Mages are the arbiters of FIre, Frost, and the Arcane. They
are wielders of mystical energies beyond all natural comprehension,
and sheep-happy, deep freezing, arcane blasting PvP maniacs if my battlegrounds
experiences count for anything, but above all, mages are clean and
simple fun.
Rolling a mage and bringing it to maximum level is tough work, but
the end result is a character of extreme versatility so far as damage
dealing goes and one that I found to be more fun than practically any
other character I’ve created.
Mages are cloth wearers, much like Warlocks and Priests, however unlike
both these classes we do not possess the adequate survivability to
make up for our lack of armor, no healing and no massive health pools. Instead
we rely entirely on ‘not
getting hit,’ either by constant movement, blinking, invisibility,
crowd control, and massive burst damage.
This potentially crosses over into PvE woes as well, with the frequency
of AoE boss fights, in Wrath of the Lich King, dictating that we be a
little more careful in case the tank loses a few mobs to our superior
damage. To make yourself useful you’ll
need to possess enough skill to make your positive qualities shine above
being a simple damage machine.
This guide is simply intended to provide a general
overview of the Mage class.
For a more in-depth and highly detailed resource
on everything Mage related, from leveling to PvP to Raiding
to earning gold, check out the Killer
Guides'
Mage guide.
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Tradeskills
So far as tradeskills go, it’s a fairly obvious choice as to
what you’ll be picking up if you want to maximize your gear
levels the instant you hit 85, and that would be tailoring. Tailoring gives
us not only consistent and useful upgrades from 1-60, but increasingly
rewarding and instance level gear upgrades once you venture into Outland,
Northrend, and beyond.
Multiple sets of cloth armor are greater than instance gear and
more accessible even for a brand new 60, 70. or 85. All it takes is a
high, if not maxed out, tailoring skill by the time you reach the appropriate
level. Since
tailoring doesn’t possess any specific synergies tradeskill wise,
you can always grab mining or some other gathering profession to aid
funding your primary crafting abilities. Enchanting will
let you disenchant tailored items that you don't want to try and sell
or otherwise dispose of. You can then use or sell the Enchanting mats.
Keep in mind that all the crafting skills are very expensive to level
up, especially in Cataclysm. If you're going to work on the expensive
tailoring or brutally expensive Enchanting then you will need to have
a pretty solid gold stash. If you don't have that, then you may have
to skip them, but drop Enchanting first.
Another option is to spend some time farming appropriate materials.
Other useful skills:
Alchemy will keep you in mana and healing potions, as
well as all sorts of other potions, elixers, etc. You get more effect
from consuming your own potions. The top buffing potions that you
make will provide an addition 80 Int.
Inscription has several "off-hand" items that are very nice, as well as high-end shoulder inscriptions.
Jewelcrafting has some nice, self-only, gems. These provide
67 Int and you can load three of them.
First Aid is essential, keep it maxed at all times.
Cooking is very useful with all the healing and buffing foods it provides.
Herbalism is a nice cash creating skill and also fuels Inscription and Alchemy. It will also give you a small heal ability.
Mining and skinning are good skills to have for gold creation.
Professions for Min/Maxers
If you're getting a prof for the buffs then skip the gathering profs
completely. Blacksmithing gives you a net +100 Int (use two +50 Int
gems) as opposed to the others which are all about +80 Int equivalent.
Engineering -
There is a major change in how engineering enchants work: The use effects do
not overwrite the usual enchant anymore.
Synapse Springs: 480 Int for 10 sec on a 1 min cooldown
Nitro Boosts have their crit bonus removed and are applied to
your belt.
Lightweight Bio-Optic Killshades with special engineering
sockets. You can choose from different cogwheels, each granting 208
of a different (yellow-gem) combat stat.
Tailoring
Lightweave Embroidery, rank 2: 580 SP for 15 sec,
35% proc chance, 1 min internal cooldown. Of course, you will also
be able to make your own gear sets.
Jewelcrafting
3x 67 Int Gem results in +81 Int over the next best
gems.
Blacksmithing
The two additional sockets (Socket Bracer and Socket
Gloves) result in 80 Int (+100 with the patch 4.3 epic gems.)
Alchemy
Mixology adds 80 Int to your Flask of the Draconic
Mind and doubles the duration. It also increases the effect that
you get from using your other potions.
