| Category |
Mage |
Melee
|
| Mana |
|
- Don't need it for (nearly) every attack
|
| 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 |
- Lots of mana to cast 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
- Defend is a better skill
- Can block if using a shield
|
| Abilities |
- Don't need points for Overcharge Boost
- Less priority for Spirit Tanks
|
- Don't need points for elemental spells and most non-damage spells
|