Grimoire: Manastorm

Grimoire: Manastorm

Not enough ratings
Class Guide: The Life Mage (Outdated)
By Daws
A guide explaining the mechanics of the Life mage.
   
Award
Favorite
Favorited
Unfavorite
Introduction
The role of the Life mage



Being the only healing class in the game Life mages should focus on supporting teammates above all while keeping a safe distance from the chaos. This is easely achieved seeing her kit provides great utility and range.

Playstyle

Life mages aren't fighters you shouldn't go into the point immediately to cap it or into a place where you know your enemy is holed up, insted let your allies handle it while you provide them with valuable support so they can keep fighting. The scoreboard won't say it but you'll be the mvp in the end.
Kit and Selectable Spells
This section of the guide will be focusing on the Life mage's spells and what selectable spells go well with her.


Rebirth (Passive)

On taking fatal damage instead of dying the Life mage is transformed into an helpless animal. In this form the Life Mage cannot cast any spells although it is granted greatly increased movement speed. After 10 seconds if still alive in this form the mage will become human again with 50% mana and hp pools. This passive can only proc every 60 seconds and its cooldown only stars when the mage reverts forms.

Rebirth is a decent passive albeit kinda underwhelming because odds are that what caused you to turn animal can probably kill you right after (especially since your health is reduced in this state) nonetheless it will still save you sometimes since people tend to miss small animals when being assaulted by wizards.



Thorns ( M1 / 1 / Basic Attack)

The Life mage quickly fires short ranged homing projectiles.

Thorns is you basic skill and probably the worst skill you have. Bassically if you're in range to hit your oponents with it then you should really consider just running instead of fighting (unless a meeting with the spawn point is in your future plans). At it's current state Thorns has a low range and very weak damage so it's best to just focus on your other skills instead.


Anima Blossom ( M2 / 2 / Basic Spell)

The Life mage fires a chargeable orb that heals allies and hurts enemies. The healing and damage values increase as you charge it and so does the projectile speed. Missing the spell will leave an orb where it lands that heals allies that pick it up.

Anima Blossom is by far your best skill it's the Life mage's bread and butter. As with all your other spells it is best used to provide utility rather then to attack your foes.

-Fully charged direct hits heal more then the pick ups;
-You can heal yourself by shooting it at a wall near you or at the ground;
-You can also heal yourself by teleporting to where the projectile is gonna land (although cool it's sometimes hard to pull of);
-The projectile has a small AoE so you can heal multiple allies with it provided that they are close enough to the blast.


Call Wisp ( Q / 3 / Utility Spell)

Shoots out a wisp that travels a straight path. Upon reactivating the ability the wisp lauches itself at a high speed from its current point to the point it was ordered to land exploding in a small AoE. While traveling the wisp gains power increasing the damage it deals on impact.

Call Wisp is your long range damage source it's how you'll be providing your agressive supporting. While traveling the wisp won't do anything asside from building up damage up to a cap, the ability must be reactivated for it to deal damage.Casting and re-casting this spell doesn't interrupt or hold you in place and you should throw it out whenever you can.

-This skill has pretty much unlimited range seeing as the wisp doesn't fade out once it's been ordered to crash;
-If not reactivated though the wisp will disappear after a while
-If there is an object in between the wisp and the landing point will dissipate on contact with it and the ability will be set on cooldown;
-Cooldown starts when the wisp dissipates or reaches its destination;
-The wisp will be at max damage when it turns from green to a dark brown.


Tree of Life ( E / 4 / Ultimate Spell)

On activation this spell spawns a tree at the target area after a short delay lasting for 10 seconds and healing allies around it for 8hp per second.

Let's be honest here for an ultimate this is terrible. The healing is just to weak to even care about (80 HP if standing for the full duration is not relevant enough) but the worst part is that even if your teammates do stand on it you bassicly just set them up to get hit by an easy earth or fire ultimate which completly defies the whole point of the skill. I really hope this eventually gets balanced in the future to heal more or provide some resistances while in its area.

-The tree will have a very small delay before it fully forms in the point it was ordered to;
-This skill is best used either to help push a point by giving your team a very slight advantage (seeing as points are already ult focused anyways) or to just set up a safe zone far back, just be aware of the position of your enemy;
-Cooldown begins once the tree fades away;
-There's no need to be standing inside the circle as long as you're anywhere in 512 units of the tree you will be healed.


Movement and Utility Spells


SpellShield + Teleport

You can't go wrong with these two they are pretty much always a good choice.



Arcane Barrier + Teleport

Best used either in small maps with tight gaps or against Mages with long range.



Chains of Binding + Teleport

Kind of the oposite of Arcane barrier this is used in open maps against high mobility mages.



Repel is an honorable mention as a mobility spell, although teleport is almost always the better choice.
Final Thoughts
The Life mage has a pretty good kit it's just a shame that at the current state she's just too weak wich makes new players kinda avoid this class in favor of more power centered classes. My advice would be to just give her Thorns more range and give Tree of Life better utility properties. Since this is the only utility focused class it would be great if she could stand out just that, no real need for massive damage although Wisp AoE increases would be nice. Afterall in the end behind every great warrior is an even greater healer.



On another note I do intend to update this guide along the evolution of the game ! Yeah Right.
Updates regarding the Life mage
- Update v0.8.3.4

As of patch v0.8.3.4 the Life mage doesn't take aditional damage from spells. Most likely a bug fix of some kind but still a great buff to survivability.