Enchanting
2x Enchant Ring - Intellect for another 80 Int.
Inscription
Felfire Inscription adds 80 Int over Greater
Inscription of Charged Lodestone, which also saves you some reputation farming
Leatherworking
Draconic Embossment - Intellect: Provides 130 Int
instead of 65 Crit or 65 Haste. *
Herbalism -
Lifeblood: 480 Haste for 20 sec on a 2 min cooldown
Skinning -
Master of Anatomy = 80 Crit.
Mining -
Toughness will only help tank mages.
What Race Should You Be?
Wtih Cataclysm, the only race that cannot be mages is the Tauren.
Really, the best choice for race is to pick the one that fits your
game. If you want to get every last bit of efficiency then some choices
have advantages as mages. Orcs and Trolls are probably best for raiding,
with Draenei being next. For PvP Orc (Enrage & Stun resist) or Human
(escape & stealth detect,) though Gnomes & Undead have their uses.
Skill counts for more than race, though.
Alliance
For the Alliance, the Draenei may be best for Raiding (with
their +1% to hit chance,) while Humans and Gnomes are best for PvP
Human:
Good for PvP, with the Escape ability. Stealth detection has
been eliminated in 4.0.
Diplomacy is nice if you are going
to be gaining faction at any point, and since so much past
level 60 is a faction grind... this is nice if you ever want
to gain rep and not so much if you don't care.
Spirit is now useless for mages, and so is the Human's increased
Spirit.
Gnome:
As
Humans, better for PvP due to their Escape Artist skill
and small size.
Previously Gnomes had increased Int, now they have an increased
mana pool, which is certainly of interest to any caster.
Engineering skill doesn't help casting, but that skill can make
some nice gadgets which will help.
Draenei:
A minor heal is always
handy for a class that has no heals.
Draenei get
a self-only + 1% to hit chance with spells. Not
so useful for leveling, but nice for PvP and nicer for raids, where
every little bit helps
Night
Elf (Cataclysm)
Their Shadowmeld ability has its uses while leveling
or PvPing. In instances and raids it will drop the aggro youi picked
up until you unmeld. Hopefully the tank has picked the mob(s) up
by then. (Popping out of hiding to blast away has definite PvP
value. )
Being a bit harder to hit is also occasionally nice while leveling
or in PvP. Again, not much use in raiding.
Faster movement while stealthed is great for your fellow Rogues,
but you don't do stealth.
Dwarf (Cataclysm)
Stone form is nice in PvP and of occasional use elsewhere. It
also reduced damage by 10%, which is of some benefit in those "Oh
Rats!" situations.
Worgen (Cataclysm)
Can periodically move quickly, which is a generally nice ability.
Crit chance increased, which is nice, especially for Fire.
Horde
For PvE? Troll or Orc
For PvP? Troll or Orc for offense, or Undead for "Will of the Forsaken."
Undead:
Will of the Forsaken is a nice
PvP ability, but much more situational outside of PvP.
Cannibalize is
useful every now and then, especially if you need to heal while
in combat.
Underwater Breathing is useful for some
quests, especially in Northrend.
Troll:
Berserking is
a small speed increase, which increases casting speed by 20%
for a few seconds.
Beast
Slaying is
a nice little bonus for leveling, but pretty useless elsewhere.
Voodoo
shuffle is
a help in PvP, but situational elsewhere.
Blood Elf:
An increase to Enchanting skill is of no direct use, but 'chanters
get some self-only 'chants which are nice.
Arcane
Torrent is of little use, since it doesn't return much mana
and the opponent has to be close to you for the silence to work
and casters will rarely be that close (though DKs might be...)
Orc (Cataclysm)
Blood Fury adds to spell power as well as attack power
No useful mage specific abilities, though the increased resistance
to stun does have some general use.
Goblin (Cataclysm)
Increased Haste is generally useful.
Your spells are far more damaging than the rocket launcher.
Rocket leap is a useful escape ability, like an extra Blink.
An increase to Alchemy skill and increased results from healing
potions has its uses.
Tauren (nope)
Bovine discrimination? Racism? General Tauren policy? No mages
here. Giant, war-stomping, furry Tauren things can't be mages at
this time.
Mage Abilities
With 4.0 there is no more hybridization worthy of the name. At level
10 you will pick one of the three specializations and you
will be locked into that spec until you have spent 31 points, after
which you can pick talents from the other specs. There are 41 talent
points to be had at level 85, 36 at 80, which means that your most
hybridized build will be something like 31/10/0.
