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alcaras
11-18-2004, 11:34 PM
Compiling this info from various posts I made on the Mages boards... which are gonna get nuked tonight, and I don't want to lose the information :)

Must Haves

You won't go far in PvE or PvP without these talents:


Arcane Talents (18 points)

# Improved Arcane Missiles - 5/5 points
Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane Missiles.

# Arcane Concentration - 5/5 points
Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.

# Evocation - 1/1 point
While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8 seconds.

# Improved Arcane Explosion - 5/5 points
Reduces the casting time of your Arcane Explosion by 1.5 seconds.


Improved Arcane Missiles is the best choice for an initial five point investment in arcane, which is necessary to unlock the better parts of the tree. Arcane Missiles is best used off a clearcast or for chasing runners in PvP, since if you start the cast while they are in range, missiles will follow them for the duration of the five second cast time as long as they stay within 50 yards or so. I call 'em homing missiles.

Arcane Concentration provides you with a 10% chance of getting a clearcast of a damage spell. Very useful in both PvP and PvE. In PvE I tend to Scorch (a 1.5s cast time mana efficent direct damage spell) until I get a clearcast and then I will hit Arcane Missiles. In PvP, if you get a clearcast you can usually whore it out for a Blizzard, saving 1400 mana and getting 1216 damage for free (or more if you're frost).

Evocation is still worth it, though with its recently nerfed 10 minute timer (it used to be 5 back in stress test 1 days...) it is only really useful for emergencies. At level 60 it gives you back around 50-80% of your mana depending on how heavily you've invested in Spirit.

Improved Arcane Explosion is a must have for both PvP and PvE. This makes the spell instant cast, allowing you to cast it while moving and also never have to suffer with casting time delays from getting hit. You won't get groups in BRD and above without this spell. It's also great for taking out clumped groups of players in PvP.

Improved Counterspell is a PvP must have. Four seconds of silence is priceless, in addition to locking out an entire school of magic for 10 seconds. You can also use it offensively, before an enemy even starts casting, so that you block any instant spells. Note: Paladins can still divine shield through silence, so don't waste it on that.

Now that we've gotten the Must Haves out of the way, let's turn the various viable PvP and PvE builds available for mages. We'll first consider endgame builds and we'll look at a PvE build and progression at the end.

31 Arcane/20 Fire

The classic mage. Damage, damage, damage. Solo versatility and power. My personal choice.



Arcane Talents (31 points)

# Improved Arcane Missiles - 5/5 points
Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane Missiles.

# Arcane Focus - 2/5 points
Reduces the chance that the opponent can resist your arcane spells by 4%.

# Arcane Concentration - 5/5 points
Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.

# Evocation - 1/1 point
While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8 seconds.

# Improved Arcane Explosion - 5/5 points
Reduces the casting time of your Arcane Explosion by 1.5 seconds.

# Improved Counterspell - 2/2 points
Gives your Counterspell a 100% chance to silence the target for 4 seconds.

# Improved Mana Shield - 2/2 points
Increases the damage absorbed by your Mana Shield by 75%.

# Presence of Mind - 1/1 point
When activated, your next Mage spell with a casting time less than 10 seconds becomes an instant cast spell.

# Arcane Mind - 4/4 points
Increases your maximum Mana by 8%.

# Arcane Instability - 3/3 points
Increases your spell damage and critical strike chance by 3%.

# Arcane Power - 1/1 point
When activated, your spells deal 35% more damage while costing 35% more mana to cast. This effect lasts 15 seconds.



Frost Talents (0 points)

# None


Fire Talents (20 points)

# Improved Fireball - 5/5 points
Reduces the casting time of your Fireball by 0.5 seconds.

# Impact - 5/5 points
Gives your fire spells a 10% chance to stun the taget for 2 seconds.

# Ignite - 5/5 points
Your critical strikes from fire damage spells cause the target to burn for an additional 40% of your spell's damage over 4 seconds.

# Flame Throwing - 2/2 points
Increases the range of your fire spells by 6 yards.

# Incinerate - 2/2 points
Increases the critical strike chance of your Fire Blast and Scorch spells by 4%.

# Pyroblast - 1/1 point
Hurls an immense fiery boulder that causes 148 to 195 fire damage and an additional 56 damage over 12 seconds.


Arcane Focus is just where I chose to dump points to get to 20 to unlock deeper parts of the tree. It's somewhat useful but not vital, in my experience.

Improved Mana Shield can be a life safer and can be the death of you at other times. Use with care, since it's a careful line between staying alive and running out of mana. I like Improved Mana Shield and a +int/sta equipment build for PvP, which lets me use mana shield for emergencies. It's much easier for mages to get back mana than hp (gems, evocation) so it is worth it to trade off mana for hp sometimes. That said, Mana Shield upgraded with talents absorbs 998 melee damage at the cost of 1996 mana... so be aware your mana pool will take a hit. I don't run around with mana shield on all the time, saving it for emergencies (usually when melee catches me by surprise). The talent itself isn't that great, but it is a good place to drop 2 points to unlock deeper parts of the tree and has more utility than just going to 4/5 in Arcane Focus.

Presence of Mind is on a three minute timer, meaning that once every three minutes any spell with less than 10 seconds casting time is instant (i.e. no instant teleports :P). This wonderful for PvP and is a must have for Arcane/Fire mix PvP builds. It isn't that useful in PvE.

Arcane Mind is 8% more mana. Can't go wrong with more mana, and it is worth the points... 8% more of a 6000 mana pool is 480 mana.

Arcane Instability is 3% more damage and 3% greater chance to crit on all damage spells. A wonderful talent, since it affects all your damage spells and not just one line. The 3% chance to crit is pretty big, since 100 int = 1% chance to crit.

Arcane Power is 35% more damage for 35% more mana for 15 seconds. Limited utility in PvE (mostly useful when AEing stuff that needs to die asap) but this ability is wonderful in Solo PvP. You can also use it effectively with instant AE vs. clusters of enemies... it's a great talent, probably the best top tier talent out of all the trees for PvP.

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Improved Fireball is 0.5 seconds off a 3.5 second spell, giving you 3.0 second fireballs and increasing your damge per second. It's a great investment at low levels and is probably the best first place to allocate talent points for Arcane/Fire builds. I am ambiguous on its utility in PvP since I tend to rely on instants and AoE in PvP, but its utility at low levels in PvE cannot be understated.

Impact is a 10% chance to proc a 2 second stun off of any fire damage spell. Insignificant you say? No, not at all. Two seconds is huge in PvP, and stuns interrupt casting... It's not so great in PvE but is a must-have for Arc/Fire mages in PvP.

Ignite is 40% more damage to your crits, but since your crits are already 50% more damage than a regular hit, Ignite in essence gives you 110% damage crits. Well-worth it.

Pyroblast has two uses. One, vs. a sheeped target when you can afford the 6 second wind-up time. Two, combined with PoM to nail enemies for instant damage. PvE wise it's a slightly more mana efficent opener, but the spell is a shade of its former self. Not a must-have, but a good place to drop a point.

Incinerate is a relatively new... 4% more crits on Fire Blast is great for PvP and 4% more crits on Scorch is handy for instancing in PvE. Fire Blast's enhanced crit rate makes this worth it in PvP, in my opinion.

Flame Throwing is more range. More range is good. 41 yds on Fireball and Pyroblast. Get it if you go Arc/Fire.

30 Fire/21 Arcane
Perhaps the most viable Fire mage. Choosing 10% more damage all the time at the cost of 8% more mana and Arcane Power's 35% more damage some of the time. More reliant on Fire, however, and thus more vulnerable to those dastardly Fire Protection Potions (http://www.thottbot.com/index.cgi?i=30756).



Arcane Talents (21 points)

# Improved Arcane Missiles - 5/5 points
Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane Missiles.

# Arcane Concentration - 5/5 points
Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.

# Evocation - 1/1 point
While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8 seconds.

# Improved Arcane Explosion - 5/5 points
Reduces the casting time of your Arcane Explosion by 1.5 seconds.

# Improved Counterspell - 2/2 points
Gives your Counterspell a 100% chance to silence the target for 4 seconds.

# Improved Mana Shield - 2/2 points
Increases the damage absorbed by your Mana Shield by 75%.

# Presence of Mind - 1/1 point
When activated, your next Mage spell with a casting time less than 10 seconds becomes an instant cast spell.



Frost Talents (0 points)

# None


Fire Talents (30 points)

# Improved Fireball - 5/5 points
Reduces the casting time of your Fireball by 0.5 seconds.

# Impact - 5/5 points
Gives your fire spells a 10% chance to stun the taget for 2 seconds.

# Ignite - 5/5 points
Your critical strikes from fire damage spells cause the target to burn for an additional 40% of your spell's damage over 4 seconds.

