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Mage Guide
By: Daniel Reptis
1. Introduction
2. General Information
3. PvP
4. Spells
5. Instancing/Grouping
6. AoE
7. Talent builds
8. UI Mods and Addons
9. Gear
10. Outro
1. INTRODUCTION
The Mage is described in three words: "The Glass Cannon". They specialize in ranged DPS while attempting to stay at a range from their enemies. The Mage is one of the highest damage classes in the game with a huge mana pool but not much life. Mages are useful in almost any situation with a wide range of spells for any battle.
The Mage does best when protected by a warrior or some of front-line combatant as they cannot withstand much punishment with their cloth armor, but rather are better at ending a battle before a enemy can retaliate.
Mages also have the ability to summon food and water which is very helpful when they or their allies are far from any town or flight path and can keep the party going. They also have some helpful buffs and other spells which are very useful.
2. GENERAL INFORMATION
Basic Mage Information:
Allowed races: Human, Gnome, Troll, Undead
Standard Bars: Health/Mana
Equipment: Cloth
Weapons: Staves, Wands, Daggers (with training), 1-Handed Swords (with training)
Strengths:
Powerful Area of Effect and Instant Cast Damage Spells
The ability to summon food and water
Can teleport to the major cities of your faction
Weaknesses:
Limited to wearing only Cloth armor
Low armor and hit points means can be easily killed in close combat
Dependant on spells for main damage dealing, which means you are constrained to the amount of mana you have, and are susceptible to spell resists.
The mage has 3 spell casting trees each with a number of spells. The Arcane Tree which is a mix between damage and efficiency as well as a number of buffs and summoning spells. Arcane mages have some useful mana conserving talents/spells. An Arcane mage can mix his arcane spells with either fire or frost for the maximum damage.
The Fire Tree focuses on direct damage and killing any enemies before they can do anything to the mage. Fire Mages can dish out quite a bit of damage in the space of a few seconds but may exhaust their mana pool. Fire mages can quickly dispatch multiple enemies before having to rest. Fire is great fore PvP because you can dish out a lot of damage in a short period of time, but you always have to watch your mana because once you are out, you’re a sitting duck. But enough of that, the rest will be explained in the PvP section of the guide.
The Frost Tree is all about slowing an enemy down and efficiency as many of frosts talents are focused around conserving mana while still dishing out damage. The Frost mage has the ability to kite an opponent around keeping him away from the mage while the mage wears them down. Frost is great for PvP and for PvE as it conserves mana and will most likely do more damage then a fire mage if geared properly.
Most mages use a combination of either of the 2 spell tree's. Many mages find combining Fire with Arcane or Frost with Arcane makes the best of the spells. Sometimes however mages will combine fire and frost to make a quick killing machine without much mana efficiency.
Mages also have a number of abilities to keep enemies at range such as Frost Nova or slowing abilities such as Cone of Cold, or Blast Wave. Most times a mage can defeat an opponent without taking any damage at all.
The worst thing for a mage is to get caught by a warrior or a rogue at close range. A rogue or warrior can tear through a mage in a matter or seconds if you don't get out of range fast. Blink is great for this as it breaks stuns and gets you out of melee range fast.
3. PvP
Fire Mage PvP:
Fire mages will want to take out whoever there fighting as fast as possible. Your main ability is to destroy and opponent in the space of a few seconds. If you are ambushed a well timed PoM(Presence of Mind) Pyroblast + Fireblast combo can deal enough damage to scare off almost any enemy.
Also if you are a more arcane focused Fire mage then Arcane Power + Blast Wave and your other instant spells such as fire blast can deal massive damage to even warriors. When dealing with more durable classes such as paladins and druids timing is everything.
You will have to place that PoM Pyroblast, Fireblast combo just right or your AP(Arcane Power) blast wave at otherwise it can be wasted if the druid/paladin heals themselves with either divine shield or natures swiftness. Also a well timed counter-spell can spell death for any healing classes.
I would definantly not be recommending a fire mage to a inexperienced mage, because you need to have precise timing, you need to know what spells to use at the right time, or otherwise you are just going to be blowing through your mana with a little effectiveness on your rival.
