he combination of the Fire Staff and Ice Gauntlet (also known as a Mage build) makes for a high-impact toolkit of damage, crowd-control, and defensive cooldowns. Mages are essential in PvP, playing a vital role in controlling the battlefield in Outpost Rush and pressuring capture points in wars.
Whilst the potential that the Mage can bring is immense, it can also be tricky to play and a difficult combination of weapons to master, requiring practice and knowledge of how to use abilities properly to be truly effective. You can expect to find a spot in wars as a Mage, and in many instances the top place on the leaderboards will be Mages, owing to their potential to output millions of damages across a full 30 minutes.
In this guide, we will be going through some of the must-know tips on how to play a Mage from experts who have mastered the Mage build, having played thousands of hours in-game.
2. Mage Strengths and Weaknesses
VStrengths
+High area of effect and burst damage
+Strong area and crowd control abilities
+Good defensive toolkit
+High skill cap
XWeaknesses
-Lack of self-sustain
-Gear-dependent
-Mana-dependent
-Limited mobility
3. Mage Weapon Skill Trees
Before we delve into the Weapon Skill Trees for the Fire Staff and Ice Gauntlet, and as a word of caution, some of the things we will be doing relate to the present state of the game and how bugs impact gameplay. As such, you may see skill tree decisions which at first might seem puzzling or counter-intuitive to existing players. Often, the tooltips in New World are misleading or at times just wrong. Many abilities and perks do not interact together as intended, and it is left up to the player to do much of the testing themselves in terms of how things work. We will explain the rationale behind these decisions and provide a full explanation as to why these decisions have been taken as we go through the guide.
3.1. Fire Staff Build
With the Fire Staff, we will be taking Pillar of Fire Pillar of Fire, Fireball Fireball, and Incinerate Incinerate as our three abilities. We will not be upgrading either Pillar of Fire or Fireball for two reasons: firstly, we will need the points in the Pyromancer tree, and secondly, the upgrades are either not worth taking, or just not working correctly.
For example, the Scorched Earth Scorched Earth talent on Fireball Fireball is bugged and actually reduces the damage of your Fireball, whilst Catch Catch offers only a minor benefit. Instead, we will pick up Watch it Burn Watch it Burn, which is an extra 18% damage over time to your light attacks, Kindle Kindle, which increases the duration of your burn by 20% (an extra 3.6% damage to your light attacks) and Let it Burn Let it Burn, which gives you 10% fortify whenever burn deals damage.
Mage's Fire Staff Build
The full list of Mastery Points we take for the Fire Staff is:
Pillar of Fire Pillar of Fire
Spell Focus Spell Focus
Fiery Restoration Fiery Restoration
Clear Mind Clear Mind
Singe Singe
Fireball Fireball
Spellslinger Spellslinger
Clear Casting Clear Casting
Prophet of a Fire God Prophet of a Fire God
Flare Flare
Runes of Helios Runes of Helios
Pyromania Pyromania
Incinerate Incinerate
Let it Burn Let it Burn
Scorched Scorched
Kindle Kindle
Cauterize Wounds Cauterize Wounds
Watch it Burn Watch it Burn
Flame out! Flame out!
With this build, we are constantly applying burns to enemies with our light and heavy attacks, as well as our abilities such as Fireball Fireball and Incinerate Incinerate. This gives us a near-permanent uptime of 10% Fortify.
On the Fire Mage tree, we pick up some of the best passives of any weapon in the game. Spellslinger Spellslinger increases our chance to critical strike by 15%, and Prophet of a Fire God Prophet of a Fire God increases our critical strike damage by 20%. This gives our attacks some incredible burst potential.
Some of you may be asking why we have not picked up Burn Out Burn Out and have instead chosen Incinerate. The answer is that although both abilities are good choices, Incinerate is one of the highest damaging abilities in the game, hitting for 332% weapon damage on a normal attack. It is also invaluable when trying to capture or defend a point in either a War or Outpost Rush, as the combination of the pushback from the ability and the pure damage potential make it an incredibly powerful ability in your toolkit when used effectively.
3
Punishing Storm Punishing Storm, the final passive for Ice Storm in the Ice Tempest tree has the effect of removing your Ice Storm when swapping weapons. This removes the synergy between your Fire Staff and Ice Gauntlet, preventing the weapons from being used together effectively. Therefore, Punishing Storm is not taken, and instead we take Ice Spikes Ice Spikes to unlock Ultimate Chill as the final passive, even though we do not use Ice Spikes as one of our main abilities.
Mage's Ice Gauntlet Build