Name: Mage
Primary Ability; Mag CVR / Deactivation: When Mage is just regularly going around places the ability’s name’s Mag CVR (MC). Once activated Mage stops as he’s covered in magnetic yellow-brown triangles. Once the triangles have formed the cover on him after a 3.5-second animation he now has the MC active and the primary ability is now called Deactivation. Before we get to that I’ll explain the pros and cons of having the MC active:
- The MC covers almost all of your body and if the enemies want the cover away they have to deal a massive amount of 500 damage to it. It doesn’t regen it’s health while it’s active.
- While the MC’s active all enemies will slowly turn towards you. This is caused by the MC drawing metal weapons towards it. The closer the enemy is the faster the turning happens.
- You move at a 15% of your normal movement speed.
- As stated, your MC won’t regen health while it’s active. If it reaches zero all of your non-passive abilities will have a 2-minute cool-down.
As Mage you’ll be able to see your MC health at all times like Phantom can see his cloak. While the MC’s not active it will regen 5 health a second.
Then to the Deactivation. Once it’s activated it will take (again) 3.5 seconds for the animation of Mage undressing from the MC to occur. Mage is immobile during this.
Secondary ability; Fast Blast / Evac Blast: First for the Fast Blast (FB). If you’re out of the MC you can perform this ability. The idea is that upon activation the magnetic triangles will start to spin around you. Seek cover because of the next step. 2.25 seconds after the activation the triangles will launch themselves to all directions at impressing speed. They will cause lethal damage to anyone poor enough to be in the way of them but this effect also effects you. Once all the shards have hit something a 2-minute cooldown will start to all of your non-passive abilities.
Let’s talk about the Evac Blast then. If you have the MC active this is your secondary ability. Once activated pretty much the same things happen as with the Fast Blast but this time the shards take 3.25 seconds to take off. This time the cool-down’s little bit nicer though; 1min40s.
Passive Ability; Objective Specialist: I bet pretty much everyone knows this one already, does objectives better and faster.
HP: 100
Speed: 410
Arsenal: Mage’s default primary is Fishbarrel SMG. It’s two most interesting attributes are the facts that it deals brutally damage but it’s spread is horrible when fired fully auto. He can also carry the Blish and the SMG9.
His default secondary is the Gaulden. Though, Simeon and the .40 are also available to him.
Melees? The Bat as his default and both of the knives as options.
About Mage: Mage never considered himself a bad person doing drugs. Well, would you if you were extremely high? He was sent to the most high-tech prison in all world; located 20 kilometres below London. He wasn’t some dumb druggie though. He pulled out an act of being in other worlds and by that could build a Mag CVR for himself. Once he got out London had gone to H. E. L. L. He thought that the guards would most likely search him from outside the city. That’s why he stayed there. And stays. Even today.
Uses: Mage can tank huge amounts of damage on his way to the objective. Even though he’s little bit more from the defensive standpoint he can still bring that tanky offensive firepower to pushes. Good against low-damage mercs like Medics.
Weaknesses and countering: Break in the fire-support. Mage is most effective while slow giving you a perfect opportunity to use your low-accuracy weapons to deal damage. Take away the cover and he’ll be easy prey. Against him I would recommend mercs like Fragger, Nader and all of fire-support.