Mage's Consent is a powerful charge skill that can greatly amplify their damage output - fantastic when used in conjunction with a skill like Magic Bullet, and devastating if used on their EX Skill.ĭefensively, the Mage also has Shieldcraft which sets up a LF buffer that can help them absorb hits so they don't die as easily - an important feat for the best healer of the game. The group attacks are significantly less powerful but are meant for crowd control and widespread distribution of the elemental ailments. They may not have the same kind of raw damage demonstrated by the Rune-Knight or Duelist, but being able to hit with any of the three elements on demand can work favorably in striking enemy weaknesses. Their offensive spells are no slouch, either. This makes them a staple for the active party. While Cure may be weaker when healing multiple party members at first, continued investment in it will also greatly improve its group healing strength to the point where it can bring the entire team back from the brink of death. Level their Cure past level 4 so that it can heal the entire party, and level their Recover to maximum so that it can cleanse the entire party of all ailments for free. The Mage is by far the best healing class in the game. With powerful spells on hand and unparalleled healing ability, the Mage lends a great edge to parties both offensively and defensively. Mages are the quintessential caster class in the game.
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