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Deck

Buffing Water Mage

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Hand slots

  1. Slot 1 (key 1): always Defensive Stance.
  2. Slot 2 (key 2): always Bolster Balance.
  3. Slot 3 (key 3): always Evasion.
  4. Slot 4 (key 4): always Spellbinder Stance.
  5. Slot 5 (key 5): always Mind Lock.
  6. Slot 6 (key 6): always Shield of Ice.
  7. Slot 7 (key 7): always Enlightenment.
  8. Slot 8 (key 8): draws one of Ice Field.
  9. Slot 9 (key 9): draws one of Cone of Cold.
  10. Slot 10 (key 0): draws one of Cone of Cold, Ice Field, Dodge and 3 more.
  • Locked: always this glyph
  • Assigned: draws from a short list
  • Any: draws from the whole deck
About this deck

Specializations : Water + Light Armor

The alternate deck to my Offensive water mage deck. I start with this deck to stack my 2 cold AoEs and apply my buffs, then I swap to my offensive deck to fight. If I lose control of the fight and lose my stacks, I swap back to this deck to stack faster.

Water spells have 6 glyphs with specialization

Glyphs 14 in all, 6 different

Filled pips are the copies in this deck. Copy 1 comes with the glyph; each further copy needs a higher skill level, and the last one needs the school's mastery.

Sun 0 glyphs

  • Enlightenment ×0
    1. Copy 1 comes with the glyph once Enlightenment is learned.
    2. Copy 2 needs Enlightenment at level 10.
    3. Copy 3 needs Enlightenment at level 20.
    4. Copy 4 needs Enlightenment at level 40.
    5. Copy 5 needs Enlightenment at level 80.
    6. Copy 6 needs Sun mastery at 80 or higher and specialized.
    • Locked in slot 7
    Details

    Increases intelligence. Enlightenment does not stack with Strength of Earth or Air's Embrace. Sun Specialization adds a small spell critical hit chance bonus.

    • Copy 1 comes with the glyph once Enlightenment is learned
    • Copy 2 needs Enlightenment at level 10
    • Copy 3 needs Enlightenment at level 20
    • Copy 4 needs Enlightenment at level 40
    • Copy 5 needs Enlightenment at level 80
    • Copy 6 needs Sun mastery at 80 or higher and specialized

Water 10 glyphs

  • Cone of Cold ×5
    1. Copy 1 comes with the glyph once Cone of Cold is learned (in this deck).
    2. Copy 2 needs Cone of Cold at level 10 (in this deck).
    3. Copy 3 needs Cone of Cold at level 20 (in this deck).
    4. Copy 4 needs Cone of Cold at level 40 (in this deck).
    5. Copy 5 needs Cone of Cold at level 80 (in this deck).
    6. Copy 6 needs Water mastery at 80 or higher and specialized.
    • Assigned to slots 9 and 10
    Details

    Creates an icy cone of frost in front of the caster which does a considerable amount of damage to opponents while also lowering their attack speed. Water Specialization increases the attack speed debuff and lowers the cool-down for the skill. A specialist's cone also has a chance to make each target take extra melee damage, 0.1% per point of specialization, for 15 seconds.

    • Copy 1 comes with the glyph once Cone of Cold is learned
    • Copy 2 needs Cone of Cold at level 10
    • Copy 3 needs Cone of Cold at level 20
    • Copy 4 needs Cone of Cold at level 40
    • Copy 5 needs Cone of Cold at level 80
    • Copy 6 needs Water mastery at 80 or higher and specialized
  • Ice Field ×5
    1. Copy 1 comes with the glyph once Ice Field is learned (in this deck).
    2. Copy 2 needs Ice Field at level 10 (in this deck).
    3. Copy 3 needs Ice Field at level 20 (in this deck).
    4. Copy 4 needs Ice Field at level 40 (in this deck).
    5. Copy 5 needs Ice Field at level 80 (in this deck).
    6. Copy 6 needs Water mastery at 80 or higher and specialized.
    • Assigned to slots 8 and 10
    Details

    Places a field of ice at a spot you choose. Enemies standing in it are slowed and take water damage, and both are reapplied while they stay inside. Everything the field put on them ends when the field does. Water Specialization makes the field last longer and lowers the water resistance of anyone caught in it. A specialist's field also makes enemies inside take extra melee damage, 0.1% per point of specialization, while the slow lasts.

    • Copy 1 comes with the glyph once Ice Field is learned
    • Copy 2 needs Ice Field at level 10
    • Copy 3 needs Ice Field at level 20
    • Copy 4 needs Ice Field at level 40
    • Copy 5 needs Ice Field at level 80
    • Copy 6 needs Water mastery at 80 or higher and specialized
  • Shield of Ice ×0
    1. Copy 1 comes with the glyph once Shield of Ice is learned.
    2. Copy 2 needs Shield of Ice at level 10.
    3. Copy 3 needs Shield of Ice at level 20.
    4. Copy 4 needs Shield of Ice at level 40.
    5. Copy 5 needs Shield of Ice at level 80.
    6. Copy 6 needs Water mastery at 80 or higher and specialized.
    • Locked in slot 6
    Details

    Summons a shield of ice that increases water attunement, Damage Avoidance, and Fire Resistance. Water Specialization increases the duration. This spell is considered a shield spell and only a single shield spell can be active at any given time.