# Flame Throwing - 2/2 points
Increases the range of your fire spells by 6 yards.

# Pyroblast - 1/1 point
Hurls an immense fiery boulder that causes 148 to 195 fire damage and an additional 56 damage over 12 seconds.

# Improved Flamestrike - 3/3 points
Increases the critical strike chance of your Flamestrike spell by 15%.

# Blast Wave - 1/1 point
A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for 160 to 192 fire damage, and dazing them for 6 seconds.

# Critical Mass - 3/3 points
Increases the critical strike chance of your fire spells by 6%.

# Fire Power - 5/5 points
Increases the damage done by your fire spells by 10%.


21 points in Arcane following the same pattern as in Arcane/Fire...

Only difference in the Fire tree is no more Incinerate (since you're getting Critical Mass anyway, and that gives you 4% more damage with 5/5 Fire Power).

Improved Flamestrike is a prerequisite to Blast Wave... but handy for AoEing... or for PoM+Flamestrike.

Blast Wave is a very mana efficient, high damage, AoE fire spell. It also has a 6 second Daze component to it (somewhat buggy last time I tested it, but I've since had mobs use it on me and had it work). Great in Combos or stacked with multiple Fire/Arcane Mages to take out zergs. Blast Wave, PoM+Flamestrike, AE spam and the enemy is a world of hurt... Imagine that with 3 or 4 mages... Zergkiller?

Critical Mass is more crits. More crits are good.

Fire Power is 10% more damage all the time. Great in PvE, good in PvP too. Whether it's as good as Arcane Power and 8% more mana is up to you... and also whether the aforementioned fire protection potions are prevalent on your server.

Combustion (5 minute timer, next fire spell is guaranteed crit) is passed up in favor of PoM... if you were focused on PvE, I would recommend Combustion instead of PoM, but for PvP being able to instant cast spells is worth far more than a guaranteed crit, in my opinion.

33 Frost/18 Arcane
The 'full' frost mage. Trading up damage and instant casts for control... Excellent in group PvP with a good supporting group. Fares poorly solo vs. casters/ranged, whilst completely destroying melee. Just as powerful as Arc/Fire, but in a completely different way with a very different playstyle.



Arcane Talents (18 points)

# Improved Arcane Missiles - 5/5 points
Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane Missiles.

# Arcane Concentration - 5/5 points
Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.

# Evocation - 1/1 point
While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8 seconds.

# Improved Arcane Explosion - 5/5 points
Reduces the casting time of your Arcane Explosion by 1.5 seconds.

# Improved Counterspell - 2/2 points
Gives your Counterspell a 100% chance to silence the target for 4 seconds.



Frost Talents (33 points)

# Improved Frostbolt - 5/5 points
Reduces the casting time of your Frostbolt spell by 0.5 seconds.

# Improved Frost Nova - 2/2 points
Reduces the cooldown of your Frost Nova spell by ?.

# Ice Shards - 5/5 points
Increases the critical strike damage bonus of your Frost spells by 100%.

# Improved Blizzard - 3/3 points
Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed to 25% of normal. Lasts 8.50 seconds.

# Cold Snap - 1/1 point
When activated, this spell finishes the cooldown on all of your cold spells.

# Shatter - 5/5 points
Increases the critical strike chance of your frost spells against frozen targets by 50%.

# Frost Channeling - 3/3 points
Reduces the mana cost of your frost spells by 15%.

# Arctic Reach - 2/2 points
Increases the range of your Frostbolt spell and the radius of your Frost Nova and Cone of Cold spells by 20%.

# Ice Block - 1/1 point
You become encased in a block of ice, protecting you from all physical attacks and spells for 10 seconds, but during that time you cannot attack, move, or cast spells.

# Frostbite - 5/5 points
Gives your chill effects a 15% chance to freeze the target for 5 seconds.

# Ice Barrier - 1/1 point
Instantly shields you, absorbing 455 damage. Lasts 1 minute. While the shield holds, spells will not be interrupted.



Fire Talents (0 points)

# None


18 in Arcane as detailed in the Must Haves section.

Improved Frostbolt grants you a 2.5s cast time, increasing dps and making it easier to snare targets. Far better than Permafrost, since you'll be casting Frostbolt all day long (get used to it, ice has lesser single target spell diversity than fire) and there's no need for a longer snare because you'll be continually reapplying the snare with Frostbolt.

Ice Shards gives you 100% frost crits, instead of merely 50%. Well-worth it, considering how other frost talents come into play. Frost is a tree that builds upon itself, as will be seen.

Improved Frost Nova is slightly more useful than it once was, but is only gotten because it is a prereq to Shatter.

Shatter raises your chance to crit on Frozen targets by 50%. Well worth it and central to solo Frost Mage damage output. As for groups, frozen has a way of not lasting that long when other people are doing damage to the same target.

Improved Blizzard is a frost must-have. It lowers target speed to 25% of normal _and_ does damage and can proc Frostbite to hold them in place even longer. Excellent zerg control. Blizzard is a huge radius AoE as well. Unfortunately I've never seen Blizzard crit, I've /bugged it, however.

Cold Snap lets you reset your cold spell cooldowns instantly. Good for when you need to reapply Ice Barrier or need to drop another Nova.

Frost Channeling is another Frost must-have. It makes the line so much more efficent. I'd pick this over 6% more damage (Piercing Ice) any day of the week.

Ice Block is your oh crap spell. Use it to become immune to everything except for a dispel for 10 seconds. Great for getting assist trains off you in PvP or when you draw too much aggro in PvE. Otherwise... it isn't that great. And yes, it can be dispelled.

Frostbite is a key talent in Frost line, giving all your ice spells (including the Chilled proc from your Ice Armor) a 15% chance to proc Frozen for 5 seconds. Excellent vs. melee. Also... consider this with shatter and you begin to see the stacking power of Frost. However, once again, Frostbite has a tendency to break prematurely when other people are hitting that same target.

Ice Barrier is a power word:shield for mages. Strange timer though, 1 minute duration, 2 minute cooldown. Also can be dispelled, making it somewhat bleh. However, it absorbs all damage, including magic... helps keep Frost Mages alive.

Arctic Reach is vital, because Frostbolt has a base range of 30 yd. With this talent you reach 36 yd, which is a little more tolerable (especially if you're used to playing fire).

28 Arcane/23 Frost
A variant of Frost/Arcane, lessening dependence on Frost and opening up some of the goodies of Arcane. Shedding Frost Nova/Shatter (limited utility in groups since things are rarely frozen long) in exchange for Arcane Instability, Presence of Mind and Arcane Mind. This is my personal choice if I choose to go Frost.



Arcane Talents (28 points)

# Improved Arcane Missiles - 5/5 points
Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane Missiles.

# Arcane Concentration - 5/5 points
Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.

# Evocation - 1/1 point
While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8 seconds.

# Improved Arcane Explosion - 5/5 points
Reduces the casting time of your Arcane Explosion by 1.5 seconds.

# Improved Counterspell - 2/2 points
Gives your Counterspell a 100% chance to silence the target for 4 seconds.

# Improved Mana Shield - 2/2 points
Increases the damage absorbed by your Mana Shield by 75%.

# Presence of Mind - 1/1 point
When activated, your next Mage spell with a casting time less than 10 seconds becomes an instant cast spell.

# Arcane Mind - 4/4 points
Increases your maximum Mana by 8%.

# Arcane Instability - 3/3 points
Increases your spell damage and critical strike chance by 3%.

Frost Talents (23 points)

# Improved Frostbolt - 5/5 points
Reduces the casting time of your Frostbolt spell by 0.5 seconds.

# Ice Shards - 5/5 points
Increases the critical strike damage bonus of your Frost spells by 100%.

# Improved Blizzard - 3/3 points
Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed to ? of normal. Lasts 8.50 seconds.

# Piercing Ice - 3/3 points
Increases the damage done by your frost spells by 6%.

# Cold Snap - 1/1 point
When activated, this spell finishes the cooldown on all of your cold spells.

# Arctic Reach - 2/2 points
Increases the range of your Frostbolt spell and the radius of your Frost Nova and Cone of Cold spells by 20%.

# Frost Channeling - 3/3 points
Reduces the mana cost of your frost spells by 15%.

# Ice Block - 1/1 point
You become encased in a block of ice, protecting you from all physical attacks and spells for 10 seconds, but during that time you cannot attack, move, or cast spells.



