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Mago

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Alpha-1 preview Mago.[1]

Los magos tienden a tener la conexión más cercana con la esencia en comparación con los demás, y manejan ese vínculo con una voluntad excepcional. La esencia pasiva se convierte en formas y patrones útiles bajo su control, pudiendo luego emplearla para convertirla en casi cualquier cosa imaginable. Los magos pueden doblar el espacio, invocar la luz o incendiar el aire, aplicando la fuerza en toda su crudeza o en cualquier matiz de su frenesí elemental.[1]

El Mago es un arquetipo en Ashes of Creation.[1][2]

  • Los magos suelen tener la conexión más cercana con La esencia comparado con los otros.[1]

Imaginación. Destrucción. Energía. Los magos devastan grandes áreas y pueden aplicar energías elementales para quebrar cualquier defensa. Si bien son maestros del caos en área, también son expertos en centrarse en los enemigos que tienen entre manos.[1]

Como Verra rebosa magia, ninguna fiesta estaría completa sin un mago. Estos maestros de lo arcano llevan elementos terribles para sus hechizos devastadores. Si la realidad necesita ser cambiada de alguna manera, pide ayuda a un mago..[1]

A medida que la conexión de un mago con La Esencia se de desarrolle más, su poder continuará creciendo, desarrollándose y tomando forma.[1]

Mage classes

Class Primario Secundario
Acolyte Mago Clérigo
Archwizard Mago Mago
Battle Mage Mago Luchador
Shadow Caster Mago Pícaro
Sorcerer Mago Bardo
Spellhunter Mago Ranger
Spellstone Mago Tanque
Warlock Mago Invocador

Poderes y habilidades

Habilidades de combate del mago

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.
Habilidad Icono Rango 1 Rango 2 Rango 3
Arcane Beam Arcane Beam Icon.png Deal (20%🢆) arcane damage to target enemy or a nearby enemy every 0.5 seconds for 8 seconds. Each hit also restores 3 mana.[3]
Arcane Circle Arcane Circle Icon.png Place a powerful rune of magic upon the ground beneath you, grants Arcane Empowerment while standing within. Lasts 10 seconds.[4]
Arcane Empowerment Mage Spell Shift 8.png Temporarily dramatically increased cast time while active. Consume all spell charges for increased duration per charge consumed. Spell charges are generated whenever you cast an offensive mage spell while not under the effects of Arcane Empowerment. Each cast generates 1 charge, up to a maximum of 10 charges.[5]
Arcane Eye Arcane Eye Icon.png Conjure a magical eye that reveals any camouflaged enemies within a 20 meter radius around you to you and all party members over the next 8 seconds.[6]
Arcane Volley Arcane Volley (Active).png Fires a volley of 7 arcane missiles at your target, dealing (35%🢆) arcane damage each.[7][8]
Ball Lightning Ball Lightning Icon.png Create a large ball of charged electricity that travels slowly forward, rapidly dealing (50%🢆) lightning damage and applying Volatile to enemies it overlaps with.[9][10][11]
Blink Blink.png Instantly teleport a set distance in the direction you are moving.[12][13]
Blizzard Blizzard.png Channel a massive blizzard around you, raining a barrage of hail shards upon your enemies while channeling. Periodically pulses Chilled to targets within the area. Each shard impact deals (50%🢆) ice damage in a small area around it and applies Frozen to targets with Chilled.[14][15][9]
Chain Lightning Chain Lightning Icon clean.png Release a powerful streak of lightning that hits your primary target and then chains outward to up to 5 nearby enemies from that target, dealing (175%🢆) lightning damage to each. Applies 20 stacks of Shocked to targets with Volatile.[16][17][18]
Combust Combust Icon.png Instantly combust your target, dealing (125%🢆) fire damage and applying Conflagrating if they are Burning.[19]
Cone of Cold Cone of Ice.png Blasts a cone of cold in front of the caster, dealing (125%🢆) ice damage. Applies Chilled to targets hit.[9][20][21]
Elemental Empowerment Elemental Empowerment (active).png Whenever you cast an elemental spell, your weapon combo finishers apply a stack of Burning, Chilled, or Volatile to targets hit, based on the current empowered element. Casting a spell of another element changes your current Elemental Empowerment to that element.[22]
Fireball Fireball (Active).png Hurl a ball of fire toward your target, dealing (100%🢆) fire damage and applying Burning for (75%🢆) fire damage. 3 charges.[23]
Fissure Mage Spell 7.png Call forth a line of jagged earthen spikes in a line in front of you, dealing (175%🢆) pierce damage, applying Staggered, and launching each enemy hit.[24]
Frostbolt Frostbolt (Active).png Launch a bolt of frost towards your target, dealing (225%🢆) ice damage. Applies Frozen if the target is Chilled.[25][26]
Lightning Strike Lightning Strike (Active).png Held ability: Charge up a bolt of lightning to unleash upon your target, dealing (275%🢆) lightning damage based on how long it was charged. Also applies 20 stacks of Shocked to targets.[27][28]
Magma Field (Lavastorm).png Erupts the earth at target location, forming a boiling pool of lava that deals (50%🢆) fire damage and applies Burning at (50%🢆) fire damage power every 2 seconds to enemies within the area. Lasts 8.1 seconds.[29]
Meteor (Meteor Shower).png Conjures a massive flaming rock before sending it hurling toward target location. Upon impact, it deals (200%🢆) fire damage and applies Conflagrating to targets with Burning. After landing it continues to roll forward for its remaining distance, dealing damage to enemies along its path.[30]
Quake Quake.png Held ability: Slam down, causing a powerful earthquake around your character that deals (200-500%🢆) bludgeon damage depending on how long it was charged. Additionally this ability applies Staggered to all enemies around the caster, unless fully charged, in which case it applies Tripped.[31]
Shell Shield.png Create a protective magical shell around yourself that absorbs a large amount of damage before breaking.[32][33]
Slumber Slumber (Active).png Applies the sleeping condition to targets affected within a small area around the primary target, rendering them unable to move or take any action. Any damage dealt to a sleeping target will break the effect. Duration is reduced by 20% for each additional target hit, to a minimum of 40% of base duration.[34][35][36]

