|
|
 |
 |
 |
 |
The Mage: -Last
Updated 11-21-2004
|
Available to: Human, Dwarf, Undead,
Troll, Gnome Best For: Human, Undead Primary Attributes:
Intelligence, Spirit Skills
Require... Mana
Allowable Armor: Cloth, Orbs
Starting Weapon Skills: Staff, Wands
Available Weapon Skills: Daggers, Swords The mage is the most focused
spellcaster, capable of dealing the greatest damage is the
shortest amount of time. The have the widest array of direct
damage spells spread over three schools of magic, but lack the
defensive capabilities of other classes. |
The mage is an interesting class to play,
simply due to the wide range of strategies and spells that forms
their arsenal. A mage is capable of dealing tremendous damage over a short period of
time, speeding up combat for his allies. Physically, however, they a weak. And in melee combat, they are the second most helpless class (Warlock being the most).
Spells Mechanics: While
conceptually, the mage is most like the Sorceress in Diablo II,
there is a number of huge gameplay differences. In Diablo II, a
mage would gain spells by assigning skill points to them when he
raises a level. This means that a players generally chose to
specialise in one of two spells, and thus combat becomes
monotonous as you fire one Glacial Spike after another.
In contrast, players purchase spells from Mage Trainers in World
of Warcraft, including higher ranked versions of their current
spells. This means, a mage can use a wide range of combos instead
without penalty. Thus the most successful mage is the one who
develops the best spell combo, as opposed to the one who was able
to save all skill points and put them all into the most powerful
spell.
Spell Types: There are three major
types of spells in world of Warcraft. Sorcery Spells:
Take time to cast, but have no cool down.
They can be used as much as casting time allows. However, if the
caster is struck while casting the spell, the casting time
increases and the spell may be disrupted altogether. Thus casting
sorceries while under attack is questionable. Any sorcery with
over 2.5s casting time should not be used in melee. Eg: Fireball,
Frostbolt
Instant Spells: No casting time, but have
a cooldown timer. They are great in mid combat as there's no
chance they will be disrupted. In addition, you can cast them
immediately after a sorcery, or even between two attacks! Their
drawback is that you have to wait a while to use them again. Note that, different
intant spells have separate cooldown timers, so you can cast two different
instant spells one after the other for brutal damage. Eg:
Fire Blast, Frost Nova
Channeling Spells: No casting time, no
cooldown, but the caster is disabled for the duration of the
spell. If the caster is struck by anything during this time, the spell is
disrupted. Channeling spells should never be used when the caster
is under attack. They're best used when in a party, or attacking
melee characters from far away who're physically constrained in some
fashion. Eg: Arcane Missiles
Lower vs Higher Ranked Spells:
In addition, even after a player purchases Rank 2 Fireball, he can
still cast Rank 1 Fireball. In fact, some situations will make the
Rank 1 fireball preferable. Higher rank spells cost far more mana,
and more importantly, often have increased casting times. While they do
have a much better damage/mana ratio, players may still find lower
ranked skills more useful for a variety of situations.
A Mage has access to four schools of magic. Fire provides the most
powerful direct damage spells. Frost includes supporting spells
that slows or stops the enemy, or boosts armor upon oneself.
Conjuration minimizes downtime by providing food and drink, while
Arcane Magic has a variety of useful utility enchantments and also
provides powerful direct damage channelling spells. To succeed, a
mage should make best use of every school.
The School of Fire: Fire spells are
the staple diet of a mage. They have the best damage/mana ratio,
and most are quick enough to cast in melee combat.
