Mage Build Guide in New World (Fire Staff & Ice Gauntlet)
With elemental fury, the Mage can dish out high AoE and burst damage, decimating their foes with large critical strike damage values. The Mage is a versatile combination of the Fire Staff and the Ice Gauntlet, each providing this build with an envious toolkit of defensive and offensive abilities which, in the right hands, can dominate the battlefield.
Introduction
The combination of the Fire Staff and Ice Gauntlet (also known as a Mage build) makes for a high-impact toolkit of damage, crowd-control, and defensive cooldowns. Mages are essential in PvP, playing a vital role in controlling the battlefield in Outpost Rush and pressuring capture points in wars.
Whilst the potential that the Mage can bring is immense, it can also be tricky to play and a difficult combination of weapons to master, requiring practice and knowledge of how to use abilities properly to be truly effective. You can expect to find a spot in wars as a Mage, and in many instances the top place on the leaderboards will be Mages, owing to their potential to output millions of damages across a full 30 minutes.
In this guide, we will be going through some of the must-know tips on how to play a Mage from experts who have mastered the Mage build, having played thousands of hours in-game.
Mage Strengths and Weaknesses
- High area of effect and burst damage 
- Strong area and crowd control abilities 
- Good defensive toolkit 
- High skill cap 
- Lack of self-sustain 
- Gear-dependent 
- Mana-dependent 
- Limited mobility 
Mage Weapon Skill Trees
Before we delve into the Weapon Skill Trees for the Fire Staff and Ice Gauntlet, and as a word of caution, some of the things we will be doing relate to the present state of the game and how bugs impact gameplay. As such, you may see skill tree decisions which at first might seem puzzling or counter-intuitive to existing players. Often, the tooltips in New World are misleading or at times just wrong. Many abilities and perks do not interact together as intended, and it is left up to the player to do much of the testing themselves in terms of how things work. We will explain the rationale behind these decisions and provide a full explanation as to why these decisions have been taken as we go through the guide.
Fire Staff Build
With the Fire Staff, we will be taking  Pillar of Fire,
 Pillar of Fire,
 Fireball, and
 Fireball, and  Incinerate as our three abilities. We will not be
upgrading either Pillar of Fire or Fireball for two reasons: firstly, we
will need the points in the Pyromancer tree, and secondly, the upgrades are
either not worth taking, or just not working correctly.
 Incinerate as our three abilities. We will not be
upgrading either Pillar of Fire or Fireball for two reasons: firstly, we
will need the points in the Pyromancer tree, and secondly, the upgrades are
either not worth taking, or just not working correctly.
For example, the  Scorched Earth talent on
 Scorched Earth talent on  Fireball is bugged
and actually reduces the damage of your Fireball, whilst
 Fireball is bugged
and actually reduces the damage of your Fireball, whilst  Catch offers
only a minor benefit.  Instead, we will pick up
 Catch offers
only a minor benefit.  Instead, we will pick up  Watch it Burn, which is
an extra 18% damage over time to your light attacks,
 Watch it Burn, which is
an extra 18% damage over time to your light attacks,  Kindle, which
increases the duration of your burn by 20% (an extra 3.6% damage to your light
attacks) and
 Kindle, which
increases the duration of your burn by 20% (an extra 3.6% damage to your light
attacks) and  Let it Burn, which gives you 10% fortify whenever burn deals
damage.
 Let it Burn, which gives you 10% fortify whenever burn deals
damage.
 
The full list of Mastery Points we take for the Fire Staff is:
 Pillar of Fire Pillar of Fire
 Spell Focus Spell Focus
 Fiery Restoration Fiery Restoration
 Clear Mind Clear Mind
 Singe Singe
 Fireball Fireball
 Spellslinger Spellslinger
 Clear Casting Clear Casting
 Prophet of a Fire God Prophet of a Fire God
 Flare Flare
 Runes of Helios Runes of Helios
 Pyromania Pyromania
 Incinerate Incinerate
 Let it Burn Let it Burn
 Scorched Scorched
 Kindle Kindle
 Cauterize Wounds Cauterize Wounds
 Watch it Burn Watch it Burn
 Flame out! Flame out!
