Introduction
T5 Mage further enhances 2 builds: Fire and Wind, with Wind becoming way more superior due to being ranged and can kite enemy easier. It deals a lot of AoE damage too. On the other hand, the Fire build will allow you to carry people super hard if you are ahead (by whaling, of course). And yes, you still suck at Single Target; such is the life of a Mage.
New Important Skills
Radiant Warp - Say goodbye to
Void Bubble or
Overload Protection because you will use this charm instead (well, sometimes you still want
Overload Protection along for extra protection). When being damaged, Mage will have a 50% chance to teleport away, which is very annoying for Duelist or melee enemies in general to catch up.
Storm Rhapsody - Its damage is moderate, but it has a knockback effect which forces enemies to move 1 grid toward the center. The knockback is whatever, but it will trigger Laceration, which increases the wind damage overall by a lot.
Thunder Judgment - In case you feel deja vu with the T4 skill, it’s not. This charm will deal damage to enemies near you whenever they use a Tech, which helps a lot when you fight stronger enemies (they have higher Speed, so they tend to do more actions => More chance of being damaged by this charm).
Crimson Whirl - The latest Fire Tech to support a Fire build. Its damage is great, and it attacks 3 times, meaning 3 times triggering the
Fiery Burst charm.
Ember Flare - The latest charm for the Fire build. It is great for fast clearing and carrying, but beware that it will be replaced easily if you need protection, as it’s very hard to replace
Fiery Burst or
Explosive Spirit (unless you have 120% Crit Rate already to negate Crit Res).
Builds
Note for Strong Players: Since you tend to overpower the challenge, you can drop Defense Charm or any Defense tool and go for more Offensive Charms.
Wind AOE Build
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For Magister,
Radiant Sear is no longer the top 1 damage contributor anymore but it still provides too much to drop off. If somehow you need extra protection with
Overload Protection or
Vital Rhythm , please swap it with
Thunder Judgment.
Formation Breaker may look underwhelming against low-defense enemies, but this tech is actually the goat when you fight high-deficit enemies. It should be used in every build, even in later tiers.
ST Build
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There’s not much improvement in ST for T5 Mage. A few modifications you can try are:
Meteoric Flames instead of
Divine Wrath or
Twin Gale (against high Wind res enemies or boss never move).
Fire Blast instead of
Twin Gale (Fire Blast is stronger than Twin Gale if it’s 1 rarity higher. Same rarity always goes Twin Gale).
Cyclone Lament instead of
Thunderbolt Mark. This is when you run a lot of Wind tech.
Fire AoE Build
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In case you already have a high Crit Chance from Gear, Relics etc. Consider dropping
Explosive Spirit for
Raging Wildfire (Tier 2 Sorcerer), and dropping
Meteoric Flames for
Blast Spirit .
PVP Build
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This build focuses a lot on high single-target damage and kiting with
Twin Gale +
Radiant Warp.
Vital Rhythm is pretty cool because it will give you 5 stacks of Cheating Death, which will be further enhanced if you run Panda (it heals). Just move around while waiting for the enemy to be damaged by Laceration and
Thunder Judgment.
Stats
Secondary Main Stats
Below are the recommended secondary stats to look out for when gearing up. Having the right secondary stats is important for maximizing performance, but significant “power/gear score” upgrades or pieces with better additional stats can overwrite this priority.
Do note that from Season 2 onward, we can inherit secondary stats, so if you somehow have a god-tier staff, you can transfer those stats to a new seasonal staff if you want. This action will destroy the old staff immediately without leaving any shards (compared to using Cauldron).
In Season 4, the logic of inheritance will change, we will notify when we get there. Just enjoy your season 3.
Staff |
Elemental Mastery > Crit > ATK > Speed > Effect Hit Rate |
Codex |
Elemental Mastery > Crit > ATK > Speed > Effect Hit Rate |
Helmet |
DEF >= Physical Res = Elemental Res > HP > Effect Res |
Chest |
DEF >= Physical Res = Elemental Res > HP |
Boots |
Elemental Mastery > Speed > ATK |
Sub Stats
All item slots will roll a number of additional stats on them, which are chosen randomly from a universal pool. Below is roughly the order of priority to look out for on your gear; however, just because an item has great additional stats doesn’t make it the best choice. Make sure to consider the item's overall power and whether it has the optimal secondary stats as well.
Starting S2, it will be possible to transfer gear substats. Lock pieces with great substats, as it can be helpful to salvage higher-rarity pieces with terrible rolls.
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Fantomon
By the time you play till this point, you should have at least one or two of these Fantomon evolved. We recommend Pandarial most of the time because it’s very easy to use.
Nyxarchon : The Dark Fantomon that debuffs enemies with max -30% def, and also deals good damage itself. Very suitable for a glass cannon like Destroyer.
Pandarial : Great fantomon. The damage it provides is ehh, but it comes with a lot of utility. You can get rid of Rapid Cast charm; you have a moderate amount of healing per turn.
Aegiswing : This one is the lowest in priority because it only provides survival. Well, it’s very good in PVP, but Mage has tools to play around that. It doesn’t help much in pushing Tower/Map too. Still, better than other lower-tier Fantomons, of course.Prismora: This pet doesn’t help much for Mage overall, so you can evolve it at low priority. It still provides some healing on its own, though, but running it means you just run a stronger
Herbote .
Gems
The Inlay system allows you to infuse Gems into your gear, and in season 2, you can infuse 2 Gems per gear once your gear reaches level 130. Gems don’t have to be different in a slot, so you can stack 2 Obsidian Gems just fine. Priority is top-to-bottom, but be aware of your total power; check whether you need it to surpass a certain checkpoint.
Weapon
Obsidian: ATK doesn’t matter, but the damage buff is great.
Amethyst: Crit Rate is good, especially the mage needs to work toward at least 120% crit to guarantee 100% crit (due to the penalty system of fighting enemies ahead).
Off-hand slot
Obsidian: ATK doesn’t matter, but the damage buff is great.
Amethyst: Crit Rate is good, especially the mage needs to work toward at least 120% crit to guarantee 100% crit (due to the penalty system of fighting enemies ahead).
Moonstone: It gives Damage Resistance, but you have better options here, so don’t chase it unless there’s nothing better.
Boots
Amethyst: Crit Rate is good, especially the mage needs to work toward at least 120% crit to guarantee 100% crit (due to the penalty system of fighting enemies ahead).
Armor
Moonstone: It gives Damage Resistance, which is the most valuable stat here.
Helm
Citrine: It gives a small Speed boost, which is better than nothing.
Beryl (%HP) or Sapphire (%DEF): Depending on whether you have the HP conversion or DEF conversion line, you can pick the corresponding gem. Still, both are bad, and therefore, Helm is just power padding (slap the highest-level possible gem here for power).
