Originally Posted by gritz
As a mage you'll want points in all disciplines, but specializing in one or two won't hurt at all.

Early game you want both casters to have:
-Summon spider
-Light heal
-Rain
-Ice Shard
-Blitz Bolt
-Teleport
-Wildfire

As you can see, that's almost entirely Aero/Hydro, with some dips into pyro and geo and nothing essential from withccraft. Your basic strategy is to make everything wet with Rain, wildfire yourself for Haste, get spiders out to be disposable tanks for you, then stun (blitz bolt) and freeze (ice shard) everything until the fight is over. Teleport anything that gets to0 close to you, or drop enemy casters next to your spiders.

Fire attack spells do lots of damage, but will thaw frozen enemies and dry out wet enemies- destroying your crowd control.

As for talents, early on you want both to have Far Out Man. Maybe one with Pet Pal, since it's fun. Save Know It All for when you have 15 INT to put you up to 16. Take Glass Cannon as soon as you can and you'll have ridiculous amounts of AP to use each turn after your first. Other than that, talents aren't very important for mages.

It's hard to go wrong with mages. Just put everything into INT and the spell schools and you'll be fine. Switch to con after you max INT.


Disciplines? What are those?

But summon spider is a Geo, wouldn't it be better to have +2 points in either Aero or Hydro form the get go? What you suggest seems like I have to spec in 4 different abilities, wouldn't that be wasteful if I've to max them all?

So "Far Out Man" for both and "Pat Pal" for one of them... and the last one? Would be silly to give them both "Pat Pal".

What about willpower and such?

Also, who would you suggest I give what to? Giving the same stuff to both mages would be silly, wouldn't it?

Overall if sounds like you want me to make both classes exactly the same? I thought it would be better if I specilized them like e.g. one if earth/fire and the other is water/air or such, like I suggested with wizard1 and wizard2.