Aion Class Archetypes - The Mage
Built from the ground up to be masters of destruction, the mages in Aion bend the forces of the world to fit their needs. Join Dalmarus as he explores the strengths, weaknesses, and strategies that will have you mastering the Mage archetype effortlessly. Until you reach level 5 and get some more spells under your belt, the name of the game is Root and Nuke. Learn it, live it, love it. It's a tried and true method that has worked well for countless generations of mages that have come before you. Remember that in every encounter, distance is your friend. If you have problems remembering this for some reason, just continually repeat, "I am not a tank. To read the rest of Aion Class Archetypes - The Mage, click here!
Built from the ground up to be masters of destruction, the mages in Aion bend the forces of the world to fit their needs. Being blessed with the ability to assault targets with massive amounts of damage means most battles last for little more than a few seconds. Whether you kill the monster or the monster kills you, a battle will rarely last much longer than that.
Very high DPS (ranged)
Multiple "Get out of jail free" abilities
Less gear dependent than other archetypes
Very slow auto attack
Slow mana regeneration
Words to live by
"Kill or be killed... quickly."
The beginning of any mage's career is going to be fraught with danger. You're low on hit points and may as well be wearing tissue paper for armor. Fortunately for you, none of the creatures wandering around the early areas in the game will aggro you when you get near them. This gives you the opportunity to pick your targets with care rather than being jumped every few minutes by the next monster that thinks you look particularly tasty.
With the exception of your initial three skills, Fire Bolt I, Ice Chain I and Restrain, all of your spells need to be bought from a Mage Trainer. After you've ascended to a Daeva and chosen your specialized class, some spells will be garnered through drops, but for now, you'll simply buy them all.
If you ever get in a tight bind (and it will happen), use Restrain to stop your pursuer in their tracks for 20 seconds. Any damage will release them, so be sure not to cast on the mob again until you're ready. Later in your travels, you'll acquire a DoT (Damage Over Time) spell. Be aware that if you've already cast a DoT, Restrain will only buy you a few seconds until that next tick of the clock goes by and your DoT triggers again, thus releasing your target. Restrain has a lengthy cooldown timer, so only use it in the most dire of circumstances.
Until you reach level 5 and get some more spells under your belt, the name of the game is Root and Nuke. Learn it, live it, love it. It's a tried and true method that has worked well for countless generations of mages that have come before you. Remember that in every encounter, distance is your friend. If you have problems remembering this for some reason, just continually repeat, "I am not a tank.”
With your target at maximum range (or close to it), cool their heels with Ice Chain first. This will not only giving them a jarring dose of water damage, it will also drastically reduce their movement rate for 12 seconds. While they're slowly crawling towards you in a futile effort to strip the flesh from your face (they *always* want to do that), heat their world up with a well timed Fire Bolt. If this doesn’t kill them outright, the damage from this attack will have them on the ropes. If they’re still kicking at this point, feel free to send another Fire Bolt their way. Personally, I find it more mana efficient to finish them off with your auto attack. It may be slower than molasses in the winter, but it will get the job done.
At level 3, you gain your first chain attack in the form of a new spell called Blaze I. Cast Flame Bolt and upon a successful hit, an icon for Blaze will appear on your screen. You've only got a few seconds to click on it, so do so in a hurry to see the results. This burst of flame will ignite your target for another 119 points of damage. On top of that, it also decreases their Magical Resistance by 30 for 30 seconds. Anything that lowers the ability of your target to resist one of your spells is a good thing. Blaze has a decent cooldown timer (30 seconds) so you'll most often only get it off once in a battle, but it's a welcome friend when it's available.
Concentrate is a passive ability that increases your Concentrate ability (No, really?) by 25 points. It may not sound exciting, but it's what allows you to continue casting during those moments you’re getting the snot beat out of you. Even if it's not the most glamorous ability, it is one of the most useful so be happy to have it.
Erosion is a DoT spell that will shift around in the sequence of your arsenal release, depending on the situation. It initially strikes a target for 37 points of earth damage and continues dealing 33 damage every 3 seconds after that for a total of 15 seconds. Most often, it's best to cast Erosion after Ice Chain. Casting it first may grant a little more time to complete the cycle of damage, but not enough to make it worthwhile in most instances. By not casting Ice Chain first, you give your target more time to get in range, and that’s something you never want to do unless you have to. Continue playing with the timing and placement of Erosion and before long, you'll have each situation mastered.
Level 7 is when you'll discover you really begin to come into your own in terms of power. Before you do anything else, track down your Mage Trainer and pick up the skill books for Frozen Shock I and Stone Skin I if you haven’t already stashed them in your inventory. These two skills finally begin to flesh out your character a little more. They open up new possibilities and release you from the strict regimental patterns you've been using in combat up until this point.
Frozen Shock is the second chain spell you receive. After you cast Ice Chain, an icon will appear on your screen. If you cast another spell instead of Frozen Shock, the icon will go away, rather than remaining there for a couple seconds (the same is true for any chain spell). Frozen Shock inflicts 126 water damage on the target, plus puts it in a Knocked Back state. This means that not only do they get pushed back a few feet, but they'll also just stand there in a daze, wobbling from side to side for a few seconds. This is a great opportunity to really unleash some hurt, or run away.
The second ability you can get at level 7, Stone Skin I, is a real life saver and will become your best friend, assuming of course that you actually remember to cast it on a regular basis. It forms a shield that surrounds you for 5 minutes or until it has absorbed 212 points of damage. The only thing that makes Stone Skin a drag is the two minute cooldown timer on it. Most of the time, this is little more than a nuisance to recast, but if you've accidentally pulled multiple targets or had a streak of resists during a battle, that two minute wait can feel like a lifetime.
The Path to Ascension
Upon reaching level 9, you will instantly receive a quest to ascend and become a Daeva. I don't care what anyone else says or why, but drop what you're doing and go complete this quest. Unless you're in a group that desperately needs your help and will most likely hunt you down in real life to set your house on fire, you need to complete this quest as soon as possible.
Ascension is where you become a Daeva, are granted your wings, and choose your specialized class. This is where your true life begins. This is when you begin to grasp the true meaning of power.
The paths of mortals are no longer your concern.
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