
Bu mesaj 1 defa düzenlendi, son düzenlemeyi yapan "Lainie" (May 9th 2014, 8:59am)

- Shocking Grasp (Rank 3): Instant cast time and deals 100% more damage when the target is below 25% health. A must-have, combined with brutality you can hit for tons once the target drops below 25%.
- Frostbolt (Rank 3): Your basic ice spell. It doesn’t cost ice force points so you can use it after you’ve used up your frost force points on Icy Meteors or Comets while waiting for the next cycle.
- Stone Barrier (Rank 2): This is just taken in order to get the upgraded version called Stone Wall. I decided to only take rank 2 of Stone Barrier and Stone Wall because you would have to spend 6 more talent points to get just one more stack of the effect. I think the cost is too high for such a small benefit.
- Icy Comet (Rank 3): A mage’s main ice spell for single target. Hits for massive damage and costs 2 frost force points. As well, it doesn’t require line of sight.
- Thunderbolt (Rank 3): The basic lightning spell. It doesn’t cost lightning force points so you can use it after you’ve used up your lightning force points on Electric Pulse or Thunderhead.
- Elemental Shield (Rank 2): A barrier that absorbs magic damage. You can use this in situations in which you expect to be taking magic damage rather than physical damage. You cannot have both Elemental Shield and Stone Wall in effect simultaneously.
- Flash (Rank 1): Teleports you 20 yards away. This spell can help you survive during those times when the tank has lost aggro or when a monster is hitting you for whatever reason. It is also a handy convenience for when you are forced to run somewhere on foot.
- Icy Grave (Rank 1): Our main crowd control spell. It freezes the target for 30 seconds as long as it is not taking damage. A great spell for times when your group can’t handle all the mobs in a pull.
- Reflections (Rank 2): A survival spell that mitigates damage for each stack. This spell is great whenever you are taking a lot of hits, particularly when you’ve lost your barriers.
- Seal of Health III (Rank 3): Increases the health, mana, and energy of your group members by 30%. This is a necessary party buff for anyone who wants to participate in astral runs, raiding, etc.
- Electric Pulse (Rank 3): A mage’s main lightning spell for single target. Hits for tons of damage and costs 2 lightning force points.
- Icy Meteor (Rank 3): Our AoE ice spell—hits several mobs in an area for quite a lot of damage. It’s also great because it doesn’t require line of sight. It costs 3 frost force points.
- Thunderhead (Rank 3): Our AoE lightning spell—hits several mobs in the vicinity of your target for a large amount of damage. It costs 3 lightning force points.
- Stone Wall (Rank 2): The upgraded version of Stone Barrier. Each stack absorbs physical damage. This spell is necessary to make us a little less squishy.
- Elemental Surge (Rank 2): A dragon tear spell that casts for 8 seconds. Once finished casting, it deals damage to your target and nearby monsters for each second of cast time. This is a great spell that deals quite a lot of damage.
- Magic Tactics (Rank 1): A dragon tear spell that allows you to have 21 seconds of uninterrupted casting, regardless of incoming damage or even movement. A great spell for situations in which you can’t stand still for very long. Bu mesaj 1 defa düzenlendi, son düzenlemeyi yapan "Lainie" (May 9th 2014, 6:54am)

- Propitious Magic (Rank 3): Increases your luck by 9%. More luck means more crits, which means more damage output.
- Sleet (Rank 3): Decreases the cooldown of your Icy Comet/Meteor by 50%.
- Icy Avalanche (Rank 3): Decreases the mana cost of your comet/meteors by 30%.
- Ice Tomb (Rank 3): Allows you to include a second mob in your Icy Grave, and increases frost damage by 3%. Double Icy Grave is a necessity at endgame for astral and raiding.
- Master of Intuition (Rank 3): Increases Proficiency by 9.
- Hailstorm (Rank 3): Sends a second comet when you cast Icy Comet/Meteor that deals 30% of normal damage.
- Frosty Advantage (Rank 3): Increases the non-critical damage of frost spells by 15%. As well, it allows your Icy Grave to hold even when the target takes damage, as long as it stays above 90% health.
- Adherent’s Determination (Rank 3): Increases Brutality by 9.
- Intense Cold (Rank 3): Increases frost damage dealt by 12%.
- Northern Lights (Rank 3): Allows you to gain a stackable effect during combat every 6 seconds that decreases the cast time and mana cost of Frostbolt by 50%.
- War of Elements: Icy Lightning (Rank 4): Allows you to receive an additional frost point and lightning point in each cycle, but you stop receiving fire points.
- Lightning Jolt (Rank 3): Allows you to receive a Lightning Jolt effect at the beginning of each elemental cycle that increases your next Shocking Grasp’s damage by 600% and its range by 100%.
- Unstable Energy (Rank 4): Increases lightning damage dealt by 15%.
- War of Elements: Icy Lightning (Rank 4): Allows you to receive an additional frost point and lightning point in each cycle, but you stop receiving fire points.
- Cascade (Rank 3): Each tick of Thunderhead/Electric pulse deals 15% more damage than the last tick.
- Positive Feedback (Rank 3): Increases critical damage of lightning spells by 15% and decreases the cooldown of Elemental Shield.
- Lethal Shock (Rank 3): Increases damage of Lightning Grasp by 30% against targets with 25% health or less.
- Sage’s Intelligence (Rank 3): Increases Vigor by 9.
- Elemental Wrath: Allows you to receive 5 elemental points if you have less than 2 points of each element. This is a great spell to use when you’ve used up all your elemental points in the middle of your cycle and it would be useful to throw out some more big spells.
- Dynamo Effect (Rank 3): Decreases cast time/mana cost of Thunderhead/Electric Pulse by 30%.
- Thundering Advantage (Rank 3): Allows you to gain a stackable effect during combat every 6 seconds that decreases the cast time and mana cost of Thunderbolt by 50%. Bu mesaj 3 defa düzenlendi, son düzenlemeyi yapan "Lainie" (May 9th 2014, 8:58am)
- Arcane Mastery: Increases Vigor by 30% for your next spell. This is a great spell to use in conjunction with your hardest hitting spells, such as Elemental Surge or Icy Meteor.
- Focused Mind: Prevents spell casting interruption for 20 seconds. This can be a great spell to use if you really need to get a spell off that is easily interrupted, such as Elemental Surge or Thunderhead.
- Invisibility: Makes you invisible for 10 seconds. This is a great survival skill in tight situations.
- Sanctuary: Teleports your group to a safe area. This is an absolute life saver in astral when things go sour, saving lives from your countdown.
- Snow Dam: These rubies increase the duration of Reflections and give you 1 extra stack for every rank you invest in. This is great to increase survivability. Additionally, it restores mana for each stack consumed. The mana effect isn’t quite as useful, since mages don’t tend to have very many problems with their mana pool, but in some situations it can have quite a nice effect.
- Aura of Astral Power: This is a great party buff to get if you have 3 rubies to spare. Having an extra party buff available just makes you all the more versatile and valuable in a party.
Bu mesaj 4 defa düzenlendi, son düzenlemeyi yapan "Lainie" (May 9th 2014, 6:38pm)
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