Guide to a Mage By DoNu7 Version 2.31 ------------------------------------------------------------------------------ Table of Contents 1. Introduction 2. Version History 3. Definitions and Acronyms 4. Races (Work in Progress) 5. Spells 5.a. Arcane 5.b. Fire 5.c. Frost 6. Talents 6.a. The Talents 6.b. Template Builds 7. Gear 7.a. Levels 1-56 7.b. Levels 57-70 7.c. Post 70 8. Professions 8.a. Manufacturing Professions 8.b. Gathering Professions 8.c. Secondary Skills 8.d. General Tips 9. Combat 9.a. PvE 9.a.i. Soloing 9.a.ii. Groups/Raids 9.b. PvP 9.b.i. Your Opponents 9.b.ii. Battlegrounds 9.b.iii. Arenas 10. Common Questions 11. Recommended Mods 12. Disclaimer 13. Helpful Sites ------------------------------------------------------------------------------ 1. Introduction Thank you for choosing this mage guide! I have played my mage for a while now, and I have found this class to be very intriguing and fun. I would like to make a few notes before we begin. First off, much of the information in this guide is opinionated. Some people may disagree with the facts, while others heartily agree with what I have written. However, whether you agree with the facts or not, I hope that you will find some use in this guide. Another note that I would make is that we mages have burst damage. This does not mean we are the highest damage dealers. Rather, we deal damage in a short period of time, but if the fight lasts longer, well-equipped Rogues and Warlocks would outstrip us badly in terms of damage. While we do not have many abilities that directly help our allies, such as healing spells, or the ability to tank, we help others by quickly finishing off enemies, and therefore making the battle safer for everyone. In addition, we can polymorph enemies and help control large crowds. We can also make food and water for party members. Finally, our greatest asset is our powerful area of effect attacks, most of which are instantaneous and can be cast while running. Mages are also very fragile. However, each class has their problems, so there is no reason to think that mages are a weak class for in fact, we can solo very well and we can kill enemies with quick succession. This class takes a lot skill to play, but with some quick reflexes and careful planning, the mage can be a very potent class. ------------------------------------------------------------------------------ 2. Version History 1.00 Release 1.01 Tiny update, fixed a couple of minor errors and edited the disclaimer, added new section (this one), fixed some incompleteness that I missed. Might add Battlegrounds section at one point, but so far I have never tried one yet. 1.02 Few errors fixed. Fixed Disclaimer a bit. 1.12 Changes to a couple of sections. 1.22 Fixed more errors. Added new information. Hope I haven't missed out on anything... 1.32 Many changes to PvP section. Removed part of the group section which didn't seem to be very useful, but rather a huge waste of space. 1.52 BIG fix, mainly to Combat section (which I pretty much revamped). Note that I skipped all the way from 1.32 to 1.52, and this was intended as I considered releasing 1.42, but decided I had more to add. 1.62 Phwew, it's finally out. Made some changes. Added "Ice Block" <-- Yay! Decided to screw BG section since most of the strategies were covered in "Large Scale PvP" section. Planning to add equipment section and maybe introduce some good talent builds. 1.72 W00t template builds! 1.82 Ok sorry guys I forgot that in 1.11, the talents are changed so things would look weird. I've fixed the prob now. 1.92 Everything's updated for patch 1.11 now. Phwew. I have also removed that block of descriptions on each talent since once can simply view the online talent calculators. Also, for those of you who were confused about section 7, sorry about that I scrapped that idea in the end but forgot to remove it from the guide. 1.94 Added more goodies. Added paragraphs in certain places so people don't go blind reading my guide x_x 1.95 Someone pointed out to me that all of my talent URLs were wrong, which I fixed. Thanks for the headsup =D 2.0 Updated for new patch. 2.10 Updated for the Burning Crusade. 2.20 Added new stuff, like the questions section. Fixed many typos. Added more to the Helpful Sites section. Be sure to check them out for more guides so that you can become a better mage! Gotta get races done someday... 2.21 Fixed some minor errors and updated a bit for patch 2.10. 2.31 New gear section. More Combat tips. Going to add Jewelcrafting soon. still a lot to do, now that I've gone casual, but I'll try to update as often as possible. ------------------------------------------------------------------------------ 3. Definitions and Acronyms Here is a list of the definitions of some more obscure words that relate to mages. AB-Arcane Brilliance. Add-Extra monster that enters the battlefield Aggro-Also called threat, determines chances for enemy to attack it's opponent. The higher the aggro, the more likely the enemy is going to attack that player. Also, term used when a monster begins to attack the party. AoE-Area of effect. Buff-Spell or ability that benefits the target. Caster-Character class that uses spells to damage enemies and/or heal allies. Chain Casting-Cast several spells in quick succession. Dps-Damage per second. DOT-Damage over time Int-Intellect. If someone asks you "int buff please", it would mean that they want an Arcane Intellect, or Arcane Brilliance buff from you. Kite-A term that means to keep the enemy at range while damaging them. NPC-Non-player characters. These are the vendors, enemies, quest givers, and trainers of the game Puller-Person that pulls enemies to a party. Mages do not make good pullers, despite what some may think. Act as puller only if you are assigned to "silence pull", which means silencing the target with Counterspell so that they are forced to come to the group and melee, rather than fight from range. PvP-Player versus player. PvE-Player versus environment (NPC's). Root-Trap the target in place. Spam-Repeatedly cast a spell on a target as fast as the spell regenerates. Spi-Spirit. Stam-Stamina. Threat-See "aggro". For a complete glossary, visit this page: http://www.worldofwarcraft.com/info /basics/glossary.html;jsessionid=CC6857B8D2332ED6B877B67528439F68.app02 ------------------------------------------------------------------------------ 4. Races (Work in Progress) ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ 5. Spells The first section covers the uses of the spells of a mage. For information on the stats of each spell, go to http://www.thottbot.com/?c=Mage. ------------------------------------------------------------------------------ -------- 5.a. Arcane -------- The Arcane line consists of a variety of spells that deal damage and protect the mage. This is the most damaging tree, but it is also fairly mana inefficient. Arcane Brilliance This spell is dropped from loot. Basically, it has the same effects as Arcane Intellect, only it buffs the entire group, so this is a good way to instantly give everyone Arcane Intellect. In addition, this ability lasts 30 minutes longer than the generic Arcane Intellect. Amplify Magic Amplify Magic increases the amount of magic damage taken. This may sound like a downside, but the good part is that it also increases amount healed. For this reason, cast it on the party when there are no enemy casters, and be sure to tell them to turn it off should any casters appear! Arcane Blast Note: The Arcane Blast effect reduces the cast time of your next Arcane Blast by 0.33 seconds and increases mana cost by 75%, and can stack up to 3 times, eventually reducing cast time by 1 second and increasing mana cost by 225%. Arcane Blast actually has better mana efficiency than any other mage spell on the first cast. Is it the latter casts that become extremely inefficient, but the spell can still be spammed for huge dps. At level 70 with about 400 spell damage, Arcane Blast does 1000 Arcane damage per cast even without any talents to boost it, and that's 1k damage every 1.5 seconds, or 666 DPS (yes not exactly a good number). Obviously, the side effect to such godly damage is its steep mana cost, or about 450 after 3 stacks, but it's still a good spell to use if you're in a doozy. Also, like I said earlier, it's the most efficient spell on the first cast, so mages wishing to cast efficiently should always use this spell whenever the Arcane Blast debuff is gone. Arcane Explosion This is the spell for the ultimate fast AoE damage potential. It dumps a ton of mana down the drain, but it dishes out the damage just as fast. This spell is good to use after using an aoe opener, like Flamestrike, and against single targets that you need to kill fast, but don't have the time to stand still and cast. Arcane Intellect This is an important buff that increases your intellect by a moderate amount. The amount of mana increased through this buff can't be overlooked however. All casters love to have this buff, because the increased intellect really does make a difference in the battlefield. As you learn higher levels of this buff, it will become very costly, but this is not a problem because the long term effects of this spell are much more worth it. Arcane Missiles This is a very powerful spell that when fully talented, can dish out torrents of nasty Arcane damage. To balance it's huge DPS, the spell doesn't have very good mana efficiency, so therefore it's a tradeoff; less mana inefficiency for more damage. Another upside is that you can get a talent that reduces threat generated by Arcane spells by 40%. For all other spells, you can only reduce 10% threat. This makes Arcane missiles useful during aggro-intensive fights. One thing to be aware of is that Arcane missiles is channeled, so if any damage is done to you, it will reduce the length of the channeling, and may even threaten to cancel your casting. Fortunately, there are talents to prevent this from happening. Arcane Power (Talent) This is a buff learned through the Arcane talent line. When activated, it increases the damage from all your spells by a substantial amount, but it also increases the mana cost by the same percentage. For this reason, the best use for this spell is if you want to quickly finish off the enemy, and you aren't too worried about your mana pool. This is surprisingly useful in PvP because it can help you kill your opponent so fast they won't have much time to retaliate. Blink Note: Blinking from terrain to an object (such as from dirt to a stone bridge) or across a large angle (about 30 degrees or more), will cause you to teleport backwards. Blink instantly teleports you 20 yards forward. This may not sound like much, but it will gain you quite a bit of distance in PvP or PvE fights. As you know distance is very important to a mage, so being able to instantly gain some distance is a crucial thing. Another important thing to keep in mind is that blink will also cause you to break free from stuns and roots. Therefore, if you get holed down, you can instantly break away. Keep in mind the 15 second cooldown. Conjure Food The use of this spell could not be underestimated. Conjure food allows you to conjure food that is quite reasonable for the level you are currently in. The big plus for this spell is that you can create food out of thin air, and you do not need to go to vendors to buy food. In some cases, even the hunter's pet in your group may wish for a loaf of free bread! Conjure Water This is similar to food, although it conjures water instead. This is much more important than food since liquids are the only things in World of Warcraft that replenish mana. Spells and bandages can replenish health, but not mana. The only exception to this is the mage's Evocation and the druid's Innervate. Conjure Mana Agate/Citrine/Jade/Ruby/Emerald Note: The act of conjuring costs more mana than the gem restores, so don't think you can cheat the system. This spell allows you to conjure a mana gem. In some ways, these gems are like mana potions because they instantly restore mana. The only difference is that all you need in order to make a gem is mana! Take note that only one gem of each type can be in your packs at a time. This does not mean that you can't have a mana ruby and a mana jade at the same time! Conjuring several types of mana gems and keeping them in your packs is a very good idea. Although all gems receive a cool-down after you use one, some of the longer fights may be so long that you'll use all your gems in one go. Note that mana gems are bind on pick-up, so you cannot give it to other players. Gems are on a 2 minute cooldown. Counterspell This is one of the best ways to anger enemy casters. What it does is that it halts enemy casting mid-sentence, and they cannot cast any spell from that school of magic for another ten seconds. The only problem is that it creates a large amount of aggro, although this isn't a problem during soloing. In groups use it wisely. Improved Counterspell greatly helps this ability by attaching a 4 second silence to it. Dampen Magic Dampen Magic reduces the amount of magic damage taken by a small amount, and also reduces the amount healed. Magic damage includes anything from poisons to Magic (duh). Of course the downside to this is the reduction of the amount healed through spells. Use this if there are no healers in the group, or when soloing. Detect Magic Nothing special about this spell. It shows the magic buffs on a target. While this is useful in some cases (such as when they cast a spell-immunity shield), it won't make a huge difference in combat. It is nice to know what your opponents have before you Spellsteal them. Evocation Note: The percentage of mana that evocation regenerates goes down as you level up due to gear progression. Sad but true. Evocation allows your mana to regenerate at super fast speeds for a couple of seconds. Your mana begins regenerating even if you have just cast off a spell and you aren't using Mage Armor, or you haven't learned the talent to allow mana regeneration while casting. Note that this is channeled, so any damage taken will shorten its length. Also note the long cooldown, so save this spell for important battles when you absolutely need to quickly replenish some mana. Invisibility Note: Performing ANY action aside from running and jumping causes Invis to break. The tooltip is wrong. Invisibility causes you to slowly fade to invisibility over 5 seconds. Once you are invisible, you receive a threat wipe, and are invisible to enemies for 20 seconds. It's a great talent that serves as an escape ability and as a threat wipe. The downside is that you cannot perform any action while fading, so don't wait until the last second before using invisibility. The spell requires much planning to be effective, but used properly and it is one heck of a spell. Mage Armor Note: You can only have 1 active armor spell at a time. Mage armor increases resistance to all schools of magic, and it allows 30% mana regeneration while you are casting. Unfortunately, it does not provide an armor bonus like Frost/Ice Armor. If you constantly find yourself running out of mana while retaining tons of health, you should consider migrating to Mage Armor. If your mana and health seem to always stay at the same level, stick with Frost/Ice Armor. Mage Armor is great for groups. In a group setting, you will rarely get hit, and the only thing you will