Piercing Ice is a good place to drop three points for 6% more damage to frost. Frostbolt will still be your primary damage spell so you might as well make it more powerful :)

PvE Talent Progression, Levels 10-50
End-game PvP builds are great for level 60s, but of limited utility for a level 10 mage, freshly talented, whose main focus is getting levels. In that regard, I present what I believe to be an excellent PvE talent progression. Remember, you can respec your talents for merely 1 gold (the first time, 5(n-1) gold for 1<n<10 after which it is always 50g to switch), making levelling up with one set of talents and then switching at high levels very practical.

Fire is simply better dps and Frost's mana efficency doesn't kick in until high levels (even then, it still kills slower than Frost on net, based on my testing). Thus Fire is best for PvE. Arcane's Presence of Mind and Arcane Power are of limited utility in PvE, making deep focus in Fire a key to a successful mage.

Without further ado, a Mage PvE Talent progression for levels 10-50, listed in order:

Levels 10-14: Improved Fireball the best dps increase you can get at this level, since your Rank 3 Fireball has a base 2.5s casting time, this lets you get them off at 2.0s each.

Levels 15-16: Flame Throwing is nice because range is convenient and lets you get in more fireballs when fighting mobs. Also, Ignite can be put off since your Intellect (and thus crit rate) is still pathetically low.

Levels 17-21: Ignite is a raw damage increase for when you crit.

Levels 22-26: Improved Arcane Missiles because it's time to build Arcane to get Instant Arcane Explosion for use in instances.

Levels 27-31: Arcane Concentration to get clearcasts.

Level 32: Evocation for mana regen once every 10 minutes... at this level it's going to be around 100% of your mana pool, which is very nice. Be warned, it starts fading away from there around level 40ish and at level 60 you can expect about 50% of your mana pool back from Evoc.

Level 33-37: Improved Arcane Explosion is very good for the instances you'll be doing at around this level and up -- Gnomeregan, Razorfen Downs, Uldaman, Temple and on up really appreciate it.

Level 38-39: Incinerate to make Scorch more useful in Instances, since you'll now be able to scorch for a clearcast to fire Arcane Missiles on.

Level 40: Pyroblast because it's the best place to drop a point in Fire and you might as well get it. It's really not that great... though it is slightly more mana efficent than Fireball but I haven't done tests to see whether that justifes the extra three seconds it takes to cast it as an opener vs. a mob.

Level 41-45: Improved Scorch because Scorch is very much an PvE Instance spell and this talent makes it all that much more mana efficient. Impact won't really do that much for you in instances and Blast Wave isn't worth the points in Flamestrike for its PvE utility.

Level 46-48: Critical Mass for more critical strikes... damage increase.

At this point you can either respec to a partial implementation of your final PvP spec and/or continue in Fire, dropping two points somewhere (Impact perhaps has the most utility) and building Fire Power for 10% more damage and Combustion for guaranteed criticals (handy with Flamestrike and Pyroblast).

Other Talents
And the other talents that I didn't mention in the process of my discussion above...

Arcane Subtlety allows you to reduce threat from offensive arcane spells by 20/30/40%. Not that great, since most of the time I've found myself to use arcane as a supplement in instancing (either Scorch or Frostbolt for clearcasted Arcane Missiles, or spam AEing, or fireball/fireblast for DPS) and thus this talent isn't that great. The only time I found myself using pure arcane was while AEing... and there's not much that the tank can do in the current aggro system to prevent you from getting aggro from most of the mobs when you AE, and a 40% threat reduction isn't going to make a difference there. This is a PvE only talent.

Wand Specialization is next to useless, since the only time I ever use wands is killing a mob that has a sliver of life left in PvE, or for killing totems. Wands are also a pain to use as source of dps because there's no autoshoot, you have to mash the button over and over again...

Improved Dampen Magic isn't worth the talent points considering the limited utility of the spell itself. I only use Dampen Magic when soloing vs. caster mobs or players, and even then it doesn't make that much of a difference. Since it reduces healing by twice as much as it reduces magical damage intake, I would never use it in a group. Not worth talent points to make a rarely used spell slightly better.

Arcane Meditation might be useful if it was 15% of your Mana regeneration while casting per talent point. But it's 15% for five talent points, which is too small to be noticeable... there are better places to drop 5 talent points in Arcane (e.g. get 8% more mana with Arcane Mind and get PoM).

Improved Fire Blast has its uses... but I don't think the talent point cost is worth it. Fire Blast is a great instacast spell that I use a lot of PvP but the talent will only reduce it by 1.5s (to a 6.5s cooldown :-/) which isn't worth five talent points in my opinion. You can conceivably drop a point or two in Improved Fire Blast if you wish, but even a point in Pyroblast has more utility than 0.5 seconds less cooldown. For PvE soloing, it's not that mana efficient though it is good to drop in between fireballs to up DPS. Maybe a point in this talent is worth it (0.5s for a point), but no more than that really.

Burning Soul is a great talent for people new to mages in PvE. It lets you cast your fire spell without spell casting time set backs while you're taking damage (65% of the time) which is nice for PvE. For PvP there are too many outright spell interrupts to make Burning Soul worth it. It's handy for PvE but not vital and if you learn to nova properly you can often kill mobs without getting hit at all. I weaned myself off this talent -- if I need to do damage output while getting hit in PvE with my nova and cone of cold timers down I'll use arcane missiles, which are 100% uninterruptable instead of just 65%.

Improved Fire Ward isn't worth it. I use Fire Ward in PvE vs. fire mobs and in PvP I try to have it up as often as possible to absorb any incoming damage from fire casters. The talent doesn't let it absorb more, it merely reflects part of the damage back to the original caster. Not really worth it, the applications are too few. I can't think of a situation where reflecting 35% of 300 absorption back on a caster would contribute to their downfall.

Combustion is a fine PvE talent. The timer is a bit longish, at five minutes, but it's handy for fighting tough mobs. It doesn't really stack that well with the rest of the fire tree since the fire tree increases your chance to crit, making combustion less necessary since you already have a higher chance to crit. That said, a Combusted Blast Wave is a very good thing... I just can't justify giving up PoM in Arcane to get Combustion for any fire build.

Permafrost has little point. If you're frost, you're going to be mostly casting frostbolt. Since you'll be casting frostbolt over and over again, you'll be continually reapplying the snare. Why then, would you want a talent that makes the snare last longer? It already lasts 9 seconds or so initially at level 60... more than enough time for you to get off another 2.5s cast time frostbolt to reapply the snare. I don't see the point of this talent.

Winter's Chill is too little for too much. Three talent points for a 10% extra movement speed reduction is overkill. Maybe this could be useful if you wanted a really nasty Blizzard snare (it would be a 15% speed snare or a 17.5% speed snare, depending on how Winter's Chill is calculated -- I believe it is a flat 10% extra speed decrease however, but haven't tested) but I'd rather just get Piercing Ice and do 6% more damage. 10% extra snare isn't going to let you slip in a fifth frostbolt before the mob gets to you either, so it isn't worth it there. Also with Shatter, you'd want to nova the mob after the third frostbolt so you can get a 50% chance to crit off the frozen... I would recommend against Winter's Chill.

Improved Frost Ward is a nice improvement to a spell almost never used. Very few mobs use frost magic... there aren't many frost mages out there... I never find myself casting Frost Ward. 50% of the damage of the max level Frost Ward would be 150 damage... meaning 150 extra mana, not even enough for a frostbolt. This talent isn't even worth a point's investment.

Improved Cone of Cold is 35% more damage on Cone of Cold for 3 talent points. I'm not a fan of Cone of Cold because it's an instant cone spell -- which, because it is an AoE of a sort (cone effect) has a high mana cost, making it inefficent for solo mobs. I only really use Cone of Cold for its 50% snare when fighting melee or to snare mobs when I'm AoEing them. I don't turn to Cone of Cold for AoE damage, preferring arcane explosion instead. However, the talent isn't bad and if you find yourself using and liking Cone of Cold it could be worth investing in it.

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Wow, that's a lot of text. I hope someone finds this post useful... feel free to comment with alternative builds, corrections to any mistakes or suggestions of any other mage talent tips.

Version History
2004.11.18: Initial post.
2004.11.18: Added in the full spec of Arcane/Frost (accidently had left parts out when copying pasting).
2004.11.19: Added a section ("Other Talents") about talents I didn't describe when talking about the various builds.

Zel
11-19-2004, 03:15 AM
Nice post! Really helps me a lot in thinking of which way i'll be taking my mage.

PanikMeister
11-19-2004, 07:59 AM
yeah really nice. im thinkin of rolling a mage in retail and didnt play him before very much so it helped me a bit :)

karjak
11-19-2004, 09:17 AM
Can Arcane power work duing clearcast ? I assume so, but don't know.

PanikMeister
11-19-2004, 10:22 AM
should do so... why not ?

alcaras
11-19-2004, 11:58 AM
Can Arcane power work duing clearcast ? I assume so, but don't know.