    • Copy 1 comes with the glyph once Shield of Ice is learned
    • Copy 2 needs Shield of Ice at level 10
    • Copy 3 needs Shield of Ice at level 20
    • Copy 4 needs Shield of Ice at level 40
    • Copy 5 needs Shield of Ice at level 80
    • Copy 6 needs Water mastery at 80 or higher and specialized

Focus 0 glyphs

  • Spellbinder Stance ×0
    1. Copy 1 comes with the glyph once Spellbinder Stance is learned.
    2. Copy 2 needs Spellbinder Stance at level 10.
    3. Copy 3 needs Spellbinder Stance at level 20.
    4. Copy 4 needs Spellbinder Stance at level 40.
    5. Copy 5 needs Spellbinder Stance at level 80.
    6. Copy 6 needs Focus mastery at 80 or higher and specialized.
    • Locked in slot 4
    Details

    Increases the caster's magic casting abilities, resulting in reduced casting times, increased spell critical hit chance, and increased focus recovery, at the expense of physical defense. The stance is broken by movement. Focus Specialization grants a small combat focus regen buff.

    • Copy 1 comes with the glyph once Spellbinder Stance is learned
    • Copy 2 needs Spellbinder Stance at level 10
    • Copy 3 needs Spellbinder Stance at level 20
    • Copy 4 needs Spellbinder Stance at level 40
    • Copy 5 needs Spellbinder Stance at level 80
    • Copy 6 needs Focus mastery at 80 or higher and specialized
  • Mind Lock ×0
    1. Copy 1 comes with the glyph once Mind Lock is learned.
    2. Copy 2 needs Mind Lock at level 10.
    3. Copy 3 needs Mind Lock at level 20.
    4. Copy 4 needs Mind Lock at level 40.
    5. Copy 5 needs Mind Lock at level 80.
    6. Copy 6 needs Focus mastery at 80 or higher and specialized.
    • Locked in slot 5
    Details

    Extends the life of all glyphs that are currently in your hand. This spell cannot fizzle. Focus Specialization increases the duration of the locked glyph.

    • Copy 1 comes with the glyph once Mind Lock is learned
    • Copy 2 needs Mind Lock at level 10
    • Copy 3 needs Mind Lock at level 20
    • Copy 4 needs Mind Lock at level 40
    • Copy 5 needs Mind Lock at level 80
    • Copy 6 needs Focus mastery at 80 or higher and specialized

Shield 1 glyph

  • Deflect ×1
    1. Copy 1 comes with the glyph once Deflect is learned (in this deck).
    2. Copy 2 needs Deflect at level 10.
    3. Copy 3 needs Deflect at level 20.
    4. Copy 4 needs Deflect at level 40.
    5. Copy 5 needs Deflect at level 80.
    6. Copy 6 needs Shield mastery at 80 or higher and specialized.
    • Assigned to slot 10
    Details

    Raises your chance to block with a shield, and raises the damage a block stops. The block chance bonus is much larger for a short window right after you play the card, then drops to a smaller bonus that runs longer than the cooldown, so it can be held up between casts. Shield Specialization lengthens the large window and increases the block power bonus.

    • Copy 1 comes with the glyph once Deflect is learned
    • Copy 2 needs Deflect at level 10
    • Copy 3 needs Deflect at level 20
    • Copy 4 needs Deflect at level 40
    • Copy 5 needs Deflect at level 80
    • Copy 6 needs Shield mastery at 80 or higher and specialized
  • Bolster Balance ×0
    1. Copy 1 comes with the glyph once Bolster Balance is learned.
    2. Copy 2 needs Bolster Balance at level 10.
    3. Copy 3 needs Bolster Balance at level 20.
    4. Copy 4 needs Bolster Balance at level 40.
    5. Copy 5 needs Bolster Balance at level 80.
    6. Copy 6 needs Shield mastery at 80 or higher and specialized.
    • Locked in slot 2
    Details

    Increases chance to resist stuns, roots, knockdowns, and knockback effects, and adds a dexterity bonus that grows with Shield Specialization.