With this build, we are constantly applying burns to enemies with our light
and heavy attacks, as well as our abilities such as  Fireball and
 Fireball and
 Incinerate. This gives us a near-permanent uptime of 10%
Fortify.
 Incinerate. This gives us a near-permanent uptime of 10%
Fortify.
On the Fire Mage tree, we pick up some of the best passives of
any weapon in the game.  Spellslinger increases our chance to critical
strike by 15%, and
 Spellslinger increases our chance to critical
strike by 15%, and  Prophet of a Fire God increases our critical strike
damage by 20%. This gives our attacks some incredible burst potential.
 Prophet of a Fire God increases our critical strike
damage by 20%. This gives our attacks some incredible burst potential.
Some of you may be asking why we have not picked up  Burnout and have
instead chosen Incinerate. The answer is that although both abilities are good
choices, Incinerate is one of the highest damaging abilities in the game,
hitting for 332% weapon damage on a normal attack. It is also invaluable when
trying to capture or defend a point in either a War or Outpost Rush, as
the combination of the pushback from the ability and the pure damage potential
make it an incredibly powerful ability in your toolkit when used
effectively.
 Burnout and have
instead chosen Incinerate. The answer is that although both abilities are good
choices, Incinerate is one of the highest damaging abilities in the game,
hitting for 332% weapon damage on a normal attack. It is also invaluable when
trying to capture or defend a point in either a War or Outpost Rush, as
the combination of the pushback from the ability and the pure damage potential
make it an incredibly powerful ability in your toolkit when used
effectively.
Ice Gauntlet Build
With the Ice Gauntlet build, we will be taking  Ice Storm,
 Ice Storm,
 Ice Shower, and
 Ice Shower, and  Entombed as our three main abilities. These
offer a combination of offensive AoE, crowd-control and defensive cooldowns
which complement and can be used in conjunction with the burst damage abilities
of the Fire Staff.
 Entombed as our three main abilities. These
offer a combination of offensive AoE, crowd-control and defensive cooldowns
which complement and can be used in conjunction with the burst damage abilities
of the Fire Staff.
 Punishing Storm, the final passive for Ice Storm in the Ice Tempest
tree has the effect of removing your Ice Storm when swapping weapons. This
removes the synergy between your Fire Staff and Ice Gauntlet, preventing the
weapons from being used together effectively.  Therefore, Punishing Storm is
not taken, and instead we take
 Punishing Storm, the final passive for Ice Storm in the Ice Tempest
tree has the effect of removing your Ice Storm when swapping weapons. This
removes the synergy between your Fire Staff and Ice Gauntlet, preventing the
weapons from being used together effectively.  Therefore, Punishing Storm is
not taken, and instead we take  Ice Spikes to unlock Ultimate Chill as
the final passive, even though we do not use Ice Spikes as one of our main
abilities.
 Ice Spikes to unlock Ultimate Chill as
the final passive, even though we do not use Ice Spikes as one of our main
abilities.
 
The full list of Mastery Points we take for the Ice Gauntlet is:
 Cold Reach Cold Reach
 Ice Spikes Ice Spikes
 Critical Rejuvenation Critical Rejuvenation
 Energized Critical Energized Critical
 Ice Storm Ice Storm
 Gathering Storm Gathering Storm
 Weakening Gust Weakening Gust
 Critical Frost Critical Frost
 Storm Summoner Storm Summoner
 Heavy Freeze Heavy Freeze
 Ultimate Chill Ultimate Chill
 Quick Frost Quick Frost
 Ice Shower Ice Shower
 Enduring Shower Enduring Shower
 Entombed Entombed
 Quick Shower Quick Shower
 Strengthened Tomb Strengthened Tomb
 Frigid Showers Frigid Showers
 Defiant Freeze Defiant Freeze
There is some flexibility in taking the final few points of the Builder
tree. For example, you might change  Defiant Freeze for
 Defiant Freeze for
 Frozen Touch or
 Frozen Touch or  Refreshing Frost depending on your playstyle and
the enemies you are fighting.