Also, each spec (for any class) has some abilities unique to that
class, once such being Mastery, which is trainable at level
80. See below for more details on these abilities.
Mage ability trees are divided into three primary elements, Arcane,
Fire, and Frost, each possessing far more than simple visual difference. Starting with Arcane, you’ll find it to be the primary ‘utility’ tree
for mage PvE or PvP, having quite a few mana regeneration and conservation
talents combined with improvement of our more useful spells, such as blink or counterspell.
Arcane is also seen by some as a raiding tree, largely due to the high mana constraints placed on raiding mages (from 5-10 minute long fights) as opposed to PvP, where high burst is favored over consistency.
Fire is the burst tree, boasting massive amounts of
damage including more than a few incapacitation abilities/augmentation. This
comes from talents such as impact (chance to stun on fireball
impact,) and Dragon’s Breath, a frontal cone disorientation
spell. With 4.0 fire seems to be the "burn everything in sight" and
"run and gun" mage spec.
Frost represents a combination of Fire and Arcane,
less burst damage than fire, but generally more than arcane, especially
with shatter and a couple more increased critical damage talents. Additionally
it has some of the mana regeneration of arcane, not completely as effective,
but still enough to make it worthwhile. The survivability and crowd
contral aspect of Front make it a favorite PvP, and leveling, tree. With
the release of WoW 4.0 Frost is/was laying waste in PvP. Who knows
when that will change.
New Spells
Portal: Tol Barad, level 85, Creates a portal,
teleporting level 85+ group members that use it to Tol Barad. Cost:
18% of base mana, 10 yd range, 10 sec cast, 1 min cooldown, Reagents:
Rune of Portals
Teleport: Tol Barad level
85 Teleports the caster to Tol Barad.
8% of base mana, 10 sec cast, Reagents: Rune of Teleportation
Time
Warp - Level
85 - Warp the flow of time, increasing melee, ranged, and spell casting
speed by 30% for all party and raid members. Lasts 40 sec.
Allies receiving this effect will become unstuck in time, and be
unable to benefit from Bloodlust, Heroism, or Time Warp again for
10 min. 26% of base mana, Instant cast, 5 min cooldown
Ring of Frost, level 83 - Summons
a Ring of Frost, taking 3 sec to coalesce. Enemies entering the fully-formed
ring will become frozen for 10 sec. Lasts 12 sec. 10 yd radius.
7% of base mana, 30 yd range, Channeled, 3 min cooldown
Flame Orb - Level
81 - Launches a Flame Orb forward from the Mage's position, dealing
228.01 Fire damage every second to the closest enemy target for 15
secs.
6% of base mana, 40 yd range, Channeled, 1 min cooldown
Mastery is trainable at level 80.
Specializations
Arcane Spec
Arcane used to be something of a utility tree, however
when maxed out the arcane abilities also extend to massive burst damage
what with Presence of Mind, Arcane Power, and a variety of other mixed
damage increasers/mana regeneration abilities.
All in all arcane can be seen as the tree that emphasizes your already present abilities such as Arcane Blast and other spells as opposed to granting you a whole new slew of special effects like dragons breath or water elemental.
The Arcane Spec abilities are:
Arcane Barrage - Launches bolts of arcane energy
at the enemy target, causing Arcane damage.
12% of base mana, 40 yd range, Instant cast, 5 sec cooldown
Arcane Specialization,
Passive - Increases the damage of your Arcane spells by 25%.
Mastery: Mana Adept - Increases
all spell damage done by up to 12%, based on the amount of mana the
Mage has unspent. Each point of Mastery increases damage done
by up to an additional 1.5%.
Instant
Arcane Mage Leveling
Arcane is a spec that was simply not designed for leveling, prior
to 4.0.
With 4.0 it's a lot less painful than it used to be
and Arcane is a viable and fun leveling spec with big numbers and cool
stuff. Arcane mages to very well in instances.
For more about Arcane, see our Arcane
Mage page. If you're leveling your mage then see our Mage
leveling guide or our recommended 1-85 leveling guide, here.
Fire Spec
Fire is the burst damage tree, massive damages, pyroblasts, etc. If you’re looking for anything from a
good leveling build to raiding, then fire is one of the easier choices. Most
styles of play can be compensated for by picking up the generally viable
talents in this tree, it’s all a matter of how you use them.