Yes, it does. Arcane Powered Clearcasted Blizzards are fun :)

rage
11-19-2004, 12:10 PM
great info.

Pokett
11-19-2004, 06:41 PM
an excellent mage guide. i'd use this myself if i ever considered playing one again :)

Kintoun
11-19-2004, 08:00 PM
I'm a big fan of the frost spec, can survive forever with ice block, and nova + cone of cold combo is amazing with Shatter.

I 'm not a fan of counter spell tho. It's only good against warlocks, and shamans. All the other classes usually spec one school of magic, priest shadow or holy, mages frost, arcane, fire, etc. CS what they're casting and 75% of the time it's their specced school. Not to mention without silence everyone get affected by the "oh shit what spells can I use?" for 2secs lol.

CoC has more dmg, 50% crit out of nova, all crits 100% more, can freeze people with any chill effect spell (blizzard,icebolt,CoC...), +20% range.

The instant arcane explosion with nova + CoC combo makes you one wicked ass melee lines mages. Nova + CoC + cold snap + nova + CoC. If you can get 3+ targets at frontlines with that, it'll turn the tide of any battle.


Arcane Talents &#40;16 points&#41;

# Improved Arcane Missiles - 5/5 points
Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane Missiles.

# Arcane Concentration - 5/5 points
Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.

# Evocation - 1/1 point
While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8 seconds.

# Improved Arcane Explosion - 5/5 points
Reduces the casting time of your Arcane Explosion by 1.5 seconds.



Frost Talents &#40;35 points&#41;

# Improved Frostbolt - 5/5 points
Reduces the casting time of your Frostbolt spell by 0.5 seconds.

# Improved Frost Nova - 2/2 points
Reduces the cooldown of your Frost Nova spell by ?.

# Ice Shards - 5/5 points
Increases the critical strike damage bonus of your Frost spells by 100%.

# Cold Snap - 1/1 point
When activated, this spell finishes the cooldown on all of your cold spells.

# Improved Blizzard - 2/3 points
Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed to ? of normal. Lasts 8.50 seconds.

# Frost Channeling - 3/3 points
Reduces the mana cost of your frost spells by 15%.

# Arctic Reach - 2/2 points
Increases the range of your Frostbolt spell and the radius of your Frost Nova and Cone of Cold spells by 20%.

# Shatter - 5/5 points
Increases the critical strike chance of your frost spells against frozen targets by 50%.

# Improved Cone of Cold - 3/3 points
Increases the damage dealt by your Cone of Cold spell by 35%.

# Ice Block - 1/1 point
You become encased in a block of ice, protecting you from all physical attacks and spells for 10 seconds, but during that time you cannot attack, move, or cast spells.

# Frostbite - 5/5 points
Gives your chill effects a 15% chance to freeze the target for 5 seconds.

# Ice Barrier - 1/1 point
Instantly shields you, absorbing 455 damage. Lasts 1 minute. While the shield holds, spells will not be interrupted.



Fire Talents &#40;0 points&#41;

# None

alcaras
11-20-2004, 05:43 AM
Any advice on how to deal with other mages, priests, warlocks and druids with the build you mentioned?

It's a very viable build, but I have grown accustomed to having a silence available, but then again, I've also spent most of my time as Arc/Fire or Fire/Arc and didn't get a chance to explore the intricaces of playing a Frost mage in a group PvP situation for very long :)

Kasie
11-22-2004, 08:49 AM
Your frost mages are poorly lacking. You're forgetting the frost nova/cone of cold abuse that I use. I cant get onto the talent calculator for some reason so I will post my build later but heres the general idea... get all the ice talents that add to damage, add to crits on frozen targets, freeze targets 15% of the time. All the good stuff like that. Frost nova a bunch of mobs, cast cone of cold for something that looks like this...

http://www.imagedump.com/index.cgi?pick=setandget&tp=151925&poll_id=0&category_id=19&warned=y

Granted the screenshot is level 30-32 mobs it still does the same kind of damage to high level mobs. I was in the process of farming iridecint pearls and cleared the entire westerd strand in about 5 minutes without having to drink when a friend asked me to take a picture of the nurfed ui :).

Kissyface
11-22-2004, 05:51 PM
that was a cone of cold crit?

Hybby
11-22-2004, 07:41 PM
Err... Kasie... your mage was what... 60?

Those murlocs are 30....

:P

I can crit for large amounts with my mind blast against a single mob!

alcaras
11-22-2004, 08:24 PM
I simply haven't found CoC very useful in PvP... aside from snaring melee in 1v1 fights, I don't really use it when I'm AoEing for anything but the snare component. If I want damage I turn to PoM+FS or insta AE.

It's very possible I'm missing some tactic of using CoC, however.

You will crit far more frequently vs. lower level mobs than you will vs. equal level mobs -- also, I don't think in PvE you will be fighting more than one equal level mob at a time, if you can help it -- making CoC a mana inefficent spell, even when it is used off of nova's for 50% extra chance to crit...

<shrug>

undie
11-24-2004, 01:27 PM
If i'll make a mage (very possible because they're very hard to kill as i've experienced playing a mage >_<) i'll prolly go with 28 Arcane/23 Frost , best pvp template i've seen so far :) A guildmate of mine is playing lvl 60 frost mage and according to him they easily beat melee classes (as you've said) but also fire mages :o They're just sooo annoying to kill =)

Kissyface
11-24-2004, 09:31 PM
18/33 arcane/frost vs. 21/30?

Seems like this comes down to PoM or Ice Barrier. Any thoughts?

azhreal
12-09-2004, 01:59 PM
Frost probably has the most survivability, but unfortunately you're also sacrificing all your mana in order to stay alive so your use becomes nill. I think mana shield needs to be 1.5:1.. at least maybe for early levels where getting hit once destroys your entire mana pool. It may be different later on when you have 5k mana.

doN
12-22-2004, 04:01 AM
nm 8)

Da'Grim
12-27-2004, 08:26 AM
Oh, a very god post about Mage talents.

First I had a hard time of letting go of Burning Soul and therefore was a nut for Fire. But today I'm going for the 31/20 arc/fire build. However I do have thoughts about some small changes.

First of all, I think I'll only spend one point in Flame Throwing and let the spare go in to Improved Fireblast. Because even tough range is of outmost importance in PvP so can 0,5 seconds. And to be honest with you I won't have the time to back off to far while my victim is sheeped so I rather have the Fireblast ready a little faster.

Secondly, alltough I must admit I'm not sure about this one, I'm thinking about instead of putting two points in to Improved Mana Shield I will put four points in Arcane Focus.
The major reason for this is that the mana cost of just casting the Shield is not much which means if in need I can simply re-cast the shield. Sure Imp Mana Shield can be great against that cold blooded backstabbing rouge that gets me unaware, but to be honest I don't think I will run around with the Mana Shield on me all the time so there will allways be a risk.

This is my first post on the forum so I just want to say that it looks like a great one and at first glance it looks like it's having a lot more thoughthrue posts then many WoW forums. :roll:

Edit: Some spelling misshappens

Sinjai
12-29-2004, 05:18 PM
Incredible guide, I'm going to follow your 33/18 frost spec. Although not getting CoC is making me wonder if I will alter it slightly. I guess I'll rely on play experience to help make the decision. Thanks again for posting!

doN
01-03-2005, 04:11 PM
Was playing around with a template today, and what the hell.. lets get some feedback I thought.

If you dont know what the tallent does, take a look at the Talent Calculator on http://wowvault.ign.com cuz I wont include the info :twisted:

I was 100 % sure to go for a 33/18 Frost/arcane build for retail, but this template might change my mind :


Arcane Talents (28 points)

# Improved Arcane Missiles - 5/5 points
# Arcane Concentration - 5/5 points
# Evocation - 1/1 point
# Improved Arcane Explosion - 5/5 points
# Improved Mana Shield - 2/2 points
# Improved Counterspell - 2/2 points
# Arcane Mind - 4/4 points
# Presence of Mind - 1/1 point
# Arcane Instability - 3/3 points

Frost Talents (0 points)


# None


Fire Talents (23 points)

# Improved Fireball - 5/5 points
# Impact - 5/5 points
# Flame Throwing - 2/2 points
# Ignite - 5/5 points
# Improved Fire Blast - 2/5 points
# Pyroblast - 1/1 point
# Critical Mass - 3/3 points


This build is specced towards PVP, but not large scale, duel and 5vs5.
You get PoM for instant nukes, Arcane Instability for 3 % more crit chance in all trees, Critical Mass, and Arcane Mind - cant go wrong with more mana.

