Magician
From The EQMac Wiki
Contents |
[edit] Overview
Magicians ("mages") are an arcane caster class that focus on mastery of the elements.
Like wizards and necromancers, a magicians's spell compliment is generally offensive in nature, rather than defensive. They share many of the direct damage ("nuke") spells of a wizard, though they generally receive these spells at later levels.
Magicians' strength lies in their conjuration: the ability to summon. Magicians receive the strongest line of pets and pet-based spells. Mages are able to summon forth fire, water, air, and earth-based pets, each type with their strengths and weaknesses. Magicians are the only pure caster class that cannot root. While their earth-based pets can "proc" root spells, which is helpful for the mage who is traveling alone. (However, this can be detrimental in a group composed of melee-based DPS adventurers, as tanks may find it difficult to hold aggro on rooted mobs.)
They are also able to focus their mana into armor and weapons for players and pets alike. A very help spell available only to magicians is the Call of the Hero, which allows them to summon their group members from distant parts of large or dangerous zones. Due to their offensive nature, magicians receive only a few spells beneficial to their party members. Their fire-based damage shields rival the strength of druids' thorn-based damage shields.
This class is a popular choice for those who enjoy playing a support role in groups while dealing out serious damage to one's foes. They travel well with shamans, whose buffs and heals can supplement the mage's pet spells. The shaman's ability to slow mobs, in addition to their damage-of-time spells and a magician's direct damage spells, can make for a very powerful duo.
Like other arcane classes, magicians rely heavily on intelligence as a base statistic for their mana pool. They also receive the ability to research spells as a tradeskill at level 16.
[edit] Playable Races
Magicians are a neutral class: they are considered neither evil nor good. The nature of their spells allows them to remain agnostic. Their arcane nature prevents more tribal societies from producing magicians. Dark Elves, Erudites, gnomes, High Elves, and humans may join this caste.
[edit] Skills
| Level | Trained | Type | Skill | Cap until 50 | Cap above 50 |
| 1 | No | Combat | 1 Hand Blunt | 110 | 110 |
| 1 | No | Combat | 2 Hand Blunt | 110 | 110 |
| 1 | No | Combat | Bind Wound | 100 | 100 |
| 1 | No | Combat | Defense | 145 | 145 |
| 1 | No | Combat | Hand to Hand | 75 | 75 |
| 1 | No | Combat | Offense | 140 | 140 |
| 1 | No | Combat | Piercing | 110 | 110 |
| 22 | Yes | Combat | Dodge | 75 | 75 |
| 1 | No | Arcane | Abjuration | 235 | 235 |
| 1 | No | Arcane | Alteration | 235 | 235 |
| 4 | No | Arcane | Channeling | 200 | 220 |
| 1 | No | Arcane | Conjuration | 235 | 235 |
| 1 | No | Arcane | Divination | 235 | 235 |
| 1 | No | Arcane | Evocation | 235 | 235 |
| 4 | Yes | Arcane | Meditate | 235 | 252 |
| 16 | Yes | Arcane | Research | 200 | 200 |
| 20 | Yes | Arcane | Specialization | 200 | 200 |
| 1 | No | Trade | Blacksmithing | 250 | 250 |
| 1 | No | Trade | Baking | 250 | 250 |
| 1 | No | Trade | Brewing | 250 | 250 |
| 1 | No | Trade | Fletching | 250 | 250 |
| 1 | No | Trade | Jewelry Making | 250 | 250 |
| 1 | No | Trade | Pottery | 250 | 250 |
| 1 | No | Trade | Tailoring | 250 | 250 |
| 1 | No | Other | Alcohol Tolerance | 200 | 200 |
| 1 | No | Other | Beg | 200 | 200 |
| 1 | No | Other | Fishing | 200 | 200 |
| 1 | No | Other | Sense Heading | 200 | 200 |
| 1 | No | Other | Swimming | 200 | 200 |
[edit] Alternate Advancement
[edit] General
All may be trained at level 51.
- Innate Strength - 1/1/1/1/1 - Increase strength by 2 per level.
- Innate Stamina - 1/1/1/1/1 - Increase stamina by 2 per level.
- Innate Agility - 1/1/1/1/1 - Increase agility by 2 per level.
- Innate Dexterity - 1/1/1/1/1 - Increase dexterity by 2 per level.
