I like to start off with auto attacks so that my powerful skills can also do some health damage on top of magical armor damage, that way next turn I have more chances of applying a cc or a dot.

If I were in a position where my fire whip/ice fan couldn't wipe out all of the magical armour to apply it's dot's/cc I would simply auto attack and chose to cast those later.

Also I would never waste a fireball or hail strike to deal damage to just 1 target,a radious that large has to hit at least 2 so I can feel I got the most value I could get from casting that.

I admit that filler spells like fossil strike and searing daggers are a good substitute for an auto attack as they deal more damage, but the problem is that Aero and Hydro lack such filler spells with only auto attacks as the main mechanic to shred some magical armour.

So if we are going to continue excluding the posibility that an elemental mage can team up with a summoner to bring about havoc and elemental devastation I would say any elemental mage which does not have access to fosil strike,impalement fireball, searing dagger and grenades/elemental arrows that have synergy with the mage's chosen elemental class or the aid of a summoner will rely on their auto attacks the same way Necromancers rely on Warfare to deal good damage


Last edited by Draco359; 13/10/17 09:38 PM.