Parts of this page were originally written by MageSock. |
Instead of writing up multiple posts, covering all these things, I will put all of it together into one resource where you can consult a quick reference on all things mage. I hope this will help answer some of the questions we have pop up on these boards.
All talents when discussed will be addressed as being at the max level, anything less than max will be covered under Part III, What to Spec as You Level.
Arcane Talents
So that's Arcane, up next, Fire!
Fire Talents
Frost Talents
That wraps up our talent review, up next, talent specs!
Alright, on to the talent specs. There is always more than one way to skin a cat, there is also more than one way to get to what you need in a certain tree. Speccing 33 Arcane for PvP will look different that for PvE, same with the other trees. These are merely suggestions, tested ones that I have experience playing with. You can always change stuff around, these are what I have found to work for me. Use at your own risk.
Arcane Arcane still serves as our utility tree, used to round out what you are trying to do with frost or fire. Making this your primary school of damage dealing magic, will make you OOM extremely fast. It can be used in shorter fights, i.e. 5 man dungeons, anything over that and keeping yourself in mana to keep casting becomes difficult. It also lacks the added toys you get in other trees for PvP, the control of frost and the burst of fire. With that in mind, most people spec 21, 33, or 40 Arcane. We will discuss those, as well as some off specs used for special cases.
21 Arcane - PvP Talents or "Getting to Presence of Mind" [2]
Talent Name | Points | Talent Name | Points |
---|---|---|---|
Arcane Subtlety | | Arcane Focus | |
Magic Absorbtion | | Arcane Impact | |
Arcane Fortitude | | Improved Counterspell | |
Improved Mana Shield | | Presence of Mind | |
Talent Name | Points | Talent Name | Points |
---|---|---|---|
Arcane Subtlety | | Arcane Focus | |
Magic Absorption | | Arcane Impact | |
Arcane Fortitude | | Improved Counterspell | |
Improved Mana Shield | | Improved Blink | |
Presence of Mind | | Arcane Mind | |
Prismatic Cloak | | Arcane Instability | |
Arcane Power | | Spell Power | |
Talent Name | Points | Talent Name | Points |
---|---|---|---|
Arcane Subtlety | | Arcane Focus | |
Magic Absorption | | Arcane Impact | |
Arcane Fortitude | | Improved Counterspell | |
Improved Mana Shield | | Improved Blink | |
Presence of Mind | | Arcane Mind | |
Prismatic Cloak | | Arcane Instability | |
Arcane Power | | Spell Power | |
Mind Mastery | | ||
Talent Name | Points | Talent Name | Points |
---|---|---|---|
Arcane Subtlety | | Arcane Focus | |
Magic Absorbtion | | Arcane Concentration | |
Arcane Impact | | Improved Counterspell | |
Arcane Meditation | | Presence of Mind | |
Talent Name | Points | Talent Name | Points |
---|---|---|---|
Arcane Subtlety | | Arcane Focus | |
Magic Absorbtion | | Arcane Concentration | |
Arcane Impact | | Improved Counterspell | |
Arcane Meditation | | Presence of Mind | |
Arcane Mind | | Arcane Instability | |
Arcane Power | | Spell Power | |
Talent Name | Points | Talent Name | Points |
---|---|---|---|
Arcane Subtlety | | Arcane Focus | |
Magic Absorbtion | | Arcane Concentration | |
Arcane Impact | | Improved Counterspell | |
Arcane Meditation | | Presence of Mind | |
Arcane Mind | | Arcane Instability | |
Arcane Power | | Spell Power | |
Mind Mastery | | ||
10 Arcane
Talent Name | Points |
---|---|
Arcane Subtlety | |
Arcane Focus | |
Arcane Concentration | |
Talent Name | Points | Talent Name | Points |
---|---|---|---|
Arcane Subtlety | | Arcane Focus | |
Magic Absorbtion | | Arcane Impact | |
Arcane Fortitude | | Improved Counterspell | |
Talent Name | Points | Talent Name | Points |
---|---|---|---|
Arcane Subtlety | | Arcane Focus | |
Improved Arcane Missiles | | Magic Absorption | |
Arcane Concentration | | Arcane Impact | |
Improved Counterspell | | Arcane Meditation | |
Presence of Mind | | Arcane Mind | |
Arcane Instability | | Arcane Potency | |
Empowered Arcane Missiles | | Arcane Power | |
Spell Power | | Mind Mastery | |
That wraps it up for the Arcane tree, our good buddy Fire is next on the list.
