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Early game and main story stuff:
Anodyne (only high if you've already learned it)
High Halidom
Holy Affinity
Ice Affinity
High Ingle
High Levin
BBI
High Halidom
Holy Affinity
High Graphnel
High Levin
High Frigor
High Comestion
Full support:
High Anodyne
High Halidom
High Graphnel
Holy Affinity
Lightning Affinity
Ice Affinity
The same inclinations will work with all 3.
Having the attack spells of Frigor and Comestion allows them to dual cast these spells with sorcs that share them. Many things in BBI are not necessarily weak to fire, but will take fire damage or change behavior due to fire. Meanwhile Frigor does both cold and physical damage. Levin is there for everything else since it is a very quick cast and many things (gargoyles, sirens, Garm) that tend to roam around and target randomly are also weak to it.
But, with a full support, you'll have to acknowledge that they will still end up prioritizing healing over everything else as long as mendicant exists as an inclination. Unfortunately without mendicant they simply don't use anodyne or halidom unless you manually tell them to use it (which ends up forcing mendicant inclination anyway). But, with Graphnel, they have an attack skill which caters to the utilitarian primary, so they won't be dropping everything the moment you take a little damage. It caters to their primary inclination while also giving everyone else a way to do increased damage on the held enemy.
The first time I played I was a sorc with a sorc pawn with this set up and it was devastating when we'd get 2 high gicels out at the same time - which happened a lot.
Your current party set up won't be able to do that but I'm running a similar group with myself as the sorcerer, my ranger MP, and then a figher and usually another ranger. A uti sorcerer will still work well on its own if just for the buff priority. However, multiple uti primary pawns work well together and will actually try to follow strategies when a pawn calls one out. This is why I wish there were more Uti prime pawns out there but they're hard to come by.
The only downside is that to get the most out of Uti the pawn needs to complete the bestiary.
Mage - Utilitarian/Medicant. Prioritizes buffs and then moves onto healing. If you do it another way you'll find they'll ignore buffing most of the time. I've had enough bad experiences with mage pawns not enchanting my weapon when we're facing a phantasm or something, instead opting to charge ingles and then cancel them when the phantasm disappears. Never again.
As far as skills go...
Holy Affinity is an absolute and universal must have in my book. Fire Affinity is ok in Gransys stuff with specific use for flying enemies so a pawn with both if you're in the lower levels is fine; but a pawn that uses fire affinity in place of holy isn't imo. Phantasms are a pain with anything but holy.
Agree mostly with the above list, though in Gransys I would avoid Levin (it's a hinderance on armored cyclops) and take Cosmestion over Ingle.
Skill wise I would suggest looking for:
High Anodyne) - Healing
High Halidom) - Removing debuffs
High Spellscreen - Boosts resitances and reduces post armour mitigation damage by 20% Basically it's a desquishifier :D I have trained my mage to screen quest NPCs during escorts for example.
Holy Affinity - Everything is weak to holy.
I have seen a lot of recommendations for the last two skills, which are covered above. Personally I run with:
High Grapnel - Good crowd control, which also does a bit of Dark damage.
High Levin (A nice bit of damage and stuns) or High Frigor (If you know you will be fighting Cyclopeans)
Last but definitely by no means least, a support mage should have the Legion's Might staff. It auto-resurrects them if they die after a few seconds.
Beyond that, if you're wanting to go the support route, you'll want to consider stat growths some. For the most part, mages don't need much in the way of magic damage since they will get more than enough from their weapons to provide bonus to weapon enchants or kill weaker things that endanger them. But they do tend to need more health, stamina, and defense than sorc since they can end up using most their stamina right at the start of a fight on enchanting. This is why it's usually a good idea to get about 10 levels in warrior, 10 levels in ranger, 10 levels in sorc on a mage. This will round out their stats a bit more, while also giving them access to some useful augments. Or 10 levels in everything else for an even more rounded build.
Level 100 pure mage:
(2498 health, 1620 stamina, 476 magic attack, 177 defense)
Level 100 mage 70, 10, 10, 10 split :
(2638 health, 1870 stamina, 456 magic attack, 207 defense)
Level 100 mage 40, 10, 10, 10, 10, 10 split:
(2838 health, 2070 stamina, 426 magic attack, 257 defense)
Post 100, it doesn't matter too much since stat gains are fairly minimal.
Legions Might is useful at lower levels (sell your jester hat, buy staff), but at later points of the game you lose out on so much bonus damage from enchants just for the sake of the 20-30 seconds you spend picking a pawn back up. It's the lazy person's solution.
Inclinations : Utilitarian, Mendicant , Mitigator (used 4 of each potion in reverse order to set this)
Primary : High Comestion, High Frigor, High Levin
Secondary : High Anodyde, High Halidom and Holy Affinty
Not getting any problems, she has good foe knowledge and will freeze, shock or set anything on fire as required.
She's not healing paper cuts as Anodyne is on Secondary, Cures status effects nice and quickly and will use / enchant Holy the second she sees undead.
All of my party carry 10 x Spring Water around plus some Mature Greenwarish, Large Mushrooms and Rousing Incense or Perfume in case things go south.
So far so good tbh.
SPOILER
Fought Salomet and between me shooting him with a blinder arrow, a silence arrow and 2 or 3 posion arrows and my mage turning him crispy it took about 5 seconds between him yattering on about me wasting my time and him droppping the ring.. he didnt even get a spell off or summon a single skelly. So loving this particular mage set up :)
When I enter the rift (roughly every 5 levels), first I dismiss all the pawns that show up who look ridiculous or with names I can't stand, then I analyze their inclinations and dismiss the ones that just don't work for me (medicant warriors, mages/rangers with scather, etc.) and then when I have 7~ pawns left to look at with decent inclinations I start looking at equipped skills and then finally their gear. I always choose one damage dealer (sometimes ranged, sometimes melee) and one support (almost always mage)
Anyone have any suggestions as to how solve problems like these - my own solution with grapnel is that I simply never give it to the pawn anymore?
As for spells:
-High Grapnel is kind of situational;
-High Anodyne sometimes not as good as simple Anodyne ('cause of spell time).
P.S.
If you have Wyrmking Ring and do not have other magicians - give supporter it for duration of hire.
I had to play mage and teach my pawn to use it :D My Arisen is an MK, I played about 20 levels of Mage side by side with her.
Level 200, Rank 9
Utilitarian/Medicant
Primary: Holy Affinity/High Spellscreen/High Halidom
Secondary: High Frigor/High Anodyne
Frigor for knockdown and I don't bother with a 3rd secondary skill, makes her more focused on buffing/healing. If I did, I'd go for High Levin for shock.
This has been the subject of discussion for some time :D
Anodyne : 4.7 seconds to cast, 650 max heal
High Anodyne: 7 seconds to cast (~48% longer), 1435 max heal (over double the healing)
Grand Anodyne: 9.4 seconds to cast (twice as long as Anodyne), 3790 max heal (~5.8 times the healing)
It's a risk reward thing - with both Articulacy and a Wyrmking's Ring the difference in cast time between Anodyne and Grand Anodyne is ~3 seconds for almost 6 times the healing.
At lower levels that could make a lot of sense - you don't need a heal for 3790 health.
At 200 it's High, Grand, or bring a metric ♥♥♥♥♥♥♥♥ of springwater.
Some people will just load a whole bunch of curatives onto their pawns rather than run with a support mage. The good news is that everyone is allowed to play the way they like to play :D
Still need 10 wakestones to upgrade LMS. And it's kind of hard to get them at level 17. =)