 Refreshing Frost depending on your playstyle and
the enemies you are fighting.
Mage Stat Points
For Wars and Outpost Rush, the sweet spot for Mages is around 100 to 150 Constitution. The 150 Constitution passive is currently bugged and gives a flat 10% damage reduction rather than only a reduction in critical strike damage, which is something to bear in mind. The remainder of your points should go into Intelligence, although some Mages pick up the 5% critical strike chance bonus from 50 Dexterity if their gear allows it. Ideally, you should only take the 50 Dexterity passive if you are comfortably at or above 300 Intelligence and 100 Constitution.
Mage Consumables
Mages can use several consumables to enhance their builds even further.
Make sure to bring a  Powerful Honing Stone, as they are a flat % damage
increase to both weapons. In addition, you can use stat food for 40 additional
stat points. We recommend using
 Powerful Honing Stone, as they are a flat % damage
increase to both weapons. In addition, you can use stat food for 40 additional
stat points. We recommend using  Steamed Abaia Serpe which gives 40
intelligence, although you could also use Pork Belly Fried Rice which
gives a mixture of constitution and intelligence or
 Steamed Abaia Serpe which gives 40
intelligence, although you could also use Pork Belly Fried Rice which
gives a mixture of constitution and intelligence or
 Roasted Rabbit with Seasoned Vegetables for constitution only. You
should also use
 Roasted Rabbit with Seasoned Vegetables for constitution only. You
should also use  Energizing Hearty Meal as these increase your mana
regeneration significantly.
 Energizing Hearty Meal as these increase your mana
regeneration significantly.
When doing PvP, bring a health supply of Tier 5  Infused Health Potion,
 Infused Health Potion,
 Infused Mana Potion and
 Infused Mana Potion and  Infused Regeneration Potion. These
potions do not share any cooldowns, although you can only drink one potion at
any one time.
 Infused Regeneration Potion. These
potions do not share any cooldowns, although you can only drink one potion at
any one time.
Mage Gear
We recommend aiming for a medium armour weight for the Mage. The easiest way to achieve this is to have a heavy chest, light legs, and at least one heavy gloves, helm, and boots, with the others being medium. You can go heavy in wars, and you may wish to go for a light armour build for open world and/or 1v1s.
Mages should initially aim to get their faction gear and change it to the
Occultist stat points, which is a combination of Intelligence and Constitution.
Faction gear has  Refreshing and
 Refreshing and  Resilient, two very important
perks for a Mage.
 Resilient, two very important
perks for a Mage.
Although you can only get  Resilient on armour,
 Resilient on armour,  Refreshing
can be found on Weapons, Armour, and Jewellery. On your Fire Staff, you
should ideally aim to get
 Refreshing
can be found on Weapons, Armour, and Jewellery. On your Fire Staff, you
should ideally aim to get  Refreshing Move, as this is the best perk you
can pick up. On your Jewellery, you should aim to get the
 Refreshing Move, as this is the best perk you
can pick up. On your Jewellery, you should aim to get the  Health perk
on your amulet which increases your maximum health. On your ring, you should
get
 Health perk
on your amulet which increases your maximum health. On your ring, you should
get  Keen Awareness, which increases your critical strike chance. On your
earring, although less important,
 Keen Awareness, which increases your critical strike chance. On your
earring, although less important,  Nimble,
 Nimble,  Healthy Toast and
 Healthy Toast and
 Refreshing Toast are good perks to aim towards.
 Refreshing Toast are good perks to aim towards.  
Many of the Fire Staff and Ice Gauntlet weapon perks are currently not
working correctly, or as intended. Once they are fixed, this guide will be
updated. In the meantime, avoid the weapon perks except for
 Healing Tomb, which is worked as intended.
 Healing Tomb, which is worked as intended.
Mage Gems
Given the way gems are currently not working as intended, the best gems to
use for the Fire Staff and Ice Gauntlet are Tier 2 Intelligence scaling gems.