Habilidades pasivas del mago

info-orange.pngEsta sección contiene información de las pruebas Alpha-1. Se actualizará cuando haya nueva información disponible.

- None -

Elementos

Habrá elementos (como Aire, Fuego, Agua, Rayo) en Ashes of Creation, cada uno con sus propias resistencias.[37][38][39]

  • Los elementos pueden tener más influencia en determinadas estaciones y climatologías. Por ejemplo, las habilidades de escarcha pueden ser más potentes en invierno. Esto afecta tanto al PvE como al Pvp.[41][42]
  • Puede haber líneas ley y lugares mágicos fuertes en el mundo que cambien o alteren la forma en que funcionan los hechizos.[43]

We've discussed a little bit about how the seasons and biomes will react with different types of skills. Like if you have a fireball and it's summer it might be a little bit different. If it's winter and you have a frost ability it might be different.[42]Steven Sharif

We want to get a nice spread of abilities that that are influenced by what's going on your zone.[42]Jeffrey Bard

Aumentos del mago

Los magos dispondrán de cuatro escuelas elementales de aumentos, como Teleportación, Fuego, Escarcha y Rayo (eléctrico).[37][44][39]

Say for instance, I am a Ranger that has a Charge bolt ability as my primary active skill and I've chosen Mago as my secondary and applied the elemental to it. I now have a Frost charge bolt, and if I fire that frostbolt and hit a target, they may be freezing for a period of time as a debuff and that might slow their speed. If a wizard applies a nuke on a target and that nuke is a frost-based nuke, those two stacking elements might then either further snare (slow the target) or paralyze and freeze the target. So, there are combination out effects that build up: A primary, secondary and some ancillary effect occurs when those are combined.[39]Steven Sharif

There's going to be four schools of augmentation for each archetype. One of the schools for the mage is the teleport school. You can take that teleport augment, apply it to your charge skill: now instead of charging x distance over time you're going to immediately teleport to the target dealing x damage and a condition modifier. If you were to apply the elemental school to your class ability you would then instead you would charge x distance; upon reaching target you would set the target ablaze if it's fire or you would electrocute them and deal with damage over time.[37]Steven Sharif

Libros de hechizos

Libros de hechizos are a type of ranged weapon in Ashes of Creation.[46][47]

When we were creating the book we have for Alpha-0, one the ideas floating around was to have a large tome with a chain that held the tome; and you could swing the tome to hit your targets as a melee book. Whether or not that comes to fruition we will see, but it was an idea on the sketchboard.[48]Steven Sharif

Orbes

Los orbes son un tipo de arma a distancia en Ashes of Creation.[50]

Mage timeline

The Mago archetype is expected to be present at the start of Alpha-2.[51]

Artwork

Archetype list

Icono Arquetipo Tipo.[55] Rol.[56]
Bard2.PNG Bardo Arcano Apoyo
Cleric4.PNG Clérigo Arcano Apoyo
Fighter2.PNG Luchador Marcial Daño
Mage3.PNG Mago Arcano Daño
Ranger3.PNG Arquero Marcial Daño
Rogue2a.PNG Pícaro Marcial Daño
Summoner3a.PNG Invocador Arcano -
Tank1.PNG Tanque Marcial Tanque

Ver además

Referencias