    • Copy 1 comes with the glyph once Bolster Balance is learned
    • Copy 2 needs Bolster Balance at level 10
    • Copy 3 needs Bolster Balance at level 20
    • Copy 4 needs Bolster Balance at level 40
    • Copy 5 needs Bolster Balance at level 80
    • Copy 6 needs Shield mastery at 80 or higher and specialized

Light Armor 1 glyph

  • Dodge ×1
    1. Copy 1 comes with the glyph once Dodge is learned (in this deck).
    2. Copy 2 needs Dodge at level 10.
    3. Copy 3 needs Dodge at level 20.
    4. Copy 4 needs Dodge at level 40.
    5. Copy 5 needs Dodge at level 80.
    6. Copy 6 needs Light Armor mastery at 80 or higher and specialized.
    • Assigned to slot 10
    Details

    Increases chance to avoid damage from multiple hits for the duration of its use. The dodge bonus will be much larger for several seconds immediately after use. Rooted characters cannot dodge at all, whatever the bonus. Light Armor Specialization extends the larger bonus.

    • Copy 1 comes with the glyph once Dodge is learned
    • Copy 2 needs Dodge at level 10
    • Copy 3 needs Dodge at level 20
    • Copy 4 needs Dodge at level 40
    • Copy 5 needs Dodge at level 80
    • Copy 6 needs Light Armor mastery at 80 or higher and specialized
  • Evasion ×0
    1. Copy 1 comes with the glyph once Evasion is learned.
    2. Copy 2 needs Evasion at level 10.
    3. Copy 3 needs Evasion at level 20.
    4. Copy 4 needs Evasion at level 40.
    5. Copy 5 needs Evasion at level 80.
    6. Copy 6 needs Light Armor mastery at 80 or higher and specialized.
    • Locked in slot 3
    Details

    Increases damage avoidance which increases the chance that blows will merely glance off the player inflicting much-reduced damage. Light Armor Specialization increases the damage avoidance granted.

    • Copy 1 comes with the glyph once Evasion is learned
    • Copy 2 needs Evasion at level 10
    • Copy 3 needs Evasion at level 20
    • Copy 4 needs Evasion at level 40
    • Copy 5 needs Evasion at level 80
    • Copy 6 needs Light Armor mastery at 80 or higher and specialized

Tactics 2 glyphs

  • Fortify Defenses ×1
    1. Copy 1 comes with the glyph once Fortify Defenses is learned (in this deck).
    2. Copy 2 needs Fortify Defenses at level 10.
    3. Copy 3 needs Fortify Defenses at level 20.
    4. Copy 4 needs Fortify Defenses at level 40.
    5. Copy 5 needs Fortify Defenses at level 80.
    6. Copy 6 needs Tactics mastery at 80 or higher and specialized.
    • Assigned to slot 10
    Details

    Can be used any time to give a modest Damage Avoidance bonus but, when used immediately after being the victim of a critical melee or ranged hit, it also grants protection from critical hit damage. Tactics Specialization increases how long both bonuses last.

    • Copy 1 comes with the glyph once Fortify Defenses is learned
    • Copy 2 needs Fortify Defenses at level 10
    • Copy 3 needs Fortify Defenses at level 20
    • Copy 4 needs Fortify Defenses at level 40
    • Copy 5 needs Fortify Defenses at level 80
    • Copy 6 needs Tactics mastery at 80 or higher and specialized
  • Parry ×1
    1. Copy 1 comes with the glyph once Parry is learned (in this deck).
    2. Copy 2 needs Parry at level 10.
    3. Copy 3 needs Parry at level 20.
    4. Copy 4 needs Parry at level 40.
    5. Copy 5 needs Parry at level 80.
    6. Copy 6 needs Tactics mastery at 80 or higher and specialized.
    • Assigned to slot 10
    Details

    Parry gives the player a chance to block eligible incoming attacks for a modest amount of time. For the first few seconds immediately after using Parry, you will receive a much larger bonus. Tactics Specialization increases the duration of the larger bonus.

    • Copy 1 comes with the glyph once Parry is learned
    • Copy 2 needs Parry at level 10
    • Copy 3 needs Parry at level 20
    • Copy 4 needs Parry at level 40
    • Copy 5 needs Parry at level 80
    • Copy 6 needs Tactics mastery at 80 or higher and specialized
  • Defensive Stance ×0
    1. Copy 1 comes with the glyph once Defensive Stance is learned.
    2. Copy 2 needs Defensive Stance at level 10.
    3. Copy 3 needs Defensive Stance at level 20.
    4. Copy 4 needs Defensive Stance at level 40.
    5. Copy 5 needs Defensive Stance at level 80.
    6. Copy 6 needs Tactics mastery at 80 or higher and specialized.
    • Locked in slot 1
    Details

    Increases the damage resistance your armor provides and strengthens your defensive skills, at the expense of attack speed. Tactics Specialization reduces the attack speed penalty.

    • Copy 1 comes with the glyph once Defensive Stance is learned
    • Copy 2 needs Defensive Stance at level 10
    • Copy 3 needs Defensive Stance at level 20
    • Copy 4 needs Defensive Stance at level 40
    • Copy 5 needs Defensive Stance at level 80
    • Copy 6 needs Tactics mastery at 80 or higher and specialized