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Tank primary archetype combined with Mage secondary is a Spellshield class.[1]

Skills/abilities

 This section contains potentially outdated information from early testing phases.
Skill Icon Source Description
Absorption Field   A field of absorption.[2]
Aegis   Instantly dispels all negative effects on the caster, then creates a protective dome behind the tank for 15 seconds, transferring 50% of all damage received by targets within the area to the tank instead. All targets within the cone also receive increased status effect resistance for the duration.[3]
Ancestral Bolas   Throws a magical web of bolas at the target location. All enemies within are snared and build additional hate towards the tank every second. Enemies entering or exiting the radius will be tripped.[4]
Grapple   Takes aim for a moment before hurling a hooked chain in a line, damaging the first target it contacts and immediately pulling them to the caster. The target suffers a tapering snare for 3 seconds.[5][6]
Grit   Applies a buff to the caster, reducing incoming damage by 15%, but also reducing movement speed by 30% and outgoing damage by 20%. Each incoming hit consumes a stack of courage to reduce incoming damage by an additional 15%. Courage can not be generated while Grit is active.[7]
Hatred   Single target that adds hate.[8]
Inciting Strikes   Slashes twice in a forward cone while adding additional threat.[9]
Indomitable Spirit   30% increased max HP and 30% increased healing received.[10]
Protect   Intercept attacks that strike your friendly nearby target, redirecting half of the damage taken to you. Must be within 10ys to Protect. If this range is exceeded for more than 5 seconds, the effect ends.[11]
Rush of Courage   You feel a surge of resolve - gain 100 Courage.[12]
Shake It Off   Activate to instantly restore 50% of all damage taken in the past 4 seconds. Always heals for at least 10% of your maximum HP.[13]
Shield Assault   Bashes the target with your shield, dealing damage and applying the shaken condition. If the target is already suffering from the shaken condition, stun the target instead.[14]
Slam   Slam your target with immense force, knocking them back. Applies 10 stagger. Deals 500% additional threat.[15]
Tremoring Bellow   Releases a thundering shout in a forward cone, applying the staggered condition on enemy targets. Also stomps the ground dealing damage around the caster and tripping enemies affected by the snared condition.[16]

Mage augments

Mages will offer four magical schools of augmentation, such as teleportation, fire, frost, and lightning (electrical).[17][18][19]

Say for instance, I am a Ranger that has a Charge bolt ability as my primary active skill and I've chosen Mage 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.[19]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.[17]Steven Sharif

See also

References