need to worry about is mana. Mana Shield Note: Shielding yourself will prevent buffs with a reflective effect from working. These include Ice/Frost Armor, Molten Armor, etc. Not a bad spell, but it gets your mana drained pretty quick. The big bonus to this is that it negates any interruptions. This means that you can cast away without losing any casting time, or losing your channeling. Also works with bandages. A good way is to shield then bandage so that it doesn't get stopped. This also negates daze effects when a mob attacks from behind, so it's a good idea to use mana shield when you are making a run for it. Mana Shield is also very good when paired with mage armor. While you are casting, your mana will still regenerate a tiny bit, and this will help keep up your mana reserves. Polymorph This spell turns the enemy into a wandering sheep. This is definitely the best way to control large groups of enemies since even putting at least one enemy out of action would make a difference during solo and group. The downside is that any damage done to the sheep would cause it transform back. Also, the target quickly regenerates health as a sheep. For this reason, it is not a good idea to cast sheep on an injured target. Polymorph can also be used to buy you, or your group some time as they bandage up, regenerate some mana, or start a long-casting spell such as Pyroblast. Polymorph: Pig Same effect as normal polymorph except it transforms them into a pig. That way if there is more than 1 mage in the party, it'll be easier to distinguish who's polymorph is who's. This spell is learned through a quest. Polymorph: Turtle The third polymorph, this spell turns the target into a turtle. The spellbook drops from Gahz'ranka, a spawned boss in Zul'Gurub. Portal Alliance: Stormwind/Ironforge/Darnassus/Exodar/Shattrath Horde: Thunder Bluff/Orgrimmar/Undercity/Silvermoon/your closet This is a special ability learned through a portal trainer at a major city. Be aware that you can only learn to be able to create a portal to whatever city that trainer is in. In order to create portals to other cities, you will need to talk to the trainers in those cities. Only you and your party members can go through the portal, and once you go through, you cannot come back. Presence of Mind (Talent) This is an ability that reduces the casting time of your next spell by 100%. The only abilities that are not included are portals, teleportation, and hearthstone. For other spells, this is extremely useful. Mages who also go into the Fire line generally get Pyroblast to pair it with this spell as Pyroblast has a very long casting time, and making it instant is absolutely killer. Remove Lesser Curse Although this spell says "remove LESSER curse", it could apparently remove any curse as long as it is around your level. This spell doesn't cost very much mana either, so feel free to use it any time you need to. Note that occasionally it may fail, forcing you to recast it. Slow Slow is a very decent spell. Many Slow naysayers will say that "zomgz u can get same effect w/ lvl 1 forstboltz1!1!!", however, that's not really the case. Slow is instant, while level 1 Frostbolt has a 1.5 second (1 second w/ talents) cast time. It may not seem like much, but if your opponent is right at your heels, you have absolutely NO time to cast that Frostbolt. In addition, the Frostbolt slow effect is weaker than Slow (40% snare compared to 50% of Slow) and requires the PermaFrost talent in order to match the effect of Slow. Slow's cast time increasing portion is also invaluable. The melee speed reduction isn't much since most melee classes rely on instant attacks to achieve damage (think rogue), but many spells require cast times. Heals and fears all take longer to cast, and this also makes it much easier to counterspell. The only downsides to this spell is its fairly steep mana cost (649 at level 70) and the fact that two classes (3 if you count warlocks w/ felhunters) are able to dispel it and that it is fairly useless against opponents that use channeled spells and DoTs. Slow Fall Reduces falling speed so you don't take fall damage. Not very useful, but you can jump very far with it. It's more of a "fun" spell rather than a "useful" spell. Spellsteal Fun and useful, you can steal literally any buff from an opponent. Use Detect Magic if you want to check out their buffs, and then start stealing. Stolen buffs can be dispelled, but usually it'll take a few seconds before your opponents realize what you just did. A few notable things to steal that I'd like to name and that you should watch for are: Druid: Rejuvenation Regrowth Mage: Arcane Power Presence of Mind Ice Barrier Combustion Paladin: Blessing of Freedom Blessing of Kings Any Seal (they don't benefit you much but you'll want to strip them of it) Avenging Wrath Priest: Power Word: Shield Shadow Protection Shaman: Lightning Shield Earth Shield Warlock: Shadow Ward Fel Armor (replaces yours but it's still an amazing buff) A few things to keep in mind before you start stripping and griefing your opponents, one, stolen buffs last a MAXIMUM of 2 minutes, so stealing someone's Arcane Power won't make it last 2 minutes, two, most armor buffs stolen from an opponent will replace your armor buff, such as Fel Armor, and three, the spell chooses a random buff to steal, so you can get anything from any opponent, although of course you can keep on using the ability until you get the buff you want. Teleport Alliance: Stormwind/Ironforge/Darnassus/Exodar/Shattrath Horde: Thunder Bluff/Orgrimmar/Undercity/Silvermoon/your bathroom Same effect and rules as Portal, except it only affects you. However, this ability is cheaper and a rune of teleportation cost only half as much as rune of portal does. -------- 5.b. Fire -------- The Fire line is mostly centered around damage. Fire spells are best for high damage while maintaining modest amounts of mana. This makes an efficient line in which damage is dealt with fair speed. Blast Wave (Talent) This is an instant AoE that hits surrounding enemies with a wave of Fire. It does decent Fire damage and slows victims to 50% normal speed. Be aware of the long cooldown, so you'll probably only get to use it once in a given battle. Combustion (Talent) This an instant ability that raises your chance to crit with a Fire spell each Time you cast a Fire spell. The first Fire spell receives 10% extra crit chance, the second receives 20% crit, and so on. The ability lasts until 3 crits have occurred so save this ability for Fireballs. What's nice is that even though it says that it only lasts 3 crits, you can make it so that it lasts 4. The trick to do this is that when there is only 1 more crit available, use Fireball and follow up with Fireblast before the Fireball hits. The reason this works is because projectile spells (Fireball, Frostbolt etc) are determined the moment they leave your hands if they are going to crit or not. If your combustion is at 70% crit, then the moment your Fireball leaves your hands, it's determined already that it has a 70% chance to crit. Meanwhile, combustion does not fade until your Fireball has impacted the target, so therefore the buff is still there, and if you Fireblast immediately afterwards, the Fireblast will also receive the 70% crit chance. Dragon's Breath Dragon's breath is a powerful spell that breathes Fire on enemies in a cone in front of you, does some hefty damage to them, and disorients them. This is a very powerful ability because not only does it work as a spell interrupt, but it can also be a handy escape tool. Dragon's Breath + sheep is a decent way to start a battle if you get jumped, provided your DB did not crit. Dragon's Breath + Scorch + Fireblast is also nice for dishing out quick damage while not taking any damage yourself and it is a decent finisher. A couple tidbits to note, first off it shares a cooldown with Cone of Cold. If you use Dragon's breath, both CoC and DB receive a 20 second cooldown. If you use Cone of Cold, both CoC and DB receive a 10 second cooldown. Second, contrary to popular belief, it has the same area of effect as CoC, but the graphic appears to be much smaller. Fire Blast This spell instantly blasts enemies with a hit of Fire. It's usefulness cannot be underestimated. Use it to complement your normal spellcasting whether you are Frost, Fire, or Arcane as it will increase your DPS by a large amount. Be aware of the short range and the cooldown. Fire Ward Note: Activating this places a cooldown on Frost Ward as well. This spell is nice to have when fighting Fire casters. It'll stave off a few hits from Fire spells from mobs. When fighting other mages, expect it to only last one Fire ball. Still, it will save you quite a bit of health. Fireball A very basic spell, this will be the main thing you'll be using if you are a Fire mage. It does have a relatively long casting time at the later levels, so talents really help. It is more mana efficient than Arcane Missiles, and is a good thing to use when fighting mobs. Complementing it with occasional blasts of Fire Blast and that makes things even better. Flamestrike Note: Its radius is actually slightly larger than its targeting circle. The primary AoE of the Fire line, it does a modest amount of damage immediately, but the damage it does mainly relies on the DoT that comes along with the spell. Indeed half the damage is from the DoT, while the rest is from the immediate hit. Obviously it'll require the enemy to stay in that spot so that the spell can do its full damage potential. This makes the spell quite useless for repeated casting. A good idea is to Flamestrike the enemy, then Frost Nova them in place and start using Blizzard, or spam them with Arcane Explosion. A tank at the head of the battlefield will also be useful as they can keep the enemy in place. Molten Armor Note: You can only have 1 active armor spell at a time. Another Armor buff, this one gives you a spell critical increase, reduces the chance for you to be crit, and does damage to melee attackers. Naturally, it's an excellent PvP armor for Fire mages. The added bonus is that the damage reflection can also activate impact, making this armor even more useful for Fire mages. The armor is also great for Fire mages in PvE when there are enemies that tend to pop out at you, such as out of stealth. Pyroblast (Talent) This is a spell learned through Fire talents. Sure it has a long casting time, but the damage it does is tremendous. Use it against unsuspecting targets in order to get a good head start, or pair it with Presence of Mind during the course of the battle to unleash a sudden, tremendous attack. Scorch A very efficient Fire spell, it has slightly less DPS than Fireball, but it has much better efficiency and versatility. Since it has such a short cast time, you can literally use hit-and-run tactics with this spell. Fireball on the other hand requires 3 seconds to cast. -------- 5.c. Frost -------- The last line for a mage, these spells do somewhat lower damage than Fire spells, but when used in the right combo, plus the correct talents, this can be a very potent set. Blizzard Note: Blizzard's radius is slightly larger than its targeting circle. One of the main AoE's that you will be using, this is a channeled spell that showers an area with ice. The power of this ability cannot be underestimated. With the right talents, this spell will also be able to slow enemies down, and will even gain a chance to freeze the enemy in place. This reduces the need to use Frost Nova to keep the enemy in place while you pound them. Be aware of the large mana cost. If you learned Arcane Concentration, then it is a good idea to cast some other spells to gain a Clearcast, then unleash a mana-free Blizzard. Cold Snap (Talent) Note: Doesn't always clear all cooldowns. Likely a bug. When activated, finishes the cooldown of all your cold spells except for the spell itself. The spell itself does have a long cooldown, but it can be used if you really need to pull off that extra Ice Block, Frost Nova, etc. Cone of Cold This is an AoE spell that hits a cone of enemies in front of the caster with Frost damage. A good idea is to run backwards so that the enemies will tighten up a bit, then use cone of cold to hit them all. A good combo with this spell is to use Blast Wave first, then use CoC when the daze affect goes away. Cone of Cold also reduces the enemy's speed by 50%, so you can use this to accomplish what Blast Wave fails at. Cooldown is relatively short at 10 seconds. Frost Armor Note: You can only have 1 active armor spell at a time. A basic and necessary spell, it increases your armor by a substantial amount, and enemies also have a chance of having their movement speed and attack speed slowed down. Frost Armor is simply awesome when you have also learned Frost Bite talent. With each hit from the enemy, they have a chance to freeze in place. Unfortunately, it does not stack with Mage Armor, so you have to choose whether you would have one or the other. Frost Nova This is one of the most important spells to use to get you out of melee trouble. Whether you are in a group, or you are soloing, this is one of the most important spells you will get. Paired with Blink, this spell becomes even more powerful. Note that it does have a pretty long cooldown, so you'll probably only get to use it once during a battle. Frostbolt Just like Fireball, this is the spell you will be using most of the time if you are a Frost mage. However, even if you are specced in something else, this is still not a bad spell to start off a fight with since it slows the enemy down by a modest amount. This will force the enemy to take some time to get to you while you dish out spells at it. Frost Ward Note: Activating Frost Ward also places a cooldown on Fire Ward. Similar to Fire Ward, except it absorbs Frost damage instead. Great against Frost mages and shaman, and against mobs that use Frost spells. Ice Armor Note: You can only have 1 active armor spell at a time. Similar to Frost Armor, except is also increases your Frost resistance by a tiny amount. This can only be learned later on, after Frost Armor. Ice Barrier (Talent) Note: Shielding yourself will prevent buffs with a reflective effect from working. These include Ice/Frost Armor, Molten Armor, etc. The apex of the Frost line, Ice Barrier acts like the priest's Power Word: Shield, except it absorbs less damage and can only be cast on the self. A nice perk is that the shield lasts 1 minute, but has a 30 second cooldown, meaning you can have the shield up and it has already cooled down. This equates to you being able to cast an ice barrier immediately after it falls. Coupled with Cold Snap, you can have up to 3 ice barriers per fight! Ice Block Note: Shielding yourself will prevent buffs with a reflective effect from working. These include Ice/Frost Armor, Molten Armor, etc. The spell, available to all mages, is excellent for soloing and raiding, and is INCREDIBLE in groups and in pvp. While you can't cast for the 10 second duration, you are completely immune to everything except for a server crash for those seconds. This gives you time to have a breather and it also gives you time to replenish some cooldowns. Say you use blink, and you find that you need to use it again. You can ice block and effectively grant you 10 free seconds to recharge blink. Ice Block can also be used to remove yourself of debuffs that are