Fire
Anyone else have kids? Seen Ice Age 2? You know when the sloth, Sid gets kidnapped by the other sloths and they all worship him calling him "Fire King" over and over? Yeah, that is us in this tree. Fire still brings the most damage to the table, combined with Arcane it is why other classes complain about our burst capabilities. Nothing can match the sheer damage output of fire as far as mages go. Fully raid buffed, I am tossing 3k fireball hits these days. Factor in Ignite and we are talking just stupid power.
21 Fire - Stack with 40 Arcane or "Holy massive fireballs Batman!"[9]
Talent Name | Points | Talent Name | Points |
---|---|---|---|
Improved Fireball | | Ignite | |
Flame Throwing | | Incineration | |
Pyroblast | | Burning Soul | |
Master of Elements | | Critical Mass | |
Talent Name | Points | Talent Name | Points |
---|---|---|---|
Improved Fireball | | Ignite | |
Flame Throwing | | Incineration | |
Pyroblast | | Burning Soul | |
Master of Elements | | Playing with Fire | |
Critical Mass | | Fire Power | |
Talent Name | Points | Talent Name | Points |
---|---|---|---|
Improved Fireball | | Ignite | |
Flame Throwing | | Incineration | |
Pyroblast | | Burning Soul | |
Master of Elements | | Playing with Fire | |
Critical Mass | | Fire Power | |
Pyromaniac | | Combustion | |
Empowered Fireball | | ||
Talent Name | Points | Talent Name | Points |
---|---|---|---|
Improved Fireball | | Ignite | |
Flame Throwing | | Improved Fireblast | |
Incineration | | Burning Soul | |
Improved Scorch | | Master of Elements | |
Playing with Fire | | Critical Mass | |
Fire Power | | Pyromaniac | |
Combustion | | Molten Fury | |
Empowered Fireball | | Dragon's Breath | |
28 Fire - Use with 33 Arcane PvP or "BBQ PvP" [13]
Talent Name | Points | Talent Name | Points |
---|---|---|---|
Impact | | Ignite | |
Flame Throwing | | Improved Fire Blast | |
Incineration | | Pyroblast | |
Burning Soul | | Playing with Fire | |
Critical Mass | | Blast Wave | |
Blazing Speed | | ||
Dragon's Breath, while a PvP oriented talent, is so deep in the tree it really isn't worth getting. You lose to much in the Arcane tree from doing it, the biggest one being Spell Power. It also shares a cooldown with Cone of Cold, but here is where it stops making sense.
Cone of Cold, by itself, has an 8 second cooldown, and Dragon's Breath has a 20 second cooldown. Now, if you use Dragon's Breath, the Cone of Cold cooldown goes to 20 seconds. You can mess around with talents, and still PvP with different specs, but again, I wouldn't recommend it.
Enough of the Fire, on to Frost!
Frost
Not having as much of a damage output as a full fire spec, frost still brings some amazing tricks to the table. With Shatter the burst potential is absolutely lethal. Looked at by many to be THE PvP tree these days, it can also provide some decent numbers in raids. I really wish I could link music into posts, I'd bust out the remix of "Ice, Ice Baby" I have with Eminem in it.
40 Frost - PvE Frost or "Raiding, as frost, again..."[14]
Talent Name | Points | Talent Name | Points |
---|---|---|---|
Improved Frostbolt | | Elemental Precision | |
Ice Shards | | Improved Frost Nova | |
Piercing Ice | | Icy Veins | |
Arctic Reach | | Frost Channeling | |
Cold Snap | | Winter's Chill | |
Arctic Winds | | Empowered Frostbolt | |
Talent Name | Points | Talent Name | Points |
---|---|---|---|
Improved Frostbolt | | Ice Shards | |
Frostbite | | Improved Frost Nova | |
Permafrost | | Piercing Ice | |
Icy Veins | | Arctic Reach | |
Frost Channeling | | Cold Snap | |
Talent Name | Points | Talent Name | Points |
---|---|---|---|
Improved Frostbolt | | Ice Shards | |
Improved Frost Nova | | Piercing Ice | |
Icy Veins | | Shatter | |
Talent Name | Points | Talent Name | Points |
---|---|---|---|
Improved Frostbolt | | Elemental Precision | |
Shards | | Frostbite | |
Improved Frost Nova | | Permafrost | |
Piercing Ice | | Icy Veins | |
Arctic Reach | | Shatter | |
Cold Snap | | Improved Cone of Cold | |
Ice Floes | | Ice Barrier | |
Arctic Winds | | Summon Water Elemental | |
Talent Name | Points | Talent Name | Points |
---|---|---|---|
Improved Frostbolt | | Elemental Precision | |
Improved Frost Nova | | Icy Veins | |
I'm not going to be giving you an easy way out here. You will not be getting a step by step guide on what talents to pick and in what order. Instead, as I am a big fan of making you think for yourselves, I'm going to teach you how to decide what talents are good for your own leveling progression.