Frost Mage PvP:
Your power as a frost mage is the ability to kite enemies back and forth wearing them down. With well timed slowing abilities you can win fights without ever taking any damage. Also with shatter and other spell crit talents/items you can put out some serious damage.
Having Ice Block and Ice Barrier helps you immensely versus melee classes such as warriors and rogues. If they manage to get the jump on you just use Ice Block and then you have time to prepare your assault/defense. Also you have some very damaging combo's you can use.
A CoC (Cone of Cold) + fire blast + cold snap + CoC + FN (Frost Nova) can decimate an opponent. That combo leaves the opponent 1-2k HP down and frozen in place allowing you to get range and nuke them to death.
I personally have a 60 frost mage on a PvP server, so I know what it is like owning everyone. Playing a frost mage is much easier and effective then a fire mage. You have spells such as
Ice Barrier and Ice block to save you from getting rez sickness (not literarily).
Against Classes
Rogues: Welcome to sweet revenge. Rogues are you little choir boys now. True that the greatest rogue in the world will kill you as so many have complained but 99.99999999999 percent of the time this is an auto win. I have lost once to a rogue on my server and that was because I was farming satyrs and had 150 hp and 3 mana, (I came back and killed her 4 times, not once did she hurt me). First things first, If he gets the first move in on you, DO NOT PANIC, do what I tell you to do accordingly. If the rogue sneaks up on you with a ambush then show him no mercy, Immediately Ice Block but if he stun locked you then blink. Then poly, bandage up if you need to, if he vanishes spam level 1 arcane explosions, stop, then wait a few seconds then FN at any random time, if u didn’t get him by FN then keep spamming the explosions. If u don’t get him and he strikes, just blink out and poly. If you get him, then immediately poly. Put on a Ice barrier (if you have one), if not then just a mana shield. Get some distance between you and the sheep. Then cast a rank 1 fireball, followed by a frostbolt, then scorch him until he gets close, when he is melee range, fireblast then CoC, Cold snap (always use a cold snap after a ice block, since it gives you back your ice block and makes you get your CoC back right away) then CoC again. Then strafe to nukeing distance, if he vanishes near you, cast a FN right away. Then nuke him to death with the occasional instant casts. Just use common sense. If he just keep vanishing, just keep those level 1 explosions going, just try not to use too much of your mana up while trying to get him visible again. Other then that, he is a fish in a barrel. Bottom line, you should not lose this fight, and unless he is a god and you are a tard you should win.
Warlocks: Counterspell immediately, then sheep his pet. If he gets the first move in, then you’re practically screwed. Because he will seduce, (for undead, just trinket and own) then he will send you on a trip to black and white land. But anyways, when he does seduce, just let him do his shadow bolt. Then when he does his second seduce, Ice Block. Then get out of ice block, then cold snap, then unload everything you’ve got, when he fears you, just trinket. If he fears you again ice block, then unleash all you’ve got for the second time. Warlocks usually do not have that much health as we suspect. Remove his curses as he lays them. It is usually about who gets the first move. Make sure its not a level one decoy curse, but only if you have time. If you ambush him odds are better, especially if he is fighting a mob.
Druids: Send out everything on him in the beginning, forcing him to go to bear form, then just nuke him from then on. When he returns to caster form, FN+counterspell+Frostbolt+CoC. If you can counter a healing spell you might win (Just try not to counterspell a hearthstone LOL). General rule is just to nuke and instant cast. When in caster form, counterspell and unleash.
Priests: A FIRST MUST IS TO COUNTERSPELL HIM BEFORE HE CAN SILENCE YOU. Then most likely he will put on his shield, when he does that you put on your barrier (if you have one) if not, your mana shield will do fine. Then send a frost bolt in, fire blast, then CoC. Arcane missiles if he mindflays (blue beam), frost bolt if he doesn't. Move quickly, dropping his dots/fear with iceblock. Be conservative trying to force him to heal so you can counterspell those holy spells (A priest without holy spells is a sitting duck – unless they are in shadow form). If you get too low on mana by his mana burns, then sheep, bandage if you must, and evocate. Then get ready for Round Two. You might very well die once the fight is over but don't let that stop you. This is a tough but winnable fight. Remember that if a priest runs towards you he wants to fear you. Open your sheep’s with a fireball. One last point. If a priest is at 3/4 health and is healing, counter the heal and kill him. You have 10 seconds so just nuke like hell. If you ambush them sheep them, then nuke.