Other then generally commenting the build, I want specific feedback on : Should I sacrifice Arcane Instability and Arcane Mind for Fire Power?
Improved Mana Shield vs. Arcane Meditation.. or maybe Arcane Focus?

I think this build should be good for leveling too. Please give me some feedback, and stay cool 8)

Kissyface
01-03-2005, 06:33 PM
if you're not going frost there's no point in not getting ap, this is the only way you'll do enough damage in pvp to make up for lack of cc/survival

doN
01-03-2005, 07:30 PM
So AP is that good, huh? :)

BTW. Can you activate stuff without loosing the "Clearcasting state", ex. PoM and AP?

doN
01-03-2005, 08:26 PM
Gave it some more thought, and I actually think this build will work. Its basicly the 30/21 fire arcane build, but more focused on singel target nukes, not heavy AoE from Flamestrike and Blast Wave. With Arcane Instability and Arcane Mind instead of Fire Power, something I think will work better in the long run.

oh, and btw. edited the build posted above, took 2 points out of Fire Blast and put them in Incinerate.

With this build you get 9 % crit chance using fire and 13 % chance to crit with Fire Blast and Scorch, something I think is not bad.

Guess I should try it out and stop yapping on about a build I have never tried yet, but if more and more of you tell me to burn this template and never look back, I will do a cookie- cutter 8)

Kissyface
01-03-2005, 11:58 PM
you will never get more single damage dps than a rogue without ap.

doN
01-04-2005, 10:19 AM
After not getting any sleep last night I think you are right :shock:

15 sec of 35 % more dmg is much better then 6 more % to crit in fire.

mr.toker
01-07-2005, 05:33 AM
Ill repeat a couple of people and say that this is a really nice post. Excellent work with all the different builds giving people a wide range of choice.

Me I'll go for the 31arc/20fire build cuz it just seems like the obvious choice. If i want somethign dead i want it dead fast.

good work

Andvarion
01-15-2005, 02:12 PM
Does that PvE build fit in with the "AE grinding" mages I hear about these days? Knowing very little about a mage, I don't know what they cast in order to grind AE style. Does the PvE talent build listed here suit that?

Sypher
01-15-2005, 02:17 PM
Does that PvE build fit in with the "AE grinding" mages I hear about these days? Knowing very little about a mage, I don't know what they cast in order to grind AE style. Does the PvE talent build listed here suit that?

i have found unless you are grouped with a priest, AE grinding is useless and sometimes slower than regular grinding.. although I might be doing it wrong.. I ususally use blizzard/CoC/Arc Explosion for AE grinding

Andvarion
01-15-2005, 02:19 PM
Well I don't know that much yet, and I assumed you would use the spells you just listed as well. That's why I asked, those are all frost/arcane, so I was thinking the fire-based one listed here might not be the most efficient. Unless the frost spells used in grinding aren't that dependant on talents.

Sypher
01-16-2005, 01:01 AM
Well I don't know that much yet, and I assumed you would use the spells you just listed as well. That's why I asked, those are all frost/arcane, so I was thinking the fire-based one listed here might not be the most efficient. Unless the frost spells used in grinding aren't that dependant on talents.

the only talent i ahve that effects my AE spells is 4/5 for arc explosion.. which gives it a .3 cast time

Traumatize
01-19-2005, 02:43 PM
Would AoE-grinding be a viable technique for 2 mages?
And if so, starting at what level?
Try to get IAE 5/5 as fast as possible?

Im a tad tired of the regular grind, well with a mana based class anyway, and AoE-grinding seems, atleast from the looks of it, pretty f'in cool^_^

Sypher
01-21-2005, 10:41 AM
Alright, I have a quick question about my current talent progression. For leveling I decided to do an arcane/fire build for the pure damage it can deal; howerver, since the alliance gank squads are in full effect in many of my grinding/questing locations I seem to die quite a bit :o

Is it possible to level as a arcane/frost build just as fast as fire?

This is my current build



Arcane Talents &#40;16 points&#41;


#Improved Arcane Missiles - 5/5 points
Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane Missiles.


#Arcane Concentration - 5/5 points
Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.


#Evocation - 1/1 point
While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8 seconds.


#Improved Arcane Explosion - 5/5 points
Reduces the casting time of your Arcane Explosion by 1.5 seconds.




Frost Talents &#40;0 points&#41;


#None


Fire Talents &#40;9 points&#41;


#Improved Fireball - 5/5 points
Reduces the casting time of your Fireball by 0.5 seconds.


#Improved Fire Blast - 2/5 points
Reduces the cooldown of your Fire Blast spell by 0.8 seconds.


#Flame Throwing - 2/2 points
Increases the range of your fire spells by 6 yards.

Originally I was going to spec out fire alot more than arcane for leveling, but with so many pvp encounters while grinding/questing I decided that certain talents were needed so I could survive (evoc, arcane explosion, etc etc)

It seems it would be easier to survive pvp confrontations as an arcane/frost mage with all the snares and what not availible to me.

So i guess my question is, would it be better to respec to frost now rather than later? I am getting extremly annoyed with getting jumped while on mobs and it seems a frost build would be better for those situations.

Also, I rarely group outside of instances, so that could be a factor too.

Thanks :D

-Sypherr

p.s. yeah yeah, i know its a pvp server and i should expect the jumps, I really don't mind them. I just want to know how to maximize leveling and minimize dying as much as possible.

Palmen
01-21-2005, 10:51 AM
Would AoE-grinding be a viable technique for 2 mages?
And if so, starting at what level?
Try to get IAE 5/5 as fast as possible?

Im a tad tired of the regular grind, well with a mana based class anyway, and AoE-grinding seems, atleast from the looks of it, pretty f'in cool^_^

yes it works.

Ther is a movie of 2 lvl 50+ Mages AoE grinding, works realy well for them. cant remeber the name of it tho =/ (think its called "Mage kill rate, by player vs enviorment")

chinphat
01-22-2005, 02:34 PM
is blizzard spell even worth the points to improve it? it doesnt seem to do much damage when i use it

Dendriath
01-22-2005, 02:46 PM
About that AE grinding...

Could anyone name some 30+ level areas to do it?

So far I got Arathi Syndicates, Arathi farmers. ~30

palladilardo
01-25-2005, 01:26 PM
alcaras, i have a question for you.

in the 21 arcane/30 fire template, why don't drop impact and get improved fire blast?

i think a fire blast every 6.5 seconds could be nice :D

Crosse
01-26-2005, 02:56 PM
Fields in Western Plaguelands are good (the ones with non-casters) for AEing. I think the pirate camp in Tanaris is also good for mid 40s.

Blizzard is very nice in large scale combat plus with a chance to freeze on every hit, nice way to slow down and divide your enemy. Plus the only alternative to getting at least some points into it is a 2-6% damage increase, which is not significant.

Laches
02-05-2005, 10:08 PM
in the 21 arcane/30 fire template, why don't drop impact and get improved fire blast?

i think a fire blast every 6.5 seconds could be nice :D


It is. I used to have this talent when I was arcane/fire and it's the one talent I miss very dearly -- even moreso than PoM and Arcane Power, if you can believe that.

But impact is arguably much more useful. Getting that stun off can often mean the difference between a dead opponent and an opponent who just nature's swiftness + healed away most of your opening damage, and/or just counterspelled you with a sheep on the way, and/or just vanished, etc. etc. etc.

If you need to drop 5 points somewhere, it's a better idea to drop Ignite. It does a LOT of damage sometimes but it can also devastate your ability to control a fight. Fireball ticks won't usually break frost nova but Ignite ticks most definitely will.

