![]() ![]() Places a shielding buff on an ally for a certain number of turns.Has a chance to cause Burn (applies a 0.7x multiplier to the target's ATK, MAT, DEF, and MDF) for 3 turns.įire armor: one ally.Deals ranged MAT-based fire damage to all enemies.Has a chance to cause Burn (applies a 0.9x multiplier to the target's ATK, MAT, DEF, and MDF) for 3 turns.Deals ranged MAT-based fire damage to one enemy.Deals 210% melee ATK-based non-elemental damage to the target, and has a 100% chance of lowering their MAT (0.8x multiplier) for 2 turns.Mages charge 1 bar of their gauge every turn. Also put Veils on the Rune-Knight for all the counterattacks. Rune-Knight: Cure is the best healing skill in the game, for its raw potency, the option to target the team, and Mage's very high MAT makes it scale well.Samurai: Windy Canopy follows up on whatever the Mage decides to attack, and use Cure and Moon Stance to keep the Samurai in a prime position to trigger Viels and Jinka React.When in an inactive team, their Support and Buddy skills are only situationally impactful at best, but on Unison turns their healing spells can save the 1st team from defeat, or they can exploit the MN cost nullification on expensive attack spells like max-level Shock. Mages in the active party want a sturdy teammate, to draw off enemy attention and cast Cure and Veils on. Otherwise, Mages can stay safe by operating from a backup team. Spending a turn on Mage's Consent is worthwhile because it more than doubles the final damage - fantastic in conjunction with a skill like Mana Bullet, and devastating with End of the World.ĭefensively, the Mage has Shieldcraft which sets up a LF buffer that absorbs hits so they don't die as easily - an important feat for the best healer of the game. Cast Veils on allies that draw enemy attention to damage all attackers for low cost. They can attack with any of the three elements on demand to strike weaknesses, and they have good chances to inflict elemental ailments. Compared to Rune-Knight and Duelist, Mage focuses on lightning and damaging multiple targets at a time, but deals less damage to single targets. Their offensive spells are no slouch, either. All this makes them a staple for the active party. Resurrecting the fallen ally on the extra turn gets them right back into the fight for a Cure on the next turn. If any of the Mage's teammates may die, initiate max-level Dead Man's React, the longest-lasting React skill. ![]() Max out Recover to make all ailments a thing of the past for the entire party for free with priority. The team heal is weak at first, but continued investment greatly improves it to the point where it can bring the entire team back from the brink of death. Naturally high MAT supports Cure's great base healing, and it can also heal the whole team starting at level 4. 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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