Hunters: Armor up, mana shield or ice barrier. Charge the hunter, blinking about 10 feet in front of him. You appear behind him, frost nova and sheep his pet. This counters the trap and takes the pet out of combat for the next 50 seconds. He will most likely concussive shot you to disrupt the poly, ice block out and poly anyway. The key to this battle once the pet is taken care of is not to stand on top of him, but to circle around using CoC to keep him close. IF he feigns death AoE to damage him and bring him back into combat, describe a circle around him to avoid any traps. The key is constant damage. Always hurt him so AoE till he dies, fire blast, CoC and FN. Don’t just stand there and cast a frost bolt, keep moving around him, instant casting with arcane explosion with the occasional fireblast and CoC. If you ambush him sheep his pet, then put a level one bolt the hunter to put him in combat, and run towards him blinking to close ground. Then AoE and instant cast like mad.
Warriors: Warriors have three shots to kill you, and you have three shots to die. First things first, assuming that you are both mutually aware and he charges or he gets the drop. If he charges, blink, then frost bolt, until he gets up close then FN and strafe then frost bolt until he charges again then blink and repeat the procedure till the plate wearer is dead. Just add a few instant casts in while nukeing. If he gets a finger on you, blink, use ice block if you have to wait for the cooldown of your blink, because it also gets rid of the hamstring if he spams it on you. If he has a million hitpoints work on it, cycling blinks and FN and CoC's to keep him away. Intercept is on a relatively long cooldown and if it takes that long to kill him you’re in trouble. If you ambush, Frost Bolt spam till he dies.
Other mages: I don't give out secrets to beating me.... but really it’s a huge, huge thing with a million permutations of what can and can't happen. The bottom line is, Block out of the sheep right when he launches hi opener. Don't get snared against a ice mage. Use the FN silence thing and remember that your cold snap resets the ward timers, which you want to always have up. Sheep the other guy right off the bat if fire, wait fort his sheep if frost. You don't want to have arcane countered cause the frost mage will nova you and then Fire Blast + CoC.
Paladins: For those of you out there who know these guys they are a joke. Here is a fun fact. Countering a paladin shuts down all his spells from ever school. Ain't that nifty. They have a resistance aura that matches you style so luck can do you in but the basic strategy is sheep them. I like to FN sheep and it removes any chance they will hit me. Once sheeped, then back up and lob frost bolts. Even if he chain cleanses, which he will, the snare is reapplied the moment afterwards. Also remeber that if he has blessing of freedom run till its on cooldown. A good strategy is run sideways throwing fireblasts over your shoulder till he is at half, counter his heal and kill. If he bubbles to heal then bandage, evocate, mana gem and keep running. If he heals at 80% stop attacking while he heals, kill his mana pool.
Shamans: Shamans are a class I hate dueling, however I know what it means to face them on the battle field and I have played them. IN the end it comes down to who gets the first move. IF its you, you win, if it’s them they win. Polymorph. Back up to max range, nuke, counter a heal (hope to god it’s not a hearthstone lol – again), if he instant heals, counter him, polymorph. Use the nova counter combo to kill him. Since the nature of totems is that they really can't be removed without hurting your gameplan, remeber that arcane explosion isn't absorbed by grounding totems so can be used to hurt him. Run away, toss fireblasts. Pray. This is a very difficult battle made easier by loads and loads of damage gear. My Frost bolts do a average of 1200, 4k crits, the two I can get on him before he is in shocking range can be half of his life. I then nova counter, Fire Blast + CoC (pray for 2.5K), fire blast, before if he is good after if he is dumb.