ButchrOSouls
02-08-2005, 08:57 AM
AE is a great spell and all, but i think that mages rely on it too heavily. The effects of impact are just for one spell, and if you want you can just go halfway and put a few pts into each. I'm working on a fire/frost build here
http://www.nurfed.com/phpBB2/viewtopic.php?t=1737
and any help I could get in creating my build would be wonderful. :wink: :D

Dendriath
02-08-2005, 09:08 AM
[ 4.4 AoE Leveling Areas ]

( 24-26 ) Shadowhide Gnoll Encampments ( Redridge Mountains )
( 24-28 ) Gnoll camps, near the entrance to Loch Modan ( Wetlands )
( 24-28 ) Raven Hill Cemetary - Watch out for 35 elite ( Duskwood )
( 24-30 ) Furbolg Camps - Bring a Priest ( Ashenvale )
( 26-32 ) Plague Spreaders, Raven Hill Tomb - 30% Silk Rate ( Duskwood )
( 28-32 ) Orcs - Some rooters, bring a Priest ( Wetlands )
( 30? ) Humans in Azureload mine ( Hillsbrad )
( 30? ) Worgen camp near Rotting Orchard ( Duskwood )
( 30-31 ) Angerfang Encampment ( Wetlands )
( 30-35 ) Dabryie's Farmstead ( Arathi )
( 32-36 ) Cave Yeti's and Frost Yeti's ( Hillsbrad, North Hillsbrad )
( 36 ) Syndicate Camps ( Hillsbrad )
( 36 ) The Orcs at Go'shek Farm, no casters ( Arathi )
( 36+ ) Trolls at Witherbark, some casters ( Arathi )
( 36? ) Spiders North of Brakenwall ( Duskwallow Marsh )
( 36-39+ ) Lesser Earth Elementals 36-39 Earth Elementals 39+ ( North-West Badlands )
( 38+ ) Water/Fire/Earth Elementals, Earth have stun
( 38-40 ) Raptors ( North-East Duskwallow Marsh )
( 38-40 ) Mirefin Murlocs, on the top of the penninsula ( Duskwallow Marsh )
( 40-42 ) Syndicate Camps, 1 caster per camp ( Alterac Mountains )
( 43 ) Murkdwellers ( Swamp of Sorrows )
( 42-45 ) Badlands
( 45 ) Woodpaws ( Feralas )
( 48-50 ) Southsea Pirate Compound ( Tanaris )
( 52-53 ) Blood something pirates behind the Caverns of Time ( Tanaris )
( 50-55 ) Blue Hippogryphs ( Northern Azshara Peninsula )
( 57+ ) Deadwood's, Jaedenar's, Jadefire's, Warpwood's ( Felwood )
( 57+ ) Ogres ( Deadwind Pass )
( 55-60 ) Ice Thistle Yettis ( Eastern Winterspring )
( 50-60 ) Sorrow Hill ( Western Plaguelands )
( 50-60 ) Scarlet Lumberjacks ( Western Plaguelands )

If anyone's interested :P

arch
02-08-2005, 09:36 AM
[ 4.4 AoE Leveling Areas ]

( 24-26 ) Shadowhide Gnoll Encampments ( Redridge Mountains )
( 24-28 ) Gnoll camps, near the entrance to Loch Modan ( Wetlands )
( 24-28 ) Raven Hill Cemetary - Watch out for 35 elite ( Duskwood )
( 24-30 ) Furbolg Camps - Bring a Priest ( Ashenvale )
( 26-32 ) Plague Spreaders, Raven Hill Tomb - 30% Silk Rate ( Duskwood )
( 28-32 ) Orcs - Some rooters, bring a Priest ( Wetlands )
( 30? ) Humans in Azureload mine ( Hillsbrad )
( 30? ) Worgen camp near Rotting Orchard ( Duskwood )
( 30-31 ) Angerfang Encampment ( Wetlands )
( 30-35 ) Dabryie's Farmstead ( Arathi )
( 32-36 ) Cave Yeti's and Frost Yeti's ( Hillsbrad, North Hillsbrad )
( 36 ) Syndicate Camps ( Hillsbrad )
( 36 ) The Orcs at Go'shek Farm, no casters ( Arathi )
( 36+ ) Trolls at Witherbark, some casters ( Arathi )
( 36? ) Spiders North of Brakenwall ( Duskwallow Marsh )
( 36-39+ ) Lesser Earth Elementals 36-39 Earth Elementals 39+ ( North-West Badlands )
( 38+ ) Water/Fire/Earth Elementals, Earth have stun
( 38-40 ) Raptors ( North-East Duskwallow Marsh )
( 38-40 ) Mirefin Murlocs, on the top of the penninsula ( Duskwallow Marsh )
( 40-42 ) Syndicate Camps, 1 caster per camp ( Alterac Mountains )
( 43 ) Murkdwellers ( Swamp of Sorrows )
( 42-45 ) Badlands
( 45 ) Woodpaws ( Feralas )
( 48-50 ) Southsea Pirate Compound ( Tanaris )
( 52-53 ) Blood something pirates behind the Caverns of Time ( Tanaris )
( 50-55 ) Blue Hippogryphs ( Northern Azshara Peninsula )
( 57+ ) Deadwood's, Jaedenar's, Jadefire's, Warpwood's ( Felwood )
( 57+ ) Ogres ( Deadwind Pass )
( 55-60 ) Ice Thistle Yettis ( Eastern Winterspring )
( 50-60 ) Sorrow Hill ( Western Plaguelands )
( 50-60 ) Scarlet Lumberjacks ( Western Plaguelands )

If anyone's interested :P

Where did you get that one from?

Rokian
02-08-2005, 10:34 AM
Noob Q: Does shatter work against frost nova'd targets?

Crosse
02-08-2005, 10:52 AM
Rokian: Yes, and ones affected by frostbite.

arch: I believe that list of AE spots is compiled from the Mage official boards.

arch
02-08-2005, 10:53 AM
Ah okay, thanks.

Traumatize
02-08-2005, 11:21 AM
Nice list, thanks.
Duo Mages could pull most of those locs off right?

Rokian
02-08-2005, 12:31 PM
Thanks crosse, also could somone post a talent guild for progression 10-50 for frost, just like fire?

Oh and another question for frost/arcane build, is improved blizzard better than piercing ice? It doesn't seem to be but then I'm a noob when it comes to mages.

Crosse
02-08-2005, 12:41 PM
You don't want to level up with frost, because you won't be able to get shatter/frostbite/channeling until much higher levels, which is when frost because a viable build. Stick to fire until you can find a reliable group to level up with and respec 18 arcane then the rest in whatever you want.

Improved blizzard is better just because it adds a snare effect, essentially making the blizzard spell a great leadoff spell for standoffs in pvp.

Dendriath
02-08-2005, 01:38 PM
I'd say go for fire if you are mostly a solo'er. Frost/Arcane if you got a good group most of the time. I spend my last EU beta days as full Arcane in the beginning and it went pretty well solo style, but Fire really cuts through targets like butter. Frost will show it's strength at later levels, Shatter especially. Once retail hits here, I'll be grinding with Arcane/Fire till I get bored and then switch to Frost/Arcane for PvP.

Solo Mage

Race: Human/Gnome/Undead
Class: Mage
Level: 60
Professions: Mining & Skinning

Talents - Arcane ( 31 points ):

Improved Arcane Missiles 5
Arcane Concentration 5
Evocation 1
Improved Arcane Explosion 5
Improved Counterspell 2
Improved Mana Shield 2
Presence of Mind 1
Arcane Mind 4
Arcane Focus 2
Arcane Instability 3
Arcane Power 1

Talents - Frost ( 0 points ):

None

Talents - Fire ( 20 points ):

Improved Fireball 5
Ignite 5
Pyroblast 1
Flame Throwing 2
Incinerate 2
Impact 5

--

Group Mage

Race: Human/Gnome/Undead
Class: Mage
Level: 60
Professions: Mining & Skinning

Talents - Arcane ( 18 points ):

Improved Arcane Missiles 5
Arcane Concentration 5
Evocation 1
Improved Arcane Explosion 5
Improved Counterspell 2

Talents - Frost ( 33 points ):

Improved Frostbolt 5
Ice Shards 5
Cold Snap 1
Piercing Ice 3
Improved Frost Nova 2
Shatter 5
Arctic Reach 2
Frost Channeling 3
Ice Block 1
Frostbite 5
Ice Barrier 1

Talents - Fire ( 0 points ):

None

Afgar
02-08-2005, 06:29 PM
My mage is young so I'm still debating where I'm going with talents.

Though on my 60 sham, some mage Frost novaed me and crit me with a CoC for 1050 damage. If you can do this in PvP to 2 or 3 people it seems like it's very sweet.

Crosse
02-10-2005, 06:32 AM
If you're feeling lucky you can do around 2k AE in 7.5 seconds. Thats using the cone. (nova/coc/coldsnap/nova/coc) Course thats 25% chance to do that.

ArdatLile
02-12-2005, 12:03 PM
Great - Just great :D

The lvl 10 - 50 PVE plan were great. Can you follow that one on a PvP server as well or do you recomand a different progression for PvP serves- If so any chance for posting one? :)

Im planing on going the cold line but not before i hit lvl 45 - 50, so a talent plan for PvP servers would be much appriciated.


ArdatLile

Xzan
02-13-2005, 03:37 AM
Couple of questions. I recently started a Mage alt and I'm not sure what kind of gear path to go for him. I'm going 31 Arcane/20 Fire if that makes a difference. For higher end PvP I can see how Int/Sta would be the best choice, but is that the best choice at all levels? Is Spirit at all useful solo and/or in instances?