By properly gearing yourself you can fit literally almost any situation as fire, it presents the range and damage efficiency required for raiding, the burst potential desperately needed in PvP, and with some good spell rotation becomes an extremely efficient grinding machine.
Fire is viable in PvP, but it takes some effort and Frost is a better
choice.
The FIre Spec abilities are:
Pyroblast - Hurls an immense fiery boulder that
causes good damaged. It was buffed in 4.3
Fire Specialization,
Passive - Increases the damage of your Fire spells by 25%.
Mastery: Flashburn - Increases the damage done
by all your periodic fire damage. Each point of Mastery
increases periodic damage done by an additional %.
Fire Mage Leveling
Going fire as your primary talent line-up while leveling is probably the best idea for those new to the mage class, it’s simple, easily learned, and configured for any setup, and eliminates quite a bit of the problems you can run into when trying the alternative leveling strategies inherent in the other talent builds.
Impact and flame throwing are some early on great talents that give you a very
high chance of stunning the target before they reach your soft and squishy mage-self,
this indirectly enhances survivability and reduces downtime.
Frost presents an interesting alternative to Fire and Arcane, boasting a combination of both damage potential and mana efficiency with the added bonus of massively increased survivability via Ice Barrier, Ice Block, and improved root abilities via frost nova.
Frost is probably the best starting PvP build for an experimenting Mage due to how much more forgiving it can be. By possessing more than a few tools to increase your life-span you’ll find yourself in the possession of far more opportunities to, at the very least, live through a given fight, if not defeat the opponent outright.
Frost is also an equally effective leveling build comparative to fire,
instead of killing monsters before they can get to you, you kill them
via a small amount of kiting if necessary augmented by the frost spell's snare effects.
Frost's special abilities are:
Frost Specialization -
Passive - Increases the damage of your Frost spells by 25%.
Summon Water Elemental - Summon a Water Elemental
to fight for the caster.
Mastery: Frostburn - All your spells deal increased
damage against Frozen targets. Each point of Mastery increases damage
by an additional%.
Frost Mage Leveling
Leveling as frost will be likely similar speeds to fire, if not slightly faster, depending on your degree of skill concerning frost's primary calling card, snares and roots. Frost mages are all about mobility, survivability, and in many cases AoE grinding as opposed to fire's strictly "one at a time" kill scheme.
Frost deals maximum damage when the target is frozen, big secret right there, so obviously the more the target is frozen, the more critical you throw out, the higher damage dealt overall, etc. This would be why you grab all the talents related to freezing opponents, as well as shatter and a few others, to make you a monster of massive critical strikes, rivaling fire burst damage when you hit lucky streaks.
Due to your increased survivability via ice barrier and so on, you can easily handle
multiple pulls of two-three mobs and through proper usage of abilities take them
all down quite a bit faster than a fire build as well. Again,
this is all about how well you control your mage.
As I mentioned near the start of the guide, mages are great fun at
level 85, it’s getting there that can sometimes be painful. It's
the combination of being a bit squishy and having too many mobs in
melee range. Especially on the PvP server with that rogue
tracking you. Sit to drink only to find yourself being subject to
a stealth attack that wipes out most of your health before you can
stand. (There's a reason that you see so many mages jumping about,
spamming Frost Nova and Arcane Blast. )
Mana is thankfully no longer a real issue, which is a big help.
Still, you have a lot of things going for you, portals to major cities, food and water summoning, and you can continue killing for an indefinite period of time due to the major lack of gear dependency.
I found myself many times completing quests with every last piece
of gear broken without having a noticeable slowdown in killing speed, it’s
just that easy for mages as unlike every other class they are almost
completely self-supporting.
The Stats:
Intellect adds directly to your mana pool and
adds a small bonus to crit with your spells. You can never have a
mana pool that's too big. With 4.0 your Int also directly adds to
your spellpower and Int is now the #1 stat for all mages.
Stamina is more important for PvP than raiding or leveling, but you need enough to survive in any given situation.
Spirit is useless with 4.0
Agility is useless for a mage.
Strength is useless for a mage.
Spell Power - you can never have enough, but it now only
appears on some gear.
Crit rating - as with Spell Power you can never have enough, especially for
Fire.