- Innate Intelligence - 1/1/1/1/1 - Increase intelligence by 2 per level.
- Innate Wisdom - 1/1/1/1/1 - Increase wisdom by 2 per level.
- Innate Charisma - 1/1/1/1/1 - Increase charisma by 2 per level.
- Innate Fire Resistance - 1/1/1/1/1 - Increase fire resistance by 2 per level.
- Innate Cold Resistance - 1/1/1/1/1 - Increase cold resistance by 2 per level.
- Innate Magic Resistance - 1/1/1/1/1 - Increase magic resistance by 2 per level.
- Innate Poison Resistance - 1/1/1/1/1 - Increase poison resistance by 2 per level.
- Innate Disease Resistance - 1/1/1/1/1 - Increase disease resistance by 2 per level.
- Innate Run Speed - 1/1/1 - Increase run speed by 10% per level. Does not stack with SoW.
- Innate Metabolism - 1/1/1 - Decreases food consumption by 10, 25, and 50%.
- Innate Lung Capacity - 1/1/1 - Increases air capacity by 10%, 25%, and 50%.
- First Aid - 1/1/1 Increases the Bind Wound cap by 10% per level.
- New Tanaan Crafting Mastery - 3/3/3/3/3/3 - Allows more than one tradeskill to exceed 200.
- Innate Regeneration - 1/1/1 - Increases innate HP regeneration by 1 point per level.
Spending 6 points in this area will earn the title Baron (Baroness)
[edit] Archtype
- Spell Casting Mastery - 2/4/6
- Spell Casting Fury - 2/4/6
- Channeling Focus - 2/4/6
- Spell Casting Subtlety - 2/4/6
- Spell Casting Expertise - 2/4/6
- Spell Casting Deftness - 2/4/6
- Natural Durability - 2/4/6
- Combat Stability - 2/4/6
- Combat Agility - 2/4/6
- Mental Clarity - 2/4/6
You must spend 6 points in General before you may spend any points in Archtype. Spending 12 points in this area will earn the title Master (Mistress)
[edit] Class
- Mass Group Buff - 9
- Mend Companion - 5
- Frenzied Burnout - 6
- Elemental Form: Fire - 3/6/9
- Elemental Form: Water - 3/6/9
- Elemental Form: Earth - 3/6/9
- Elemental Form: Air - 3/6/9
- Improved Reclaim Energy - 3
- Turn Summoned - 5
- Elemental Pact - 5
- Pet Discipline - 6
- Quick Summoning - 3/6/9
You must spend 12 points in Archtype before you may spend any in Class. Spending 24 points in this area will earn the title Sage
[edit] PoP Advance
- Advanced Innate Strength - 1/1/1/1/1/1/1/1/1/1
- Advanced Innate Stamina- 1/1/1/1/1/1/1/1/1/1
- Advanced Innate Agility - 1/1/1/1/1/1/1/1/1/1
- Advanced Innate Dexterity - 1/1/1/1/1/1/1/1/1/1
- Advanced Innate Intelligence - 1/1/1/1/1/1/1/1/1/1
- Advanced Innate Wisdom - 1/1/1/1/1/1/1/1/1/1
- Advanced Innate Charisma - 1/1/1/1/1/1/1/1/1/1
- Warding of Solusek - 1/1/1/1/1/1/1/1/1/1
- Blessing of E'ci - 1/1/1/1/1/1/1/1/1/1
- Marr's Protection - 1/1/1/1/1/1/1/1/1/1
- Shroud of The Faceless - 1/1/1/1/1/1/1/1/1/1
- Bertoxxulous' Gift - 1/1/1/1/1/1/1/1/1/1
- Planar Power - 2/2/2/2/2
- Innate Enlightenment - 3/3/3/3/3
[edit] PoP Ability
- Mastery of the Past - 3/3/3 - Level 62 / 63 / 64 - Spell Casting Expertise 3. Further removes the chance to fizzle on spells below level 54, 56, and 58.
- Lightning Reflexes - 3/3/3/3/3 - Level 61 / 62 / 63 / 64 / 65 - Combat Agility 3. Further increases the damage avoidance offered from Combat Agility.
- Innate Defense- 3/3/3/3/3 - Level 61 / 62 / 63 / 64 / 65 - Combat Stability 3. Further increases the damage midigation offered from Combat Stability.