Crosse
02-13-2005, 08:29 AM
Originally I went straight int, then I started going for int/spirit, but honestly I cast so often that I rarely gain much regen from all that spirit i have. Now I'm transitioning to mostly int/sta gear, especially important because when you're AEing, a few hundred hps can make a big difference.

n00bwilly
02-15-2005, 09:33 PM
If you're feeling lucky you can do around 2k AE in 7.5 seconds. Thats using the cone. (nova/coc/coldsnap/nova/coc) Course thats 25% chance to do that.

thats wrong.

0.0 frost nova
1.0 CoC
1.1 coldsnap
2.0 frost nova
3.0 CoC

2k damage in 4 sec, but a 25% chance to crit on both CoC.

then u can add another 5xx with a fireblast.

Kissyface
02-15-2005, 09:54 PM
If you're feeling lucky you can do around 2k AE in 7.5 seconds. Thats using the cone. (nova/coc/coldsnap/nova/coc) Course thats 25% chance to do that.

thats wrong.

0.0 frost nova
1.0 CoC
1.1 coldsnap
2.0 frost nova
3.0 CoC

2k damage in 4 sec, but a 25% chance to crit on both CoC.

then u can add another 5xx with a fireblast.

or just pom ap flamestrike ae x10 for twice that damage.

frost sucks get over it =p

Grimes
02-17-2005, 05:39 AM
That grinding table seams nice! gonna try it right away.

As of talents, as i am playing on a pvp server im thinking of this spec:


Grafics of talentspec (http://www.classesofwarcraft.com/?m=t&c=1&b=0550505102514310000000000000000503201300000000)
Arcane Magic 37 Pts
Arcane Focus 5/5
Improved Arcane Missile 5/5
Arcane Concentration 5/5
Improved Arcane Explosion 5/5
Evocation 1/1
Improved Counterspell 2/2
Arcane Meditation 5/5
Presence of Mind 1/1
Arcane Mind 4/4
Arcane Instability 3/3
Arcane Power 1/1


Frost Magic 14 Pts
Permafrost 5/5
Winter's Chill 3/3
Improved Frost Nova 2/2
Cold Snap 1/1
Improved Blizzard 3/3

The arcane is great in all ways both PvP and in PvE With consentration on arcane explosion for grinding.

Frost spec will allow me to chill my opponents with blizzard and allso have the additional slowing down på chill. And in trouble i will use the cold snap to do one more frosen nova.

I have one question thou.. is it wise to play arcane explosion with consentration in spirit and intellect? or do i need huge ammounts in stamina to survive at higher levels?


plz comment

Blippe
03-01-2005, 08:06 PM
Nice guide. Well i wonder, is it worth to respecc at 43 to PvE?

hellion
03-15-2005, 08:28 PM
can mages solo aoe grind with any amount of efficiency?

i know with a priest it rocks, but can you survive solo?

Sypher
03-16-2005, 02:30 AM
can mages solo aoe grind with any amount of efficiency?

i know with a priest it rocks, but can you survive solo?

im lvl 48 (2k away from 49 but my internet doesnt like me righ tnow and keeps dumping... grrr)

I can pull about 3-4 mobs and kill them AoE style (im frost spec'd so I do nova + CoC then rapid AE over and over... if things get nasty i snap and do nova CoC again) pretty safely.. hardest part is finding mobs that don't heal/have range because that willr eally mess with yer AE grinding. The Yeti's in feralas make pretty good AE grinding.. also later lvls i hear azshara has great places to AE grind.

im stam/int btw.. i have 2k hp and 4.3k mana

DrBeer
03-27-2005, 05:11 AM
I should say this to those considering frost:

Frost is very strong, however, I highly recommend that if one goes frost they go 5/46 arc/frost. Unlike the other talent trees, the frost tree talents build on each other. Almost every single one. If you are missing some talents, you've basically got huge holes in your abilities. I feel you must either go full frost (sans improved frost ward and piercing ice) or do something else. If not, it is inefficient and you're probably better off going fire/arc. Frost doesn't play well with other trees.

XxEnderxX
03-28-2005, 10:03 AM
Im at 38/11 frost/arcane. I'll be finishing the last 2 points into frost. I was full frost until 55 then respecced to get evocation. That and clear cast are very nice for pvp. Everytime i get a clear cast im in the habit of moving to interupt the frost bolt and hitting the AM. AM is about the same damage as a frost bolt crit, so it is a free mana frost crit 10% of the time.

I also found that nova + CoC and blizz is just fine in upper instances. I got to the emperor with it just fine as the group's only mage. They are much more efficient than IAE, (used against those super fast respawn guys in BRS, mana efficiency is everything) and they output a ton of damage.

Not having silence can be a problem in pvp. Because I'm on the pvp server though duels aren't as important to me. I plan to lose to mages 60% of the time. Frost is resisted by the frost armor anyway so I accept that disadvantage as a fact of life. Against every other class though I perform very well and in group pvp (which is all i care about) I dominate. Blizzard with extra slow is brutal (especially with new change, permafrost isn't needed so i can put points into winter's chill or piercing ice, haven't decided on last 2 points, right now i just have 1 pt in winter's chill).

Anyway, frost is viable. Most people that have grouped with me and seen full frost in action have been suitably impressed. The mana efficiency, damage surprise (crits), and survivability (barrier absorbs 800 at 58, ice block is a good trick to wait for my priest to heal me). If you are interested in frost, give it a go. It works.

kaiser
04-28-2005, 12:17 PM
DELETED!

hazz
05-16-2005, 07:01 AM
i think its quite simple:


you prefer AP - go 31/20

you prefer blastwave - go 21/30

you prefer iceblock - go frost

you prefer pve-optimum - go arc/frost


it just depends on your encounters.

Sypher
05-22-2005, 10:04 PM
Arcane Talents &#40;21 points&#41;

# Improved Arcane Missiles - 5/5 points
Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane Missiles.

# Arcane Concentration - 5/5 points
Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.

# Evocation - 1/1 point
While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8 seconds.

# Improved Arcane Explosion - 5/5 points
Reduces the casting time of your Arcane Explosion by 1.5 seconds.

# Improved Mana Shield - 2/2 points
Decreases the mana lost per point of damage taken when Mana Shield is active by 20%.

# Improved Counterspell - 2/2 points
Gives your Counterspell a 100% chance to silence the target for 4 seconds.

# Presence of Mind - 1/1 point
When activated, your next Mage spell with a casting time less than 10 seconds becomes an instant cast spell.


Frost Talents &#40;30 points&#41;

# Improved Frostbolt - 5/5 points
Reduces the casting time of your Frostbolt spell by 0.5 seconds.

# Improved Frost Nova - 2/2 points
Reduces the cooldown of your Frost Nova spell by 4 seconds.

# Ice Shards - 5/5 points
Increases the critical strike damage bonus of your Frost spells by 100%.

# Cold Snap - 1/1 point
When activated, this spell finishes the cooldown on all of your cold spells.

# Improved Blizzard - 3/3 points
Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed to 35% of normal. Lasts 1.50 seconds.

# Arctic Reach - 2/2 points
Increases the range of your Frostbolt spell and the radius of your Frost Nova and Cone of Cold spells by 20%.

# Shatter - 5/5 points
Increases the critical strike chance of your frost spells against frozen targets by 50%.

# Ice Block - 1/1 point
You become encased in a block of ice, protecting you from all physical attacks and spells for 10 seconds, but during that time you cannot attack, move, or cast spells.

# Improved Cone of Cold - 3/3 points
Increases the damage dealt by your Cone of Cold spell by 35%.

# Frostbite - 3/5 points
Gives your chill effects a 9% chance to freeze the target for 5 seconds.



Fire Talents &#40;0 points&#41;

# None

my new build.. i lost frost channeling, 2 pts in forstbite, and frost barrier from the standard frost build. That doesn't really bother me much since I rarely have mana problems, I never relied on frostbite procs, and frost barrier wtf sucks.

What do you guys think?

imo, i think this build will be quite good in bg's/5v5. You got the CC with imp blizz and nova/coc and you can pom poly or frontload a fireball to make sure a rogue doesn't vanish on ya.

kernel16
07-29-2005, 02:48 AM
Sypher, thats the build iv been using for a prety long time now, works awesome.

The trick is use Ice block as a preemptive to dmg vs using it as a oh shit skill and to help with your cooldowns (also nice dot remover). My biggest dilema was/is wether to keep artic reach or give it up and put it for 5/5 on frostbite, now frostbite is gtg for any class just cuz of of the 50% crit. Technicaly artic reach is prety much more range only but with the rly poor range on ice it helps, also u can get more ppl in frost nova and COC when ae.

Im still not sure about AR vs FB.

Also my favorite thing with this build is the:

FN COC -> POM FS -> CS -> FN COC -> AE (this one is killer in ctf)

Also alcaras, should prob edit that iceblock cant be dispelled or purged.