|
Fire
Ball: Cooldown: None
Target: Enemy
The staple spell for a mage. Hurls a ball of
dire at the enemy, dealing direct damage. It's relatively short
casting time make it decent for melee combat at lower ranks. Fireball is a great spell for initializing battles,
but higher levels, it's increased casting time maks it cumbersome in close
combat.Relevant Talents:
Improved Fireball (-0.5s Casting Time), Flamethrowing (+6
yrd Range), Critical Mass (+10% Critical Strike), Fire Power (+10% Damage),
Impact (10% Chance to Stun for 2s on hit), Ignite (+50% Damage over 5s
from Critical Strikes), Burning Soul (60% Chance not to lost casting time when
damaged)
With
Talents, Fireball becomes the spell with the greatest damage per second in the
mages arsenal, but will also drain the mages mana by far the fastest. The
decreased casting time makes it viable in general combat, and becomes the
backbone attack of Fire Mages.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Damage |
Damage/Mana |
Damage/Sec |
| 1 |
1 |
0 |
30 |
1.5s |
30 yrd |
14-22 + 2hp over 4s |
0.67 |
12.7 |
| 2 |
6 |
1 |
45 |
2.0s |
35 yrd |
31-45 + 3hp over 6s |
0.91 |
19.8 |
| 3 |
12 |
6 |
65 |
2.5s |
40 yrd |
53-73 +6hp over 6s |
1.06 |
26.4 |
| 4 |
18 |
22 |
95 |
3.0s |
40 yrd |
84-116 +12hp over 8s |
1.18 |
35.3 |
| 5 |
24 |
53 |
140 |
3.5s |
40 yrd |
139-187 + 20 over 8s |
1.31 |
49.4 |
| 6 |
30 |
80 |
185 |
3.8s |
40 yrd |
199-265 +28 over 8s |
1.41 |
64.7 |
| 7 |
36 |
1 50 |
220 |
4.0s |
40 yrd |
258-338
+32 over 8s |
1.50 |
78.5 |
| 8 |
42 |
1 50 |
260 |
4.0s |
40 yrd |
328-426 +40 over 8s |
1.60 |
99.3 |
| 9 |
48 |
3 10 |
305 |
4.0s |
40 yrd |
404-521
+52 over 8s |
1.69 |
122.1 |
| 10 |
56 |
3 50 |
350 |
4.0s |
40 yrd |
489-627 +60 over 8s |
1.77 |
147.0 |
| 11 |
60 |
3 90 |
395 |
4.0s |
40 yrd |
578-736 +76 over 8s |
1.86 |
173.8 |
|
|
Fire Blast: -Instant
Casting Time: Instant
Fireblast is the first instant direct damage
spell you'll get. It's great for dealing that extra damage in
melee combat, or directly after a fireball for combo damage. While
it does not have a good damage and mana ratio, it is essential in action combat.
Always use it when cooldown allows. It is one of the few spells that the mage can
cast without fear of disruption when in melee, and is thus,
invaluable.Relevant
Talents :
Improved Fireblast (-3s Cooldown) Flamethrowing (+6
yrd Range), Critical Mass (+10% Critical Strike), Fire Power (+10% Damage),
Impact (10% Chance to Stun for 2s on hit), Ignite (+50% Damage over 5s
from Critical Strikes),
The decreased cooldown time makes Fireblast exceptional lethal, though again
has the potential to completely drain the mages mana. In critical situations,
Fire Blast can spammed to destroy the opponent in alarmingly short times.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Range |
Damage |
Damage/Mana |
| 1 |
6 |
1 |
40 |
8s |
20 yrd |
24-32 |
0.73 |
| 2 |
14 |
9 |
80 |
8s |
20 yrd |
64-80 |
0.90 |
| 3 |
22 |
42 |
120 |
8s |
20 yrd |
112-139 |
1.04 |
| 4 |
30 |
65 |
165 |
8s |
20 yrd |
168-202 |
1.14 |
| 5 |
38 |
1 20 |
220 |
8s |
20 yrd |
249-299 |
1.26 |
| 6 |
46 |
3 70 |
280 |
8s |
20 yrd |
342-406 |
1.34 |
| 7 |
54 |
3
50 |
340 |
8s |
20 yrd |
444-524 |
1.43 |
|
|
Flamestrike: -Sorcery
Cooldown: 0
Warcraft 3 Spell of the same name. Launches a huge column of
fire at the enemy that deals large instant damage, followed by significant
damage over time. The long casting time and potential to aggravate all monsters
limits the use of this spell mostly to party situations, where a Warrior has
already taunted all monsters off the player. Cast Frost Nova before
Flamestrike to make sure all enemies stay in the area for the duration of
the spell. One will note that this spell, when chain casted, has a higher DPS
than fireball, however, doing so on a single target will be very mana
inefficient. Relevant Talents:
Improved Flamestrike (+15% Chance to Critical
Strike) Flamethrowing (+6
yrd Range), Critical Mass (+10% Critical Strike), Fire Power (+10% Damage),
Critical Mass (10% Chance to Stun for 2s on hit), , Burning Soul (60%
Chance not to lost casting time when damaged),
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Damage |
Damage/Mana |
Damage/Sec |
| 1 |
16 |
18 |
195 |
3.0s |
30 yd |
52-68 + 48hp over 8s |
0.55 |
36 |
| 2 |
24 |
53 |
330 |
3.0s |
30 yd |
96-122 + 88hp over 8s |
0.60 |
66 |
| 3 |
32 |
1 10 |
490 |
3.0s |
30 yd |
154-192 + 140hp over 8s |
0.64 |
73 |
| 4 |
40 |
1 10 |
650 |
3.0s |
30 yd |
227-280 + 200hp over 8s |
0.68 |
110 |
| 5 |
40 |
3 10 |
815 |
3.0s |
30 yd |
300-370 + 272hp over 8s |
0.72 |
146 |
| 6 |
56 |
4 80 |
990 |
3.0s |
30 yd |
386-473 + 352hp over 8s |
0.76 |
187 |
|
|
Fire Ward: -Instant
Casting Time: Instant
Duration: 1 Minute
Target: Self
One of the only defensive skills in the School of Fire. Fire
Shield protects the caster from a set amount of fire damage. Against fire
wielding mobs of equal level, it general absorbs the damage of just over one
attack, against players, fireball of equal levels does around about 20% more
damage than the shield absorbs. The shield is cheap to cast, so use it whenever
possible against a fire wielding opponent.