- Hastened Mending - 2/2/2 - Level 63 / 64 / 65 - Mend Companion. Decreases the reuse time on Mend Companion by 25% (not 10%) per level.
- Hastened Banishment - 2/4/6 - Level 61 / 63 / 65 - Turn Summoned. Decreases the reuse time on Turn Summoned by 10% per level.
- Servant of Ro - 3/3/3 - Level 61 / 63 / 65. Cast Time: 0.5 seconds. Recast Time: 9 minutes. Summons a drake to attack the current target for 45, 70, and 90 seconds.
- Suspend Minion - 5/3 - Level 62 / 64 - Cast Time: 4 seconds. Reuse Time: 1 second. Allows a magician to suspend their pet. With level 1 only HP is saved, but with level 2 both gear and buffs are saved.
- Host of the Elements - 5/4/3 - Level 63 / 64 / 65. Cast Time: 6 seconds (?). Recast Time: 22 minutes. Summons 5, 7, and 9 miniature elementals to attack for 30 seconds.
- Fury of Magic - 3/6/9 - Level 61 / 63 / 65. Further increases the chance to perform a critical blast by approx 2%, 4%, and 7%.
[edit] Comments: General Skills
- Innate Strength - Only useful for magicians if encumberance is an issue. Usually it's better to just buy weight reducing bags.
- Innate Stamina - Marginally useful for magicians. At level 65 with 5 points in this skill, this increase only amounts to a maximum 26 hit points without Natural Durability.
- Innate Agility - Minor usefulness to magicians, due to already low midigation abilities.
- Innate Dexterity - Slightly helpful to magicians. DEX is used in conjunction with channeling skill, and every bit of DEX helps increase channeling success.
- Innate Intelligence - Useful for magicians with little to no access to INT gear, but useless if already at cap. With level 65 and more than 200 INT with 5 points in this skill, this amounts to 65 more mana. With less than 200 INT, this amounts to 130 mana.
- Innate Wisdom - Useless for magicians, as wisdom has no relevance to magicians.
- Innate Charisma - Useful for extra saves with Call of the Arch Mage and Elemental Silence. Also helps to decrease vendor prices. However, it's usually better to buy Charisma gear than purchase this ability.
- Innate Fire Protection - Useful to help save versus fire based spells.
- Innate Cold Protection - Useful to help save versus cold based spells.
- Innate Magic Protection - Useful to help save versus magic based spells.
- Innate Poison Protection - Useful to help save versus poison based spells. This is particularly useful, since there are few magician usable items with saves versus Poison.
- Innate Disease Protection - Useful to help save versus disease based spells. This is particularly useful, since there are few magician usable items with saves versus Disease.
- Innate Run Speed - Highly useful for all classes, especially solo magicians. This run speed does not stack with run speed spells such as Spirit of Wolf; rather run speed spells overwrite this ability. Particularly useful, especially indoors.
- Innate Metabolism - While mages can already summon food and drink in unlimited quantities, sometimes player-made Stat food (such as Misty Thicket Picnics) will be desired. This also significantly decreases food consumption of horses and drogmors (which inherently increases food consumption dramatically).
- Innate Lung Capacity - Almost useless for magicians, since magicians have the ability to summon Waterstones which grant Enduring Breath to the user.
- First Aid - Marginally useful for solo magicians, since bandaging forces one to not meditate. However it is quite useful for bandaging other players who are low on health.
- New Tanaan Crafting Mastery - While useless for most, for the tradeskill fanatics this is a dream come true. This allows players to reach 250 skill in all 7 major tradeskills: Baking, Brewing, Fletching, Jewelcraft, Pottery, Smithing, and Tailoring.
- Innate Regeneration - This is most ideal for soloing where magicians do not have access to healing spells, but has utility elsewhere as well. With Level 65 and 3 points in this ability, a magician will completely negate the effects of a Rod of Mystical Transevergence while buffless, sitting and standing.
[edit] Comments: Archetype Abilities
Spell Casting Mastery
Level 55 - 6 points in General Abilities
2 / 4 / 6
Increases mana saved through specialization.
This ability is one of the most powerful abilities magicians have access to. At level 1, 2.5% mana is saved from all spells. At level 2, 5% is saved. At level 3, 10% mana is saved. This stacks with innate specialization and mana preservation effects.