placed on you. Ice Lance Ahhh, the infamous Ice Lance. The spell does not deal much damage, but against a frozen target, it can cause some serious hurt. Add to the fact that it's instant and that it costs very little mana and it becomes the choice spell for all mages against frozen targets, yes even Fire. Put this spell in an easy to reach location so that you can start firing it the moment your target is frozen. Icy Veins (Talent) This nifty buff increases the speed at which you cast by 20%, and gives you 100% resistance from spell pushback for 20 seconds. It's great for PvE in that it provides a decent damage boost, and is fantastic for PvP in that it prevents any spell you cast from being knocked back. As the spell haste increase and pushback resistance apply to all spells, this is a great talent for ANY mage. Water Elemental Note: If the elemental casts consistently without pause, it can run out of mana before it finishes its duration. Note: The elemental has its own pet bar. If you have not played a class that uses pets yet, you will need to take some time to practice using the pet functions. The Water Elemental is a very powerful pet. It does hefty damage and also has a nasty ranged Frost nova that's excellent for Shatter-loving Frost Mages. Unfortunately, it only lasts 45 seconds, but during that time, it can put out an insane amount of damage. A Water Elemental can deal around 12,000 damage over its entire lifespan, and it recieves spell damage, health, and intellect bonuses from the caster, so it can in fact deal more than that amount of damage. The bonus damage it recieves is acquired when it is summoned, so it is wise to pop any trinkets before summoning, in order to maximize the elemental's damage output. The pet's cooldown starts running from the moment that it is summoned, so while its cooldown is 3 minutes, you only have to wait 2 minutes and 15 seconds to summon another one. A few important things to keep in mind: you can only have one WE summoned at a time, so using Cold Snap will not let you immediately summon another elemental. Also, the Elemental has limited health, and dies in seconds if focused on. Finally, when summoned, the pet is initially placed in Defensive mode (meaning it will not attack unless it is attacked by someone else, or when you order it to attack). Therefore, keep in mind to order your elemental to attack after it is summoned, or it'll go to waste. ------------------------------------------------------------------------------ 6. Talents In World of Warcraft, talents are a special ability tree that is similar to the skill tree in Diablo II. However, talents only help to improve your fighting capability of your character, rather than being the deciding factor of how well you will be able to fight as spells do. ----------------------- 6.a. The Talents ----------------------- The following is a guide on the usefulness/uselessness of the mage talents. Rating of 5 being very useful, rating of 1 being useless. There will be a breakdown of all talent ratings at the beginning of each talent tree section. Talents in individual trees are broken into their respective tiers. Visit http://www.worldofwarcraft.com/info/classes/mage/talents.html for details of each talent. -------- Arcane -------- Tier 1: Arcane Subtlety Soloing: 1 Groups/Raiding: 5 BG's: 1 Arenas: 1 The resistance reduction isn't much, especially in the later levels when 10 resistance becomes VERY trivial. However, the threat the reduction is absolutely amazing. -40% threat means you can deal 40% more damage without worrying about aggro. Even a mage who does not plan on using Arcane Missiles/Blast should take this talent because it also reduces threat on sheep, counterspell, and Arcane Explosion, spells that are used by every mage. Arcane Focus Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 (Rating of 1 if you are spellhit capped) Another great talent. Very useful for Arcane mages, and great for other mages since it also affects sheep, counterspell, and Arcane explosion. Less resist on important spells like the ones mentioned above is very handy. Improved Arcane Missiles Soloing: 3 (talent is good, but AM isn't efficient) Groups/Raiding: 4 BG's: 4 Arenas: 2 (talent is good, but AM is not good for Arenas) (If you are taking Empowered AM, add 1 to each rating) If you plan on using Arcane Missiles, this is a must. Having Arcane missiles interrupted is a very bad thing and can hurt your damage-per-mana. Of course if you don't use AM often, you'll be better off getting the other tier 1 talents. Tier 2: Wand Specialization Soloing: 1 Groups/Raiding: 1 BG's: 1 Arenas: 1 Yay, I deal more damage with something that I use 1% of the time! Unless for some reason, you are using your wand for your main damage, you should leave this talent home. In the earlier levels, wands may seem to deal a lot of damage, but after a couple of levels, this changes, and you'll find yourself relying more and more on your mage spells. Magic Absorption Soloing: 3 Groups/Raiding: 2 BG's: 3 Arenas: 2 Not exactly a terrible talent, but the problem is that it requires so many points before it becomes even somewhat useful. Not to mention, the resistance bonus does not scale with level, and it becomes trivial in the later levels. The mana gain is great, but it is only useful when you are fighting caster mobs that are several levels lower than you, and you have a high chance to resist their spells. Arcane Concentration Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 This talent is absolutely amazing. On the surface, it looks simply like a 10% mana reduction, but in fact there's more. You can use the clearcast on any offensive spell of your choosing, so you can gain a clearcast, and use your spell with the highest mana cost (preferably Arcane Missiles). If you get this far in the Arcane tree, there's no point not to take this talent. Tier 3: Magic Attunement Soloing: 4 Groups/Raiding: 3 BG's: 4 Arenas: 4 This talent significantly increases the effects of Dampen and Amplify Magic. It's a great talent, and only costs 2 talent points to max out. Unfortunately, this talent also increases the side effects of Dampen and Amplify, so really, it's a double-edged sword. It's still worth taking once you get this far into the Arcane tree. Arcane Impact Soloing: 5 Groups/Raiding: 4 BG's: 4 Arenas: 4 (If you don't use Arcane Blast ever, subtract 2 from each) A decent talent. Getting some more crits with Arcane Blast is great, if you plan on using it. Even if you don't use Arcane Blast, you can still benefit from the crit increase to Arcane Explosion. Arcane Fortitude: Soloing: 3 Groups/Raiding: 3 BG's: 4 Arenas: 4 A fairly decent talent, as it increases your armor by a fair amount for just one talent point. For a Mage who goes deep into Arcane and stacks up on Intellect, this talent can net about 4% melee damage mitigation, which essentially translates to an 4% hp for you. Tier 4: Improved Mana Shield: Soloing: 3 (you don't wanna be caught mana shielding in PvE anyway) Groups/Raiding: 3 BG's: 4 Arenas: 4 Not a very bad talent. Mana shield drains your mana pretty quickly, and this talent helps to ease the mana drain. The problem is, it doesn't ease up the drain enough. Improved Counterspell: Soloing: 4 Groups/Raiding: 2 BG's: 5 Arenas: 5 If you plan on going this far down the Arcane tree, this is one talent you MUST spec into. A 4 second silence is great in PvE, and it's absolutely amazing in PvP. If you miss a counterspell, no problem, you'll still have something to make up for it. If your opponent has multiple spell trees to choose from, no problem, this thing completely silences them, preventing them from casting literally anything during that period. In groups and raiding however, most mobs only have one talent tree to cast from anyway, and some raid mobs are immune to silence. Arcane Meditation: Soloing: 5 Groups/Raiding: 5 BG's: 4 Arenas: 4 It may not seem much, but if you pair this talent with Mage Armor, you'll get 60% mana regeneration while casting. If anything, it's a wonderful talent to pick up, considering the limited amount of options you have at this tier. Tier 5: Improved Blink: Soloing: 1 Groups/Raiding: 3 BG's: 3 Arenas: 3 This talent reduces the chance you are hit by 13/25% for 4 seconds after you Blink. On surface, it sounds like a nice talent, before you realize that the only way for the talent to be effective is if you Blink INTO your enemy, which is generally what you're trying to avoid with the exception of hunters. Occassionally, you may get lucky, and you're opponent will miss a powerful attack or a crucial spell interrupt, but for the most part, there are better options out there. Presence of Mind: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 4 See Presence of Mind under the spells section for more details. Arcane Mind: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 (Subtract 1 if you are not taking Mind Mastery) More intellect = more mana = more spell crit = more enjoyment. If you get this far, it's a must-take. Plus, it's a key talent for later talents like Mind Mastery. Tier 6: Prismatic Cloak: Soloing: 3 Groups/Raiding: 3 BG's: 4 Arenas: 4 The damage reduction doesn't seem like much, but once you hit 70 and hit points do not scale directly with damage anymore, a 4% damage reduction can be huge. At 7000 hitpoints, this talent translates to 140 hitpoints (or 14 Stamina) per point, and at 10000 hp, it's 200 hitpoints (or 20 Stamina) per point! Arcane Instability: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 With this talent, you get more damage and crit on all your spells. It seems like a trivial amount, but since each point adds 1% to both damage and hit, the net result is that each point gives roughly 2% more damage for ALL spells. Arcane Potency: Soloing: 5 Groups/Raiding: 5 BG's: 4 Arenas: 4 Seems like a great talent, but in reality, if you do the math, it's only a 3% crit chance increase (.10 x .30 = .03). Still, if you took Arcane Concentration, you should take this talent anyway. Not to mention, clearcasts can be used with any offensive spell, so you can get a clearcast, then cast a pyroblast with 30% extra crit and no mana cost. Tier 7: Empowered Arcane Missiles: Soloing: 3 Groups/Raiding: 5 BG's: 4 Arenas: 3 (Subtract 2 if you are not taking Improved AM) This talent increases the damage of Arcane Missiles to godly levels. The mana cost increase may seem like a lot, given AM's steep mana cost, but eventually you'll come to ignore it. Just make sure to stack up on spell damage (and Intellect if you take Mind Mastery). Arcane Power: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 See Arcane Power under the spells section. Spell Power: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 This talent increases the critical strike damage bonus of ALL your spells. What's also amazing is that it stacks with Ignite and Ice Shards, enabling massive Fire and Frost crits. Simply an outstanding and superb talent. If you get this far in the Arcane tree, there is absolutely NO reason you should not take it. Many partial Arcane builds are centered around this talent and Arcane Power. Tier 8: Mind Mastery: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 An amazing talent. In the later levels, you'll be able to amass huge amounts of intellect, and this talent will put that intellect to even better use and grant you plenty of spell damage. Note that the spell damage increase applies to all spells. Tier 9: Slow Soloing: 2 Groups/Raiding: 2 BG's: 4 Arenas: 4 See Slow under the spells section. -------- Fire -------- Tier 1: Improved Fireball: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 If you plan on using lots of Fireballs and forgetting about the mana inefficiency that comes attached with it, you'll do yourself well with getting this talent. -.5 seconds off on your Fireball doesn't seem like much, but if you think about it, after 6 casts you'll have saved up 3 seconds, allowing you to Fire an extra Fireball. That's equal to about 16.7% DPS increase. It is especially important for PvPers, who must cast everything as quickly as possible. Impact: Soloing: 5 Groups/Raiding: 5 (Groups) / 1 (Raiding) BG's: 5 Arenas: 5 The stun is great. It can interrupt enemy spell casting, and stop melee in their tracks. It's too bad most raid enemies are immune to stun. Tier 2: Ignite: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 This talent causes your fire criticals to also add a powerful DoT to your target for 4 seconds. It is a nice boost to your overall damage, and getting multiple crits will rack up to an insane DoT. Ignite has had an infamous history of being revised multiple times, often with multiple attempts by Blizzard at fixing its bugs. In its current state, the talent is still bugged, mainly due to programming limitations. As such, the talent has an unusually complex mechanism. I suggest that you check out this article to get the full details on what Ignite currently does: http://www.wowwiki.com/Ignite Flame Throwing: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 6 yards can mean standing inside a enemy's aoe range or standing clear of it, and more range in PvP is even more important. Improved Fire Blast: Soloing: 3 Groups/Raiding: 3 BG's: 4 Arenas: 5 If you're going to use Fire Blast a lot, get it. If you only use it occasionally, leave it at home since it won't provide any benefit. Tier 3: Incineration: Soloing: 4 Groups/Raiding: 4 BG's: 4 Arenas: 4 (Add 1 if you constantly use Scorch/Fireblast) You'll occasionally find yourself using Scorch and Fireblast and unlike Imp. Fireblast, this talent works even if you don't always use those spells. Improved Flamestrike: Soloing: 3 Groups/Raiding: 3 BG's: 1 Arenas: 1 You'll find yourself using Flamestrike quite rarely. Plus, half of Flamestrike's damage is in its DoT, making this talent fairly pointless. Pyroblast: Soloing: 5 Groups/Raiding: 4 BG's: 3 Arenas: 3 (Add 1 if you also have Presence of Mind) See Pyroblast under the spells section. Burning Soul: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 Having your Fire spells be nearly uninterruptible is HUGE. This is an extremely essential talent for PvP and PvE. Some people will argue that if a mage is being hit, then they're guaranteed to lose. Well, that's pretty obvious if you're standing there unable to cast anything because your spells are getting pushed back the entire time. The minor threat reduction is also a nice plus for PvE, giving you room to deal 10% more Fire damage without drawing aggro. Tier 4: Improved Scorch: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 This talent is a bit iffy. On the one side, its a great boost to everyone’s Fire damage. On the other hand, it requires a minimum of 5 casts to get the full benefit of the debuff, and if there are multiple mages with this talent, it will be wasted because there cannot be multiple Fire Vulnerabilities on a target. It's still a good idea to get the talent anyway if you plan on using Scorch often. It's also a good talent to annoy Paladins and Priests with when they try to despell. Molten Shields: Soloing: 2 Groups/Raiding: 1 BG's: 3 Arenas: 3 (Add 1 if you also took Impact) This talent gives your Fire Ward spell a chance to reflect a fire spell back at the target, and causes your Molten Armor spell to damage ranged and spellcasting targets. The Fire Ward reflect can make a difference in drawn-out mage-to-mage or mage-to-warlock battles, but the real draw to the talent is the improvement to Molten Armor. While the damage of Molten Armor is low, the damage proc from Molten Armor does give a chance to cause Impact. Being able to proc Impact on a ranged or spellcasting target is a huge boon when you are unable to retaliate. Overall, a nice talent, if you have the points to spare. Master of Elements: Soloing: 4 Groups/Raiding: 3 BG's: 3 Arenas: 3 (Add 2 if you have Shatter) Provides a decent mana refund when you crit, but only when you crit. If you don't have a high critical chance, this spell won't do you much good. If you do have a high critical chance (I recommend at least 20%), or if you have the talent Shatter in your build, you'll be well served by this talent. Tier 5: Playing with Fire: Soloing: 1 Groups/Raiding: 4 BG's: 1 Arenas: 1 Yay, I deal a tad more damage while taking a tad more damage, what a great trade-off... not really. Unless you are trying to maximize your damage output for raiding, it's not exactly a worthwhile talent. Critical Mass: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 One of the core Fire talents. Increases your critical chance, which means more damage, more Ignitage, and more Master of Elementage. Blast Wave: Soloing: 5 Groups/Raiding: 3 BG's: 5 Arenas: 5 See Blast Wave under the spells section. Tier 6: Blazing Speed: Soloing: 4 Groups/Raiding: 3 BG's: 5 Arenas: 5 Provides a solid speed boost, which can be very useful in PvP against hunters and pesky melee, but has limited use in PvE. While it does help you kite better in PvE, you must be hit first, and you only have a limited amount of hitpoints, and generally a hit or two from a boss mob results in death anyways. Fire Power: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 Another core Fire talent. Provides a fairly significant boost to your damage, which is very important. Pyromaniac: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 While the critical boost is very small, it also reduces mana cost by a small amount. With the two boosts combined, it provides a net of 2% per talent (1% damage/ 1% mana reduction), which is the same as Fire Power. Combustion: Soloing: 5 Groups/Raiding: 5 BG's: 4 Arenas: 3 See Combustion under the spells section. Molten Fury:
