive magic.

Necromancer

Having rejected the existing magical schools, Necromancers chose their own path - the path of Darkness. With the help of black magic, it costs them nothing to summon one of the devilish creatures of this universe as a servant, and various curses can weaken and even deprive the enemy of the ability to resist.

Soul Eater

Soul Eaters are Necromancers who are dedicated to their craft and work tirelessly to improve their skills. Masters of black magic, Masters of Darkness, leaders of the dead - they make enemies tremble, one mention of the Soul Eater can put the enemy to flight.

Warlock

Many people underestimate Sorcerers, considering them their minions own creations, however, a duel with them quickly disproves this myth. Sorcerers specialize in controlling summoned creatures - they can heal and increase their characteristics, and they also have the ability to create Cubes that paralyze and attack enemies.

Warlock (Arcana Lord)

The title of Warlock is given to Sorcerers who have reached heights in their profession and are ready to move on. They are taught new spells, including summoning another creature, stronger and more resilient than the previous ones.

Dec 22, 2017 Game guides

What race should you play if you want to be a magician? What subclasses exist for robbers of different races? You will learn about this in this guide.

Introduction

There are four races in L2R, each of which initially has three classes available: warrior, rogue and mage. The skills and abilities of these classes do not depend on race, but basic characteristics The races are different and are represented by infographics on the initial character selection screen. Upon reaching level 31 and completing 7 special quests, you will be able to choose from two advanced classes, which depend on the race and base class you chose at the beginning of the game. In total there are 24 unique classes (6 for each race) and 3 main ones.

Mage — a class for those who love support and AoE attacks. Characters of this class are not distinguished by speed and durability, but their attacks are striking large number goals. The base class initially has 2 active skills for all races and 1 additional for people: a wind attack in a straight line knocks back all enemies caught under it; the fire attack also passes through enemies and knocks them back with an explosion; and the energy ball (available only to humans) flies far through enemies in a straight line and deals high damage to all victims.

Magi people

Human magicians can turn intoLords of Fire or Bishops at level 31. Overlords are damage-magicians who need protection but can deal massive damage, and Bishops are support healers, especially useful for the group in dungeons.

Lords of Firelearn three skills: they can summon a pillar of fire that constantly deals fire damage to enemies around them; can throw a powerful fireball, scattering enemies in its path and exploding at the end of the flight path; and are capable of raising the maximum amount of MP for the entire group. It’s convenient to level up as the Lords of Fire and go through dungeons in a group - under the protection of a tank and a healer, they are capable of delivering huge damage at a distance and quickly getting rid of crowds of mobs. In PvP, however, they do not shine - a fast enemy that can close the distance and stun the Lord of Fire will easily gain an advantage over him.

Bishops— a support class that has two additional (to the basic) skills: it can throw enemies away from itself with holy light; and restore a lot of health at once to yourself and surrounding allies. The Bishop cannot boast of speed, attack range, or even less defense - but his healing abilities are extremely useful in team PvP (for example, in Siege mode, where there is a 30 vs 30 battle).

Magi-elves

Elven magicians are divided into two subclasses:Spell Singers And Elders . The first subclass has fairly high speed and is able to slow down enemies, while the second subclass applies buffs to allies and gradually restores health.

Singer of Spellshas two special skills: she can throw a long, penetrating icicle at enemies opposite, slowing down all victims; and create an ice vortex around you, constantly causing damage, slowing down and freezing enemies. The singer, like almost any magician, takes a long time to level up in the field due to her low attack, but at the same time in dungeons and PvP (both mass and duels) she is very useful because of her speed and ability to slow down enemies.

Elderscan hit enemies in a wide radial area with a beam of light, causing damage and weakening defense; they also cast an aura on themselves and surrounding allies that gradually restores health over a certain period of time; and they are also able to reduce the cooldown of skills for themselves and allies (using one skill) and increase the defense of the entire squad (using another skill). When playing as an Elder, it is very difficult to level up, but when playing in a squad, her support skills become extremely useful. In PvP duels, Elders can prove themselves stronger than many magicians due to increased defense and regeneration. As the Elders in a duel, you can fight quite confidently against weakly protected opponents.

Dark elf mages

Dark Elf mages evolve intoWind Summoners And Sages Shilen . The former perfectly control the territory and have a high magical attack, while the latter can drain health from enemies.