Relevant Talents:
Improved Fire Shield (15%
of Damage Returned to Caster)
Spending talent points on this spell is not
essential, due to the fact that the spell itself is very situational. However,
reflecting damage onto the opponent is lethal against the Shaman's Searing
Totem, as well as great in PVP against unwary mages.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Fire Damage Absorbtion |
|
1 |
20 |
42 |
85 |
30s |
105hp |
|
2 |
30 |
42 |
135 |
30s |
185hp |
|
3 |
40 |
1 10s |
195 |
30s |
200hp |
|
4 |
50 |
2 80s |
255 |
30s |
430hp |
|
5 |
60 |
3 90s |
320 |
30s |
585hp |
|
Scorch:
Cooldown: None
Scorch is a higher level direct damage
spell that complements Fireball. While Scorch has a slight worse
damage to mana ratio, it is over twice as fast to cast and is thus
much more plausible in close combat. Typically, a player will use Fireball
to knock someone out of sleep or initiate combat, and Scorch once the enemy starts to retaliate.
Scorch, when coupled with talents has a far great damage per mana than fireball,
and when coupled with gear that adds additional damage, does far greater DPS
than fireball, and is thus should be the fire mages general purpose attack
spell. Relevant Talents:
Improved Scorch (Burns Target for Extra 50% Damage over
5s), Flamethrowing (+6
yrd Range), Critical Mass (+10% Critical Strike), Fire Power (+10% Damage),
Critical Mass (10% Chance to Stun for 2s on hit), , Burning Soul (60%
Chance not to lost casting time when damaged),
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Damage |
Damage/Mana |
Damage/Sec |
|
1 |
22 |
42 |
50 |
1.5s |
30 yrd |
53-65 |
1.18 |
39.3 |
|
2 |
28 |
81 |
65 |
1.5s |
30 yrd |
77-93 |
1.31 |
56.7 |
|
3 |
28 |
1 80 |
80 |
1.5s |
30 yrd |
100-120 |
1.38 |
73.3 |
|
4 |
40 |
1 10 |
100 |
1.5s |
30 yrd |
137-164 |
1.38 |
100.3 |
|
5 |
46 |
3 70 |
115 |
1.5s |
30 yrd |
167-198 |
1.54 |
121.1 |
|
6 |
52 |
4 |
135 |
1.5s |
30 yrd |
206-246 |
1.63 |
150.6 |
|
7 |
58 |
5 30 |
150 |
1.5s |
30 yrd |
240-283 |
1.69 |
174.3 |
|
|
Arcane Magic: Arcane Magic contains
a wide series of useful enchantments as well a mixed dose of
counter spells and channelling direct damage spells. While players
won't find it especially useful at the start, Arcane Magic becomes
very powerful later on. It's spells are not designed to be used on
their own, but are great in mixed combos.
|
Arcane Intellect:
-Instant
Range: 30 yards
Target: Self or Friendly
Increases the intelligence of the target.
Intelligence is always useful for a spellcaster. It's long
duration means that the casting cost is irrelevant. Always have
this enchantment on. Allied casters will also love this spell.