Spell Casting Fury
Level 55 - 6 points in General Abilities
2 / 4 / 6
Increases chance to perform critical nukes to 2%, 4%, and 7%.
With level 1, spells have a 2% chance to perform a 33% critical blast. At level 2, spells have a 4% chance to perform 66% critical blasts. At level 3, spells will do double damage 7% of the time. Over time this ability will provide a significant increase in magician DPS.
Channeling Focus
Level 55 - 6 points in General Abilities
2 / 4 / 6
Increases channeling abilities by 5%, 10%, and 15%.
This increases the chance for a magician to take hits and continue to channel spells on the attacker. This is most useful for the solo magician and very marginal use in groups or raids.
Spell Casting Subtlety
Level 55 - 6 points in General Abilities
2 / 4 / 6
Decreases spell aggro by 5%, 10%, and 20%.
Highly useful for all magicians. Allows a magician to "chainnuke" longer than he normally could before gaining undesired aggro.
Spell Casting Expertise Level 55 - 6 points in General Abilities 2 / 4 / 6 Removes the chance to fizzle on spells below level 20, 35, and 52. Only minor use for magicians, since most high level magicians rarely cast low level spells.
Spell Casting Deftness Level 55 - 6 points in General Abilities 2 / 4 / 6 Reduces cast time on beneficial spells with cast times greater than 4 seconds by 5%, 15%, and 25%. Decreases the cast time on buff spells, and stacks with spell haste items. Marginally useful for magicians, since magicians have very few buff spells.
Natural Durability Level 55 - 6 points in General Abilities 2 / 4 / 6 Increases HP from STA and items by 2%, 5%, and 10%. This increases the HP granted from a magicians STA and from +HP on items. At level 3 a 10STA 100HP item will actually be seen as a 11STA 110HP item. No matter how you look at it, more HP is very important, and its something you can never have enough of.
Combat Stability Level 55 - 6 points in General Abilities 2 / 4 / 6 Increase melee midigation by 2%, 5%, and 10%. Most useful for the solo magician since one should rarely get hit on raids and groups.
Combat Agility Level 55 - 6 points in General Abilities 2 / 4 / 6 Increases melee avoidance by 2%, 5%, and 10%. Highly useful for all mages. Less hits means less heals, and less hits means a greater chance of survival.
Mental Clarity Level 55 - 6 points in General Abilities 2 / 4 / 6 Increases base mana regeneration by 1 point per level. This increases base mana regeneration, and stacks with all forms of mana regeneration. Mental Clarity 1 is relatively cheap. However Mental Clarity 2 and 3 are considered expensive.
Class Abilities
Mass Group Buff Level 59 - 12 points in Archetype Abilities 9 Reuse Time: 72 minutes Allows for group buffs to be cast on all players within range of the spell. Also doubles the cost of the spell. Almost useless for magicians, since the only three spells that can be used are group damage shields. However on some fights this can mean the difference between success and failure.
Mend Companion
Level 59 - 12 points in Archetype Abilities
5
Reuse Time: 36 minutes
Allows Magicians to perform a Lay-On-Hands type ability for their pets.
At level 65, this ability does 2146 hp worth of healing. Highly useful for soloing. Reuse time can be further decreased by the PoP ability Hasted Mend.
Frenzied Burnout Level 59 - 12 points in Archetype Abilities 6 Reuse Time: 72 minutes (?) Duration: 36 seconds Increases pet haste dramatically, and allows the pet to perform flurries and rampages. Almost useless for magicians, but can provide a short increase in pet damage, and could mean the difference between victory and defeat.
Elemental Form: Fire Level 59 - 12 points in Archetype Abilities 3 / 6 / 9 Cast Time: 8 seconds Duration: 36 minutes Reuse Time: 15 minutes Turns the magician into a fire elemental, granting 10, 20, and 30 points of damage shield, as well as 10, 20, and 30 INT. Marginal use outdoors, since one cannot ride horses and be an elemental at the same time. Most useful for indoors. This is the most useless elemental form.
Elemental Form: Water Level 59 - 12 points in Archetype Abilities 3 / 6 / 9 Cast Time: 8 seconds Duration: 36 minutes Reuse Time: 15 minutes Turns the magician into a water elemental, granting enduring breath and increasing mana regeneration by 1, 2, and 4 points per level. Marginal use outdoors, since one cannot ride horses and be an elemental at the same time. Most useful for indoors and underwater.