Wind Summonerscan produce a long-lasting stream of dark energy that can be controlled while using the spell - this stream deals multiple magical blows to targets, and it can either be concentrated on the boss or spread to a crowd of small mobs. Spellcasters can also blacken the ground in front of them and all enemies on it will receive damage and penalties to defense and speed. The final ability of Spellcasters allows them to raise their magic attack to maximum for a few seconds - this is especially good to use before using one of the previous skills. Spellcasters are powerful damage dealers, and their debuffs can be a great help to the party. However, they themselves require protection due to their weak defense and low health, making them not as effective in duels.

Sages of ShilenThey are supports, but like any other dark elf class, they focus on attacking enemies with their skills. The first of them sucks life from the enemies opposite and transfers health to the team - the less HP a character has, the more health he receives. The second skill allows the Sage of Shilen to scatter enemies around him and slow them down, while dealing high damage. With the help of the third skill, the dark Sage increases the magical attack of the entire squad (but not to maximum values, as a Spellcaster). Sages of Shilen are good support damage dealers for playing in a group and are able to show themselves with the best side even in duels due to the ability to vampirize, but against several strong enemies at once they are very weak.

Dwarven magicians

Dwarf magicians are divided intoBattle Mages And Sages . Battle Mages slower than all other classes, but they cause the highest damage with their area attacks, and Sages are the most effective at increasing the defense and health of the squad.

Battle Mages- master of AoE attacks. They can summon rocks that hit enemies in a wide area and knock them down; they throw three stone balls at enemies in a cone and cause huge penetrating damage; and in addition to this, they can increase the physical attack of the entire squad. When playing as a Battle Mage, it is important to understand the location of enemies and not let them surround you - this is what powerful AoE attacks are for. Battle Mages are easy to level up (they can easily kill many mobs in the field at once) and they support the squad well, but they are very difficult to play in duels due to their low speed.

Sages— supports, capable of increasing the defense and healing (but not as much as Bishops) of allies; raise the maximum amount of health of the entire squad; and stun enemies around you with a powerful ground strike. Sages do not deal much damage to enemies and do not weaken opponents - but they allow the squad to survive in the most difficult conditions. Sages work best in a team with damage dealers who can complement high defense with high damage.

Conclusion

The most effective way to play as a mage is in a squad, regardless of class. Some magicians, for exampleSages of Shilen And Elders, are capable of giving a good rebuff to the enemy alone due to good buffs and regeneration, but mainly the mage is needed to complement the squad.

If you want to literally save your squad from death with a life-giving dose of HP, then you need an absolute healer -Bishoppeople. If you need to apply buffs to a squad, then they work bestElders elves and Sages gnomes

Best suited for debuffing enemiesSinger of Spells (if enemies need to be controlled by slowing down) andWind Summoners (if enemies need to be weakened). These same subclasses are good as damage dealers.

Specialize in dealing area damageLords of Fire And Battle Mages, but the latter succeed in this better - although they need more protection due to their very low speed.

In front of you complete guide for the Battle Mage class!

Battle Mages- this is class gnomes(magicians), which can be selected upon completion of the task to change profession at level 31. They wear magic armor and armed staves. They can be called the best in the game support class that imposes positive effects. Battle Mages increase attack And protection groups (which is especially important in PvE activities, for example, in elite dungeons). The main advantage of this class is the positive effects that not only contribute to survivability, but also increase damage per second.

Battle mages also deal good damage thanks to two area-of-effect skills ( earth spike And Three fragments). They make quick work of waves of enemies as their cooldowns are short compared to other classes. Successful defense gives a significant fixed increase in defense for the entire group, and Old fighter, Whisper of Death And Aggression impose positive effects that will undoubtedly be appreciated by the attacking classes in your group. Thanks to all this, Battle Mages are always valuable in groups, especially during bonus time, as well as when collecting cores and resources.

For all the advantages of the Battle Mage in PvE, she often has a difficult time in a single game due to the low personal damage. She is not strong in the Arena and in single missions. As a rule, in the Arena, battle mages avoid battles with warriors who have a lot of HP and high defense, for example, And . But they have every chance against the Rogue classes. Thanks to the potential of the gnomes, Battle Mages have a good HP reserve and good defense, which allows them to hold out against the attacks of the Rogues for some time. It can be difficult for a Battle Mage to gain levels quickly, but they usually don't lag behind in character development (since they have no difficulty collecting cores).

In general, both in PvE and in PvP Combat Mages perform best in groups. They raise stats and allow the party to reach their full potential, helping to achieve decisive victories in sieges and battles of the Rift. In addition, with a Battle Mage in the group, it is easier to collect cores and resources. And most importantly, they are sought-after companions for attacking classes.