Relevant Talents:
Improved Arcane Intellect (+50% Intelligence Boost)
Maxing the talents for this spell is
essential.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Duration |
Effect |
|
1 |
1 |
10 |
60 |
1s |
30 min |
+3 Int |
|
2 |
14 |
13 |
185 |
1s |
30 min |
+8 Int |
|
3 |
28 |
81 |
520 |
1s |
30 min |
+20 Int |
|
4 |
42 |
1 50 |
945 |
1s |
30 min |
+48 Int |
|
5 |
54 |
4 80 |
1510 |
1s |
30 min |
+66 Int |
|
|
Polymorph -Sorcery
Cooldown: None
Target: Enemy
Instantly takes one enemy out of battle by
turning it into a sheep. The spell mat end early and will be disrupted if the
target suffers any damage. The target also regenerates health at extremely quick
rate. Polymorph should be used in emergencies where a player engages more mobs
than they can handle, however, beware, sheeped opponents may wander and call for
help. Use sheep on snared opponents and ranged opponents to give you breather,
and against enemy players when you initialize combat so that you can get
that first
spell off.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Duration |
|
1 |
8 |
2 |
60 |
1.5s |
30 yrd |
20s |
|
2 |
20 |
19 |
90 |
1.5s |
30 yrd |
30s |
|
3 |
40 |
1 10 |
120 |
1.5s |
30 yrd |
40s |
|
4 |
60 |
3 90 |
150 |
1.5s |
30 yrd |
50s |
|
|
Arcane Missiles:
-Channeling
Target: Enemy
Arcane Missiles is like a mini-starfall. The caster launches his
hand up in the air and calls forth a shooting star every second to strike the
target. If the caster is hit at any time during the spell's duration, the spell will be disrupted. Talent points
spent on Arcane Missiles will eliminate this chance of disruption, and make
Arcane Missiles a good general purpose spell. While the spell does less damage
than fireball and is less mana efficient than frost bolt, there are no units in
the game that are resistant or immune to arcane magic. This versatility makes
the spell essential against mana end game bosses.
Arcane Missiles will be the staple attack of
any mage specced in Arcane. Howveer, without the effects of
no interruption granted by talents, the use of this spell is limited.
Relevant Talents:
Improved Arcane Missiles (No Chance of Disruption), Arcane
Subtlety (-20% threat generated), Arcane Focus (-10% chance for enemy to resist)
| Rank |
Required Level |
Cost |
Mana |
Range |
Damage |
Damage/Mana |
Damage/Sec |
|
1 |
8 |
1 50 |
80 |
30 yrds |
24hp/s for 3s |
0.94 |
24 |
|
2 |
16 |
18 |
140 |
30 yrds |
36hp/s for 4s |
1.03 |
36 |
|
3 |
24 |
53 |
235 |
30 yrds |
56hp/s for 5s |
1.19 |
56 |
|
4 |
32 |
53 |
320 |
30 yrds |
83hp/s for 5s |
1.30 |
83 |
|
5 |
32 |
1 10 |
410 |
30 yrds |
115hp/s for 5s |
1.40 |
115 |
|
6 |
48 |
3 10 |
500 |
30 yrds |
151hp/s for 5s |
1.51 |
151 |
|
7 |
56 |
4 80 |
595 |
30 yrds |
192hp/s for 5s |
1.61 |
192 |
|
|
Blink:
-Blink
-Sorcery
Cooldown: None
The mage teleports to a target location up to 20 yards away.
This spell is useful when the player is slowed or trapped in some fashion, and
helps the mage flee from battle slightly more quickly. It really shines in PVP,
where a quick teleport behind a tree or the enemy player will confound and
confuse him for a few seconds, enough for you to get off a powerful spell. Relevant Talents:
Improved Blink
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Damage |
Damage/Mana |
Damage/Sec |
|
1 |
20 |
19 |
75 |
1.5s |
10 yrd |
32-36 |
0.45 |
22.7 |
|
2 |
22 |
44 |
120 |
1.5s |
10 yrd |
57-63 |
0.50 |
40.0 |
|
2 |
30 |
65 |
185 |
1.5s |
10 yrd |
97-105 |
0.55 |
67.3 |
|
3 |
38 |
1 20 |
250 |
1.5s |
10 yrd |
140-153 |
0.58 |
97.7 |
|
3 |
46 |
3 70 |
315 |
1.5s |
10 yrd |
192-208 |
0.64 |
133.3 |
|
5 |
54 |
3 50 |
390 |
1.5s |
10 yrd |
250-271 |
0.67 |
173.7 |
|
|
Dampen Magic: -Instant
Range: 30 yards
Cooldown: None
The first anti-caster spell available to the mage. Dampen
magic reduces the damage that a friendly player takes from enemy spells. As a
side effect, it also reduces the effectiveness of healing spells on the target
you. Without talents, the spell is ineffective except against specialised mobs
such as Water Elementals, with low damage elemental attacks. It becomes
moderately useful when coupled with talents.