Battlegrounds:
Arathi Basin: When coming up to a node alone, spam level 1 blizzard to seek out rogues, and if you didn’t get any, go cap the flag for 1 sec, then cast FN. Then you’ve got the noob right where you want him - at the graveyard. When going with a group or zerging, always stay back and nuke. If u want HK’s, then go in the big mob battle and spam your arcane explosions for a bit then back away to nukeing again, also remember to AoE as much as you want in a big battle, just watch your mana in case of a 1v1 battle you get pulled into. Want to get from LM to BS as quick as possible? Well then why not jump there with a few HK’s on the way. Put on slow fall, mount up and jump off the huge hill, unmount, and just put a little scorch on everyone that goes past on the road underneath. And there you have it, you’re at the BS. Another thing is if u want to go to the mine, but not take the long way around instead of the huge drop, why not just jump off? But instead of getting fall damage, just when you’re about to touch the ground, use blink, and you will take no fall damage at all and can continue owning everyone there. Always when coming up to a node, use FN, because you might just find some unsuspected rogues. If you find some, sheep them, then continue on your target. Never blink on the both of the bridges in AB, it simply does not work. A glitch. /cry. Graveyard AoE, ah my favourite. As soon as they respawn pop a FN, CoC, throw a flame strike, then arcane explosion over and over again, and they would probably be dead before they even know what happened. Hehe, just a few tricks :P
Warsong Glutch: If you are running the flag home, blink, FN, and sheep if there is no one else around and if there is some distance between you and your attacker. When fighting in the middle, stay back and nuke, and again, if you want a lot of HK’s, go AoE, just try not to get killed. In WSG, sheep as much as possible, it might save you. If you are defending, FN as much as you can to stop them from getting anywhere, then CoC. Then frost bolt, and all the slowing/stopping spells you have. And DPS as much as you can.
(No AV, sorry - working on it)
4. Spells
I am not going through all the spells, as many are self explanatory, I will go over the ones I feel should be staples of all mage diets.
Ice Block: THIS SPELL IS GOD. It saves you all the time and it gets rid of all of your dots. It is a must have for all frost mages. What is a frost mage without Ice Block?
Ice Barrier: I love this spell. It absorbs damage you get taken on you. It does not disrupt spell casting, and is really useful for AoE, since it does not allow kick backs, snares, or nock off horse. Ice barrier is great for escaping difficult situations.
Frost bolt: Frost bolt does a decent amount of damage but it is worth more for its ability to slow your target. Use it to pull, and you can have the enemy to half health before they even get to you or our group. Casting a frost bolt when the enemy is about to flee is also a great idea, it will keep them from going very far. (But for frost mages, frost bolt is their main spell, so they will use it all the time).
Arcane Missiles: This spell sends off a number of missiles to strike the target doing moderate amount of damage. The combined effect is generally as much your fireball. When solo, Arcane Missiles is not the most effective spell. It takes a while to cast, and is interrupted with a melee damage (unless you have 5/5 Improved Arcane Missiles), however, in a group it does come in handy. Missile is a great way of doing damage early in the fight, because it goes off slowly and hits in bursts. It allows you to do damage slowly while your tank or other members gain aggro. It is also loud and flashy which when I played a tank, made a good impression as I would say “oh yeah the mage is doing something” (since often I would only remember seeing them sitting and drinking). Think of it as a reminder to everyone that yes, you are indeed attacking and not just guzzling conjured water and running around FN’ing everything.
Polymorph: Polymorph is just like you remember from Warcraft 3. Cast it and your enemy goes “poof” and is turned in to a sheep. You may think it means you can forget about him, however that would be folly. The sheep can’t attack but he can wander AND when wandering, his friends may very well notice him and say “hey…doesn’t that sheep look a lot like Uk’thor Crusher of Moons?”. Once they recognize Uk’thor or whatever his name is, they will remember what they learned in Monster 101 which is “Mages like to turn your buddies in to sheep” that or they just get curious when mutton wanders near them. At this point the entire cave or camp will come looking for your scrawny robe wearing butt. The main function of polymorph is crowd control or “cc”. In a dungeon where there are few mobs that wander around or “roamers” or “patrols”, your puller should be able to pull one to three with little difficulty. Depending on the make up of your group will determine when polymorph should be used. See Grouping for details.
