Chapter 30: The Three Elements of Mage Combat

"The Three Elements of the Battle Mage's Battle Process", a classic book handed down from ancient times to guide mages in battle, the content of which is still circulating among spellcasters in the continent to this day, and it tells many key factors that mages need to consider in the process of battle, which still has a strong guiding significance for modern spellcasters.

This, just look at Victor's inclusion in the Book of Apprentices, and it is clear that Master Victor thinks that this is also a must-read for his disciples.

Therefore, when preparing for himself, Arthur also used this book as the main basis.

The book divides the main things a mage needs to pay attention to on the battlefield into three categories: protection, movement, and attack.

First of all, protection. The importance of protection for a mage cannot be overemphasized, so it is listed as the first place here. After all, a mage can't have the strong survivability on the battlefield like a warrior, and those legendary specialties of strength, tenacity, and regeneration can never appear on a mage.

And for mages, there is survival to output, which is something that should be kept in the minds of mages at all times.

In short, a mage should put survival first from the very beginning of the battlefield, analyze the opponent and environment in advance, determine his own defense plan, and prepare the required spells, such as mage armor, fire wall, offset force field, and other spells, such as water element summoning, and meat shields such as otherworldly summons should also be prepared early.

In this way, the pressure on those comrades who are in the front row can be relieved on the battlefield, and the mages can concentrate more on providing output, which is beneficial to the whole team.

Second, about displacement, the meaning is very simple, on the real battlefield, in fact, every character, including the mage himself, is always on the move, you can't stand there, like a fixed turret can only provide fixed-point output, so it is easy to become someone else's target on the battlefield.

A real battle mage needs to be like a warrior, constantly moving, constantly moving, looking for a better output position.

Displacement, including movement and dodge, spatial teleportation, displacement is an art, its purpose is not only to avoid enemy attacks on the battlefield, better survival, in fact, the greater purpose is to find a better attack position to a large extent, improve attack efficiency, attack the target you should attack the most, seek more accurate and efficient output, and improve the combat effectiveness of the entire team.

After all, in a team, the mage is the most important carrying position. When the mages can't provide accurate and efficient output in battle, then the outcome of the battle is not up to scratch.

So, a truly great mage, everyone is a master of displacement. On the battlefield, they are as sharp as rabbits, swift as wind wolves, and when necessary, they can become stealthy like assassins at any time, attacking weak targets in the enemy, all in order to provide the best output for their companions.

At this time, many of the mage's auxiliary spells, such as the Wind Spell, the Flying Spell, and other similar spells, came in handy, and sometimes these spells were even as effective as those spells that were directly used to attack.

Of course, the mage's auxiliary spells are not only these simple auxiliary spells, but also the higher-level spatial spells such as teleportation and flash that make the mages even more terrifying.

The appearance of these spells directly made the mages have an almost unsolvable tactic for the battle between the warriors, kite tactics, and the mages who are fully prepared for the spell position on the battlefield can rely on non-stop teleportation and flashing, appearing at any position on the battlefield at any time, and can easily always maintain a safe distance from the warriors, and directly grind the warriors to death with simple long-range spells.

This completely turns the battle between the mages and the warriors into a hanging mode, where the mages even have time to sit down and make themselves a cup of tea in the middle of the battle, analyze the weaknesses of the opposing warriors, test and experiment with their defensive expertise through different strikes, and then decide which spell attack is more effective against them.

This slow, laid-back approach turns combat into a kind of brain game for mages, and can make almost any warrior who opposes them desperate.

It can be said that teleportation and flashing are what determine the absolute superiority of the mages over the warrior professions, and ensure the transcendent status of the mages over all the professions on the continent.

So, from here, you can see how important a good displacement spell is for mages in battle.

As for those more powerful strategic spells, such as group displacement, spells such as dimensional gates and teleportation, they have completely become a testimony to the powerful dominance of the mages on the continent today.

And then, finally, with the first two explanations as a basis, the attacks of the mages are easy to understand, and in general, there are two types of attacks: fire attacks and single attacks.

Spells such as the secondary missile storm, meteor fire shower, and lightning storm belong to the fire range attack, which is suitable for a wide range of scrubbing, but the effect of the attack on individuals with strong defense is not good, and spells like fireball, curse, death finger, and great dissociation are powerful single attacks, which are specifically used to deal with this situation.

In different situations, how to cast different attack spells for different targets to ensure the best attack effect also requires careful selection and preparation.

In short, the battle of a mage is an art of comprehensive consideration.

The idea that a noble mage would simply stand in place and pose for a moment, chant a mantra, and wave his staff at will to kill his enemies is just a conjecture.

No profession in this world is simple, and for tens of thousands of years, there are not a few mages who have died on the battlefield in a daze.

Of course, the current Arthur is only an alchemy apprentice, and he has not yet been able to assemble a complete set of equipment for fighting spells according to the map.

However, since the next step is to activate the cheats of unsealing and travel back to the Marvel world again, Arthur wants to prepare himself as much as possible.

"I think we can ask those brothers to help you forge an enchanted shield."

"As for enchanted magic, I think a secondary offset field would be a good choice." The little assistant Rambo suggested Arthur said.

According to Arthur's idea, if he returns to Earth, the main danger he faces is actually human guns, which is very easy for a mage, and a simple mage armor can solve it. The shield strength of the mage armor may not be able to block bullets, but with an enhanced offset field, it should be fine.

But in fact, the most effective spell to deal with bullets is actually the protective arrow, which is a relatively high-level second-level magic that has a weak function of protecting against other energy curses, but it is the most efficient to protect bullets.

So, you see, the way mages solve problems is so crude and simple, their solutions are always simpler and more effective than those of other professions, that is, no matter how corrupt and unenterprising the mages are, their position on the mainland is always the same, and no one can shake it.

Comparatively speaking, Arthur's current career as an alchemist is not so smooth. He can only solve problems according to the alchemists' ideas, and the alchemists' methods are magic guides.

Arthur and Rambo are still only alchemy apprentices, and they don't have the ability to engrave those high-level rune arrays on the magic guide device, so they can only ask his senior brothers who have successfully advanced to help.