GUARDIANS PATH [THE SWORDMAGE CYCLE BOOK II]


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Useful Searches. I began this guide as a kind of reference, to identify blind spots in my own Mage, which I just kept adding to, and it just grew out of control.


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I post it in the hopes that it helps players, new and old alike with their Incense Mage. There are far too many ways to make your mage more powerful, which I will not list ad-nauseam, however, this is enough to get the basic player started with the more crucial parts of their build. Incense Mage, what are we?

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We are masters of fire and brimstone. We will light the very floor on fire under our foes, then make it rain fireballs from the heavens, in a glorious apocalypse of mayhem and destruction. Incense Mages have one of the best AoE skills in the game, and it sets us apart from most other classes in a very good way. We can be both AoE focused, and DpH focused which is super useful, and has helped me solo most events such as warewolves, bloodforge, and many others, with lower level players in your squad, and I dont even need to be OP to do it, though it helps.

It took me some time to stumble across the tricks of skill builds, but as I refine them, I can clearly see two very significant builds which have helped me tremendously in conquering the basics in dungeons and events through out the event week cycle. The first, I like to think of as a PvE build, which is also my default for its kiting ability. Note about Passives: Feel free to assume artistic license with passives, however consider that Evasion will only help you evade physical attacks magic attacks will always hit no matter your Evasion level.

Accuracy is another passive skill we dont really need because magic spells will always hit, so dont bother unless you want "staff smack" your foes for lulz.

Magic Knight

I have played all other classes not as extensively mind you and this is the absolute most useful skill combo, with regards to leveling and development, I have discovered so far. This build assumes that you are NOT on auto combat, for it to be utilized to greatest effect. Being able to move around the field imposing lots of damage, while being able to stay alive longer by kiting melee mobs has helped me get further in Pantheon Wars, Heavenly Treasure, and pretty much any instance that requires longevity, and AoE damage.

Give it a try, I'd love to hear your thoughts and experiences. I use this when kiting isnt an option non-melee classes. Remember: - Some skills are able to be cast during the battle start timer countdown, so utilize timing accordingly. I am still very noob, and I have not learned all of the instances in the game, and as such, at this point, I cant recommend this build as useful in any specific combat instance, however I am sure it exists. This build, when fully statted, has the potential to buff your parties effectiveness to pretty scary levels, while purging negative effects after every cast, enhancing squad survivability.

My personal experience with this build having a second alt Incense Mage in my party purely for support, which for what it is, is amazing! I plan to experiment with this build in PvP, and while im not expecting much, I've been surprised before. I also plan on tweaking the passives, sacrificing active skills in order to increase survivability for a purely supportive capacity. Ill report its effectiveness or lack there of when I gain more experience.

Espers: [Orihank] Ok, please note that I have very limited experience with esper and esper combos, but so far, I have found that Orihank available with k Spirituality Exchange to hands down, be the best esper for your opening and middle game.

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Once you get its level high enough, and your rebirths high enough, it makes an amazing weapon to fully utilize in heated, well timed combat, or to begin your attack as a "poke" to gauge the strength of your opponent. This esper is a pain to farm but very very worth it. I instantly became much more tanky as this esper has a skill which transfers your opponents life into hp for you. It does not hit as hard as Orihank, but it is still better imho.

There are alot of "end game" espers but this is a starting point towards obtaining true end game espers. Esper builds are pretty easy, but require a little trickery. First you will need "junk espers" to reroll Bloodmelding Stats until you have the stats you want.

Next you will want to Roll and ReRoll your Saturation stats until you have all stats for your character. You can nit-pick the more desired skills later, but for a general use esper, as long as its 3 skill boosts for your class, awesome!

T.J. Lazier (Author of The Dragon Stone)

Notes Includes bibliographical references and index. Bathurst Campus Library. Borchardt Library, Melbourne Bundoora Campus.


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GUARDIANS PATH [THE SWORDMAGE CYCLE BOOK II] GUARDIANS PATH [THE SWORDMAGE CYCLE BOOK II]
GUARDIANS PATH [THE SWORDMAGE CYCLE BOOK II] GUARDIANS PATH [THE SWORDMAGE CYCLE BOOK II]
GUARDIANS PATH [THE SWORDMAGE CYCLE BOOK II] GUARDIANS PATH [THE SWORDMAGE CYCLE BOOK II]
GUARDIANS PATH [THE SWORDMAGE CYCLE BOOK II] GUARDIANS PATH [THE SWORDMAGE CYCLE BOOK II]
GUARDIANS PATH [THE SWORDMAGE CYCLE BOOK II] GUARDIANS PATH [THE SWORDMAGE CYCLE BOOK II]
GUARDIANS PATH [THE SWORDMAGE CYCLE BOOK II] GUARDIANS PATH [THE SWORDMAGE CYCLE BOOK II]
GUARDIANS PATH [THE SWORDMAGE CYCLE BOOK II] GUARDIANS PATH [THE SWORDMAGE CYCLE BOOK II]
GUARDIANS PATH [THE SWORDMAGE CYCLE BOOK II] GUARDIANS PATH [THE SWORDMAGE CYCLE BOOK II]
GUARDIANS PATH [THE SWORDMAGE CYCLE BOOK II] GUARDIANS PATH [THE SWORDMAGE CYCLE BOOK II]

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