Solo Mage Impressions: Early Chapter 2 Version!
WTHeck, WHY A MELEE MAGE?!?: Took me a while, but y'know, his melee is basically the swings of a spell evoking motion. It makes sense; this game is very efficient in it's spread of skills and abilities. Instead of having 3 abilities that all do the same thing, you have 1, and knowing how, and WHEN to use each is where the depth of the game comes from.
Also, it makes sense with the Dainsleif system. You need constant attacks in order to maintain health, and traditional "target and cast" mechanics would leave the ability as a poor match to a "traditional" Mage.
Note, Your elemental attacks DO matter. It's not HUGE at this point in the game, but you'll be doing more damage, if you hit an enemey with a weakness. Probably also more chance for effects to fo off, on enemies with weaknesses.
Please, LEARN YOUR DEFENSE!: You have no block as a Mage. Know why? Because that's how Ragnarok Online is! "Flee" was the defensive stat you depended on as a Mage. Avoiding attacks is your best defense.
Thankfully, the aerial movement, strafind around a lock on target, and "[ ]" Button Dash system in this game are well set. Enemies work under the same gameplay systems as you; they have a lot of "tells" for their attacks, get stuck in wind-up, and can be staggered.
You can "[ ]" dash-cancel out of basically any attack, even jump-cancel out of most. This is important! It basically means you're never out of control. If you get hit, it's your fault!
Also, take now of the "charge O" ability, which I believe buffs your defense / lowers damage you take. (Should be like Mage Wall from RO)
Ok, so what's my plan of attack?: This game, in all ways, emphasizes knowing how to play. You'll get you character killed if you're not aware of their abilities, and those of the enemy.
- Your Attacks inflict status effects!: Ice attacks have a chance to freeze, which will stop an enemey cold in their tracks. Fire attacks can burn, which do Damage of Time. Not sure if "Shock" does anything here.
- Pestering with Soul Strike (Neutral O): This is the main method of dealing with weak ground mobs. This easily crushes weak mobs, can be done from safety, and basically give you access to a full-screen projectile, by shooting enemies into each other. You can avoid a of damage this way.
- Launchers are a Mage's best friend! Your launcher (Direction Input + "O) is also very important. You're safer when fighting in the air, and enemies who are combo'd in air, into an "O" finisher, will conveniently slow-float before you, perfectly setting up the final blows. It's a fairly guarenteed way to land damage, and since you have such great aerial AOE attacks, it lets you deal lots of widespread damage easily.
- Air Dash And Attack!!: Air Combo enders (Like "/ / O" Heaven's Driver, and "/ / / O" Storm Gust) can be achieved a lot faster and safer than ground enders. The Ground ones are meant to be used only when you have a very strong grasp on the situation, such as being far away, or having the enemy stunned. The Aerial versions can hit UNDER you, so jumping right over an enemies hit area, and casting the spells, can have you launching "safe" AOE Damage very swiftly.
- Learn the Jumping attacks!: "/, O" is unique in the air, at being a quick straight fireball. It's great for hitting bosses and tall enemies, and can light enemies on fire for DoT damage. Tap "O" is the under-body firesphere. This smashes aerial enemies down to the ground, has a high chance to stagger standing enemies, and can be dashes out of afterwards. Hold "O" in mid-air in the falling body flare, which has you divebomb into the ground, while on fire. Great to use after the Firesphere crashes someone down, but it has a lot of REAL recovery, unlike most other stuff, which can be dash-canceled safely.
- Double Spells (Charge final "O" in combos) as a grand-finish!: Yeah, don't spam these. Use primarily while enemies are staggered / far away, or maybe while you're VERY confident in Dainsleif mode. They let you do some nice damage on multi-part enemies and big groups. But the normal combo-enders are usually all you need for regular fights.
- Lastly, take note of the lvl 2 neutral "O" Charge move, which I believe ups your magic attack damage. (Should be like Mind Charge in RO)
I haven't mentioned abything about Card builds, because, at this point, I'm just using what I find.
All in all, though, I'm having a great time with this Mage; I often hate it when magic users are made in ways that exempt them from a games more fun elements (Combos, Lots of hits, Enemey-positional / controlling gameplay), but this Mage is a perfect fit for this system.
The intricate details of the game systems is very refined in this game. I love how intuitive and sensible things feel, once you get used to them.