Mage / Druid

(Shaman)
Mage / Druid encourages the use of primarily instant-cast skills to deal damage while on the move. This makes this combination extremely bursty, and by not being able to be interrupted, gives them quite the advantage compared to other casting classes. It also boasts supplemental skills that compliment a sudden surge in damage, such as Eruption and Elven Mystic, as well as some supplementary support through Mother Earth's Protection.
Intelligence, and to a lesser extent Wisdom and Stamina, are what makes this combo shine. Flame, Fireball, and Earth Pulse provide great damage for this build, and as already stated Mother Earth's Protection provides helpful damage reduction and, eventually, some healing.
==Main Ways of Build==
While the instant-cast spells are the highlight of this combination, they do have their own cooldowns. Fireball and Magma Blade both have 6-second cooldowns, Phoenix has a 10-second cooldown, and Earth Pulse has a 15-second one. This means that Flame needs to be properly trained to supplement the instant-cast skills, since to do otherwise would mean there are huge windows where you won't be able to do effective damage. The instant abilities should be saved for a proper burn window or when needing to run away; Lightning doesn't need to leveled up to still get a 3-second root, so for example Mother Earth's Protection->Phoenix->Lightning->Earth Pulse->Fireball->Magma Blade can deal a surprising amount of damage while running away. If skills that boost your magical damage, the instant burst can drop many targets; for example, Energy Well->Energy Influx->Elemental Weakness->Elemental Catalysis->Intensification. For both "rotations" any part can be removed (except for the Lightning) to still provide consistent damage and boosting, but both are presented as "perfect" options.
It could behoove a player to learn Recover, not because it will see use in group PvE, but because it will help cut down on healing potions when playing by one's self. Purgatory Fire and Thunderstorm can both be trained since they are instant cast, but Purgatory Fire requires enemies to be within melee range, which is very dangerous, and Thunderstorm deals Wind damage, which is something Mage / Druid doesn't use particularly often, and would best serve only for its slow down effect.
==Skills==
(to see Class Main Skills of Mage, see Mage Skills)
===Secondary Class Basic Skills===
== Druid General==
Icon	Skill Name 	Level	Cost 	Cast Time	Cooldown 	Range	Skill Effect 	Upgrade
 	Recover 	1 	55 MP 	2 seconds	 	250 	Restores 40.0 HP to your target and 20.0 HP every 2 seconds for 14.0 seconds. 	+8 and +3.6 per level
 	Antidote (+) 	4 	150 MP	Instant 	10 seconds 	200 	Cleanses your target from poison. 	
 	Savage Blessing 	8 	35 MP 	Instant 	 	180 	Increases target's Physical Attack Accuracy and Magical Accuracy by 1.0% + 20.0 for 1800.0 seconds. 	+0.1% per level
 	Earth Pulse 	12 	40 MP 	Instant 	15 seconds 	180 	The power of Mother Earth strikes the targets in a straight line before you causing 30.0 Earth damage. 	+7.5 per level
 	Knowledge of Nature 	16 	 	 	 	 	Increases Wisdom by (current Wisdom + 1.0) x 1.0% +10.0. 	+1, +0.1% and +1 per level
 	Mother Earth's Protection	20 	100 MP	Instant 	1 minute, 30 seconds	150 	Uses the power of Mother Earth to build a protective shield around your target reducing its suffered magical and physical damage by 20.0% for 5.0 seconds.	
===Elite Skills===
== Mage / Druid==
Icon 	Skill Name 	Level	Cost 	Cast Time	Cooldown 	Range	Skill Effect 	Upgrade
link=https://runesofmagic.fandom.com/wiki/File:Skill_mag_new15-6.png 	Perception 	15 	100 MP 	Instant 	 	 	Temporarily increases Maximum MP by (current Maximum MP + 30.0) x 1.0% + 30.0. Also increases Magical Attack Power by (current Magical Attack Power + 20.0) x 1.0% + 20.0 for 900.0 seconds. 	+0.05%, +6, +0.05% and +4 per level
link=https://runesofmagic.fandom.com/wiki/File:Skill_mag_new20-7.png 	Magic Target 	20 	100 MP 	Instant 	 	 	Temporarily increases your magic accuracy by 10.0 for 900.0 seconds. 	+0.3 per level
link=https://runesofmagic.fandom.com/wiki/File:Skill_mag_new25-1.png 	Control Flame 	25 	 	 	 	 	When your Eruption effect is triggered, Magical Attack Power additionally increases by 8.0%. 
(After the effect has ended it cannot be triggered again for 20.0 seconds.) 	+0.4 per level
link=https://runesofmagic.fandom.com/wiki/File:Skill_mag_new30-4.png 	Green Guardian 	30 	 	 	 	 	After Mother Earth's Protection effect ends, additionally restores 2.0% + 30.0 HP every 2 seconds for 10.0 seconds. 	
link=https://runesofmagic.fandom.com/wiki/File:Skill_mag_new35-4md.png	Magma Blade 	35 	30 MP 	Instant 	6 seconds	250 	Forms the power of earth and fire into a blade dealing 30.0 + 0.15 x INT Fire Damage and 10.0 + 0.15 x INT Earth Damage. 	+9 per level
link=https://runesofmagic.fandom.com/wiki/File:Skill_mag_new40-4md.png	Boiling Rock 	40 	 	 	 	 	The critical hit rate for your Magma Blade's Fire damage is increased and its Earth damage has a chance of restoring MP. 	
link=https://runesofmagic.fandom.com/wiki/File:Skill_mag_new45-2d.png 	Earth Attack 	45 	 	 	 	 	Causes the damage range of Earth Pulse to become fan-shaped and reduces cooldown by 5 seconds. When it hits, it will increase earth damage inflicted on the target. 	
link=https://runesofmagic.fandom.com/wiki/File:Skill_mag_new50-2d.png 	Elven Mystic 	50 	300 MP, 10% MP	Instant 	3 minutes	 	Using ancient Elven magic lets you concentrate magical energy inside your body for 40.0 seconds. While in effect casting offensive spells will give you the chance to get Energetically Charged. When this effect stacks 5 times, further casting of offensive spells will give you the chance of receiving Mystic Energy. Mystic Energy can be released to inflict 700.0 + 0.20x INT Wind Damage on your target.	+35 per level
 	Infiltration Spirit	60 	 	 	 	 	After a target is hit by your Earth Pulse, it causes an additional reduction of target's Magical Defense. (Depends your level of Earth Pulse) (Starts at 5% magical defense reduction. +.35% per level. 30.5% at level 85) 	
 	Pulse Link 	70 	 	 	 	 	You will receive Mother Earth's Protection as well when you use Mother Earth's Protection on a target. 	
==Combos==
(to see Basic Combos of class, see at Mage) 
==Notes==
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Category:Class Combo
Category:Mage
Category:SemiHealer
Category:Magical DPS
Category:Wind Element
Category:Fire Element
Category:Earth Element
Category:Range
Category:SelfShielder