Relevant Talents:
Improved Dampen Magic (Absorbs 50% more Damage)
| Rank |
Required Level |
Cost |
Mana |
Range |
|
1 |
12 |
19 |
75 |
20 yrd |
|
|
Arcane Explosion:
-Sorcery
Cooldown: None
The mage launches a large explosion of magic centered on
himself. The spell deals significant damage to everyone within 10 yards of the
caster. This spell is rather situational, as it's only useful when against
multiple opponents, and yet if a mage is being attacked but multiple opponents,
he can't get this spell off. The spell counts as physical damage, and is the
only AOE is that you can be sure will work. However, due to the fact the caster
must stay very close to mobs to cast this spell, he rarely has a chance to
launch the spell multiple times before being clobbered to death. Talents do help
in this, however. Relevant Talents:
Improved
Arcane Explosion (Instant Cast), Arcane
Subtlety (-60% threat generated),
Spending 3 Talents points removes the casting
time of Explosion Entirely, making it the AOE with the greatest damage per
second. However, it is still very mana-intensive, and should thus be limited to
emergency situations. Using extra plus to damage equipment also makes this spell
immensely effective.
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Damage |
Damage/Mana |
Damage/Sec |
|
1 |
14 |
9 |
75 |
1.5s |
10 yrd |
32-36 |
0.45 |
22.7 |
|
2 |
22 |
44 |
120 |
1.5s |
10 yrd |
57-63 |
0.50 |
40.0 |
|
2 |
30 |
65 |
185 |
1.5s |
10 yrd |
97-105 |
0.55 |
67.3 |
|
3 |
38 |
1 20 |
250 |
1.5s |
10 yrd |
140-153 |
0.58 |
97.7 |
|
3 |
46 |
3 70 |
315 |
1.5s |
10 yrd |
192-208 |
0.64 |
133.3 |
|
5 |
54 |
3 50 |
390 |
1.5s |
10 yrd |
250-271 |
0.67 |
173.7 |
|
|
Detect Magic: -Instant
Range: 30 yards
Cooldown: None
Displays all beneficial magical effects on the target. This
is a divination spell that can be used whenever fighting a caster mob you
haven't met before, just so that you know what you're up against.
| Rank |
Required Level |
Cost |
Mana |
Duration |
|
1 |
16 |
18 |
35 |
2 min |
|
|
Amplify Magic: -Instant
Target: Friendly Unit
Range: 30 yards
Cooldown: None
Increases the effectiveness of healing spells on the target unit,
with he side effect of making him more vulnerable to enemy spells. This spell is
situational at best, and if probably most effective in conjunction with the Shaman's
Healing Ward. Most of the time though, it's not worth the bother.
| Rank |
Required Level |
Cost |
Mana |
Duration |
Spell Damage Increase |
Healing Increase |
| 1 |
18 |
21 |
80 |
3 min |
15hp |
30hp |
| 2 |
30 |
65 |
180 |
3 min |
25hp |
50hp |
| 3 |
42 |
1 40 |
24
0 |
3 min |
35hp |
70hp |
| 4 |
54 |
3 50 |
300 |
3 min |
45hp |
80hp |
|
|
Remove Lesser Curse:
Casting Time: Instant
Range: 30 yards
Cooldown: None
Dispels deadly curses that can be cast on the
player or his allies.
| Rank |
Cost |
Required Level |
Mana |
Dispels |
|
1 |
18 |
22 |
60 |
1 curse |
|
|
Mana Shield: -Instant
Casting Time: Instant
Cooldown: None
Target: Self
Encases oneself in a magical shield. When hit, the mage is drained of 2 mana points for every 1 hp of damage taken. This spell is highly mana
inefficient, and thus is not always useful. It is best against missile mobs, who
would otherwise disrupt your attack, in duels where mana doesn't matter as much,
and in emergencies where you'll die if you don't protect yourself. Mana shield
is also ideal to cast prior to casting a major channeling spell like Blizzard,
to ensure that you can get the spell off. It is best used when you have plenty
of mana potions to spare, or the evocation talent. Relevant Talents:
Improved
Mana Shield (+100% hp absorbed)
The talent is not too useful, since the extra
hp absorbed still requires more mana.
| Rank |
Cost |
Required Level |
Mana |
Damage Absorbed |
Duration |
|
1 |
20 |
19 |
40 |
120hp |
60s |
|
2 |
21 |
81 |
60 |
210hp |
60s |
|
3 |
36 |
1 50 |
80 |
300hp |
60s |
|
4 |
44 |
3 50 |
100 |
390hp |
60s |
|
5 |
52 |
5 0 |
120 |
480hp |
60s |
|
6 |
60 |
3 90 |
140 |
570hp |
60s |
|
|
Counterspell: -Instant
Target: Enemy
Range: 30 yards
Cooldown: None
Disrupts the spell the target enemy is currently casting. The enemy will also be unable to cast that specific spell for the x seconds, where x is dependent on the rank of the spell. As a side effect, enemies get very angry when their spell is countered! Great spells to counter include primary healing and damage spells.
