So you are building a mage and you have the same complaint that many people do "They are too weak" and at the start unless you really gun for damage... It is true (and you won't gun for damage, the support spells are too important).

However, there is something that increases your damage output far greater than a single point of intelligence will...

Add points to Memory!

Mages have a problem in that the majority of their damage comes from their spells and not their attacks (Wands don't shine until much later... and I prefer a shield as a mage) and thus the first instinct is to pump points into intelligence as much as you can.

The issue with that is that Mages also need to lay down CC and if they use up their skills they basically become useless.
-Tip: The Scoundrel should have Chloroform to aid the mage.

However a little trick of focusing strongly on memory means that you will have a constant flow of highly damaging spells to use over and over again. The goal is you should be able to cast skills every single turn, for your entire turn, yet still have a skill off cooldown before running out.

Mages should be built wide, not tall. That is how you get their damage output high.

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Some tips:
-You should have at LEAST two complimentary elemental skills. You do benefit from having a point in all four.
-Contamination and Ignition are useful in that they recover fast, but only use them if there is nothing to ignite.
--Yes I know it is ironic that those skills are good... Except for their intended purpose.
-Do not save up AoEs to "Hit more enemies" unless you can put in equally great move.
-Keeping enemies in lockdown is as good as killing them, if you can CC two enemies or kill one... Usually CCing two is better.
-Your mage shouldn't be the only source of support. Other classes should get some form of healing and armor healing. No mage can keep up with the enemies alone.
-Necromancy is better for frontline warriors. Odd given Witches have it.
-Actually look at the enemy's armors... Most of the time don't even bother trying to break a mage's magic armor.
-Fossil Strike, Rupture, and a few hydrosophy skills are the few that can give some form of CC without breaking armor. The slow helps more then you know.

Last edited by Neonivek; 12/02/17 04:57 PM.