TABLE OF CONTENTS
- What is a Mage?
- Acronyms
- Skills
- F.A.Q. on Skill Selection
- Statistics
- Equipment
- Mercenary
- PvM Strategies
- PvP Strategies
WHAT IS A MAGE?
The Mage is a rarely seen Paladin that can excel in both PvM and PvP. He utilizes two very powerful spells, Blessed Hammer and Fist of the Heavens. Blessed Hammer is nerfed some, it's nearly impossible to resist magic damage so who needs 10000+ of it anyway. Fist of the Heavens is hardly nerfed at all, only Conviction might be a little lower. In PvM, he can switch attacks so his aura will cater to his party's needs and still remain powerful. In PvP, he is a character that no one can take lightly due to his close (Blessed Hammer) and long range (Fist of the Heavens) power; he is near impossible to get close to and just as hard to survive outside his "Hammer Field". The Mage is a unique and versatile character, and most fun Paladin that I have played. Enjoy.
ACRONYMS
Ones that I've used:
FCR - Faster Cast Rate
FHR - Faster Hit Recovery
FRW - Faster Run/Walk
FoH - Fist of the Heavens
PvM - Player -vs- Monster
PvP - Player -vs- Player
V/T - Vindicator/Templar (Smite/FoH)
SKILLS
Main Skill Accolation
20 Blessed Hammer - One of your main attacks; deals magic damage, which cannot be resisted/absorbed.
20 Fist of the Heavens - One of your main attacks; high lightning damage coupled with Conviction can be deadly.
20 Blessed Aim - A synergy of Blessed Hammer.
20 Holy Shock - The only synergy of Fist of the Heavens.
1 Holy Shield - Adds defense and greatly helps in achieving max block.
1 Concentration - This aura boosts Blessed Hammer's damage; Your +skills will boost this.
1 Conviction - This aura boosts Fist of the Heavens' damage by reducing enemies' resistances; Your +skills will boost this.
Leftover Skill Accolation
Vigor - A synergy of Blessed Hammer.
Conviction - This aura boosts Fist of the Heavens' damage by reducing enemies' resistances. Put leftovers here if you will be dueling a lot of other Conviction using Paladins (FoH, V/T, Mage, Auradin).
F.A.Q. ON SKILL SELECTION
Q: Why put points in Blessed Aim/Vigor instead of Concentration?
A: I'll give an example. Lets say your Blessed Hammer does 1000 damage with a Level 1 Concentration (+60% damage/+30% for Blessed Hammer). Concentration boosts damage indirectly by +15% per skill level, but it is only 50% effective with Blessed Hammer. This means that if you add a skill point in Concentration your Blessed Hammer damage will be boosted by 7.5%, so you will now be doing 1075 damage. Now lets see what would have happened if you had added a skill point into Blessed Aim/Vigor instead. Blessed Aim/Vigor boosts Blessed Hammer's damage directly by 14%, this means that the 14% damage gained by putting a point into Blessed Aim/Vigor will be added to Blessed Hammer before Concentration boosts the damage. So you will now be doing 1140 damage before the Level 1 Concentration (+30% Blessed Hammer), and after the aura will be doing 1482 damage with Blessed Hammer. As you can see 1075 < 1482, so add to synergies not to Concentration.
Q: Why only one point in Holy Shield?
A: When my Mageadin had his full gear he had +20 to Combat Skills, which made Holy Shield Level 21 (142 Dexterity needed for max block with Herald of Zakarum). I also had 15 skill points left, so I put all of them into Holy Shield to see how much Dexterity I would save, and it was only 3 points. So that's why I don't suggest any more into Holy Shield.
Q: Will this character do a lot of damage with skills spread out like that?
A: The damage on my Tested Level 99 "Decked-Out" Mage was 8596-8654 magic/unblockable Blessed Hammer + Concentration damage and 5748-5868 Fist of the Heavens + Conviction (-125 Resists) damage. If you call that a lot of damage then "Yes", if not then "No".
Q: How will I effectively use two attacks and two auras?
A: My suggestion would be to put Blessed Hammer/Concentration on one weapon switch and Fist of the Heavens/Conviction on the another for quick and easy changing between the two. Some people may be good at using hot keys, and will hot key the two attacks and use the mouse wheel for the auras.
STATISTICS
Strength - Enough for gear.
Dexterity - Enough for max block with Herald of Zakarum.
Vitality - Rest here.
Energy - None.
EQUIPMENT
Weapon #1: Blessed Hammer + Concentration
"Heart of the Oak" Flail - Best caster weapon; +Skills, High FCR, and Resists.
"Spirit" Sword - Easy-to-make weapon with +Skills, FCR, and FHR.
Wizardspike - Good low/mid level weapon; no +Skills, but great FCR and Resists.
Weapon #2: Fist of the Heavens + Conviction
"Call to Arms" FoH/Conviction War Scepter - Battle Orders, +3 FoH, and +3 Conviction
"Heart of the Oak" Flail - Same as above.
"Spirit" Sword - Same as above.