The Battle Mage is a class for those who want to play as a support character that enhances both offensive and defensive gameplay capabilities.

Reviewcharacter

Pros:

Valuable party member with many massive buffs

Thanks to the potential of gnomes, they are the most tanky of the magic classes.

One of the most popular dwarven classes, along with And extremely useful in group battles

A unique class of universal support, capable of applying both offensive and defensive buffs.

Good area damage (Earth Spike and Three Shards skills); can destroy waves of monsters.

Significantly increases the group's overall damage (significant increase with each level)

A sought-after class in elite dungeons, where it speeds up the extraction of cores and resources

Cons:

Relatively short range and slow skill animation speed

Slow moving, easy to catch up

One of several support classes that do not provide regeneration, forcing party members to consume HP or MP potions

Low overall damage, difficult to complete single missions (main, side missions, weekly missions, etc.)

Best Equipment

Priority of skills and their use

Before following the recommendations, be sure to get all skills to level 1 so you don't miss out on the benefits of passive skills in the early stages of the game. Mage Weapon Proficiency, Old fighter And Mastery of magical armor (passive skills) will make it much easier for you single player. Next in importance are group-oriented passive skills: Whisper of Death And Successful defense. These will come in handy when you get to group activities like Elite Dungeons, Rift Raids, Temple Guardian, and Circle of Summoning. Aggression seems like a nice bonus to attack power, but the chance of the skill activating (proc chance) is quite low, so it's a pretty unreliable skill. It is better to first invest points in active skills (Earth Spike and Three Shards) with good area damage.

Skills for PvP arena and sieges — Earth Spike / Three Shards / Fire Strike or Old Fighter

Skills for PvE (dungeons) — Earth Spike / Three Shards / Old Fighter

Skills for PvE (in automatic play mode) — Old Fighter / Earth Spike and Three Shards (optional) / Healing Strike (rare skill). Set a low HP threshold for auto-healing

Using Specific Skills

Whenever possible, invest points in the Mage Weapon Proficiency, Elder Fighter, and Magic Armor Proficiency skills.

As an alternative to the Old Fighter, you can use Fire Strike as a skill that knocks the enemy down

Whisper of Death is one of the best passive skills, especially in Fire Strike.

Earth Spike is the best active skill, level it up first and then Triple Shards.

Aggression is useful, but spend only the minimum points on it (no more than two)

Priority of main characteristics and subcharacteristics

Flying arrowAnd Meteor shower can be called the best rare skills available. They are indispensable in PvP battles in the arena. In sieges you may prefer Healing Strike/Ultimate Shield or leave Flying Arrow/Meteor Shower depending on the team strategy. Healing Strike saves HP potions when automatically killing monsters.

Optimal sets of jewelry for a battle mage: elf kit And black set. Elf set increases damage and gives resistance to stun, blocking attempts to immobilize you in battle. Black accessory kit will make you extremely durable in battle on top of your already high base HP and defense. It will be easier for you to survive in elite dungeons, boss battles and PvP battles.

Your main role is support, imparting positive effects. First of all, pump up passive skills (except Aggression), then active ones.

In the PvP arena:

Old Fighter (attack boost and damage reduction for 30s) > Earth Spike to knock down the opponent for 3s > [IMMEDIATELY] Meteor Shower and Flying Arrow > Three Shards > If the enemy is low on HP, finish them off with normal attacks, taking his blows. Otherwise, wait until your skills are restored.

Fire Strike to knock down an opponent > [IMMEDIATELY] Meteor Shower and Flying Arrow > Three Shards > Earth Spike to knock down an opponent for 3 seconds > If the enemy is low on HP, finish them off with normal attacks while taking their hits. Otherwise, wait until Fire Strike and Three Shards are restored.

In PvP siege:

Wait for an opportunity to attack; if enemies are in a group, use Earth Spike, if there are 2 or less - Fire Strike > [IMMEDIATELY] Meteor Shower and/or Flying Arrow > Three Shards if necessary > Retreat and wait for mass control skills to cool down (Fire Strike/Spike land)

Old Fighter (increases attack and reduces damage for 30 seconds) > Wait for an opportunity to attack; use Earth Spike to knock down opponents for 3 seconds [IMMEDIATELY] Meteor Shower and/or Flying Arrow > Three Shards if necessary > When finished positive effect Old fighter, retreat and wait for the Earth Spike to be restored.

If you prefer a defensive playstyle, you can use Absolute Shield/Healing Strike/Zone.

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