I'm a big fan of mage in all mmorpg, and do have similar requirements such as urs when selecting skills for toon
Given the current skill set, other classes of character, spell slots availability, equipments, weapons and experience from my existing mage toon, I'm more skewed towards crowd control & support role. Tanking role should be left to warrior - high hp and armor. Single target DPS should be left to rogue - high dex, frequent critical. Thus, AoE role has to be sorcerer. Some might argue that sorcerer is able to fit in the DPS role, but you'll need very high critical % to make lightning worthwhile. Even with ribbit pet, the window frame for a crit buff would only last for 3 seconds, which is pretty short considering most sorcerers skills requires charging to be effective.
It is also not possible to fulfill all 4 options, with a single skill sets (4 spells + pet). I wouldn't commend much on PvP since I considered myself amature in AL's PvP system.
Generally, I would only consider these skills - fireball (4/5), shield (4/5), heal (3/5), lightning (5/5), timeshift (5/5), frost (4/5), gale (least favourite):
Fireball - hands down, best initiation skill for mage for PvE mobs (not elite boss). I skipped scroch, since the 25% miss rate only lasts for 5 seconds, and you already have a knockdown. Having both is overlapping. This skill is a must have against PvE mobs. With such big AoE, its pretty much guaranteed to hit big group of mobs/players.
Shield - It overcomes the 'squishiness' of mage. A must have skill for PvP & Elite bosses. Although the invulnerability option requires charging, I find it very useful when ur slowed/locked/within the range of boss special skills. It's like an 'OH ****' button needed for survival
Spamming pots would not safe u from 1 hit KO from elite bosses.
Heal - The only class with the ability to heal mana. Yes, everybody favors this and assume you have this skill. Easier to join a party as it save team pots. With pure int build, usually a full mana recovery for warrior and rogue. Self cast heal by approximately 10% of ur mana - useful for solo as well. Time well with warrior's taunt to divert creeps aggro. I believe HoT (Heal over time) would be buffed in the future, since its a joke now, so I've skipped these for now. Otherwise, would be 5/5 upgrade. However, if your perception is to be a DPS role despite what I've mentioned above, you may choose to ignore this skill totally.
Lightning - I personally dislike this skill, since its very much luck base. First, the targeting system. The lightning doesn't always nuke the mob that u wanted (i.e. low hp). There's also occasions where the targeted creep died before ur lightning hits (team kills it), rendering it hitting targets that would not be killed in 1 lightning even with crit, thus, no chance to splash the lightning to other mobs. Second, to make the skill worthwhile, you'll need very high crit % to trigger the 250% damage. As mentioned above, the existing equipments doesn't warrant a consistent crit, in comparison with rogue with similar base items. Going for crit build would mean your forgoing on base damage. Third, low splashing percentage. The success of the splash very very much depends on being the last hitter and luck (25% even with charged lightning). BUT, it might be worthwhile in PvP and elite bosses, as its considered the highest single target spell for mage. I disagree with general consensus on stacked frost dot being the highest, as many bosses are immune to slow. Assuming future expansion would bring in better equips, I would consider crit build, since mage able to spam low cd spells and its fun to see lots of crit numbers.
Timeshift - Very useful spell for PvE mobs, even more so if u intend to solo mobs intensive areas. Usually cast after charged fireball, or dropping it first if the warrior is tanking the creeps. The main reason this skill was chosen was for its root ability, buying time for urself to cast other spells, block the route to prevent all damage focusing on tanker, as well as to drop a second clock. Secondary effect being DoT, especially in WT4, its amazing to see crit numbers from time DoT
Personally, I've also upgraded the explode option to fully utilise the clock's damage. Assuming if heal and lightning were selected, we're left with lesser options for damaging skills. Although this skill requires casting it within melee range, fearnot, cast shield to absorb the damage while charging front to drop clock!
Frost - Shines in handling
small pool of elite mobs (not boss). Mob could be permanently freeze. DoT stacks for targets which can be slowed/stunned. 1/5 chance to slow big group of mobs, in fact the aoe is quite decent. Though, I dislike this portion - luck base (20% chance) to freeze groups of mobs. Fireball/Timeshift owns in terms of disabling creeps. I very much disagree with some posters on stacked frost being highest single damage skill, since most boss cannot be slowed/stunned - we're better off spamming skills due to how skill damage works. Not sure whether u could perma freeze players in PvP....lol. If it could, this is a must have skill for PvP build.
Gale - Haven't had an intensive tryout on this skill. Often used as a finisher after charged fireball, to push out creeps after clock's down, to spread out mobs (understand your radius and time it well). In short, crowd control. I reckon gale could be quite useful in PvE elite mobs for knockdown effect, and PvE boss, since it buffs the dodge rate and speed (knockdown effect useless here). Could be useful in PvP if you intend to go for lockdown build, forfeiting either shield/heal. Though, this skill doesn't blends well with others (eg. timeshift's root, fireball, ice) as it pushes and scatters away the targets from you.
All in all, I would suggest the following build (excluding gale):
1) PvP (including flag):
shield, heal, fireball, lightning
I prioritise survivability over dps. You could carry out more task by surviving. Assuming ice does perma freeze, then by all means replace fire with ice.
If u reckon u need only either shield/heal, replace either with timeshift/gale -> what is ur agreed role in PvP?
2) PvE mobs (for tough creeps):
shield, heal, fireball, timeshift
Sustaining team is more important here. Cumulative DPS from parties and leaving the DPS role to rogue works out better.
3) PvE mobs (for farming - if survivability isn't an issue; teaming with decent tanker):
heal, timeshift, fireball, lightning
4) PvE elite boss (with mobs around):
shield, heal, timeshift, fireball
Our role as crowd control shines here. Due to how the spell targeting system works, its better of doing aoe damage, rather than single DPS.
5) PvE elite boss (solely boss):
shield, heal, timeshift, lightning
Again, survivability comes first. Assuming if you have decent parties, understand how the boss reacts and being able to kite the boss, you might consider using a well-placed timeshift like me. Overall, it does more damage than fireball, despite longer cooldown. However, if you feel the boss is too risky to stay near, by all means, replace ur build to option (4). If ur a risk taker like me, and enjoy challenging boss, stick with (5)
6) An all-rounder like what I'm currently using after much analysis: Upgrade these skills -
fireball, timeshift, heal, shield, lightning
Less passives skills, but with wider skill sets, allowing you to tailor accordingly to the situation warranted.
With the recent buff on shield, it's a must for PvE elite maps and PvP (unless you have other strategies in mind).
I used heal in almost all my build as it saves the team heaps of pots, allows the team to progress at a faster pace (less worry about pots - in fact, some players are stingy in mana pots, thus not using skills unless their mana were being filled up...lol), and personally prefer to occupy the babysitter role and being a partial damager.
I've also dropped ice, due to the uncertain factor (20%) and the choice of other better skills.
I'm also in the midst of analysing the usefulness of gale, on the contrary of most beliefs (displacement of mobs). Fill further look into it after my exams. Perhaps others could give a more in-dept guide on using gale
Hope this post contributes to what you're looking for.
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