A good leveling talent has at least one of the three following properties.
Hell yes. Some of the greatest leveling talents include all three. Though the absolute best is when you can have a multi-talent synergy going.
There are multiple talents that are decent on their own, but when two or more are combined, they become phenomenal. Here's an example:
Ice Shards - Good burst talent by itself. But it really doesn't have enough crit to work off of while leveling to be great. However, when you add in Shatter, now you've seen a major increase in your burst potential. Every frost nova now becomes an invitation to a nice fat crit(that wouldn't be as big without Ice Shards).
But it gets even better. Add in Frostbite, and now you'll find your foes being frozen a lot more often, meaning the number of crits you see skyrockets. But wait, there's more. Add in the water elemental, and now you have an extreme potential to burst down your foes with free crits via the elemental's ranged "Freeze" ability.
And that's what I mean by Synergy. There are many sets of talents that function like this. I urge you to seek them out for yourself.
No. I will, however, urge you to consider what spell you'll be using most often as you level (Fireball, Frostbolt, Arcane Missiles, Scorch/Fireblast), and pick up the Improved version of that ASAP. You'll be glad you did.
The short answer: The one you think sounds the most fun!
The long answer: It really depends first of all on your choice of what you intend to do as a mage. If solo questing is really all you desire, then go back to the short answer. Otherwise, continue reading.
At this point, you have a decision to make. Will you be choosing Alliance or Horde? If you don't care which, go on to the next step. If you do care, pick one and...go on to the next step. [1]
Now, we must break it down to PvP and PvE. Which is more in the cards for you? Do you plan to be a BG bunny or an instance rat? A master of arena combat or a slayer of all monsters great and large? Think about it and continue.
In Arenas and BGs both, you'll find that control over your enemies and yourself is often key to victory. Gaining the initiative in a fight will often give you a victory as well, so that is something to consider. Anything that helps you survive can be nice, but most racials available to mages are pretty shitty here.
Let's look at each race that has something nice to offer for PvPers.
Alliance
Draenei - Gift of the Naaru will indeed will help you survive. But it's a drop in the proverbial bucket and not much to write home about.
Gnome - Escape Artist is the big thing here. Since mages rely on mobility to stay alive, anything to keep you from getting locked down and destroyed is ace in my book. The intellect bonus is pure gravy.
Human - Perception helps gain you the initiative on rogues and druids. By removing the initiative from them, you severely hamper their ability to harm you. This most often comes into play in arenas, but it makes a huge difference therein.
Final winner:
For BGs, Gnomes are definitely the superior mage. For Arenas, Humans smash them in any battle involving rogues and druids, but fall short on other match ups.
For overall PvP, go Gnome.
Horde
Blood Elf - Arcane Torrent allows you to interrupt enemy spells. This is great for when you have more than one enemy healer you need to lock down for a moment in many situations, but the duration of the silence makes the Blood Elf advantage mediocre at best. The mana drain is nice but pretty weak overall.
Troll - Berserking gives you a serious advantage in a nuke fight with another caster. Combine that with Icy Veins for some decent power. Not the greatest overall, but definitely powerful.
Undead - Will of the Forsaken gives a mage a huge advantage against a lot of different classes. Having this will give you the ability to nullify most any CC used against you. Combined with Ice Block, you can neutralize the two most powerful fears a warlock can use against you, or you can pop out and CS that damned priest right before he gets off that saving heal. All around, a great ability. Cannibalizing corpses in BGs is just another bit of happiness that'll keep you going longer.
Final Winner:
While Trolls and Blood Elves are strong contenders, the Undead just devour the competition. If you want to BG or Arena, you really can't go wrong with Undead.
For overall PvP, go Undead.
In group PvE, it's all about what makes you burn a little harder or a little longer. Being able to escape roots/stuns/fears can be a factor, but it's really pretty minor overall(makes a very strong showing in a very small number of fights). There are other factors as well, but they're pretty minor. We'll discuss em all, though.
Horde
Blood Elf - Mana Tap + Arcane Torrent gives a bit of longevity overall, but it's really a minor amount. Nothing to write home about. The resistance bonus is also pretty meh, though the better overall of all the resistance bonuses any race gets.
Undead - Will of the Forsaken again shows some strength as the ability to get out of fears is key on some fights. But these fights are pretty rare, so while it's a nifty thing to have, it's not required. Much more useful in raids than in 5 mans.
