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Mage Facts
Lamnethx:
Only thing I can think of right now is if you are on PvP go for "of the eagle"
items.
Of the Eagle gives a boost to INT (our main stat) and Stamina which will boost
your horridly pathetic MP.
You can boost your spirit with of the owl but post 30-40 (somewhere in there)
you will have so much mp that no matter how much spirt you have in the long run
it will not help.
I can also suggest that on PvP you need to devote your first 18 talent points
into Arcane.
With this you will get 5 things
Improved Arcane Missle
This gives you a 100% chance not to have your missles' channeling interupted via
damage.
Improved Concentration
Gives you a 10% chance every dmging spell of gaining a clear casting state aka
your next spell is free. In long fights this adds up fast.
Improved Arcane Explosion
Makes AE instant cast, nuf said
Improved Counterspell
Your counterspell will alaways silence the target for 4sec bye bye spell casters
Evocation
Ability 3 min cooldown.
8 sec channeling time
while channeling increases mp regen rate by 1500% (thats not a misprint) how
much is this you are wondering.
I can go from 0 to 2800 in 3 sec flat.
Filterspawn
Defense
As stated in Lamneth's post, mages have pitiful defense. It is absolutely
pathetic. So in regards to that, ALWAYS have your Frost/Ice armour active.
Paladins are your friend if you are Alliance, the armour bonus they give may
just keep you alive long enough to kill the mob that just wiped out your tanks
up front and is headed for your healer in the back.
Damage
There are other classes that do decent damage. You are the king as a mage. The
reason you have low defense is because you have such high killing power, the
term "glass cannon" is rather appropriate when talking about mages.
DOT or damage over time is almost nonexsistent for mages, forget about it. All
the damage you do is called burst damage, because it may take you 3-6 seconds to
get that fire spell off, but when you do people notice it. I critical for around
500 at level 32.
This is where it gets tricky for new players. Once you get your first talent
point, you may think like me and go "oooooh so many to choose from" Don't just
grab it if it sounds kool. I will discuss the relative mage types more in a bit.
For now remember this.
Fire Mage= Largest damage dealer in the game.
Frost Mage= Awesome crowd control.
As Lamneth said Those talents in the Arcane tree are must have. After that what
you pick will define you as a mage. I personally went with a Fire/Arcane spec,
to provide the most damage output.
Travel
No one travels like you do. Mages travel in style. Yeah yeah Rogues have sprint,
hunters have aspect of the pack, you have Teleport and blink. Blink is your best
friend, EVER. Saved myself and many mage friends from certain death at times.
Use it to escape and use it to just get around places when you are not fighting.
Now as to teleports. They allow you to travel to any of the major cities after
you train them at level 20. these are as follows:
Alliance- Stormwind, Ironforge, Darnassus.
Horde- Undercity, Orgrimmar, Thunder Bluff.
YOU MUST GO TO EACH CITIES TRAINER TO LEARN THAT RESPECTIVE LOCATIONS SPELL.
Sorry for the caps but so many mages always asking me ingame where they go to
learn a teleport. At level 40 you get Portal, which does the same thing as
Teleport except instead of just you it allows your entire party to go to the
city you cast it for. As a last note in travel, keep in mind that teleport and
Portal take reagents to cast, which you buy from a regeant vendor in most
populated areas. Try not to forget this, nothing will make you mad faster than
when a hunter beats you back to town all because you forgot your reagents.
PvP
Mages are not the gods of PvP. But they can come pretty damn close. The trick to
being successful is distance. Mages cannot and NEVER should try to fight close
up. This is what frost nova is for. It roots your enemy in place for up to 8
seconds, so if you get jumped that should be the first thing you cast, then you
blink away. After that I personally like to open with my most powerful spell to
knock a large chunk of hp of their bar and blink again. You can get 1-2 more
casts off before your frost nova timer wears off and you can let them get close
to cast again. After that I like to Frostbolt them to slow them down and blink
away to finish them off. You can experiment and see what works for you.
One last thing in PvP, Counterspell is God, learn it, use it, love it.
Alot of people whine about polymorph. I don't use it in 1v1 unless I am running
away. It lets their health regen too fast to be worth it. So try not to use it
if possible unless its at the very start of a fight. Also with the new patch
players have an increased chance of breaking polymorh, that's bad for you.
In large scale PvP your role is a bit simpler. Stay in the back and pick people
off. Let the tanks do their jobs up front. It's easy to miss a mage hiding in
the back in all the confusion. Two things to worry about in that situation
though, hunters and rogues. Hunters mark is satan, if they mark you everyone and
their brother will be trying to kill you, have someone (Don't recall which
class) dispell it off you ASAP. Rogues are evil because they like to stealth and
sneak around behind you, if a rogue gets the jump on you, you are dead. A good
rogue can and will kill a cloth wearer in under 6 seconds. Pray a friendly
hunter sees them before they get to you.
Partying and Instances
Everyone loves having a mage around in an instance. We have polymorph which is a
godsend when you get adds. Something to be aware of, especially to all you
former FFXI players out there. Aggro in this game is different. The paladin
cannot cement hate on himself in this game, 1-2 casts from you is all it takes
to get an angry thing with sharp claws and teeth to rip into your fragile cloth
wearing body. With most normal fights it's not a big deal because the party will
kill it so fast, if it's a boss or sub-boss, watch it though, you don't wanna go
down after the first 5 seconds. Let the tanks beat on it a bit then start your
casting.
With your AoE (area of effect) spells you have to be REALLY careful. If your
party is fighting, lets say 6 mobs, Blizzard might be a bad idea unless they are
all almost dead. The reason is that the melee can only beat on 1-2 at a time, so
if you piss of the whole group and they all come after you, you are dead and
then so is your healer because he was trying to save you. No one wants that.
The one time it's not such a big deal is if there is more than one mage in the
group. I did an instance at level 31 with a full group that had 2 mages. We both
nuked to holy hell with our AoE spells and since there was so much damage coming
from all sides the mobs didn't know what to do, so they died.
Mages types
There are a few types of mages, these are as follows:
Fire/Arcane: Emphasis on the fire talents and HUGE damage output.
Frost/Arcane: Emphasis on the frost talents and great crowd control.
Arcane/Fire and Arcane/Frost: Like the above but with more emphasis on arcane
than the others.
I will not go into talent builds here. There are a ton of sights around with
builds on them, that is for you to figure out on your own. Just remember the
basic setup as to what type of mage does what. Also you can have frost spells on
a fire speced mage and vice versa, they just will not be as powerful as they
would on a frost or fire mage. (I know that sounds obvious, but I have had that
question before)
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