tank mage vs. straight mage?
Is it just that tank mage is a really optimal choice?
Well, tank mage is the preferred pvp build for this era, but largely it's because there aren't enough skills to justify not being a hybrid. Whether you go magic or weapons for your primary damage dealing, a standard build will end up with 200 skillpoints leftover.
Talking about mages first, on this server, there are only 3 skills that affect offensive magic: magery, evaulate intelligence and meditation. Magery allows you to cast spells, eval increases damage, and meditation improves your mana regeneration.
Which brings us to wrestling. Chance to hit is a simple melee skill vs melee skill test, regardless of which weapon is being used. You can't cast spells with a weapon equipped, but wrestling counts as a melee skill that can be used without a weapon. So if you have a hybrid sword/mage, he can't cast with the sword equipped. Assuming all skills are at GM levels for explanation, with sword equipped he has a 50% to avoid attacks, but he can't cast. If he removes the sword, he can cast, but he loses the 50% avoidance. Every attack will hit him, and will
interrupt his spells in the process. Unless he has wrestling, which will give him the same 50% avoidance that swordmanship will without having to worry about removing and requipping his weapon between casts.
So, a pure mage can take wrestling instead of a weapon skill for the defensive effect while simultaneously always being able to cast. So that pretty much means that a "pure mage" will have:
* Magery (needed to not fail spellcasts)
* Evaluate intelligence (increases spell damage)
* Meditation (improves mana regeneration)
* Wrestling (For defense)
* Resist (Pretty much everyone takes this. Math is
complicated, but overall about 50% damage reduction from spells, plus reduced negative effect diuations)
So that leaves you with 200 points left over. On an official server, you could take inscription for the spell damage bonus and alchemy for the potion effect bonus. Here, those bonuses aren't implemented, so you pretty much may as well spend those 200 points on a weapon skill plus tactics, and poof you're a tank mage.
How about whether it's better to hybrid into a tank mage or go straight fighter?
Well, same sitation basically.
A straight fighter probably has:
* Weapon skill
* Tactics (150% base damage)
* Healing (best case with anatomy: 43-80 point of healing every ~10 seconds for ~1 gold cost, plus cure poison and ressurect)
* Anatomy (+20% melee damage, plus ~20 point of 43-80 from healing and the cure and ressurect abilities are from anatomy)
* Resist spells (again, pretty much everyone takes this)
So like above, this leaves 200 skill points to do whatever you want with. What else are you going to spend them on? Rumor has it that the lumberjacking damage bonus to axes might be implemented on this server, so that's a possibility, but otherwise you're pretty much in the same position as the "pure mage" above: 200 points to spend, and there just isn't a whole lot of reason to not take magery, resulting in a similar set of skills.
Magery is very
convenient to have because it allows you to heal, cure poison, cast fast spells like harm to interrupt long casts, recall anywhere in the world, teleport out when you're boxed in, cast strength on yourself if you end up carrying too much loot, etc. It's a very utilitarian general purpose skill, even with only 60 or so points of magery and no eval or meditation.
There are a couple other possible archetypes (bard, tamer, thief, crafter) and a couple variants within the fighter/mage world, but whether you approach it from "I'm a mage" or "I'm a fighter" in most cases you end up with a weapon skill, tactics, spell resist and magery. The difference from there is in which support skills you choose, whether you use a slow hard hitting weapon like a halbard or a faster weapon like a katana to interuppt spells more often, and whetyher you put more attribute points into dexterity for high swing speed or intelligence for a bigger mana pool.