Relevant Talents:
Improved
Counterspell (-5s Spell Cooldown)
| Rank |
Required Level |
Cost |
Mana |
Duration |
| 1 |
24 |
53 |
12 |
100 |
|
Frost Magic: While Frost Spells
don't deal as much damage as Fire, all of them harbor useful
side-effects. Sometimes, slowing your enemies is more useful than
dealing damage, as it buys you time to cast powerful channelling
attacks, or escape from battle.
|
Frost
Bolt: Cooldown: 0
Target: Enemy
Launches a ball of extreme cold at the enemy. This spell
does less damage than fireball, and lacks its range at higher levels, but
compensates by slowing the enemy by 40%. Fore non frost mages, Frost Bolt is a
good spell to alternate between their preferred method of attack, allowing them
to deal more damage before the enemy reaches them. With talents, however, Frost
Bolt becomes the most mana efficient direct damage spell. It is the one spell a
mage can cast that does not drain his mana supply quickly, the damage per second
however, is significantly inferior to other direct damage choices.
Relevant Talents:
Improved Frost Bolt (+40rd
Range), Ice Shards
(+50% to Critical Strike Damage), Shatter (+25% Chance to Crit Frozen Targets),
Permafrost (Mobs Slowed by a further 15%), Winters Chill (20% chance to freeze
target for 4s on hit), Piercing Ice (+10% Damage), Frost Channeling (-20% Mana
Cost)
| Rank |
Required Level |
Cost |
Mana |
Casting Time |
Range |
Damage |
Damage/Mana |
Damage/Sex |
Slow Duration |
|
1 |
4 |
80 |
25 |
1.5s |
30 yrd |
18-20 |
0.84 |
12.7 |
5s |
|
2 |
8 |
2 |
35 |
1.8s |
30 yrd |
31-35 |
0.96 |
18.3 |
6s |
|
3 |
14 |
9 |
50 |
2.2s |
30 yrd |
51-57 |
1.08 |
24.5 |
6s |
|
4 |
20 |
19 |
65 |
2.7s |
30 yrd |
74-82 |
1.20 |
28.9 |
7s |
|
5 |
26 |
39 |
105 |
3.0s |
30 yrd |
133-145 |
1.32 |
46.3 |
8s |
|
6 |
32 |
1 20 |
130 |
3.0s |
30 yrd |
181-198 |
1.4 |
63.1 |
8s |
|
7 |
38 |
1 20 |
160 |
3.0s |
30 yrd |
234-254 |
1.48 |
81.7 |
8s |
|
8 |
44 |
3 30 |
195 |
3.0s |
30 yrd |
301-325 |
1.56 |
104.3 |
9s |
|
9 |
50 |
3 30 |
225 |
3.0s |
30 yrd |
264-394 |
1.64 |
126.3 |
9s |
|
10 |
56 |
4 80 |
260 |
3.0s |
30 yrd |
442-477 |
1.71 |
153.2 |
9s |
|
|
Frost Armor:
Target: Self
Cooldown: Instant
Casting Time: Instant
Duration: 30 min Encases the mage with Frost, giving an armor boost
and chilling enemies who strike the mage. Same effect as spell of
the same name in Warcraft 3. Affected enemies move at 50% and attack at 80% of
original speed.
No mage should ever be without Frost Armor. You start with the
spell, and it remains useful forever. The ability to chill
attacking enemies could not be more helpful when you withdraw from
a battle, and the armor protection it offers is most welcome. The
huge 30 minute duration means that its mana cost is irrelevant. With talents,
the spell helps immeasurable at protecting the damage, but slowing mobs to
crawling speeds when they strike even, and even a chance to freeze them in
place.
Relevant Talents:
Permafrost (Mobs Slowed by a further 15%), Winters Chill (20%
chance to freeze target for 4s on hit)
| Rank |
Required Level |
Cost |
Mana |
Armor Bonus |
| 1 |
1 |
0 |
60 |
20 |
| 2 |
10 |
4 |
125 |
40 |
| 3 |
20 |
19 |
270 |
60 |
|
|
Frost Nova:
Target: All Surrounding
Enemies Casting Time: Instant Freeze Duration: 10 s One of the most
useful spells. Frost Nova is the mage's only salvation from being
surrounded and pummelled like a doll. The spell launches a circle
of frost around the caster, freezing enemies in place for up to 8s.
While the damage it deals is minimal unless there's a lot of
enemies around, the freeze effect allows the caster to get the
hell out of there. Note that while enemies can't move when frozen,
they can still attack.