Frost Nova: Frost Nova allows you to root in place all enemies in a given radiance in shackles of ice. It will gather agro from everything you hit, but not enough that most attacks by other classes won’t get the critters off you. Coupled with mana shield and you can do some decent damage. Frost Nova is by far your most useful spell. In solo combat it will by you time to manoeuvre or flee. In groups it will tie up your enemies and give your healers breathing room or your tank time to gain agro, in PvP it can frustrate a whole gaggle of enemies. In short, Frost Nova is your best friend. Give it the same hotkey spot on every bank you use for combat. Mine is number seven so I always know to hit lucky 7 when things get hairy.
Mana Shield: A near instant cast spell. Mana Shield exchanges melee damage for mana. By casting it, you can absorb about 1/3 of your hit points with the shield at the expense of some of your mana. This robs you of offensive power over the course of a nasty fight, however, you also save your healer from needing to heal you over and over and thus gain agro on them as well. This spell is critical in groups. Normally mages are the first to die when things get real ugly. The reason is, as a mage you see a big group and you think “time to bust out the big guns” and so, you go buck wild with AE (area effect) spells. Well as we stated earlier if mobs see all their buddies getting hurt as bad as they are, you become the honorary guest at the mage bashing. However, with mana shield you can get off more Area Effect spells than you might think. In the long run, Mana Shield is like Ice Barrier, just worse. Ice barrier is total ownage if you can get it.
Frost Armor: Frost Armor raises your armor AND slows down most enemies that hit you. If you do not have Frost Armor activated at all times you are a bad baaaaaaad mage and should be spanked vigorously by a large angry woman with a wooden spoon of some sort.
Blizzard: Blizzard is a brilliant translation of the WC3 (And WC2) spell in that it kicks serious tail, but also enemies do everything they can to try and stop it. It does great damage and has a wide radius. The trick with Blizzard is to give your self as much time as possible to use it. Frost Nova first, find a safe spot drop a Ice barrier or Mana shield and then Blizz till they make you stop. If you do it right you can do 200-300 damage to every mob around you. Keep in mind that they will all want to get to the crunchy red stuff hidden in your bones once you’ve done all that damage.
Arcane Intellect: It gives you more mana to kill stuff with. Always have it on….always. Always give it to your casters…always.
Conjure Food and Water: As a mage you will begin to take for granted what it means to have good food and water handy at all times. Try not to do this. Whenever you group hand your buddies food for the melees, water to the casters and both to the combos. Most of the time they wont need it in a good group but if they know they got a ton of it, you can speed up a dungeon trip by having folks chow or gulp down some conjured goodness between fights instead of a slow gain sit down.
Arcane Explosion: A quick AE spell that does a little damage to everyone but not enough to get massive agro like Blizzard. Useful when you know that one or two are stuck on a warrior or rogue and you can shoot off a few without fear of getting a bunch on you.. With about ¼ of my mana I can drop a frost nova and then hit 3-4 Arcane Explosions that will do around 100+ damage to each critter.
Remove Lesser Curse: It does what it says. This is one of those spells you rarely use but when you do, it can save your group. This little spell saves groups thirty minutes in dungeons like Shadowfang Keep where some of Arugal’s Sons can curse a DoT that makes your teeth hurt it hits so hard. The same go for fire and ice ward. Know when to use em.
5. Instancing/Grouping
Dungeons are not the best place for mages to solo. If you find yourself needing to solo in the cramped confines of a dungeon, be sure that you can handle two or more at the same time of whatever is inside. The reason being is that either you or your prey is bound to wander into some of his buddies. Polymorphed sheep like to wander. Mages trying to get some distance to get off a spell do to. Avoid dungeons solo. They can be done, but will likely result in a trip or two through Black and White land.
A good mage is always welcome but there are enough bad mages out there that many groups would rather pass on us. Bad mages end up dead once things get ugly. They act like teenagers with their first chance to score, by blowing their mana all over the room in one big clumsy act of inept exuberance. Then, because the healers cast a half dozen heals on them to keep the mage alive, the healers go next and so the cookie crumbles. However, a good mage will save a group every time.
I think of a good mage like a multiplier. If your group can take 2-3 mobs in an area with only a few nukes from you, then when the going gets tough you should be able to take 4-6. It takes a lot of practice to get good at but when done right you can truly lay some serious hurt on your enemies. In a group there are three basic roles for you to play. A good group that is balanced for the area you are in will allow you to play which ever one you want. However, if you are under or overpowered for the area it will push you in one direction or another.