Soloing: 4 Groups/Raiding: 5 BG's: 4 Arenas: 4 Provides a fairly significant damage boost, when your target is almost dead. Most mobs and players can be one-shotted at 20%. The spell is very good against bosses though, and you can put out ENORMOUS dps with Molten Fury and Arcane Blast spam, so if you plan on doing some raiding, this is an ideal talent to take. Empowered Fireball: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 You need quite a bit of +damage gear for this talent to be effective, but most end-game gear can net you 600 spell damage or more, so that's not really a problem. If you plan on using Fireball often, this talent is a must. Dragon's Breath: Soloing: 4 Groups/Raiding: 3 BG's: 5 Arenas: 5 See Dragon's Breath under the spells section. -------- Frost -------- Frost Warding: Soloing: 3 Groups/Raiding: 1 BG's: 3 Arenas: 3 It's not necessarily a bad talent, given that it'll provide a boost to Ice/Frost Armor, a spell you will be using often in PvP as a Frost mage, but it's just that there are far better talents to take. The Frost reflection is almost negligible since very few classes use Frost spells. Improved Frostbolt: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 If you use Frostbolt often, you'll want to get this talent since the small cast time reduction can mean a lot in the long run. Like Improved Fireball, it is a direct boost to your DPS. Elemental Precision: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 (Rating 2 if you are spellhit capped) If you plan to use Frost, Fire, or both spells, you'll need to take this talent. The 3% resist reduction may not seem much, but it'll mean a resisted Pyroblast, or a Pyroblast that hits, a resisted Frost Nova or a Frost Nova that hits, and any mage will know that a resisted Frost Nova is a pain in the arse. Ice Shards: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 Not to sound like a broken record but more damage from critical strikes is always a good thing. Frostbite: Soloing: 5 Groups/Raiding: 2 / 1 BG's: 5 Arenas: 5 Adding a chance for any of your Frost spells except Ice Lance to freeze the target for a few seconds is simply heaven. A freeze will not only mean that the target is stuck and cannot melee you, but it also gives you a large critical bonus if you took Shatter. Note that this talent also works with Ice/Frost Armor, so melee will have a very hard time getting at you. Improved Frost Nova: Soloing: 5 Groups/Raiding: 2 BG's: 5 Arenas: 5 Cooldown reduction for Frost Nova is amazing, especially since you have to rely on this spell very often. A solid talent for any non-raiding spec. Also, this talent is a requirement for Shatter. Permafrost: Soloing: 5 Groups/Raiding: 2 BG's: 5 Arenas: 5 A fairly decent talent. It helps to improve the snare bonus of your spells, and also adds to their length, which is especially important if you get Improved Blizzard. Piercing Ice: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 More Frost damage. The question is, why not? Cold Snap: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 See Cold Snap under the spells section. Improved Blizzard: Soloing: 4 Groups/Raiding: 2 BG's: 2 Arenas: 1 Blizzard isn't exactly the best spell per se, but it is amazing for AoE grinding. Getting this talent will slow enemy movement to a crawl, and if you trained the PermaFrost talent, your opponents will barely even be able to move. Add Frostbite to the mix and your targets will literally be frozen in their tracks for the entire duration of Blizzard. In BG's and groups, this talent has limited use, except during huge congregations involving mobs and/or enemy players (think Alterac Valley). Otherwise, there are better places to spend your points in. Arctic Reach: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 Adding some range to your Frost spells is extremely important. Not only will it allow you to start attacking from farther away, allowing you to cast more spells before you target reaches you, but it can also mean being inside the aoe range of a boss or outside of it. Frost Channeling: Soloing: 5 Groups/Raiding: 5 BG's: 4 Arenas: 4 A large mana reduction and a decent threat reduction. Two great things in one small package. Shatter: Soloing: 5 Groups/Raiding: 2 BG's: 5 Arenas: 5 If you plan on going this far into the Frost tree, this talent is a must. Not only does it boost your critical rate, but it also works perfectly in conjunction with Frostbite. You can deal some absolutely crazy damage with Shatter. Use Frost Nova, followed by Frostbolt and Ice Lance and at level 70, you can deal nearly 5k damage in about 2.5 seconds. Frozen Core: Soloing: 1 Groups/Raiding: 1 BG's: 1 Arenas: 1 The damage reduction is fine, but it's only for Fire and Frost spells. Not very useful. Icy Veins: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 See "Icy Veins" under the spells section. Improved Cone of Cold: Soloing: 5 Groups/Raiding: 3 BG's: 4 Arenas: 3 It's a great talent in that it provides a large boost to the damage done by Cone of Cold, but there are so many other great talents, that this one will have to be put into the back seat. Nonetheless, if you have the points to spare, this one's a must. Ice Floes: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 Reduced cooldown for every Frost spell except Water Elemental. Some don't recommend this for short Arena fights (2v2s in particular), but nevertheless, I think it's still worthwhile to take as it'll reduce the cooldown of Ice Barrier and CoC, which you need to cast as often as possible in Arenas. Winter's Chill: Soloing: 4 Groups/Raiding: 5 (1 if a mage in your raid already has Winter's Chill) BG's: 5 Arenas: 5 While providing a boost to Frost critical chance, it's still lacking a bit in that most enemies won't be living by the time you have 5 stacks of Winter's Chill on them. It is a great talent in raiding, but as long as there is one mage in your group has this talent, no other mage needs to have it. In addition, only other mages will benefit from this talent as not other class frequently uses Frost spells. Still, in PvP, this will add a great debuff to annoy Paladins and Priests with when they try to despell. Ice Barrier: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 See Ice Barrier under the spells section. Arctic Winds: Soloing: 4 Groups/Raiding: 5 BG's: 5 Arenas: 5 Reducing the chance for enemy attacks to hit is good. In addition, this talent increases Frost damage by a small amount. An excellent talent that is worth taking, and is great for raiding Frost Mages who are looking to maximize their damage potential. Empowered Frostbolt: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 If you made it this far into the Frost tree, you'll want this talent. Even if you don't have much spell damage, this talent will provide you with a decent critical bonus. Water Elemental: Soloing: 5 Groups/Raiding: 5 BG's: 5 Arenas: 5 See Water Elemental under the spells section. ----------------------- 6.b. Template builds. ----------------------- For template builds, I like to use the WoWHead talent calculator. To view these builds, simply copy the URL onto your web browser and hit "enter". Remember that you can always tweak these talents to your liking, so if you don't like having one talent in a certain place, take the points off of it and put it somewhere else. Be sure to also check out http://www.wowarmory.com to check out what other people have for their talent builds! The Cookie-Cutter Frost Spec http://www.wowhead.com/?talent=Rf0VZZVAGsofxsbqt (10/0/51) or http://www.wowhead.com/?talent=odZZVAGIofxsiqt (3/0/58) or http://www.wowhead.com/?talent=oZVZVqGIofxsiqt (0/5/56) Arenas (5 stars) Battlegrounds (5 stars) Soloing (5 stars) Groups (4 stars) Raids (3 stars) Very decent spec that is useful in all situations. It offers good damage, good protection, and great versatility. It is very well-rounded and favored by most PvP-oriented Mages. The first spec offers more efficiency, the second spec has some more snare and has Winter's Chill, while the third spec is even more suited for PvP as it has Winter's Chill, better snare, and Impact for stuns through Fireblast and Molten Armor. Works decently for Raids and Groups, but you'll get outdamaged by your fellow Arcane and Fire mages. Points can be removed from Elemental Precision if you are hit-capped. Cookie-Cutter Frost Raid-Based Spec http://www.wowhead.com/?talent=oi0V0oZZVAhcof0siqt (13/0/48) Arenas (2 stars) Battlegrounds (2 stars) Soloing (3 stars) Groups (4 stars) Raids (5 stars) A more raid-oriented version of the cookie-cutter Frost spec. You must be very dedicated to raiding, as the build doesn't work so well in PvP situations, as you give up on Shatter. Cookie-Cutter Fire http://www.wowhead.com/?talent=kf0VZEgMzf0cReRt0h (10/48/0) Arenas (3 stars) Battlegrounds (4.5 stars) Soloing (5 stars) Groups (5 stars) Raids (5 stars) Great damage and amazing efficiency. Throw some quick scorches to stack up Fire vulnerability, and then unleash massive Fireballs. Fire mages and warlocks will love the buff. Also, dragon's breath works decently in a pvp setting, providing damage and defense. Weak spec for Arenas as you don't have a lot of "burst" options (like Arcane Power and Shatter). Full Arcane/Fire Spec http://www.wowhead.com/?talent=orxVc0fzgIuioxg0z (48/13/0) Arenas (2.5 stars) Battlegrounds (4 stars) Soloing (3 stars) Groups (5 stars) Raids (4 stars) The Arcane spec is quite amazing. Arcane Missiles deal more damage than Fireball, and it doesn't cost that much more mana. In addition, you can temporarily boost your damage with Arcane power, allowing you to far out dps Fire mages. Despite the steep mana cost that Arcane missiles carry, you have talents to help you out. Arcane Meditation help you regenerate mana faster, and Arcane Mind increases your total intellect, which boosts mana pool, crit rate, and works in conjunction with Mind Mastery, and Mind Mastery is a whole new story. This is also a great spec if you have lots of intellect gear, but little +damage gear. It's great for Battlegrounds as you can stand to the side and unload Arcane Missiles, but it's awfully weak for Arenas as you'll be extremely reliant on the Arcane tree, and if it gets locked down, you lose Polymorph, Arcane Missiles, Counterspell, Arcane Power, and Presence of Mind, and you'll be in some serious trouble. Partial Arcane/Fire Spec http://www.wowhead.com/?talent=kf0Vf0fzxIziZVgMzf00o (40/21/0) or http://www.wowhead.com/?talent=kf0Vf0fzLGzbZVgRzf0coh (33/28/0) Arenas (4 stars) Battlegrounds (5 stars) Soloing (4 stars) Groups (5 stars) Raids (5 stars) Another class favorite. Again, great spec if you have lots of intellect gear, but little +damage gear. Second spec is better for those of you that have lots of spell damage gear, instead of Intellect gear. This spec is far more flexible than the Full Arcane spec in that you'll have two trees to work with, and is also very comparable in damage. Arcane/Frost Spec http://www.wowhead.com/?talent=of0Vf0fzxIziZZVVMMo0xo (40/0/21) Arenas (4 stars) Battlegrounds (5 stars) Soloing (3.5 stars) Groups (3 stars) Raids (4 stars) Frost instead of Fire. Plus, who doesn't like huge Frostbolt crits that also have a decent snare? Not to mention, you also get lovely, lovely Ice Block. You miss out on Water Elemental and Ice Barrier though, which can be a bummer. The Damage-Junkie Elementalist http://www.wowhead.com/?talent=RZVgMzfzcoxZVqGhobxobo (0/30/31) Arenas (5 stars) Battlegrounds (5 stars) Soloing (4 stars) Groups (4 stars) Raids (3 stars) This build lacks Imp. Counterspell, but it has pretty much everything else. Lots of damage, and powerful snares. Use Frostbolts for snares, Fireblasts and Scorches for damage. Remember that Shatter works with ALL spells, so you can shatter-crit with Fireblast and Fireball also. You also get Cold Snap, Icy Veins, and Ice Barrier, so this is really the only Fire-oriented spec that works for Arenas. Like a full Frost spec, it's a bit lacking for Raids. Works nicely for soloing. Frost Nova > Fireball crit > Fireblast crit can net you some nasty Ignites, and if you have enough spell damage, you can literally kill any regular mob just by casting this combo. In addition, you'll get a nice mana refund through Master of Elements, so it is a very efficient way of soloing. The Elementalist http://www.wowhead.com/?talent=oZVgMzf00oZVVGIobxRbox (0/21/40) Arenas (4 stars) Battlegrounds (4 stars) Soloing (5 stars) Groups (3 stars) Raids (2 stars) More Frost damage, although, generally the point of an Elementalist build is to have Frost snares and Fire damage. Still, some people like having Blast Wave. Tri-build http://www.wowhead.com/?talent=of0Vf0fzLGzbZxLZbhGuo0L (33/9/19) Arenas (?? stars, but probably 3-4) Battlegrounds (4 stars) Soloing (1 star) Groups (3 stars) Raids (2 stars) Surprisingly it doesn't suck too much. However it is VERY reliant on Frost nova and being able to shatter. If POM and Frost nova are up though, Frost nova > AP > Fireball crit > POM Pyroblast crit > Fireblast crit > dead target. If you have enough spell hit, you can also drop Frost Warding and Elemental Precision for Improved Frostbolt, which can give you a nice