Typical combos include Frost Nova followed by a Flamestrike or Blizzard... deadly!
Always have Rank 1 of the spell in your hotbar, it costs almost no mana for
high level players, and it's always good to have an escape spell handy. Frost
Mages with full talents in this will also find it as useful AOE damage, and thus
should use the spell of highest rank.
Relevant Talents:
Improved Frost Nova (-3s Cooldown), Ice Shards
(+50% to Critical Strike Damage), Shatter (+25% Chance to Crit Frozen Targets),
Piercing Ice (+10% Damage), Frost Channeling (-20% Mana
Cost)
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Damage |
Damage/Mana |
|
1 |
10 |
4 |
55 |
25s |
19-21 |
0.36 |
|
2 |
26 |
67 |
85 |
25s |
33-37 |
0.41 |
|
3 |
40 |
1 10 |
85 |
25s |
52-58 |
0.48 |
|
4 |
54 |
3 50 |
145 |
25s |
71-79 |
0.52 |
|
|
Blizzard:
-Channeling
Cooldown: Instant
Target: Enemies in Area
A deadly crowd control spell that creates a storm on the player's enemies. The spell is a
requires channeling, and thus the mage should only cast it when well
protected. This spell is best cast when your opponent is frozen in place, or when you have Mana Shield on.
With talents, Blizzard becomes even more effective as it slows down enemies by
insane amounts, with a chance to freeze them in place, this essentially spells
death to melee opponents, who will be hard pressed to get near you for the
duration of the spell .
Compared to other AOE, Blizzard is significantly
more mana efficient, but does the least damage per second. It does also have the
redeeming quality that it is the safest AOE for a mage to cast, due to the
slowing effect of the spell.
Relevant Talents:
Improved Blizzard (Slows Enemies by
70%) Ice Shards (+50% to Critical Strike Damage), Shatter (+25% Chance to Crit
Frozen Targets), Permafrost (Mobs Slowed by a further 15%), Frostbite (20%
chance to freeze target for 4s on hit), Piercing Ice (+10% Damage), Frost Channeling (-20% Mana
Cost)
| Rank |
Required Level |
Cost |
Mana |
Range |
Duration |
Damage/Mana |
Damage/Sec |
| 1 |
20 |
19 |
335 |
30 yrd |
8s |
0.61 |
25.5 |
| 2 |
28 |
81 |
520 |
30 yrd |
8s |
0.68 |
44.5 |
| 3 |
36 |
1 50 |
720 |
30 yrd |
8s |
0.73 |
66.0 |
| 4 |
44 |
3 30 |
935 |
30 yrd |
8s |
0.77 |
92.3 |
| 5 |
52 |
4 |
1160 |
30 yrd |
8s |
0.81 |
121.0 |
| 6 |
60 |
3 90 |
1400 |
30 yrd |
8s |
0.85 |
154.0 |
|
|
Frost Ward:
Target: Self Casting
Time: Instant Duration:
30s Protects
the use from Frost based attacks by absorbing the damage. Like
fireward, it is only useful vs. specific opponents, but against
such opponents, extremely powerful.
Relevant Talents:
Improved Frost Ward (50% of the Damage Absorbed is converted to Mana)
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Frost Damage Absorbed |
| 1 |
24 |
40 |
95 |
30s |
120hp |
| 2 |
32 |
1 10 |
95 |
30s |
210hp |
| 3 |
42 |
1 50 |
194 |
30s |
300hp |
| 4 |
52 |
4 |
255 |
30s |
430hp |
|
|
Ice Barrier:
-Instant
Target: Self
Requires:
Ice Barrier Talent Casting
Time: Instant Duration:
1 min Ice Barrier is a
unique talent spell for the Frost Mage that greatly improves his chance of
survival. The spell erects a barrier around the mage, that must be destroyed
before any damage is delt to the mage itself. It is far more efficient than Mana
Shield, absorbs all types of damage, and is generally a lifesaver. Essential
spell for Frost mages
Relevant Talents:
Improved Frost Ward (50% of the Damage Absorbed is converted to Mana)
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Damage Absorbed |
| 1 |
24 |
40 |
95 |
30s |
120hp |
| 2 |
30 |
65 |
205 |
30s |
275hp |
| 3 |
36 |
1 50 |
260 |
30s |
361hp |
| 4 |
42 |
1 50 |
315 |
30s |
458hp |
|
5 |
48 |
3
10 |
370 |
30s |
571hp |
|
6 |
54 |
3 50 |
435 |
30s |
702hp |
|
7 |
60 |
3
90 |
500 |
30s |
848hp |
|
|
Frost Ward:
Target: Self Casting
Time: Instant Duration:
1 min Protects
the use from Frost based attacks by absorbing the damage. Like
Fire Ward, it is only useful vs. specific opponents, but against
such opponents, extremely powerful.
