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Archwizard

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Mage primary archetype combined with Mage secondary is an Archwizard class.[1]

A Mage/Mage is basically a pure mage... There is a benefit of course: you're giving up something by choosing that kind of flexibility [over] whatever role that another subclass can provide.[2]Jeffrey Bard

Archwizard is... going to double down on the role of that mage class. It's going to be something that depending on how you choose spec out your skills... They're going to be highly focused in this DPS magical DPS elemental damage. You're going to have high mobility the ability to kind of teleport around the battlefield. You're going to have CC capabilities. You're going to be in tune with the ability for you to empower your spell's with with certain types of damage that can be beneficial for certain types of encounters.[3]Steven Sharif

Skills/abilities

Skill Icon Description
Arcane Beam Arcane Beam Icon.png Deal (20%🢆) arcane damage to target enemy or a nearby enemy every 0.5 seconds for 8 seconds. Each hit also restores 3 mana.[4]
Arcane Circle Arcane Circle Icon.png Place a powerful rune of magic upon the ground beneath you, grants Arcane Empowerment while standing within. Lasts 10 seconds.[5]
Arcane Empowerment Mage Spell Shift 8.png Temporarily dramatically increased cast time while active. Consume all spell charges for increased duration per charge consumed. Spell charges are generated whenever you cast an offensive mage spell while not under the effects of Arcane Empowerment. Each cast generates 1 charge, up to a maximum of 10 charges.[6]
Arcane Eye Arcane Eye Icon.png Conjure a magical eye that reveals any camouflaged enemies within a 20 meter radius around you to you and all party members over the next 8 seconds.[7]
Arcane Volley Arcane Volley (Active).png Fires a volley of 7 arcane missiles at your target, dealing (35%🢆) arcane damage each.[8][9]
Ball Lightning Ball Lightning Icon.png Create a large ball of charged electricity that travels slowly forward, rapidly dealing (50%🢆) lightning damage and applying Volatile to enemies it overlaps with.[10][11][12]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[13][14]
Blizzard Blizzard.png Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Periodically pulses Chilled to targets within the area. Each shard impact deals (50%🢆) ice damage in a small area around it and applies Frozen to targets with Chilled.[15][16][10]
Chain Lightning Chain Lightning Icon clean.png Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%🢆) lightning damage to each. Applies 20 stacks of Shocked to targets with Volatile.[17][18][19]
Combust Combust Icon.png Instantly combust your target, dealing (125%🢆) fire damage and applying Conflagrating if they are Burning.[20]
Cone of Cold Cone of Ice.png Blasts a cone of cold in front of the caster, dealing (125%🢆) ice damage. Applies Chilled to targets hit.[10][21][22]
Elemental Empowerment Elemental Empowerment (active).png Whenever you cast an elemental spell, your weapon combo finishers apply a stack of Burning, Chilled, or Volatile to targets hit, based on the current empowered element. Casting a spell of another element changes your current Elemental Empowerment to that element.[23]
Fireball Fireball (Active).png Hurl a ball of fire toward your target, dealing (100%🢆) fire damage and applying Burning for (75%🢆) fire damage. 3 charges.[24]
Fissure Mage Spell 7.png Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%🢆) pierce damage, applying Staggered, and launching each enemy hit.[25]
Frostbolt Frostbolt (Active).png Launch a bolt of frost towards your target, dealing (225%🢆) ice damage. Applies Frozen if the target is Chilled.[26][27]
Lightning Strike Lightning Strike (Active).png Held ability: Charge up a bolt of lightning to unleash upon your target, dealing (275%🢆) lightning damage based on how long it was charged. Also applies 20 stacks of Shocked to targets.[28][29]
Magma Field (Lavastorm).png Erupts the earth at target location, forming a boiling pool of lava that deals (50%🢆) fire damage and applies Burning at (50%🢆) fire damage power every 2 seconds to enemies within the area. Lasts 8.1 seconds.[30]
Meteor (Meteor Shower).png Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals (200%🢆) fire damage and applies Conflagrating to targets with Burning. After landing it continues to roll forward for its remaining distance, dealing damage to enemies along its path.[31]
Quake Quake.png Held ability: Slam down, causing a powerful earthquake around your character that deals (200-500%🢆) bludgeon damage depending on how long it was charged. Additionally this ability applies Staggered to all enemies around the caster, unless fully charged, in which case it applies Tripped.[32]
Shell Shield.png Create a protective magical shell around yourself that absorbs a large amount of damage before breaking.[33][34]
Slumber Slumber (Active).png Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect. Duration is reduced by 20% for each additional target hit, to a minimum of 40% of base duration.[35][36][37]

Mage augments

Mages will offer four magical schools of augmentation, such as teleportation, fire, frost, and lightning (electrical).[38][39][40]

Say for instance, I am a Ranger that has a Charge bolt ability as my primary active skill and I've chosen Mage as my secondary and applied the elemental to it. I now have a Frost charge bolt, and if I fire that frostbolt and hit a target, they may be freezing for a period of time as a debuff and that might slow their speed. If a wizard applies a nuke on a target and that nuke is a frost-based nuke, those two stacking elements might then either further snare (slow the target) or paralyze and freeze the target. So, there are combination out effects that build up: A primary, secondary and some ancillary effect occurs when those are combined.[40]Steven Sharif
There's going to be four schools of augmentation for each archetype. One of the schools for the mage is the teleport school. You can take that teleport augment, apply it to your charge skill: now instead of charging x distance over time you're going to immediately teleport to the target dealing x damage and a condition modifier. If you were to apply the elemental school to your class ability you would then instead you would charge x distance; upon reaching target you would set the target ablaze if it's fire or you would electrocute them and deal with damage over time.[38]Steven Sharif

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