RhS_Artifex
08-21-2005, 12:08 AM
I am somewhat irritiated by Blizzards decision to make Firemages the class to gain lvls ... Firemage = best lvling mage ever, hands down !

But at lvl 60 when yo enter high lvl instances like Molten Core or Blackwing Lair, you can dump Firemages into the drain ... T_T I hate this, i absolutely hate it. Why do I have to give up the best point in Firemages just in order to keep up dmgdealing in those instances ? I mean come on it's a proven fact, that Arcane / Frost 31/20 is best for high lvl pveing, and the rest more or less sucks ...

For a long time I've been a Firemage with 16 / 35 / 0 and until up to Molten Core and Blackwing Lair this Template was the best imho, well for me anyway, but now since we raid regularily in Molten Core and Blackwing Lair this template sucks so very much if you're dependant on dealing damage / manaefficiency...

So Blizz, please improve the Firetree in regards to damage / manaefficiency ...

What do you guys think about this ?

l-c
08-21-2005, 01:12 AM
I think you're in fucking trouble

Athrun
08-21-2005, 02:48 AM
i think 18/33 is better pve, arcane/frost

Druj3n
08-22-2005, 12:23 AM
Well, I've read this thread from front to back and there's tons of useful knowledge here. I am a StoneGuard ranked lvl 60 30/21 Fire/Arc spec'd mage, and have been since lvl 10. I have never spec'd Frost, but i have thought of the event once or twice. I have tons of mage friends, and we all duel our asses off and we learn from each other consistantly. I have been on a PvE server my whole time and thinkin of startin a mage on Archimonde. I will be completely new to the PvP server aspect of the game so if any of you wanna hit me up, I would more than appreciate the new friendship. 8)

Damage wise, it's all up to your build, your gear and what mob your fighting. I love my build, and I love the damage output i get outta my toon. I have 3 shot killed Frost mages (4 secs) :twisted: . Hell, I have even 3 shot killed Pallys before even on more than one occurance. I have +Stam/+Intell gear , +Firedamage gear, and +Stam enchants to gear all on one mage(i have no epic gear on either). I have seen my Fireballs crit for 14's when i was late 40's, but now at 60 they've crit like 16's. I am currently Pyro spec'd, I got a little knowledge from a Warlord ranked mage, so i aint even gonna get in debt; between me and you pyro have critted at 19's :wink: .

I have seen and witnessed Frost mages ranging in damage over what I have done, so i give them much respect and take them serious as any engagement. I have been on numerous MC runs and my Fire mage does just find in there, needless to say I use Frost spells mostly, being Fire sometimes takes up a debuff or curse slot on some mobs. I most likely will be startin my new Firemage on Mon. 22, since I cant transfer my current lvl 60 mage over to a PvP server. Name wise it most likely will be "Diugan".

chuxsta99
11-09-2005, 02:44 AM
last post on this site was advice and views on what toon to roll next...

and obvioulsy as im in here i rolled a mage... undead of course.. :P

firstly this class rocks. its the only class i have had fun playing right from the word go..... other classes dont get fun till like lv 20/30...

i followed the leveling up spec off this site. with the odd change to what was recommend but on the whole its ruffly the same...

i only solo PvE to grind cash and farm runecloth or demonic runes.

and can do so solo with 31/20 very nicely acr/fire..
it also works well in BG as thats where i spend 90% of my time..

have done all the dungeons PvE on other toons and it bores the shite outa me tbh... i love pvp...

i just cant make my mind up on a talent build to suit from what i have read here...

i know its down to my personal choice and play style.. but my server is down at the mo so im killing some time..


and while im here i will ask for some tips on fighting hunters as a mage...
im fully aware of there dead zone and thats where you wanna be.. and as im used to been a melle class the golden rule used to be FORGET the pet.. but as a caster the only attack that can be used is arcane missles with 5 points in arc missle and any instant casts cus the pet interupts and messes up cast times.. and some have the pet that is immune to every thing so,...

any ideas are welcome

RubiksCube
11-09-2005, 03:18 AM
Sheep the pet, then ignore it.

chuxsta99
11-09-2005, 03:24 AM
there is a post further up about people considering going frost. and he states going all out frost with very little in the arc tree.....

is this wise?

evoc, imp arc xplos and imp arc missles....

can we live with out them?

the one thing stopping me going frost / arc from my current 31 in arc is loosing the end tree talents......

etheran
11-15-2005, 02:38 AM
Are the builds on the first page still good to go for 10 to 60?

Athrun
11-15-2005, 06:01 AM
yes

Noristat
11-16-2005, 07:53 AM
can mages solo aoe grind with any amount of efficiency?

i know with a priest it rocks, but can you survive solo?

Just a mage and a priest really isn't that viable. Your damage output is mediocre if you consider the amount of aggro you will draw from the mobs, and you need to take on eight or more at a time to make the experience a worthwhile reward, since you're going to be burning most of your mana bar.

Best way I've seen it done, and this was with my priest and two mages (not sure about their specced, but used mostly AE), was to shield the first mage, renew him as shield dropped while second mage starts, renew second mage, flash heal first mage until mobs are dead.

Takes about 2000 mana in a worst case scenario from the priest, but a lot more from the mages, so a high mana regen rate would be favorable to keep it going. One mage could start the first fight and the second could start the next, and they could alternate, assuming of course that their levels/HP/AC totals allow for both of them to switch off tanking the mobs for those few seconds..

Traumatize
04-23-2006, 12:44 PM
Need some input on the gear/talent setup of my alt mage, focused solely on pvp: http://ctprofiles.net/641425
Go!

Skalathrax
12-14-2006, 07:40 AM
as a resurrection of this topic, lets discuss some pvp builds
im not quite sure which to pick, but im not really interested in frost builds.
my mage is meant to be used in bg-pvp, but without fixed groups or alike
elemental:
http://www.worldofwarcraft.com/info/classes/mage/talents.html?0000000000000000000000005502201232003 104000002030323110005010000000
im quite unhappy about the unspecced fireball, making it nearly impossible to cast anytime in direct combat, but when im not being attacked and the enemy far away. but tbh, in direct combat, one hasnt really got the chance to cast fireballs anyways..

alternative: improved fireball instead of impact?
arcane fire
http://www.worldofwarcraft.com/info/classes/mage/talents.html?2300550012200150330125105500000000000 000000000000000000000000000000

i just tried this spec out, not because i was convinced that it was the best but to try out the fun of toep, am, pomstuff
to my surprise, the "ground" damage of spells is way higher than suspected. i thought, id lose a lot of basic damage when having to renunciate on talents like firepower, but it seems like, the "intelligence -> spelldamage" and arcane instability almost make it up. (of course, the spelldamage on "full-fire specced" is still slightly higher, but only insignificantly.

still this toepetc. stuff isnt that superb and unless youre 1 vs 2/3+, you dont really need it anyways unless youre keen on overkilling people. but after you've done that, the 3 minutes cooldown gets quite annoying. "slow" is of course a real nice kiting ability and of nice use in WSG etc. but i could do without it. actually i use it most commonly when running away from people (oom, low hp, whatsoever). 480 mana is a bit too much to use it in every fight as standard-debuff imo

finally, the first build i had tryed out:
total firepower
http://www.worldofwarcraft.com/info/classes/mage/talents.html?0000000000000000000000005503201232003 125012512030300000000000000000

this turnt out quite effective, actually i had picked impr. fireball over impact but if i was to choose total-firespec again, id maybe do it this way. i had suspected to be the extreme version of a "glass cannon", dying immidiately when being focussed but frostbite and blazing speed in combination often saved my ass. damage was ofcourse nice, but tbh id have to ask: is a bug known about empowered fireball? i actually didnt really have the impression, it affected my base damage significantly.. ok i havent that much spell damage (about 380-400), but still i think thats enough to notice the effect of +15% or not. i heard that "critical mass" was buggy aswell and had no effect, but that this got hotfixxed already (or wasnt it?)

"playing with fire" seems like complete bullcrap to me. as a mage, i think the last thing i want is to lower my survivabilty, which is quite low anyways. perhaps this talent is meant for pve mages who dont have to fear damage as much or die instantly anyways if the broodlord gets to hit them or whatever, but concering pvp, i dont think, its worth it. mages damage output is very high already, having to sacrifice even more survivabilty for such a slight improvement in damage... nah
if it was +6% damage, but 3% taken increased, i had thought about it, but this way: nope thanks

so what do you think? whats your build?
if your build is meant for pvp and pve alike, please note it, for mines are pvp ONLY, i dont do ANY pve at all

Skalathrax
12-17-2006, 06:12 AM
reply ffs!

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