snare to work with. ------------------------------------------------------------------------------ 7. Gear Gear is fairly important to the Mage. While it is not as much of a deciding factor for Mages as it is for Rogues and Warriors, it is still important for helping you kill faster and for surviving battles. It is, however, especially important for a Mage post-70, as the only way to improve your character from that point on is through gear, although there is plenty of gear at that level to improve yourself with. 7.a. Levels 1-56 Getting the right gear for levels 1-56 is a fairly simple process; basically, just get whatever beneficial gear you can get your hands on. For levels 1 through 56, focus mainly on Intellect and Spirit if you are playing on a PvE server, or focus on Stamina and Intellect if you are playing on a PvP server. While Stamina won't help you fight faster, you will need the extra hitpoints to survive those encounters with other players. If you don't have to worry about attack from other players, swap out the Stamina for Spirit to help your mana regenerate faster. Gear that adds Spell Damage can be hard to come by. "Of (Some Spell) Wrath" gear should be avoided because they provide no statistical bonuses, and at these early levels, it is important to maintain decent stats, as you'll occassionally need to do a bit of AoE work, and that extra Intellect will be extremely handy. As a general rule of thumb. Look for "Of the Owl" gear for those of you on PvE servers, and "Of the Eagle" gear for those of you on PvP servers. Owl gear grants Intellect and Spirit, and Eagle gear grants Stamina and Intellect. There are some notable pieces of gear that you should consider and obtain through your leveling journey. Getting better gear will always help you kill faster, and in turn, level faster, so it is usually always worth taking the time. Robe of Power http://www.wowhead.com/?item=7054 Excellent chest item obtained through Tailoring (you are a Tailor right?). Decent Intellect, Spirit, and Spell Damage, should last you through plenty of levels. It's BoP so you have to be a Tailor in order to obtain it. All materials can be bought from the Auction House or farmed from enemies. Dreamweave Gloves http://www.wowhead.com/?item=10019 Great gloves. Ok on Intellect and Spirit, but plenty of Spell Damage. Can be crafted by a Tailor and bought from the Auction House. Dreamweave Vest http://www.wowhead.com/?item=10021 If you didn't get Robe of Power, this is the one to get. Good Intellect, Spirit, and Spell Damage, and it's BoE so you can purchase from the Auction House. Crafted by Tailors. It's a decent replacement for Robe of Power anyways. Dreamweave Circlet http://www.wowhead.com/?item=10041 Fantastic head item. Excellent Intellect, Spirit, and Spell Damage. Should last you past the 50's. Deep Woodlands Cloak http://www.wowhead.com/?item=19121 Good back item, but only obtained through a Horde quest. Quest involves killing an elite, but if you're good, you should be able to solo the quest. Atal'ai Gloves of thehttp://www.wowhead.com/?item=10787 All have +9 spell damage, but have random stats. Drops from Sunken Temple. Of the Eagle and Owl are the best (duh). Kentic Amice http://www.wowhead.com/?item=11624 Drops in BRD. Good shoulders, and easily obtained since the boss is fairly easy and close to the entrance. Spritecaster Cape http://www.wowhead.com/?item=11623 Also from BRD. This one's a bit harder to obtain, but is the best cloak option for Alliance since they cannot obtain Deep Woodlands Cloak. Any drop from one of the Level 60 "endgame" instances. Most have decent spell damage and stats. 7.b. Levels 57-70 For your final levels, you will have more options than before on what gear you may obtain. In addition to "Of the Eagle" and "Of the Owl" gear, new options include "Of the Sorcerer", which is Stamina, Intellect, and Spell Damage, and "Of the Invoker", which is Intellect Spell Damage, and Spell Critical Chance. Same rules apply for PvE/PvP servers, Mages on PvP servers should choose "Of the Sorcerer" gear hands-down. Mages on PvE servers should consider Invoker gear instead. Also look for quest rewards. There are some excellent rewards for simple quests such as Goldweave Tunic (http://www.wowhead.com/?item=28052), which simply requires burning some towers in a small fel orc encampment filled with normal mobs (for Alliance), or killing a named mob (for Horde). 7.c. Post 70 Yay, you're level 70 now! Continue to complete quests and do all of the soloable ones. Completing these quests will net you some great items that will help gear you up for post-70 instances, as well as battlegrounds and arenas. Also, if you are Tailoring, you should powerlevel it to 375 to craft your Spellfire/Frozen Shadoweave sets and Spellstrike/Battlecast sets. The following is a list of notable pieces of equipment that you should go for. This list does not include any gear from Raids, Heroic Instances, and Arena/Battlegrounds as those are almost always better than gear that can be obtained through quests and 5-mans, and you simply pick them up or discard them as you come by them. Head: Evoker's Helm of Second Sight http://www.wowhead.com/?item=31104 Obtained through easy, soloable quest that's also fun to do. Great spell damage, crit rating, and ok stats, but it's the large number of sockets that provides the biggest draw. Hydromancer's Headwrap http://www.wowhead.com/?item=28183 Obtained through quest where you basically complete Steamvaults. Good damage and stats to boot, plus a meta slot, but has no crit rating. Better than Evoker's for PvP use and for Frost Mages, who don't rely on crit rating so much. Crown of the Sea Witch http://www.wowhead.com/?item=32776 Crafted from Jewelcrafting, large heaps of Stamina and blue sockets make this an excellent PvP helmet for those who cannot afford Battlecast. Exorcist's Silk/Dreadweave Hood http://www.wowhead.com/?item=28760 http://www.wowhead.com/?item=28759 These are also excellent PvP headpieces. Great alternatives without forcing you to dig deep into your pockets, and yes that's Resilience you're seeing on them. These are pure PvP helms. Destruction Holo-gogs http://www.wowhead.com/?item=32494 Excellent stats and Spell damage, but can only be worn by Engineers, and is difficult to craft. You can have this and the Spellfire/Frozen Shadoweave set at the same time, but you'll need both a 350+ Engineering and Spellfire/Frozen Shadoweave Tailoring at the same time. Yikes! Shoulders: Spaulders of the Torn-heart http://www.wowhead.com/?item=30925 Recieved from somewhat difficult and long quest, but otherwise a very nice shoulder piece to boot! Perfect for PvE, a bit lacking on stats for PvP, but if you can get some more Stamina from other gear you'll be fine. Mantle of Three Terrors http://www.wowhead.com/?item=27994 Great shoulders that can be obtained through Black Morass. Nice amounts of Stamina; certainly better than Torn-Heart for PvP, but not quite as good for PvE. Mana-Sphere Shoulderguards http://www.wowhead.com/?item=28374 These can be obtained from fairly easily through Arcatraz, but they're not that much better than Torn-Heart and Three Terrors, and the other two shoulders are easier to obtain than this. Neck: Natasha's Arcane Filament http://www.wowhead.com/?item=31693 Obtained through fairly easy and soloable chain quest. Excellent Stamina and damage makes it a great PvP neck. Natasha's Ember Necklace http://www.wowhead.com/?item=31692 The other quest reward for the same quest from which you recieve the Arcane Filament. Not as nice for PvP, but pretty solid for PvE. Chest: Will of Edward the Odd http://www.wowhead.com/?item=31340 Extremely rare random world drop. If you are willing to dig deep, you can also purchase from the auction house. Otherwise, a great chest piece with good Intellect, Critical Rating, and Spell Damage. Excellent for PvE, but no Stamina makes it not as good for PvP. Also, there are no sockets. Kirin Tor Apprentice's Robes http://www.wowhead.com/?item=29780 Obtained through group quest, but is soloable if you are skillful enough. It's a decent chestpiece with good stats, Spell Hit, and Spell Damage. Robe of the Crimson Order http://www.wowhead.com/?item=31297 This is Will of Edward the Odd's little brother. Nearly identical stats and also best for PvE useage. These aren't a whole lot worse than WoEtO either, and you'll save a LOT of money. Anchorite's Robes http://www.wowhead.com/?item=29129 If you are in allegiance with Aldor, these are decent robes to have. It's the sockets that provide the real draw. The socket bonus is useless, so shoehorn in some +12 Stamina gems for PvP use or some +9 Spell Damage gems for PvE. Bloodfyre Robes of Annihilation http://www.wowhead.com/?item=28252 Obtained through Mechanar. Lack of Spell Crit makes it more suitable for Frost Mages. Warp Infused Drape http://www.wowhead.com/?item=28342 Similar to Anchorite's Robes, three sockets provide for lots of customization. Drops in Botanica from last boss. Main-Hand Weapons: Greatsword of Horrid Dreams http://www.wowhead.com/?item=27905 A nice all-around sword with good Spell Damage, Stamina, Intellect, and Spell Hit. Also, it looks sexy as hell, which is a major selling point. Item Sets: Spellfire http://www.wowhead.com/?itemset=552 The Fire/Arcane Mage Tailored set. It has no Stamina, so it's not suitable for PvP use, unless you can get some other gear with plenty of Stamina. Otherwise, it has great crit rating, excellent Fire and Arcane damage, and a great set bonus to boot. This set is perfect for raiding mages. Frozen Shadoweave http://www.wowhead.com/?itemset=553 The Frost Mage Tailored set. Has decent Stamina so it's ok for PvP use. No crit rating, but as a Frost Mage, you won't have to rely on crit rating so much anyways. Has great Frost damage. Set bonus is ok. Decent for PvP, and good for PvE. Frost mages get a little more flexibility with their set than Fire/Arcane Mages in this department. Spellstrike http://www.wowhead.com/?itemset=559 Great PvE set. Crafted by Tailors, but its BoE so anyone can obtain it. Nice dollops of Spell Damage, Hit, and Crit. Not much Stam and Int though, but some gems can make it somewhat ok for PvP. Battlecast http://www.wowhead.com/?itemset=572 Excellent PvP set. Also crafted by Tailors and is BoE. Good Stamina, Intellect, and Spell damage. No Hit and Crit though, so it's not as great for PvE use. This set is more preferable for Frost Mages, who don't rely on Crit Rating so much. Evoker's Silk Battlegear http://www.wowhead.com/?itemset=741 This is a recently added set designed to gear up PvE'rs for PvP. The set basically has the same stats as the now-defunct Grand Marshal's set. The pieces can be acquired by achieving Honored with various factions. They pack a nice amount of Stamina, Resilience, and Spell Damage. If you can grab all of the pieces, you will be well prepared for the Battlegrounds and Arenas. Imbued Netherweave http://www.wowhead.com/?itemset=556 Easy-to-craft Level 70 set. Crafted by Tailors, materials are fairly simple, and you can usually find Imbued Netherweave pieces on the Auction House for just 10-20g apiece. Robes are for PvP, while Tunics are for PvE. Oblivion Raiment http://www.wowhead.com/?itemset=644 The supposed "warlock" dungeon set, is nevertheless excellent for PvP oriented mages as it packs lots of Stamina and great spell damage. Mana-Etched Regalia http://www.wowhead.com/?itemset=658 The "everybody" dungeon set, it's decent for mages, but it's harder to obtain than Incanter's or Oblivion. Incanter's Regalia http://www.wowhead.com/?itemset=647 The "mage" dungeon set, is quite lackluster for PvP. It's great for PvE though as it has plenty of spell crit rating on top of the damage. ------------------------------------------------------------------------------ 8. Professions There are numerous professions in this game, as well as numerous combinations of professions. However, the game only allows 2 professions at a time, so you'll need to be careful about which professions to take. So you're probably wondering, which profession or profession combo would suit a mage the most? Below is a guide to what you should take and what you should avoid. 8.a. Manufacturing Professions -------- Alchemy Verdict: Take Best profession to pair this with: Herbalism Specialty: Transmutations. Benefits at a glance: Potions to increase mana/health pool for short periods. Potions to instantly recover mana/health. Beneficial potions, like run speed, +stat, +spelldamage, etc. Good moneymaker. Cons: Some of the potions do not have very important effects. Potion effects are temporary. All potions can be bought from the auction house or from another alchemist. Alchemy is a solid profession to take for a mage. Most of the effects are instant, short-term effects rather than long-term effects. For this reason, potions can be notorious for quickly turning the tide of a battle. If you take part in a lot of grouping and PvPing, Alchemy is definitely a good profession to take up. In addition, there are potions that damage enemies, and potions that increase your movement speed whether above ground or underwater. There are also potions that increase your stats, however these aren't very important. Since you will rarely go into melee, strength and agility potions are out of the picture. Intellect potions are useless too because your intellect buff does not stack with them. There are potions that add spirit and stamina (or they add directly to your health) and these are somewhat more useful. Possibly the best types of potions are those that increase your spell damage. Although some of the potions are useless to you, they may benefit others, so you can go around selling potions you wouldn't use normally and bring home the money. Of course you can also take Alchemy for other reasons. Grab this profession and start doing primal transmutes. Some of the transmutation recipes are a bit rare, but they can lend you quite a load of cash. -------- Blacksmithing Verdict: Avoid Best profession to pair this with: Mining Specialty: Bind-on-pickup plate armor and weapons. Benefits at a glance: Open your own lockboxes! Create different kinds of fine equipment with which to sell to others to make large clumps of money Cons: Most of the equipment created through this profession cannot be used by mages. It's easy to find a rogue who will open a lockbox for free or tip you for less than the amount of coin required to make a key. Normally, mages don't take this profession because it has very few attributes that will benefit you. However, it does have some pluses. One of these is that it can help you earn large amounts of money simply by auctioning various products. Some of the equipment that you can make later on, such as Phantom Blade, will really get people to dig into their pockets. One of the direct bonuses of this profession is that you can open lockboxes by yourself without the need of a rogue. Blacksmithing does allow you to create consumables such as sharpening stones which you can also sell for cash. Yet in the end, you'll probably be better off just taking up mining and selling the bars and stones for gold. -------- Enchanting Verdict: Take Best profession to pair this with: Any, but mages usually take it with tailoring Specialty: Ring enchants, which can only be done on the enchanter's rings. Benefits at a glance: Increase the effectiveness of your equipment. Earn tons