When waiting for your group to get to the instance, might as well make use of your time, and make some food and water. Enough for your group. In a group, always stay back to nuke, unless your group requires you to AoE. Sheep when you have to. And try to take aggro off your main tank when he is about to die by DPS’ing hard.
6. AoE
The trick with AoE is to act quickly and not to die. It is a must to be a frost mage to AoE grind, because with fire, you’re dead in only a couple of seconds. You really shouldn’t start AoE’ing until your level 25+. 25 – 39 AoE. AoE grinding is useless without Improved Blizzard, but anyways - First put on mana shield, then gather a group of melee’rs. If there is a single caster or ranger in the mob, it can screw you up. Then run to gather the mobs. As soon as they are in a group, FN, then blink. Then pop a flame strike, then blizzard, then blizzard again from when they are walking to you. Then when they are in melee range, CoC then spam Arcane Explosions. Keep running around, If you are running low on mana, blink then when they get close again, FN and if you have enough mana for one more blizzard do it, it should finish them off. Now for 40+ AoE. First put up a Ice Barrier. Mount up and then gather the mobs. Unmount then iceblock. Wait for the mob gets to you. Once they are all around you, FN immediately. Blink, then Blizzard, then blizzard again, once close to you CoC then cold snap, then CoC again. Then your blink timer should be down, then blink. Then blizzard, if your about to die, always Ice Block, because it gives you time for your FN to time up, once ice block is down always immediately FN. Well there you have it.
7. Talent Builds
PvP/Grinding build 31/20 Arcane/Fire
Arcane Talents (31 points)
Improved Arcane Missiles - 5/5 points
Arcane Focus - 4/5 points
Arcane Concentration - 5/5 points
Evocation - 1/1 point
Improved Arcane Explosion - 5/5 points
Improved Counterspell - 2/2 points
Arcane Mind - 4/4 points
Presence of Mind - 1/1 point
Arcane Instability - 3/3 points
Arcane Power - 1/1 point
Fire Talents (20 points)
Improved Fireball - 5/5 points
Impact - 5/5 points
Ignite - 5/5 points
Flame Throwing - 2/2 points
Pyroblast - 1/1 point
Incinerate - 2/2 points
33/18 Frost/Arcane PvP/PvE DPS Build
Arcane Talents (18 points)
Improved Arcane Missiles - 5/5 points
Arcane Concentration - 5/5 points
Evocation - 1/1 point
Improved Arcane Explosion - 5/5 points
Improved Counterspell - 2/2 points
Frost Talents (33 points)
Improved Frostbolt - 5/5 points
Improved Frost Nova - 2/2 points
Ice Shards - 5/5 points
Improved Blizzard - 3/3 points
Cold Snap - 1/1 point
Shatter - 5/5 points
Arctic Reach - 2/2 points
Improved Cone of Cold - 3/3 points
Ice Block - 1/1 point
Frostbite - 5/5 points
Ice Barrier - 1/1 point
30/21 Fire/Arcane PvP Build
Arcane Talents (21 points)
Improved Arcane Missiles - 5/5 points
Arcane Concentration - 5/5 points
Arcane Focus - 2/5 points
Evocation - 1/1 point
Improved Arcane Explosion - 5/5 points
Improved Counterspell - 2/2 points
Presence of Mind - 1/1 point
Fire Talents (30 points)
Impact - 5/5 points
Improved Fireball - 5/5 points
Flame Throwing - 2/2 points
Ignite - 5/5 points
Pyroblast - 1/1 point
Burning Soul - 2/3 points
Incinerate - 2/2 points
Critical Mass - 3/3 points
Fire Power - 5/5 points
I personally use the 33/18 Frost/Arcane PvP/PvE DPS Build. It works best for me. Choose wisely about where you go with your talents.
8. UI, Addons and Mods
Ecasting Bar – Basically, this gives you a huge casting bar, and you can move it anywhere you want.
SheepWatch – There is a small channelling bar showing how long the target is going to remain as a sheep, you can move the bar anywhere.
Damage Meters – This is a mod that shows you who is doing the most – least damage from your group.
