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The Mage: -Last
Updated 11-21-2004
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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 |
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|
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 |
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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 |
|
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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 |
|
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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 |
|
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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 |
| | | |