of money by selling enchants, likewise you will not need to spend tons of money by purchasing enchants from others. Cons: Big money sink at the beginning where people generally don't wish to purchase your inferior enchants. Takes time and practice to get customers, although the amount of time and effort taken is often worthwhile. Most enchants can be bought from others. This is a very good profession to take up if you are a mage. It allows you to marginally increase the effectiveness of your equipment by placing enchants on them. You can also earn lots of money later on because usually, people are willing to spend huge amounts of money on your enchants. Some good examples include the Icy Chill enchant, which usually sells for around 80 gold, and the Fiery enchant, which usually sells for around 45 gold. Note that this profession is a big money sink if you cannot get customers. This is because the reagents you get for enchanting are from disenchanting items that are uncommon or better. This means that instead of being able to sell such items, or auction them at the Auction House, you must instead disenchant them. To sum it up, you will run out of money quickly if you don't find customers fast. There is however a way to make money even if you don't have customers by simply selling the enchanting materials on the auction house. On some servers, enchanting materials sell for quite a bit and you can still stack up a lot of money. Most people who get lucky off this profession can purchase their mounts earlier than others because they were very successful through their enchanting profession. Enchanting affects you over a period of time, so it will not make dramatic changes in a battle like what Alchemy can do. -------- Engineering Verdict: Take Best profession to pair this with: Mining Specialty: Bind-on-pickup cloth head armor, allow the engineer to use items created by other engineers. Benefits at a glance: Bombs to help damage, disorient, etc. Cloth head armor that provide high intellect/spirit/stamina/spell-damage. Numerous nifty items that help groups and solo. Provide some laughs. Cons: Big money sink, and once you dive into this profession, there's no way you can redeem that money, unlike enchanting where you can sell enchants. This is because most of the engineering products can only be used by other engineers. This is also a very good profession to take up. You can use the bombs to increase the damage dished out during a group fight, but the biggest reward for this profession are the goggles. These cloth headgear are perfect for casters, and the attributes that they have can help improve your stats even more. Of course there's also nothing like a stun with a bomb to disrupt enemy spellcasting should your counterspell still be recharging. There are many other pluses as well. A main addition to this profession is that you can summon pets. Mages have very few options in order to protect themselves, so a combat chicken or an arcanite dragonling will seriously help defend you should you get attacked by multiple mobs and you need some backup. One serious problem with engineering is that it uses up gobs of money. The reason for this is because the reagents needed for engineering becomes very broad toward the end. Unless you have alternative characters who have invested in other types of professions, you will need to go to others to buy reagents from them. This will cause you to spend a large amount of time and money. Ultimately, this will be worthwhile and you will well appreciate it. -------- Leatherworking Verdict: Avoid Best profession to pair this with: Skinning Specialty: None Benefits at a glance: Armor kits to provide boosts to your armor or stamina. Ability to create numerous leather and mail items to sell to others. Cloaks can be created through this profession, and these benefit everyone. Cons: You will not be able to use most of the products. Armor kits can be bought from others and from the auction house. Leatherworking isn't a very good choice when you are a mage, but it does help in certain ways. One of these is that you can create armor kits out of it. The armor boosts provided by these kits will overlap any enchants, but if you don't have any enchants on that particular item, then it doesn't hurt to slap on an armor kit. These kits can only be used on the chest, hands, legs, and feet, but when you put the bonuses on each of these items, the effects will stack and the overall amount of added armor will be extreme. A good example are the rugged armor kits. These provide 8 stamina each, and 8 X4 equals 32 stamina, or 320 hitpoints. However, armor kits can simply be purchased from the auction house. Another benefit of this profession is that you can earn lots of money by creating leather products and selling them to others. Some of the later leather armor and mail armor are quite desirable, and many people will surely dig into their pockets in order to buy one off of you. The last bonus of this profession is that you can create cloaks. As you know, cloaks can be worn by anyone, so this is one type of leatherworking product that you can wear. The bad part about leatherworking is of course the fact that you won't be able to wear most of the products. They will either have to go to the vendors, or to the hands of another person. In addition, you can simply sell the leather that you obtain from skinning. -------- Tailoring Verdict: Take. This the best profession for non-raiding mages and mages that only raid occasionally. Best profession to pair this with: Any, but most people pair this with enchanting. Skinning is not a bad choice either. Specialty: Bind-on-pickup cloth armor Benefits at a glance: Create your own high-end armor! Create bags, which just about everyone needs. Create high-end items to sell to others for a profit. Cons: Slightly less cash income, due to the fact that instead of being able to sell your cloth, you'll have to use them, and cloth generally sells for quite a bit. Also counters with First Aid because First Aid also requires cloth. Most armor created by Tailoring can be bought from others and the Auction house. Tailoring is probably the best profession for a mage to have, in fact any caster class would benefit greatly from Tailoring. One big reason is that you can create some high-end items later on with Tailoring. A couple of these are bind on pickup, so it becomes even more important to grab this profession because you will not have a chance of having those items if you did not take up Tailoring. In addition, you can also create bags from this profession. Everyone loves bags because it gives them more room to store their items. At the Auction House you will generally find many bags that are being auctioned for. Don't be discouraged, make a ton of bags and stick them in. Most of them will sell because so many people wish to have bags. Possibly the best profession to take with this is enchanting. The reason is that you can create items from this profession in order to level it up, and you can disenchant these items to get reagents for enchanting. Therefore, the two professions help each other out. The biggest problem is that you will need cloth to make your items, and these generally sell for quite a bit. In addition, this profession also counters First Aid because in that secondary skill, you will need cloth to make bandages. While you use cloth for that, you will also need the cloth for your tailoring. -------- 8.b. Gathering Professions -------- Herbalism Verdict: Take Best profession to pair this with: Alchemy Specialty: Some herbs can give temporary buffs/debuffs after picking them up. Herbalism can be used on some mobs. Benefits at a glance: Gather herbs which are required for alchemy. Excellent moneymaker Herbalism is best taken with alchemy. The reason is because almost all the products require herbs. This is a relatively easy profession to take up, and your herbalism skill will go up in no time. Can also grab you tons of cash. -------- Mining Verdict: Take (for the money) Best professions to pair this with: Blacksmithing, Engineering Specialty: Mining can be used on some mobs. Benefits at a glance: Mine ore, and transform them into bars for use in blacksmithing and engineering. Also gather rare gems that are also needed in some of the recipes. Another giant moneymaker. Mining is definitely the thing to take when you have Blacksmithing and engineering. These two professions solely rely on mining, although the ingredients needed for engineering tends to be quite broad. Note that you can also get some rare gems that are required in some recipes. In addition, the stones that you sometimes get through mining will also help as they are used in certain other recipes. Many of the ores go for huge prices on the Auction House, so it's worth taking this profession if only for the money. -------- Skinning Verdict: Take Best professions to pair this with: Leatherworking, Tailoring Specialty: None Benefits at a glance: Skin the hide of beasts in order to get leather for certain recipes. Also a great way to bring in large amounts of cash if that is what you are going for. Skinning helps leatherworking the most. This is because leatherworking is mainly reliant on the leathers gathered through this profession. In addition, skinning also helps Tailoring. One of these is that at certain times, when you skin a sheep they will drop you some wool. Another thing is that certain tailoring products will require you to get some leather. Some of the more popular recipes, such as Small Silk Pack will require leather, and since you will be making large quantities of them, it will mean requiring large quantities of leather. In addition, skinning is a great way to bring in the cash. You can generally make large amounts of money in a short period of time by selling your leather. -------- 8.c. Secondary Skills -------- Cooking Verdict: Avoid Specialty: None Benefits at a glance: Create food to eat. Generally, such foods also provide a short bonus to certain stats. Cons: Mages can already create your food, being able to create additional sustenance is not very impressive, although generally turning a pile of meat into a steak will increase its sell value. Food can be bought on the auction house. Cooking is definitely unnecessary. Sure it provides some statistical bonuses, but these aren't very useful in the long run. Plus, you can already reduce your downtime through your conjured food and water. A good thing about cooking is that it will increase the sell value of an item than when it was raw. For this reason, you can actually increase your income by a small amount. Plus, it's quite fun to see what types of food that you can cook, and some of the foods such as Dragonbreath Chili are outrageously wild. -------- First Aid Verdict: Take Specialty: Allows you to use bandages created by others. Benefits at a glance: Allow you to quickly regenerate health in or out of combat. Cons: When you have downtime, you also need to replenish your mana, and this will not help decrease your downtime since you still have to sit down and drink. In fact, this will increase your downtime because you cannot bandage and drink at the same time, while you can eat and drink at the same time. First Aid isn't very important in some cases, it won't help reduce downtime, and generally mages die so fast that if they try to bandage themselves, they will get killed before they regenerate a decent amount of health with their bandaging. In addition, it will grab off cloth from your tailoring profession. One of the pluses to this profession is that you can bandage others, so if you have an injured warrior who is not getting hit, you can bandage him and save the need of having to have the healer use their mana supply to heal him. However, for a Mage on a PvP server. First Aid may benefit a mage more than any other class in the game. When a rogue comes out of nowhere and ambush/backstabs you to 1/2 health, you're going to want to polymorph him and use a bandage. First Aid and evocation coupled with polymorph can basically reset any fight, except against druids (and to some extent shamans, since they're so hard to polymorph). -------- Fishing Verdict: Take Specialty: None Benefits at a glance: Fish up fish that can be eaten or sold. Also allows you to hook up fish that are needed in certain alchemy potions. Sometimes, you might also get a rare object that will help one way or another. Cons: Raw fish sells for very little, although cooking tends to nearly double their sell value. Fishing benefits your mage depending on which professions you have taken. In general, this skill helps no matter what you have taken. Fishing can always allow you to fish up something needed for alchemy, but there are times where you just might get lucky. One of these are the health and mana potions. These are generally hard to come by. Another thing that you can fish up are clams, and just like clams dropped from mobs, they might contain a pearl inside. Then there are the times when you can fish up a Venture Company crate that contain various engineering parts, therefore helping you out if you are an engineer. There are also the times when you get REALLY lucky and you can fish up an uncommon sword! -------- 8.d. General Tips -------- Bringing in the Money There are certain people out there who just like to bring in the cash. There is nothing wrong with this approach. Generally, these people are able to buy many quality items from the auction house, and they usually get to purchase their mounts earlier than others. The matter with this is how to bring in the money. The most straightforward approach is to take Mining and Skinning. Leathers from skinning can sell for a ton. The ores, stones, and gems go for quite a bit at the auction house, especially the high-quality ones. Cooking is also good to take up. It will help increase the sell value of many of the items received from beasts. Another, but riskier way of bringing in the money is to take Tailoring and Enchanting. Enchants can sell for tons of money later on, and if you get costumers to buy those enchants, then you will get even more rich than if you were to take Mining and Skinning. The only problem is the risk involved. You must be able to find costumers, otherwise you will end up quite broke. Make sure that your enchants are reasonably priced also, so that people will actually be willing to get your enchants. -------- PvP Professions A great profession combo to take for a PvP Mage is Alchemy and Herbalism. This combo is very nice at changing the way a battle is going. The potions that regenerate health and/or mana are the most worthwhile. In addition, the flask effects, as well as the potions that increase damage or do damage themselves will greatly help too. Just note that with this profession combo, you will not receive very many long-term effects. Another great PvP profession is engineering. There are many gadgets and such with this profession that help change a battle also. The main difference between these two is that potions tend to center more on defense, while engineering is all about damaging and harassing the enemy. -------- PvE Professions The best thing to take for a PvE mage is Tailoring. When fighting mobs, you'll generally want things that last. Tailoring will allow you to create items that will benefit you over time. For this reason, any mage that like to fight mobs will generally like this profession