Deck
Pure Water Mage Offensive
Hand slots
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Slot 1 (key 1): draws one of Deflect, Dodge, Flurry.
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Slot 2 (key 2): always Escape.
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Slot 3 (key 3): draws one of Ice Arrow, Searing Ray, Aetheric Feedback.
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Slot 4 (key 4): always Healing Touch.
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Slot 5 (key 5): always Mind Lock.
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Slot 6 (key 6): always Healing Grace.
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Slot 7 (key 7): always Soothing Rain.
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Slot 8 (key 8): draws one of Ice Field.
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Slot 9 (key 9): draws one of Cone of Cold.
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Slot 10 (key 0): draws one of Cone of Cold, Ice Field.
- Locked: always this glyph
- Assigned: draws from a short list
- Any: draws from the whole deck
About this deck
Specializations : Water + Light Armor
This is the current version of my offensive water mage deck, planning to adjust as I play more with it.
Water spells have glyphs with Water Spec
Glyphs 22 in all, 8 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.
Life 0 glyphs
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Healing Touch ×0- Copy 1 comes with the glyph once Healing Touch is learned.
- Copy 2 needs Healing Touch at level 10.
- Copy 3 needs Healing Touch at level 20.
- Copy 4 needs Healing Touch at level 40.
- Copy 5 needs Healing Touch at level 80.
- Copy 6 needs Life mastery at 80 or higher and specialized.
- Locked in slot 4
Details
Short-range healing spell that gains a bonus based on the time since the caster harmed any target. Life Specialization will decrease the cast and lock time.
- Copy 1 comes with the glyph once Healing Touch is learned
- Copy 2 needs Healing Touch at level 10
- Copy 3 needs Healing Touch at level 20
- Copy 4 needs Healing Touch at level 40
- Copy 5 needs Healing Touch at level 80
- Copy 6 needs Life mastery at 80 or higher and specialized
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Healing Grace ×0- Copy 1 comes with the glyph once Healing Grace is learned.
- Copy 2 needs Healing Grace at level 10.
- Copy 3 needs Healing Grace at level 20.
- Copy 4 needs Healing Grace at level 40.
- Copy 5 needs Healing Grace at level 80.
- Copy 6 needs Life mastery at 80 or higher and specialized.
- Locked in slot 6
Details
Heal over time that removes one bleed effect and gains a bonus based on the time since the caster harmed any target. Life Specialization reduces the focus cost and also reduces the cast time.
- Copy 1 comes with the glyph once Healing Grace is learned
- Copy 2 needs Healing Grace at level 10
- Copy 3 needs Healing Grace at level 20
- Copy 4 needs Healing Grace at level 40
- Copy 5 needs Healing Grace at level 80
- Copy 6 needs Life mastery at 80 or higher and specialized
Sun 3 glyphs
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Searing Ray ×3- Copy 1 comes with the glyph once Searing Ray is learned (in this deck).
- Copy 2 needs Searing Ray at level 10 (in this deck).
- Copy 3 needs Searing Ray at level 20 (in this deck).
- Copy 4 needs Searing Ray at level 40.
- Copy 5 needs Searing Ray at level 80.
- Copy 6 needs Sun mastery at 80 or higher and specialized.
- Assigned to slot 3
Details
A ranged attack that strikes the target with a beam of searing light that does extra damage during daylight and also to undead. Sun Specialization adds a sun resistance debuff that stacks with Solar Flare. Sun Specialization also adds a 15% chance to provide a small Blind effect to your opponent for ten seconds, but only if Elysian Illumination is your active shield spell.
- Copy 1 comes with the glyph once Searing Ray is learned
- Copy 2 needs Searing Ray at level 10
- Copy 3 needs Searing Ray at level 20
- Copy 4 needs Searing Ray at level 40
- Copy 5 needs Searing Ray at level 80
- Copy 6 needs Sun mastery at 80 or higher and specialized
Water 15 glyphs
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Cone of Cold ×5- Copy 1 comes with the glyph once Cone of Cold is learned (in this deck).
- Copy 2 needs Cone of Cold at level 10 (in this deck).
- Copy 3 needs Cone of Cold at level 20 (in this deck).
- Copy 4 needs Cone of Cold at level 40 (in this deck).
- Copy 5 needs Cone of Cold at level 80 (in this deck).
- 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
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Ice Field ×5- Copy 1 comes with the glyph once Ice Field is learned (in this deck).
- Copy 2 needs Ice Field at level 10 (in this deck).
- Copy 3 needs Ice Field at level 20 (in this deck).
- Copy 4 needs Ice Field at level 40 (in this deck).
- Copy 5 needs Ice Field at level 80 (in this deck).
- 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
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Ice Arrow ×5- Copy 1 comes with the glyph once Ice Arrow is learned (in this deck).
- Copy 2 needs Ice Arrow at level 10 (in this deck).
- Copy 3 needs Ice Arrow at level 20 (in this deck).