| Rank |
Required Level |
Cost |
Mana |
Cooldown |
Frost Damage Absorbed |
| 1 |
24 |
40 |
95 |
95 |
120hp |
|
|
Cold of Cold: -Instant
Target: Enemies in Cone in Front
Instantly chills all enemies the caster is facing, dealing a decent amount of damage and slowing the movement speed
by 50%. While Cone of Cold may not have a great damage to mana ratio, it's an instant cast, and extremely effective against groups of units. Even
when facing just one opponent, you may wish to cast this spell to add an extra punch.
elevant Talents:
Improved Cone of Cold (+45% Damage) Ice Shards (+50%
to Critical Strike Damage), Shatter (+25% Chance to Crit Frozen Targets),
Permafrost (Mobs Slowed by a further 15%), Frostbite (20% chance to freeze
target for 4s on hit), Piercing Ice (+10% Damage), Frost Channeling (-20% Mana
Cost)
With all talents, Cone of Cold becomes almost
as mana effective against a single opponent as Fire Blast. Coupled with Shatter,
Frost Nova + Cone of Cold can deal lethal damage.
| Rank |
Required Level |
Cost |
Mana |
Damage |
Slow Duration |
Damage/Mana |
|
1 |
26 |
67 |
210 |
98-108 |
8s |
0.49 |
|
2 |
34 |
1 80 |
290 |
146-160 |
8s |
0.54 |
|
3 |
42 |
1 50 |
380 |
202-230 |
8s |
0.56 |
|
4 |
50 |
2 80 |
465 |
272-299 |
8s |
0.60 |
|
5 |
58 |
5 30 |
555 |
345-376 |
8s |
0.63 |
|
|
Ice Armor:
Target: Self
Cooldown: Instant
Casting Time: Instant
Duration: 30 min Encases the mage in Ice, giving an armor boost
and chilling enemies who strike the mage. Same effect as spell of
the same name in Warcraft 3. Affected enemies move at 70% and attack at 80% of
original speed. In addition, Ice Armor also bestows extra frost resistance to
the caster.
elevant Talents:
Permafrost (Mobs Slowed by a further 15%), Winters Chill (20%
chance to freeze target for 4s on hit)
| Rank |
Required Level |
Cost |
Mana |
Armor Bonus |
Frost Resistance |
|
1 |
30 |
65 |
500 |
80 |
+20% |
|
2 |
40 |
1 10 |
750 |
100 |
+30% |
|
3 |
50 |
2 80 |
1000 |
120 |
+40% |
|
4 |
60 |
3 90 |
1300 |
140 |
+50% |
|
Conjuration Magic: Conjuration
should not be confused with Summoning spells for the Warlock.
While summoning allows the Warlock to control a variety of pets,
conjuration only conjures inanimate objects. So far, this includes
food and water. Despite how mundane this may sound, conjuration is
extremely useful, ensuring that the mage is never enters a battle
out of health or mana.
Talents: The Three Talent Trees of the Mage
correspond to each of the three Schools of Magic he has to offer, Fire, Frost
and Arcane. In general, it is best to allocate most of your talents points in
one school of magic, so that you can get a significant boost in the school of
your choice, and complement it with a few talents on a second or tertiary
school. Current the optimal
choice to go is a mixture of Arcane and Fire or fully Arcane. Frost Spells do
comparatively little damage, and
what mana efficiency ithas it offset by the prolonged combat time. That is, as
you don't regenerate mana during combat, Frost Spells turn out to be the least
mana efficient.
Trade Skills: A mage is able to
conjure food and water, and hence does not need trade skills that
provide slow healing such as first aid or cooking. Good trade
skills to focus on include.
Tailoring: Make your own robes and
clothes armor.
Engineering: Support your mage with cloth
contraptions. Enchant: Enchant your equipment, they need it.
Alchemy: Brew instant mana/healing
potions. Herbalism: So that
you can collect your own ingredients for Enchant and
Alchemy.
In addition, avoid skills that create items
you can't use, such as Leather Working.
Basic Strategies:
Pummel the enemy first with a long range or slowing spell, such as
Fireball or Frost Bolt. Follow up with a Channelling Spell as they
close in, like Arcane Missiles. When they reach you, use instant
spells like Fire Blast. When surrounded, Frost Nova provides a
means of escape.
Back to World of Warcraft Classes
|
  |
|
|
 |