Play Styles: Difference between revisions

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*No [[Interference]]
*No [[Interference]]
*Tend to have better [[proficiencies]] (longer lasting buffs and debuffs that do not need to be recast as often, also reduces [[Innate Arcana]] costs)
*Tend to have better [[proficiencies]] (longer lasting buffs and debuffs that do not need to be recast as often, also reduces [[Innate Arcana]] costs)
*Can [[Fighting Styles#Any|Ether Theft]]
*Can [[Fighting Styles#Any|Ether Tap]]
*Focus is a better [[skill]]
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||
*Don't need it for (nearly) every attack
*Don't need it for (nearly) every attack
*Focus is a better [[skill]]
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|'''Damage''' ||  
|'''Damage''' ||  
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|-
|-
|'''Survivability''' ||  
|'''Survivability''' ||  
*Stronger results from casting Cures
*Recover more HP from casting Cures
*Lost of mana and magic accuracy to cast debuffs like Weaken
*Lost of mana and magic accuracy to cast debuffs like Weaken
*Elemental spells can leave various debuffs
*Elemental spells can leave various debuffs
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*Can [[Equipment Procs|stun]] (depends on [[weapon]])
*Can [[Equipment Procs|stun]] (depends on [[weapon]])
*Protection is a better spell
*Protection is a better spell
*Defend is a better [[skill]]
*Can block if using a [[shield]]
*Can block if using a [[shield]]
*Overall lasts better for longer # of rounds
*Overall lasts better for longer # of rounds
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|'''[[Abilities]]''' ||
|'''[[Abilities]]''' ||
*Don't need points for [[Overcharge]] Boost
*Don't need points for [[Overcharge]] Boost
*Less priority for Spirit Tanks
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*Don't need points for elemental spells and most non-damage spells
*Don't need points for elemental spells and most non-damage spells

Revision as of 17:35, 21 January 2013

Category Mage Melee
Mana
  • Don't need it for (nearly) every attack
  • Focus is a better skill
Damage
  • Can exploit weaknesses much more easily
  • Can rotate damage types for elemental explosions
  • Can fully AoE
  • Imperil is a better spell
Play Speed
  • Can just hold down the recast key for certain fights
  • Spells cannot be parried
  • Can just hold down number keys most of the time
  • Attacks cannot be resisted
Survivability
  • Recover more HP from casting Cures
  • Lost of mana and magic accuracy to cast debuffs like Weaken
  • Elemental spells can leave various debuffs
  • Little to no burden
  • Direct control over single-target damage vs. AoE
  • Better mitigation from equipment
  • Usually just need the Silence debuff
  • Can stun (depends on weapon)
  • Protection is a better spell
  • Can block if using a shield
  • Overall lasts better for longer # of rounds
Abilities
  • Don't need points for elemental spells and most non-damage spells

See also

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