Water boy – This automatically makes water and food after you run out, and when you are 3/4 of your mana and are not in combat, it will automatically drink and if you are 3/4 of health, and are not in combat, it will automatically eat.
Lazy Mage – This just spams 4 frost bolts, then a fire blast followed by a CoC and frost bolts until the target is dead. And that is all it does.
Auto Buff – All this does is automatically buff you with Arcane Intellect and Frost Armour.
NovaWatch – This is like sheep watch, but it works with a FN.
9. Gear
All this gear is good gear for pre-raid instances such as ZG/AQ/MC/BWL.
General +Damage Gear
Head: Spellweaver's Turban, Crimson Felt Hat
Neck: Orb of the Darkmoon, Arcane Crystal Pendant
Shoulders: Highlander's/Defiler's Epaulets, Burial Shawl
Back: Crystalline Threaded Cape, Amplifying Cloak
Chest: Robe of the Archmage, Robe of Everlasting Night
Bracers: Rockfury Bracers, Dryad's Wrist Bindings
Hands: Hands of Power, Blood Guard's/Knight Lieutenants Silk Gloves
Belt: Stormpike/Frostwolf Cloth Belt, Defiler's/Highlander's Cloth Girdle
Legs: Skyshroud Leggings, Spellshock Leggings
Boots:Omnicast Boots, Blood Guard's/Knight Lieutenants boots
Rings: Eye of Orgrimmar/Songstone of Ironforge, Maiden's Circle
Trinkets:Briadwood Reed, Burst of Knowledge
Fire +Damage Gear
Head: Eye of Flame
Neck: N/A
Shoulders: Flameseer Mantle
Back:Mageflame Cloak
Chest: Cindercloth Robe
Bracers: N/A
Hands: Inferno Gloves
Belt: Sash of the Burning Heart
Legs: Cindercloth Pants
Boots: Fire Striders
Rings: Flaming Band
Trinkets: Fire Ruby
Ice +Damage Gear
Head: N/A
Neck: N/A
Shoulders: Boreal Mantle
Back: Frost Leather Cloak
Chest: Freezing Lich Robes, Robe of Winter Night
Bracers: N/A
Hands: Shivery Handwraps
Belt: N/A
Legs: Frostweave Pants
Boots: Riptide Shoes
Rings: Frigid Ring
Trinkets: N/A
Weapons with +Damage
Staff:
General:Ironbark Staff, Amethyst War Staff
Fire/Frost: Elemental Mage Staff
Swords:
General:Elemental Attuned Sword, Mindcarver
Daggers:
General:Sageclaw/Mindfang, Dark Whisper Blade
Fire: Searing Golden Blade
Frost: N/A
Off-hands:
General:Therazane's Touch, Tome of the Lost
Fire: Tome of Fiery Arcana
Frost: Tome of the Ice Lord
Wands:
General:Bonecreeper Stylus, Ritssyn's Wand of Bad Mojo
Fire: Pydric Caduceus
Frost: Wand of Biting Cold
Enchantments +Damage:
Weapons Enchantment: Spell Power
Frost: Winter's Might
Glove Enchants:
Frost: Frost Power
Fire: Fire Power
Arcanum of Focus: +8 Damage
Tier Armor:
Tier Zero – Magisters
Tier One – Arcanist
Tier Two – Netherwind
Tier Three – Frost Fire
10. Outro
Well that is my mage guide. I hope you learned a lot from it. Thank you for reading. Hopefully this will help you make a pro mage like me. You can find me on Oceanic – PvE Khaz’goroth character: Mossimoss, Rank 10 Frost Mage, has full Netherwind and Frost Fire. And you can find my other mage on Oceanic – PvP Frostmourne character: Netherwinder, Rank 14 Frost Fire Mage, has full Magisters, full Arcanist, full Netherwind and full Frost Fire. My email is somthin_ish@hotmail.com and if you have any questions just e-mail me. Thanks. Btw, I live in Australia, Gold Coast. Okay, thank you and good bye.
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| For the BEST Horde 1-70 Guide, check out Joana's 1-70 Horde Guide. |
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| For the BEST Alliance 1-70 Guide, check out Brian Kopp's 1-70 Alliance Guide. |
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