These gems have a 200% intelligence scaling, so provide a 10-15% net damage
increase. We recommend using the  Cut Flawed Sapphire gem in both of your
weapons, as this will also improve the damage you do against Corrupted type
enemies. In your armour and jewelry, you should aim for full
 Cut Flawed Sapphire gem in both of your
weapons, as this will also improve the damage you do against Corrupted type
enemies. In your armour and jewelry, you should aim for full
 Cut Pristine Onyx, as most of the damage you will be taking is Physical
Damage, although
 Cut Pristine Onyx, as most of the damage you will be taking is Physical
Damage, although  Cut Pristine Diamond or
 Cut Pristine Diamond or  Cut Pristine Malachite gems
are also acceptable.
 Cut Pristine Malachite gems
are also acceptable.
How to play the Mage
Mages are most effective when coordinated together. A volley of
 Fireballs or
 Fireballs or  Pillar of Fire timed correctly into an ally's
 Pillar of Fire timed correctly into an ally's
 Gravity Well can bring about the demise of even the most tanky players
on a capture point. Equally, your
 Gravity Well can bring about the demise of even the most tanky players
on a capture point. Equally, your  Incinerate can act as a zone control
ability, forcing players inside or outside of a capture point depending on the
situation. Your Fire Staff is your main go-to weapon, and you should be trying
to always have burn stacks up on targets to have a good uptime of your
 Incinerate can act as a zone control
ability, forcing players inside or outside of a capture point depending on the
situation. Your Fire Staff is your main go-to weapon, and you should be trying
to always have burn stacks up on targets to have a good uptime of your
 Let it Burn 10% fortify buff.
 Let it Burn 10% fortify buff.
 Ice Shower is a fantastic ability to use to prevent rotations in wars,
 or to trap players from entering a base in Outpost Rush. This ability
also provides Rend, which increases the damage on targets effected for
all allies. You should try and use your
 Ice Shower is a fantastic ability to use to prevent rotations in wars,
 or to trap players from entering a base in Outpost Rush. This ability
also provides Rend, which increases the damage on targets effected for
all allies. You should try and use your  Ice Storm on targets with low or
no stamina. This way you will be able to catch them more easily in a chain-root
with your
 Ice Storm on targets with low or
no stamina. This way you will be able to catch them more easily in a chain-root
with your  Heavy Freeze passive by using a heavy attack. Be mindful that
your
 Heavy Freeze passive by using a heavy attack. Be mindful that
your  Ice Storm does not stack with other Ice Storms. This should guide
you in your placement and timing of the ability.
 Ice Storm does not stack with other Ice Storms. This should guide
you in your placement and timing of the ability.
 Entombed can be used both offensively and defensively. Not only is
it a great panic button, but it can also be used to secure capture points, and
even hold choke points for a brief duration if placed correctly. Another move
that you can also take advantage of is to eat food prior to using Entombed,
which will give you health ticks until the Tomb breaks you take damage.
 Entombed can be used both offensively and defensively. Not only is
it a great panic button, but it can also be used to secure capture points, and
even hold choke points for a brief duration if placed correctly. Another move
that you can also take advantage of is to eat food prior to using Entombed,
which will give you health ticks until the Tomb breaks you take damage.
Conclusion
In all, the Mage build offers a strong and well-rounded toolkit which
enables it to have a high impact in a variety of scenarios. The Mage lacks
sustain, but this can be mitigated somewhat through use of potions and food, as
well as the  Healing Tomb weapon perk. Mages should find themselves with
consistent spots in wars, as well as being a very fun build to play.
 Healing Tomb weapon perk. Mages should find themselves with
consistent spots in wars, as well as being a very fun build to play.
Changelog
- 08 Nov. 2021: Guide added.
More New World Content
Savvvo is a New World Aeternum content creator with over 5,000 hours of gameplay. He specializes in developing leveling and gold-making guides, PvP builds, and discovering fun, new ways to enhance your New World experience. If you can not find him in Aeternum, he is probably somewhere on YouTube.
Additionally, Savvvo runs the Fighter Discord for Ashes of Creation, which can be joined by following this link.
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