Hit Rating - Very important for raiding, less for PvP
and leveling. If raiding you will want to get into the 15-17% range,
otherwise 5% is just fine. Remember that Draenei get a free
1%.
17% is a 446 Hit rating at level 80
at level 85, 1742 rating is required.
The hit cap for raid bosses is 17%, or 1742 rating points
Direct Damage - some gear has +X fire/frost/arcane damage.
While you will give up Stamina or Int, it is a nice add to your basic
damage type.
Resilience - reduces the damage caused by other players, but it no
longer reduces their crit chance against you. Res. has zero value ouitside
of PvP.
Enchantments
Head:
Arcanum
of Hyjal - +60 Int, 35 crit, BoA, Guardians of Hyjal
- Revered
There are times when having a wand is nice, though it's far from
essential.
Learn to kite and constantly practice your snares and roots.
Make sure you have the biggest bags you can afford.
Keep an eye out for Rogues. ;) By the way, if you attack
the Rogue (while he's leveling or something) and you don't kill him
I don't recommend sitting to eat/drink unless you're in a safe place,
because he is tracking you. Many mages have made that mistake.
This section is only an overview of Mage leveling, check out our Mage Leveling Guide for more information.
Mage PvP Builds
With the release of WoW 4.0 Frost became a superb PvP build for mages,
combining crowd control, very good survivability, and major damage.
The other trees have less of the first two, but they also do plenty
of damage, making all three trees at least decent in PvP.
Will this be the case at 85? Who knows. Get yourself leveled ASAP
and let us know!
That said, here are some good starting points for your PvP mage:
If you want to be successful in WoW PvP you must prepared for your opponent. This is especially important for Mages who fight with their mana more than their health. When you run out of mana, you are incapable of mitigating damage any longer, crowd controlling, or doing much of anything else. Mage PvP Guides are almost all designed to tell you that you must focus on dealing as much damage as possible as early as possible to almost every class to be effective in PvP.
But, there are exceptions to the rule – for Frost Mages especially
you will find that there is a great deal more survivability in your
spec because of the power of spells like Ice Block and Frost Nova.
You can usually withstand almost double the damage as you your counterparts – of
course your burst damage potential is greatly diminished (barring flavor
of the month effects,) but for those who would rather be more deliberate
and strategic in battle this is the route to go.
Be aware of what your opponents can do. If you're not aware of what
a Subtlety Rogue can do then he'll catch you by surprise and you'll
be way down in HP, silenced, stunned, or any combination of the above.
If you are aware then you can plan your counters.
Unlike practice and trial and error, a good Mage PvP Guide works with the expertise of past players to provide a complete outlook on the various methods you will use to effectively defeat any opponent in the game, even those such as the Warlock who are seemingly built to kill Mages.
One you have an idea of what to do then endless practice is the best
way to get good. At this point Frost is called the Faceroll
build, because it has all the tools and can work very well. Next week
may be different. If you have the skill to use all the tools,
not just Ice Lance, then you'll be that much better when the
"flavor of the month" changes to some other class/build.
The truth is that while a Mage can be highly effective in PvP, they
are among the hardest classes to master. There is less room for error
which makes mistakes that much more lethal.
Learn how your mage can start dominating the battlefield and achieve
much higher arean ranking, right
here.
1-85 Mage Leveling Guide
Once you have the right build in mind for your Mage your next
step is to get a full blown 1-85
Mage leveling guide for the most effective (fastest)
leveling. Why? With thousands of quests and a million mobs to
grind the trip to the highest levels can take awhile. A long
while. An in-game leveling guide, like Zygor's
Guide, semi-automates the whole leveling path for your mage,
from start to finish.
Pick your starting point and the guide will show you where to
go, what to do, and keep track of your objectives (such as Kill
X of...). It automatically updates and advances as you complete
tasks and quests, sets a waypoint arrow automatically (always showing
you where to go next,) and includes all the important quest info.
Zygor's does this even if you're leveling in the dungeons or PvP
leveling in the battlegrounds. Leave off the questing to gain a
few levels elsewhere, then come back and Zygor's will figure out
where you are and show you the best place to go, automatically.
Zygor's is fully updated for for Cataclysm. With it you
will probably never need to look at your quest log again, much
less browse sites like Thottbot or WoWhead. Grab
your copy here and get leveled fast, or read
the review first.
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