since the benefits are so useful. Enchanting is awesome too. When you receive a high-quality item and you wish to put it on, enchant it to improve it further. Just keep the powerful enchants for the more powerful items as they can cost you a lot. ------------------------------------------------------------------------------ 9. Combat In this section, we will discuss various tactics on playing as a mage. There will be many tips concerning what to do to handle various situations. Note that there are many exceptions, so any of the scenarios that are stated will not always be what they are in this guide. --------------------------- 9.a. PvE Mages are excellent in a PvE environment, capable of providing reliable area-of -effect damage, and able to hold their own in various situations. --------------------------- -------- 9.a.i. Soloing -------- -------- 9.a.ii. Groups/Raids -------- --------------------------- 9.b. PvP Mages are an excellent PvP class as well, but one must use a mage to its full potential to do well in PvP, which can require a lot of skill. As mentioned in the very introduction of this guide, Mages take more skill to play than just about any other class. Only by harnessing the full potential of mage can one do well in PvP. Before I begin on the intricacies of PvP, I would like to point out that I highly, HIGHLY, stress that you watch some PvP videos. Only by seeing how other Mages PvP will you see all the tricks of the trade of being a Mage and become good yourself (at least, that's the way I got better). Recommended websites and recommended PvP videos are listed under the "Helpful Sites" section. --------------------------- -------- 9.b.i. Your Enemies -------- The following will contain strategies for killing each class of enemies. Note that situations will change depending on your talent spec and depending on the level of the enemy as well as the talent spec that they picked. Druid Difficulty: Medium to Medium-Hard Druids can offer a pretty difficult fight, mainly depending on your spec. If you're Fire or Arcane specced, you may have an easier time since you don't need to rely on your snares and roots so much, and Improved Arcane Missiles and Burning Soul will help you deal with spell pushback, which can be rampant in a fight against a Druid. Frost Mages can have a more difficult time as they rely heavily on being able to snare their enemies. Start off simply by blasting away at them. Polymorph won't hold them off for long unless they're a newbie. Druids can pick and choose from three different trees. Two of them focus on ranged damage, the third one (feral) focuses on melee damage. Either way, they are all very tough. Ranged druids often spam moonfire on you. It's very annoying because it causes you to lose a ton of casting time. They'll also use Cyclone and follow up with Starfire. It is a very annoying tactic and only allows you to cast during the time they are casting Cyclone. If you think you can burst them down fast enough, counterspell their Cyclone and lay the smackdown. Feral druids have some nice melee damage, but what's scariest is feral charge, which is similar to the warrior's intercept, but can lock down the type of the spell that you're casting for several seconds. Use roots even though they can break simply by shapeshifting. Not all players have lightning-quick reflexes, and your Frost nova my be able to buy you 2-3 seconds, which also happens to be ample time for you to use Ice Lance. Counterspell any heal they bring up. If they are Restoration, they'll try to heal early in the fight. Don't use your Counterspell yet as you run the risk of not being able to kill them fast enough. Wait until they are around 50% hp, then CS and throw a faceful of damage at them. There aren't many to tricks to take down a Druid. The important thing to stay mobile, use lots of instants, and Counterspell their heals at 50% hp. Hunter Difficulty: Hard Hunters can make a very difficult fight. Polymorph them first, then, when their pet gets close, Frost nova the pet and let off a flurry of shots at the hunter. If you can, Polymorph the pet afterwards. Hunters will also try to Freeze Trap you. This trap places you in an ice cube and prevents any action, allowing the hunter to prepare a deadly Aimed Shot. There is no way to combat this unless you decide to blow an Ice Block. Even then, the hunter's Freeze trap is only on a thirty second cooldown, compared to the five minute cooldown of Ice Block. So the next time the two of you battle again, you won't stand much chance. After you are frozen, the hunter will move away, use Aimed Shot followed by Multi-Shot and Arcane Shot. Usually, this is enough to wipe away one-fourth of your health if they don't crit, and can put you at a great disadvantage. If you still aren't dead yet, 41-point marksmanship hunters
(which make up about 70% of all hunters), will pop a silencing shot on you. This shot does hefty damage and silences you for 3 seconds. Followed up by a Scatter Shot, this is usually certain death, and unfortunately, there isn't much you can do about it. There's no easy way to take down Hunters. Talents that help you resist spell pushback will be key to giving you a chance to win these fights. Other than that, you'll have to rely on instants and short casts to try to chip away at their health. Remaining mobile is key. If you are going to rely on instants, try running through them to interrupt their melees/ranged shots. Above all, don't be afraid to blow your cooldowns, you'll need them to win these fights. Mage Difficulty: Easy to Hard The difficulty of fighting another mage is quite varying. Spec can be a small factor. Each spec can bring something new to the table, whether it is the defenses of Frost, the massive burst of Arcane, or the consistent high damage of Fire. Gear is an important factor. A Frost mage wearing full Merciless Gladiator gear can easily decimate an Arcane mage wearing level 70 greens. There are a few key things to know. First off, remember to use Counterspell. You should be prepared to Counterspell the moment they attempt to cast Polymorph. In fact, I suggest you Counterspell whenever the other mage attempts an Arcane spell as locking down the Arcane tree stops Polymorph, Arcane Explosion, and Counterspell. In addition, never forget your ward spells. If you are getting pummeled by Frostbolts, throw up a Frost ward to reduce some damage. Make sure you are buffed up at all times. I prefer Dampen Magic, Arcane Intellect, and Molten Armor when fighting other mages. The damage reduction, intellect boost, and crit chance reduction really help. Try faking casts to make them waste their Counterspell. This is done by casting a spell, then moving, in an attempt to make them accidentally try to use Counterspell to interrupt your cast. Most importantly, rely on instant casts, until they have used their Counterspell. You don't want to be caught with your main spell tree locked down by a CS. Paladin Difficulty: Easy to Medium Paladins can prove to be a somewhat easy fight. Most people get the feeling that Paladins don't die, and that they are the most difficult things to beat. While this is very true for a warrior, it's definitely not true for a mage. As always, start off with Polymorph, then let fly as many spells as possible. By the time they reach you, they'll most likely be down to 1/3 of their health and they'll have to shield and heal. Once they heal, start counting to 12. Once you have counted to about 10, start winding up your Fireball, Frostbolt, or Arcane blast. If you did it right, your nuke will go off just as their shield drops. Easy damage. Afterwards, it's just more nuking until they are dead. Like with other melee classes, stay away from them. Paladins with Crusader Strike can put out quite a bit of damage, and you don't want to take that damage. Holy Paladins can be extremely annoying. Well-geared Holy Pallies can regenerate mana fast enough such that they can literally chain-heal indefinitely, making them extremely hard to kill, and their auras can reduce the length of the Counterspell lockdown, allowing them to recover more quickly. Your best bet is to Counterspell them when they are low on health (less than 40%), and then bust out the Shatters and Arcane Power before they recuperate. Other things to remember are that they can dispel DoT's, snares, and roots. They also have something called Blessing of Freedom that makes them immune to roots and snares. This can be problematic, until level 70 by which time you can Spellsteal it and put it to your own use =). This is when the fight becomes relatively easy. Priest Difficulty: Medium to Medium-Hard (Depending on their spec) Priests may seem easy, fragile beings, but they're not. They're Mind Blast does some evil damage, and they also have a shield as well as numerous healing powers. Priests come in three flavors: Holy, Discipline, and Shadow. A Holy priest with decent gear, and a Holy priest with top-of-the line gear, are not the same thing. A priest with the best gear can regenerate mana quickly enough that they can almost heal indefinitely, making them extremely difficult to take down. You can try Counterspelling, but you'll need to be able to burst them down quickly enough. Try waiting until their health is below 50% before Counterspelling their heals, and then bust out those big Shatter crits and/or Arcane Power to burst them down before they regain their healing powers. Discipline priests can be hard if the fight lasts too long, since they're mana Burn you until you're dry. Like Holy priests, it really comes down to how well-geared the Discipline priest is. Shadow priests are tough cookies. They swap around between mind blast and mind flay and deal a heck of a lot of damage. They'll Silence you so that you can't cast anything, and when you are low on health, they'll slap you with Shadow Word: Death in which case you're... dead. Don't waste your counterspell on their Shadow spells, although you can risk it if you feel your opponent isn't smart enough to exit Shadowform and heal up. The damage might be threatening, but if they manage to heal themselves, then you're in for worse. The general tactic is to Polymorph them first. Spellsteal is a spell from heaven against Priests. I know this sounds crazy, but you should try to Steal that Power Word: Fortitude before you start dealing damage. At level 70, this buff provides 790 hp (1030 hp with Improved PW: Fort). Stealing this buff is essentially the same as dealing 790 - 1030 damage to the Priest, and on top of that it's instant, and you don't break your Sheep! It's not very efficient (440 mana), but it's heck of a lot better than blowing a CoC or Dragon's Breath that does similar damage, but costs much more mana. After then sheep, use your regular spell spam, and basically try to burst them down before they dps you down. Spellsteal any shield they bring up. Yes they can despell it after you Steal, but you'll want to Steal it for the same reason you stole Fortitude earlier; it's instant "damage". Interestingly enough, PW: Shield costs the Priest 600 mana to bring up, so it's actually more efficient for you to shield yourself than for the Priest to shield themself. Probably the most important thing is to not get close to them. That allows them to set off their fear which will send you running for up to 8 seconds during which time they are free to throw some damage at you. You'll also typically see priests rush you in an attempt to fear. If they do so, run away and throw instants at them. Rogue Difficulty: Medium/Medium-Hard The difficulty of a rogue is quite varying. If they're the type that uses Cheap Shot to open up the fight, they generally won't pose too much of a threat as you can just blink away to cancel the stun. If they are the Ambush kind, then things will be tougher. Their Ambush, when used will most likely drain 1/2 of your health, even with mana shield. Garrote rogues are also hella annoying. Garrote silences you for three seconds, and if they manage to proc a crippling poison on you, which they most likely will, you are seriously screwed. Your best bet is to try and reveal them with rank 1 Arcane Explosion. I like to use this against rogues so that I may get a chance to detect them while stealthed. Once they are revealed, get some distance and polymorph them. If they chose to vanish, try to find them again, or use bandages to regain any lost health. After they come out of their second stealth, get distance, start polymorphing. They will most likely throw up Cloak of Shadows, in which case you'd better start running. When CloS wears off, try polymorphing again. They will most likely be able to gain enough distance to gouge you, but you can also face away from them. Gouge only works when you are facing them. While this allows them to quickly backstab you, they'll backstab you anyway while you're gouged so it doesn't make much difference. If you managed to survive all this, it gets much easier. Gain some distance, throw spells, Frost nova, throw more spells, and they're dead. Shaman -Medium Hard Shaman deal heavy damage, but lack of health means you'll be able to burst them down pretty quick. Most shaman will have Windfury Weapon up. This shaman buff gives them a chance to gain two extra attacks that have extra attack power. If their Windfury procs, be ready to face some major damage. It's a bit hard to stay away from a shaman because most of the time, they will use Frost Shock to slow you down then move in for the kill, so it is imperative to slow them down as well. Another big hassle with Shaman is their grounding totem. This totem sucks up whatever spell you throw at the Shaman. It will suck up whatever spell you use against them, although the totem itself will be destroyed in the process. Ice Lance is a great way of taking these out without wasting too much of your mana. Save up your counterspell as well. When you see them heal up, Counterspell to prevent their healing. Watch for their purging as well, they can use it to strip you of buffs and can remove your wards and shields. Warlock -Medium Hard to Very Hard Warlocks with Felhunters or Felgaurds will be, by far, your toughest fight. While they won't pose much of a threat if they have an Imp or Voidwalker out (just polymorph caster and kill the pet), it will be near impossible to kill a warlock with a Felhunter. The Felhunter can counterspell you somewhat like how you can counterspell a warlock, and they can also eat your buffs. The Felguard simply does insane damage, and it is difficult to root/snare, making it hard to stay away from it. Some warlocks also use the Succubus. What they will do is make the Succubus seduce you, then they fear you and use Soul Fire or Shadowbolt followed by a DoT or more Seduce (the infamous chain-seduce). They're not nearly as problematic as Felpuppy Warlocks, and Succubi die very easily, but they're still annoying. In large scale PvP, warlocks generally won't be using Felhunters because it is a far to specialized pet. In this case, you'll probably have a leg up them and they will most likely prove to be a medium hard fight. Warrior -Medium You can almost be sure that they'll try to start off with Charge, so spam an Ice Lance on them the moment they get within range. Ice lance's range is 30 yards while Charge's range is only 25 yards. If you manage to catch them with an Ice Lance, then good for you. If not, don't panic, the fight isn't simply decided Just because they managed to Charge you. Whatever happens, be sure to Polymorph them first. Get some range, and throw a Pyroblast or Frostbolt at them. After this, you can be sure they'll intercept you. If they don't have enough range because they're too near, they'll scooch back a bit to get their range. But you can also try advancing on them. If they run towards you, start running sideways. Done correctly and they won't be able to do jack while you cast instants on them. Intercept also has a 3 second stun attached to it, so blink away immediately after they pull off this ability on you. Afterwards, cast a spell, Frost Nova, get some range and cast more spells. They only way they can catch you now is by running after you, so throw off a quick Scorch or Frostbolt and start kiting using Ice Lances and Fireblasts. You should be able to kill them simply through this method. As a general rule of thumb when fighting Warriors, use instant casts whenever they are mobile. Don't wait until they get close, because then they'll Hamstring you and you'll be in trouble. Blink out of Intercepts, but NOT Charges. The reason being that Intercept stuns for longer than Charge. -------- 9.b.ii. Battlegrounds -------- -------- 9.b.iii. Arenas -------- Before you start on this section, I suggest that you first check out the official Arena Introduction site: http://www.worldofwarcraft.com/pvp/arena/index.xml Getting Started Arenas are a lot of fun, and you can earn some excellent rewards. In fact, Arena rewards are some of the best gear you can obtain outside of Crafted items and items obtained through Raiding, and Arena rewards are undisputably the best for PvP. If you can't raid, this is your avenue to obtaining powerful rewards. Many people would suggest that you gear up first before entering the Arenas. However, I disagree. For every week that you don't do Arenas, you essentially earn 0 points. What's better? 