5 x 5/5 Lightning Faceted "Fist of the Heavens" War Scepter - A lot of damage, but you lose FCR and Resists.
Wizardspike - Same as above.
Shield #1: Blessed Hammer + Concentration
Herald of Zakarum - Best Paladin shield available.
Shield #2: Fist of the Heavens + Conviction
"Spirit" Paladin Shield - Easy-to-make shield with +Skills (boosts Battle Orders), FCR, FHR, and Resists.
Herald of Zakarum - If you would rather have more damage than the life given from the extra +2 BO go with this.
Armor
"Enigma" Mage Plate - Shouldn't a Mage wear a Mage Plate? Great caster armor; Huge strength, +Skills, and FRW.
"Chains of Honor" Armor - Great armor if you need resists, and it also has +Skills.
Skin of the Vipermagi - +Skills, FCR, and Resists; what more could you want from a caster armor?
Helmets
Harlequin Crest - Best all-around caster helm; +Skills, Life/Mana, and DR.
Griffon's Eye - May be better than Shako since is has +Lightning Skill Damage; Also FCR and +Skills.
Rare/Magic Circlet - Look for +Skills, FCR, Stats, and/or Resists.
Peasant Crown - Good low/mid level helm.
"Lore" Helm - Easy-to-make helmet with +Skills.
Belts
Arachnid's Mesh - THE caster belt; +Skills and FCR.
Crafted Caster Belt - FCR; Look for Strength, FHR, and Life.
Gloves
Magefist - For the FCR.
Trang-Oul's Claws - For the FCR, and if you need Cold Resist.
Wizardspike Light Gauntlets - West-Only duped gloves with the same stats as Wizardspike Bone Knife.
Boots
Tearhaunch - Greatly overlooked boots with FRW, Strength, Resists, and +Vigor.
Sandstorm Treks - FRW, FHR, Strength, and Vitality.
Rare Boots - Find some with FRW, FHR, Stats, and/or Resists.
Rings
Stone of Jordan - For the +Skills and Mana.
Rare/Magic Ring - Look for FCR, Strength, and/or Resists.
Amulets
Mara's Kaliedoscope - +Skills, Stats, and Resists.
Crafted Caster Amulet - Look for +Skills, High FCR, Stats, and/or Resists.
Rare/Magic Amulet - Look for +Skills, FCR, Stats, and/or Resists.
Charms
Anni - +Skills, Stats, and Resists.
Hellfire Torch - +Skills, Stats, and Resists.
Combat GCs - More damage; Try to get Life or FHR second mods.
Offensive GCs - Increases your Conviction Aura.
Resist SCs - Resists are kinda low, especially with FoH Stick. Try to get Life or FHR second mods.
Life SCs - More life is always good.
MERCENARY
Act 2 Holy Freeze
Weapons
"Insight" Polearm - Great for any caster b/c of the Meditation aura; also has good damage,
Eth Upped Hone Sundan - Ultimate Act 2 Merc weapon; A lot of damage, 45 CB, and 3 sockets for Amns.
Hone Sundan - 45 CB and 3 open sockets for Amns runes.
"Obedience" Polearm - Good damage, 40 CB, Resists, and FHR; only bad thing is no life leech so he'll need from the helm.
Bonehew - Good damage and 2 sockets for Amn runes.
Tomb Reaver - Good damage, Resists, and 1-3 sockets for Amn runes.
Armors: Get max resists
"Fortitude" Armor - 300% ED and up to 30 resists.
"Chains of Honor" Armor - 65 resists.
"Smoke" Armor - 50 resists.
Helmets
"Delirium" Helmet - Greatly helps with crowd control (Try your best to get this).
Vampire Gaze - Good leech and DR.
Guillaumes Face - 35 CB, and FHR (with Hone Sundan that's 80 CB!).
PvM STRATEGIES
- If you are soloing (Rushing) you will probably want to use Blessed Hammer since it deals magic damage.
- If you are in a party (Questing, Baal) it would be a good idea to use Blessed Hammer/Concentration when your party members are mainly physical damage dealers (Concentration helps them) and Fist of the Heavens/Conviction if your party consists of mainly casters (Conviction helps them).
PvP STRATEGY
Note: I'm not an avid PvP player, but this is a general idea.
Absorb Gear: Use when needed
Fire Absorb - Hotspurs, Dwarf Star Rings, and/or Rising Sun Amulet.
Cold Absorb - Raven Frost Rings.
Lightning Absorb - Wisp Projector Rings and/or Thundergod's Vigor War Belt.
-VS- Melee
Use "Hammer Field" to protect yourself and cast FoH while they stand/run outside your "field".
-VS- Caster
"Enigma" Armor helps greatly. Always be on the move, never stand still. Cast Hammers to make a small "field", then run back to try to lure them through your "Hammer Field" as you cast FoH. Repeat.
From REP and Mikedge
From their words, FoH is used to stun opponents and Charge can be to great use. Use FoH to stun opponenets and then either Charge them and spam/desync Hammers or even Tele and spam Hammers.
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Edited by mattno5ss, 17 August 2006 - 09:19 PM.















