Tuesday, March 26, 2013

Header Spotlight: Force Mage

The Header Spotlight segment is a way to deliver some information about the specific Headers and to highlight their strengths and weaknesses.

Today, we'll be covering the Force Mage. 

Force mage is simultaneously one of the Elementalist Magic Headers, as well as being something else entirely.  The Force Mage has the ability to use magic to manipulate force, giving them great control of a battlefield.


The Force Mage can use Force Bubble, a magic spell that allows them to disengage.  Force Trap, Force Grasp, and Force Prision give them the ability to root, maim, and paralyze their enemies.  Force Armor gives them the ability to Grant Armor (which is huge, if you didn't know).  Earth Mastery, like all the Elemental Masteries, allow them to reduce the cost of Abilities that use the Earth attribute.

The three unique abilities of the Force Mage are Dispel, Force Bulwark, and Force Wall.  Dispel gives you the ability to Cure Magic or Purge Magic.  Now, it's important to note that the Magic trait is not extremely prevalent, and this won't help against any stock PC abilities.  However, some higher end or specialty magics may use that trait, and the Force Mage is the only one out of the stock headers that can remove it.

Force Bulwark turns you into a fighting machine against damage and makes your Earth Attribute abilities cost less, but you are unable to receive healing without breaking it.  In some situations, it's amazing, while in others it can be dropped very quickly.

Finally, Force Wall lets you create an invisible barrier, and allows you to do incredible damage to any that cross it.  Amazing for battlefield control, but hard to use effectively in some situations.  

Bound High Magic: Attribute Well: Earth, Enhance Weapon, Ethereal Bond, Exile, Extra-Planar Ethereal Voice

Good Header Combinations: Spellsword (Force Mage makes a great caster/fighter), Infuser (Make some Earth potions or wands to let you keep going).

Pro: Few classes have as much control as the Force Mage.  If you're working with a coordinated group, the Force Mage can really expand on the powers of the team.


Con: There isn't a ton of damage in the header, and much of it is physical (one of the easier traits to remove.) Also, if you're by yourself, you'll probably run out of Earth Attributes pretty fast.


Will you have a Force Mage on your team? In which situations do you think they'll shine?  Let us know in the comments!

No comments:

Post a Comment