0 points or maybe even a measly 200 points? Of course 200 points! If you have any intentions of doing Arenas, I seriously recommend that you start the moment you hit 70. Remember that Arenas take only about 30 minutes to 1 hour of your time per WEEK. You can simply do 10 quick battles, and then get on with your gearing-up business, completing quests, crafting items, doing dungeons, etc. Even if you are in a 3v3 team and your team only has a 1400 rating because you are all undergeared and unexperienced and cannot defeat your tougher and better-geared enemies, you are still earning 270 points a week! That's much better than a flat-out 0. Group Combos Some group combinations for Arenas are better than others. Most notably, Warrior-Paladin-Mage-Shaman-Rogue for 5v5 or Warrior- Paladin for 2v2. However, the most important thing is to form teams with people you are familiar with. Arena is a great bonding opportunity for you, your friends, and your guildmates, as you will win and lose by your Arena partners' sides for, well, as long your team lasts! You must be able to communicate well with your Arena partners or you will lose for sure, so knowing them well and getting along with them well is key. Inviting a complete stranger with a bad reputation on your server into your Arena team simply spells trouble. Talent Spec Any talent spec works for Arenas, but the only talent spec that can actually take you to places is a deep-Frost spec. The main reason Frost is so good for Arenas is that your spell cooldowns are reset every time you enter an Arena match. This means that Cold Snap, Ice Block, Ice Barrier, and Water Elemental will all be ready to use the moment you step into an Arena. Having Cold Snap up every Arena match also means that in every match, you'll essentially have at least two Ice Blocks, two Ice Barriers, and two Water Elementals! The Fire and Arcane specs simply can't provide as much. With a Fire spec, you'll only get one Combustion, which is mediocre for Arenas, and with an Arcane spec, you will only get one Arcane Power and one Presence of Mind. Granted, AP and PoM are powerful spells, but you will only be able to use them once per match, unless of course the match lasts longer than 3 minutes, but by then a Frost Mage would have had three Water Elementals, and not to mention countless Ice Barriers. In Arenas, Frost is simply king. If you are serious about getting a high rating in the Arenas, then you should definitely go with a Frost spec. If you take to the Arenas with a more casual mood and just want to have fun while reaping some rewards every now and then, or if you mostly Raid/ do Instances, then you can go with any spec that you like. Gear Of course you'll want to start off Arenas as soon as you can, but you'll also have plenty of time to obtain outside gear to maximize your Mage's potential in Arenas. I suggest you try to obtain 7500 hitpoints as your first priority, and try keeping your spell damage at above 500. As a general rule of thumb for PvP, it's Stamina > Spell Damage > Spell Hit (until you are Hit capped) > Spell Crit > Everything else. Stamina is absolutely essential for PvP. Mages are extremely squishy. Ice Block and Barrier can help, but they won't last you forever, so having that buffer of health can greatly help you outlast your opponents. Spell Damage comes next, and is essential so that you can actually kill your opponents in a reasonable amount of time. Spell Hit comes next and is only important until you are Hit capped, which requires a Spell Hit rating of around 38. The reason I place Spell Hit above Spell Crit is that having a spell be resisted is far worse than missing out on a chance to get a critical. Getting a Polymorph or Frost Nova resisted can be absolutely disastrous. In addition, getting spells such as Frostbolt resisted means a missed chance to snare the enemy. While talents such as Elemental Precision and Arcane Focus can increase your chance to hit, having some Spell Hit means you can remove points from those talents and place them in more useful talents. Spell Crit comes after Hit, and is good for increasing general DPS when you don't have the opportunity to Shatter. Finally, the rest of the stats, Intellect, Spirit, Mp5, etc come after Spell Crit. Resilience is also an important stat, but it usually just comes along with PvP gear. Most PvE-based gear have no Resilience. There are gems that add Resilience, but I recommend that you simply go for Stamina or Stamina Spell Damage instead. Having multiple gear sets is a great idea too. 8k hp and 600 spell damage may be decent for Arenas, but it won't do you any good in a Soloing or Raiding environment. I recommend you keep a PvE and a PvP set. Some high-end PvE gear also pack plenty of Stamina, and those can be used for both purposes. Once you have obtained most of your Gladiator gear though, you should have around 10k hitpoints and 800 spell damage, as well as 350+ Resilience to boot! Onto the Arenas! Ok, so now you've read all that crap about gear and group combos and stuff, it's time to get fighting! If you haven't read Section 9.b.i. Your Enemies, I recommend that you do so now so that you can get a heads-up on the enemies that you are about to face. Since you'll be facing a variety of group combos with people of different skill levels, no two fights will play out the same. No matter what fight you are about to get into, there are a couple of general tips to remember: - If your group is DPS-heavy, i.e. a 2v2 team of two Mages or a 3v3 team of Mage, Rogue, and Priest or maybe even triple-Mage team (actually works, skip this video to about 25% of the way through: http://files.filefront.com/Holylolavi/;8395018;;/fileinfo.html), fight aggressively and relentlessly. This means open up with Water Elemental the moment the action begins, Ice Block out of crowd control ASAP and pop Cold Snap immediately afterwards so that you can use Water Elemental when your current one dies/goes oom and you can Ice Block again at a moments notice (when Hypothermia goes away of course). You want to be able to kill quickly as a healer team can outlast you and pick your team apart while you're OOM. - Focus on the healer! You should always try to burst down the opposing team's healer(s) as fast as possible. If your team prefers a different strategy, then keep an eye on the opposing team's healers and Counterspell them when you catch them healing. Having Focus bars works perfectly. - ------------------------------------------------------------------------------ 10. Common Questions (Everyone has them!) Question: What is the chance for freeze effects such as Frost Nova and Frostbite to break? There is no determined %tage, but the chance to break appears to be about 40-45% for a direct hit from a melee or ranged attack or a spell. and about 60-70% for a critical hit from a melee or ranged attack or a spell. The amount of damage of the attack or spell is also a factor. Question: Help! I took up SpellFire tailoring and now I wanna spec Frost! As of patch 2.10, you can go to the SpellFire Tailoring trainer in Shattrath and he will allow you to respec Tailoring for 100g, in which you can take up the Frozen Shadowweave Tailoring. Don't throw away your Spellfire though in case you wanna go back to Fire! The same works vice-versa. Question: I don't like my spec, what do I do? Go to any mage trainer and hit "Unlearn talents". There will be 2 confirmation boxes, and if you accept both, your talents will be reset and your points refunded. Question: I heard Arcane sucks. Arcane isn't too special before 30 points. After 30 points, you'll be rewarded with excellent talents like Arcane Power, Spell Power, and Mind Mastery. Question: For an Arcane/Fire build, 5/5 Mind Mastery or 3/5 Fire Power plus 3/3 Critical Mass? This is a tricky one. If you plan on using some Arcane Blast and Arcane Missiles, Mind Mastery is definitely the choice talent. If you solely use Fire spells,go for Fire Power instead. Another factor is your Intellect to spell damage ratio. Although I haven't found an equation to determine the breaking point between taking MM or FP, the general consensus of the point seems to be 450 intellect and 700 spell damage, so basically a ratio of 2 intellect to 3.1 spell damage. If your ratio has more intellect, go for Mind Mastery, if your ratio has more spell damage, go for Fire Power. ------------------------------------------------------------------------------ 11. Recommended Mods For information on where to DL these mods, go to the Helpful Sites section. -Cryolysis This mod keeps things neat and tidy by removing the need to put nearly as many buttons on your hotbars. -Bartender, Bongos, or some other bar mod I find that sometimes it's hard to locate my buttons with the default Blizzard user interface, but bar mods are capable of putting the buttons closer together. In addition, they will let you place the buttons anywhere on the screen, letting you put them in a place more accessible to you. This is more of preference really. -Mobhealth The name of the mod says it all. Displays a fairly accurate estimate of the amount of HP that the mob or player has. As you encounter more mobs, it adds their HP to the mod's database and remembers it the next time you meet that same mob again, although it doesn't seem to be able to save player health. ------------------------------------------------------------------------------ 12. Disclaimer Copyright (c)2008 Josh Gregs. All rights reserved. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. I will grant www.gamefaqs.com, www.neoseeker.com, www.gamerstemple.com, www.supercheats.com, and http://www.onlinegametrader.net to post a copy of s this guide. If you have suggestions, e-mail me at: lotr9_1@hotmail.com. Currently, I am no longer looking to post this on new sites since have to constantly update my guide on various sites is too much of a pain. Sorry =( I am open to any suggestions you have, because in order to create a perfect guide, I must have opinion from readers! In addition, I might be able to learn something from others too. Thanks go to: -Noah Parquette for pointing out Blink can get you out of stuns. (Wish I had known that earlier.) -Valjiin who had a ton of suggestions. -Craig Henderson and me Kender for giving extra suggestions on pvping against hunters and warriors. -Ryan Thiessen for helping me with some warlock and shaman pvp tips. -Joe Blow and Xalrath for more Warlock tips. -tim hodges for additional Druid stuff. -Bob Scheller for pointing out a missing component and for bringing blizzard to me in a new light. -Chris Lam for some suggestions. -A bunch of people who told me there was something wrong with my template builds, which caused me to realize that I haven't updated my talents for 1.11. (woops) -And more people that I've lost track of, thanks for the tips folks! ------------------------------------------------------------------------------ 13. Helpful Sites For additional information on mages, as well as information about the wonderful World of Warcraft, here are some pages that you may wish to visit: General: http://www.wowhead.com (WoW information database. Probably the most useful of the lot) http://www.thottbot.com (Another World of Warcraft information database) http://wow.allakhazam.com (Still another World of Warcraft database, a bit slower than the others but in some cases more comprehensive) http://www.worldofwarcraft.com (Official World of Warcraft website) http://wow.curse-gaming.com (Tons of UI mods. Probably the best site for them as it's fast and it's HUGE. Not to mention, there are some other goodies in the site that you can check out.) http://www.wowarmory.com (Online character database. View other people's gear and talents to see what you'd like to get!) http://www.wowarmory.com/character-sheet.xml?r=Feathermoon&n=Darack (My armory page. Oggle at my average gear =) ) Mage-Related: http://www.wowwiki.com/Mage (Excellent wiki with comprehensive info. Info on talents, tactics, gear lists spell damage coefficients, and more) http://forums.worldofwarcraft.com/thread.html?topicId=75311165&sid=1 (Excellent mage FAQ for more of your burning questions) http://forums.worldofwarcraft.com/thread.html?topicId=77590389&sid=1 (Great, in-depth guide on each individual talent) http://forums.worldofwarcraft.com/thread.html?topicId=10931119 (Irontygress's mage gear calculator post, with program link. Quite nifty) http://forums.worldofwarcraft.com/thread.html?topicId=79170045&sid=1 (More talent builds...) http://www.warcraftmovies.com/ (Excellent World of Warcraft movies site with plenty of PvP, PvE, and general humor videos) PvP Help: http://ma.sword.googlepages.com/home (Evertras of Chromaggus's webpage, currently dedicated to mage PvP tactics. Excellent guides, although he tends to be a bit too modest) http://www.warcraftmovies.com/ (I know I just listed this site in the "Mage-Related" section but you simply HAVE to watch the PvP movies to up your skills.) http://www.warcraftmovies.com/movieview.php?id=39506 (Vurtne's PvP video. It's not "Level 70 PvP", but Vurtne displays amazing skills and shows that you can overpower your foes even if you are undergeared. Definitely useful for teaching you how to survive PvP opponents during your post-70 days.) http://www.warcraftmovies.com/movieview.php?id=43172 (This is a true "teaching" video, as it also has voiceovers. Seriously recommend that you watch as Evertras will guide you through his duels/arenas/battlegrounds. I promise you'll learn a lot.)