My (pubbie) mage build requires very high level (93-94) and top items, but it's very viable. It can reach close to 7000 FoH dmg and at least 3500-4000 damage (600-650 PvP damage) hammers. Every extra level is a significant hammer dmg boost.
Griffons with light facet, Maras, Hoto, Enigma breast plate, Zakarum with light facet, 20 dex raven, soj/bul ring, magefist/bloodfist (1 frame faster hammer cast or 30fhr/40life), Thundergod, Aldur boots. 10 combat charms, annihilus, rest res/life charms.
Thundergod may be replaced with Arachnid but the absorb/max res is really needed against extreme trapsins. Sure, you can use arachnid and put on wisp when needed, but my goal is always to be able to use the same equipment against all opponents.
Max FoH, holy shock.
1 in all prereqs and HS.
Enough points to get -150% conviction.
The rest to hammer/conc/blessed aim.. use a skillplanner to find out the best amount of skills to add to each of these skills (best combo), cause you're not gonna have enough skillpoints to max them all.
I never use vigor except in town, so blessed aim is my synergy of choise, saving several prereq points. In battle I prefer using charge to travel fast.
Anyways, FoH generally works fine against everything except absorbers and druids with their cyclone armor. 650 PvP dmg hammers can kill them or at least scare them.