- Copy 4 needs Ice Arrow at level 40 (in this deck).
- Copy 5 needs Ice Arrow at level 80 (in this deck).
- Copy 6 needs Water mastery at 80 or higher and specialized.
- Assigned to slot 3
Details
Ranged ice attack that will slow the target. Water Specialization adds a chance for an attack speed penalty to the attack. A specialist's slow also makes the target take extra melee damage, 0.1% per point of specialization, while it lasts.
- Copy 1 comes with the glyph once Ice Arrow is learned
- Copy 2 needs Ice Arrow at level 10
- Copy 3 needs Ice Arrow at level 20
- Copy 4 needs Ice Arrow at level 40
- Copy 5 needs Ice Arrow at level 80
- Copy 6 needs Water mastery at 80 or higher and specialized
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Soothing Rain ×0- Copy 1 comes with the glyph once Soothing Rain is learned.
- Copy 2 needs Soothing Rain at level 10.
- Copy 3 needs Soothing Rain at level 20.
- Copy 4 needs Soothing Rain at level 40.
- Copy 5 needs Soothing Rain at level 80.
- Copy 6 needs Water mastery at 80 or higher and specialized.
- Locked in slot 7
Details
Area-of-effect heal-over-time. Water Specialization puts out fire damage over time on everyone standing in the rain, with every tick, and adds a chance each tick to remove one other harmful effect from them. After one is removed, that person is briefly past helping again, so overlapping rains bring relief rather than immunity. At grandmaster the rain also grants fire resistance while it falls.
- Copy 1 comes with the glyph once Soothing Rain is learned
- Copy 2 needs Soothing Rain at level 10
- Copy 3 needs Soothing Rain at level 20
- Copy 4 needs Soothing Rain at level 40
- Copy 5 needs Soothing Rain at level 80
- Copy 6 needs Water mastery at 80 or higher and specialized
Focus 1 glyph
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Aetheric Feedback ×1- Copy 1 comes with the glyph once Aetheric Feedback is learned (in this deck).
- Copy 2 needs Aetheric Feedback at level 10.
- Copy 3 needs Aetheric Feedback at level 20.
- Copy 4 needs Aetheric Feedback at level 40.
- Copy 5 needs Aetheric Feedback at level 80.
- Copy 6 needs Focus mastery at 80 or higher and specialized.
- Assigned to slot 3
Details
Increases max focus. When used immediately after landing a critical hit with a spell on a target, it also adds a large amount of focus regeneration. Focus Specialization increases the window of opportunity after a critical hit to gain the additional bonus.
- Copy 1 comes with the glyph once Aetheric Feedback is learned
- Copy 2 needs Aetheric Feedback at level 10
- Copy 3 needs Aetheric Feedback at level 20
- Copy 4 needs Aetheric Feedback at level 40
- Copy 5 needs Aetheric Feedback at level 80
- Copy 6 needs Focus mastery at 80 or higher and specialized
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Mind Lock ×0- 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.
- 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
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Deflect ×1- Copy 1 comes with the glyph once Deflect is learned (in this deck).
- 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.
- Assigned to slot 1
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
Light Armor 2 glyphs
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Dodge ×1- Copy 1 comes with the glyph once Dodge is learned (in this deck).
- 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.
- Assigned to slot 1
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
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Flurry ×1- Copy 1 comes with the glyph once Flurry is learned (in this deck).
- Copy 2 needs Flurry at level 10.
- Copy 3 needs Flurry at level 20.
- Copy 4 needs Flurry at level 40.
- Copy 5 needs Flurry at level 80.
- Copy 6 needs Light Armor mastery at 80 or higher and specialized.
- Assigned to slot 1
Details
Increases attack speed. Light Armor Specialization adds a small draw speed boost.
- Copy 1 comes with the glyph once Flurry is learned
- Copy 2 needs Flurry at level 10
- Copy 3 needs Flurry at level 20
- Copy 4 needs Flurry at level 40
- Copy 5 needs Flurry at level 80
- Copy 6 needs Light Armor mastery at 80 or higher and specialized
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Escape ×0- Copy 1 comes with the glyph once Escape is learned.
- Copy 2 needs Escape at level 10.
- Copy 3 needs Escape at level 20.
- Copy 4 needs Escape at level 40.
- Copy 5 needs Escape at level 80.
- Copy 6 needs Light Armor mastery at 80 or higher and specialized.
- Locked in slot 2
Details
Decreases aggro on nearby foes and removes movement-slow effects and roots (unbreakable roots are not removed). Light Armor Specialization increases the range and the number of slows removed.
- Copy 1 comes with the glyph once Escape is learned
- Copy 2 needs Escape at level 10
- Copy 3 needs Escape at level 20
- Copy 4 needs Escape at level 40
- Copy 5 needs Escape at level 80
- Copy 6 needs Light Armor mastery at 80 or higher and specialized
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