Learn what to expect from this Starting Vocation (Class) in the upcoming sequel with Dragon’s Dogma 2 Mage Gameplay Preview.
Traditional RPG classes are called Vocations in the Dragon’s Dogma franchise. The developers of Dragon’s Dogma 2 have confirmed ten available Vocations for the sequel so far. These are divided into three categories: Starting, Advanced, and Hybrid. In this gameplay preview guide, we’ll look at the Mage vocation, its playstyle and abilities, its strengths and weaknesses, and it’s viability as a Pawn vocation.
Dragon’s Dogma 2 Mage Gameplay Preview
In the Dragon’s Dogma series, the Mage Vocation is one of four main starting classes which will be available in the sequel. These include the Fighter, Mage, Thief and Archer.
The Mage is a ranged class which can wield magick offensively, defensively or in support of the entire party. In the first Dragon’s Dogma, only Vocations using a staff had access to a single healing spell. This made Mages an incredibly valuable addition to any party, and as a starting vocation it is also available to Pawns.
Furthermore, from what we’ve seen of available skills so far, it appears that this similarity will carry over to the sequel. Mages seem to have access to the lone healing spell, called Anodyne. The Advanced Sorcerer vocation does not appear to have access to this spell.
Therefore, once advanced vocations become available you will have to make a call if you want to sacrifice survivability for stronger damage. A Mage will be able to provide healing on command during a fight, while the Sorcerer vocation will offer greater overall damage. Moreover, Mages can also boost the damage of their allies with spells that increase their speed, or imbue their weapons with fire, ice or lightning enchantments.
Mages can be weak against melee enemies and will want to keep their distance from the middle of combat. Additionally, beyond protecting their own pool of HP, when too close to battle they risk being interrupted while casting. Overall, the flexibility between support and damage roles makes this starting vocation potentially more complex to master.
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Mage Skills and Abilities
The Mage vocation has a variety of spells to choose from, some of which will be familiar to original game players. Additionally, when the time comes, if you wish to choose the Sorcerer as an advanced vocation you will find that many of these spells carry over. However, you should be aware that Sorcerers do not have access to the single healing spell called Anodyne, which only Mages can cast.
The Mage archetype is a standard RPG class that many players will already be familiar with and comfortable playing. A Mage will want to stay at range, be aware of the status of other party members, and choose their spells wisely for either damage or timely support.
Here are the known skills and abilities for the Mage in Dragon’s Dogma 2 that we’ve seen so far:
Core Skills
- Anodyne – Conjures a magickal curative sigil that recovers the health of the caster and their allies when in contact with it.
- Focused Bolt – Fires a condensed magickal burst that differs based on active enchantment.
- Levitate – Manipulate the caster’s weight magickal means, allowing them to float temporarily.
- Magick Bolt – Fires a magickal burst that differs based on active enchantment. Can be cast while moving.
- Quickspell – Greatly hastens incantation speed. Consumes Stamina while active.
Weapon Skills
- Celerity – Conjures a magickal sigil that hastens the speed of allies within range. The effect persists for a period of time.
- Empyrean – Conjures an orb of holy light that deals immediate damage to nearby targets in all directions. The light remains for some time even after the attack completes.
- Fire Boon – Enchants the caster’s weapon or that of a single ally with fire. The enchantment persists for a period of time.
- Flagration – Unleashes a swirling jet of flame straight ahead for a period of time. The flame ignores Defense and can pass through multiple targets. While active the caster can still move.
- Frigor – Conjures a pillar of ice that lingers for a period of time and can serve as a stepping stone. After the pillar is destroyed grabbable blocks of ice will remain.
- Ice Boon – Enchants the caster’s weapon or that of a single ally with ice. The enchantment persists for a period of time.
- Levin – Strikes the enemy from above with tongues of lightning. Can summon additional lightning bolts by consuming Stamina.
- Lightning Boon – Enchants the caster’s weapon or that of a single ally with lightning. The enchantment persists for a period of time.
- Palladium – Conjures a cluster of magickal energy that blocks up to three attacks from targets. The cluster will also dissipate after a time.
Mage Strengths and Weaknesses
The following is a list of the pros and cons of the Mage Vocation/Class in our Dragon’s Dogma 2 Mage Gameplay Preview:
Strengths | Weaknesses |
---|---|
Access to Healing spell | Attacks can interrupt spellcasting |
Imbue party weapons with elemental effects | Vulnerable in melee range |
Can boost party speed | The stronger the spell, the longer the cast time |
Should You Choose the Mage Vocation For Your Pawn?
As a primary support vocation the Mage class would be a very good choice for a Pawn in Dragon’s Dogma 2. As a Mage your Pawn would be able to offer direct healing to you and your other allies. Additionally, when party HP is safe, they can instead provide support with spells that cause direct damage and produce crowd control effects.
However, the Mage vocation will not be able to provide the group with the brute defensive protection that a Fighter can contribute. They will have to play at range to stay safe from aggressive attacks. They will not have the endurance and survivability that a Fighter has innately. Moreover, given that their spells require cast times, if they are too close to the fray, constant enemy attacks will interrupt them. If a Mage is unable to cast their spells, then they might as well not even be there.
Consequently, the recommended party composition, at least in the early game while you are getting used to your chosen vocation and gamepay mechanics, should center around the traditional triad. Fighter for tanky defense, Archer/Thief for damage, and Mage for support.
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Pawns in Dragon’s Dogma 2
When starting the game, each player will get to create their own Arisen character. Additionally, you will also get to make a custom-designed Pawn. Within the world and story of Dragon’s Dogma, Pawns are said to lack emotion and a true will. Their one purpose is to follow and aid the Arisen. You can only create one single Pawn with the vocation of your choosing. You can recruit other Pawns from within the game if you want to bring along a full party.
Pawns can have any of the Starting vocations, and can eventually choose an Advanced vocation. However, they cannot use Hybrid Vocations. Those are only available to the Arisen character.
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