Elemental Form: Earth Level 59 - 12 points in Archetype Abilities 3 / 6 / 9 Cast Time: 8 seconds Duration: 36 minutes Reuse Time: 15 minutes Turns the magician into an earth elemental, granting 5, 10, and 20 STA as well as 50, 100, and 200. HP Marginal use outdoors, since one cannot ride horses and be an elemental at the same time. Most useful indoors.
Elemental Form: Air Level 59 - 12 points in Archetype Abilities 3 / 6 / 9 Cast Time: 8 seconds Duration: 36 minutes Reuse Time: 15 minutes Turns the magician into an air elemental, granting levitation and increasing all resists by 10, 20, and 40. Marginal use outdoors, since one cannot ride horses and be an elemental at the same time. Useless in zones where levitation does not work. Quite useful for area effect battles, where resists are the key to survival.
Improved Reclaim Energy Level 59 - 12 points in Archetype Abilities 3 Alters the formula to Reclaim Energy Changes the formula to Reclaim Energy to return 95% of the mana used to summon the pet. This considers all forms of mana preservation present on the mage at the time the pet is summoned. Normal Reclaim Energy is only 75%.
Turn Summoned Level 59 - 12 points in Archetype Abilities 5 Reuse Time: 72 minutes (?) Allows magicians to cast an area effect Fear + DoT on summoned creatures, centered around the magician. Almost useless, since very few areas have large quantities of summoned creatures. Furthermore, the spell is resistable, and can have high resists.
Elemental Pact Level 59 - 12 points in Archetype Abilities 5 Eliminates the consumption of malachite when summoning pets. Removes the malachite cost of summoning pets, but does not remove the need to carry malachite; at least one must be carried at all times. Worth noting that Servant of Marr, Child of Ro, and Rathe's Son do not consume malachite, reducing the value of this AA.
Pet Discipline Level 59 - 12 points in Archetype Abilities 6 Allows a magician to execute a /pet hold command, forcing the pet to stop attacking until told to attack. By far one of the magicians most powerful abilities, this removes most liability with using a pet by allowing the mage to control when to attack. Highly useful for the raid mage, but still useful for both the solo and the group mage.
Quick Summoning Level 59 - 12 points in Archetype Abilities 3 / 6 / 9 Decreases cast time on summons (pets and items) by 10%, 25%, and 50%. Highly useful for Call of the Hero, and highly useful for chaining pets. Worth noting that spell haste is capped at 50%, which Quick Summoning 3 reaches.
[edit] Comments: PoP Advancement
For the various advanced innate AAs, see comments under General. These become available at level 61 and you may train 2 AA levels each character level.
Planar Power Level 61 / 62 / 63 / 64 / 65 Increases stat caps by 5 per level. At level 65 and Planar Power 5, all stats cap at 305 instead of 280. Raising STA from 280 to 305 increases Magician HP by about 32, and raising INT from 280 to 305 increases Magician Mana by about 162.
Innate Enlightenment Level 61 / 62 / 63 / 64 / 65 Increases INT and WIS stat caps by 10 per level. At level 65 and Innate Enlightenment 5, INT caps at 330 instead of 280, with Planar Power 5 INT caps at 355. Raising INT from 280 to 330, or 305 to 355 increases Magician Mana be about 487.
[edit] Comments: Pop Abilities
- Mastery of the Past - More useful than Spell Casting Expertise, but expensive to train. Removes the chance to fizzle on high level spells, and can be quite useful.
- Hasted Mending - Highly useful for the solo magician, as it allows his Mend to be used much more regularly, saving significant mana over time.
- Hasted Banishment - Only useful if the magician has plans to mass area effect summoned creatures.
- Servant of Ro - The drake casts a low resist fire DD every 2 or 3 seconds, which over the course of the ability amounts to significant damage.
- Suspended Minion - Highly useful in any circumstance. Allows for a magician to have fully equipped backup pets, or to pocket his pet so he may cast invisibility and move to a different location.
- Host of the Elements - Highly useful when soloing, but risky when grouping and raiding when the push on monsters is critical to control. Each miniature elemental does a maximum of approximately 20 dps, and the push provided by each highly decreases the chance of a monster to channel through a spell.
- Fury of Magic - While significantly more expensive than Spell Casting Fury, this increases overall DPS quite significantly.