Troll - Berserking isn't the strongest buff overall. But it can be used often and does contribute to a mage's main role, damage. Combined with Icy Veins and a trinket(and maybe even AP!) this can be a powerful buff.
Final Winner:
On a few fights, especially in raids, Undead make a very strong showing. But for their overall damage increasing racial, you can't beat Trolls.
For overall PvE, go Troll.
Alliance
Gnome - The biggest thing gnomes really bring to the table is their increased Intellect. At 5%, it's a pretty nice increase. This brings more damage in the form of higher crit from int as well. Escape Artist is less useful than WotF for the most part due to the lack of fights where the ability to break snares means the difference between victory and death. Not a bad race, though.
Human - Humans bring two major things to the table here. The first is the increased Reputation gains. This often means humans are first to get the rep they need for pieces of gear. However, this also stops mattering after everyone else reaches that gear too. They also bring in a 10% bonus to spirit. Not a huge increase, but since the change to spirit mechanics, it's definitely helpful. Arcane mages will notice it most of all, especially after WotLK comes out.
Draenei - The mighty blue squids from outer space bring something that gives them an edge in damage(atm, WotLK's talents may make the human spirit bonus a more worthy damage increase). 1% bonus hit with spells to everyone in their party. For a group of 5 casters in a raid, this is HUGE. Their minor HoT is also nice, but nothing to write home about.
Final winner: For those with an eye to raiding in the right now, Draenei are an incredible choice. Arcane mages will love being human, though, and that's something to consider when you're choosing your mage. And after WotLK comes out, Arcane mages will really love being human.
For 5 mans as fire or frost, you can't beat Gnomes.
For raids as fire or frost, you can't touch Draenei.
For arcane mages, you really should go Human. Especially if you plan to play WotLK.
Possibly the most powerful spell a mage has. Most people tend to use Iceblock as an "OH crap!!" button, which it is in PvE. But in PvP, learning to use this spell offensively can be devastating to whomever is on the receiving end of the ass whooping you are handing out. Yes, it is that good.
Most players use Iceblock for defense. Pull aggro off the tank? Iceblock. Get focus fired in a battleground? Iceblock. Girlfriend won't leave you the hell alone about taking her out? Iceblock... sorry that one would require Inivisibility, and also possibly a Frost Nova, another thread entirely right there.
In PvP, Iceblock's power isn't in it's ability to keep you alive, it is in being able to stop the fight altogether. Stopping a fight allows a quick thinking mage to evaluate the situation, and react accordingly. It can completely destroy your opponents initial plan of attack and allow you to set one up of your own.
Further elaboration isn't really needed at this point, I think you get the idea. Even if someone knows you have Iceblock, they have no way to predict when you will use it. When you do, control of the fight now belongs to you entirely. Suprise is an offensive tool, the most powerful one you have in a fight period. Iceblock gives you that element of suprise. Use it wisely.
This question has been coming up a lot lately, so I thought I'd add a section on it. First of all, for a basic primer on gems, go to Allakhazam's section on the different gem types or the Wowwiki section here.
Now, things to remember about gemming:
There are three levels of gem attributes that a PvE mage should consider. Level 1 - These are the best of the best stats to gem for as a mage. All gems should have one of these on it. No gems should be socketed that lack one of these unless it's a specific circumstance set of gear(Stamina gear, for instance).
Level 2 - These are good stats to gem for, work best as secondary stats paired with one of the level 1 stats, but should probably not be by themselves if you can avoid it.
Level 3 - These are ok stats to gem for, but should never ever be by themselves. Best used when trying to match a socket bonus or a metagem requirement.
| ||
Level 1 (Purple) | Level 2 (Blue) | Level 3 (Green) |
---|---|---|
Spell hit | Stamina | Int |
Spell Dmg | Spell Crit | MP5 |
Spell Haste | ||
| ||
Level 1 (Purple) | Level 2 (Blue) | Level 3 (Green) |
---|---|---|
Spell Damage | Spell Crit | Spell Hit |
- | Spell Haste | Spell Penetration |
- | - | Int |
The +dmg isn't mitigated by resilience, so it sits alone in that slot. Spell crit is mitigated, but is still excellent, but it also is a yellow gem stat, meaning bad for MSD. Haste is rated so high because of the new effects on the GCD in 2.4, which will help. Would be higher, but you need a fair amount of the stuff to see any real benefit. Hit is useless if you've got Elemental Precision and Arcane Focus(2 points). Only on the chart because some people may not get both of those. Spell penetration is low because it's situational. Not many classes have resistances to you, but for those that do, it's quite useful.
Some people believe that Haste is better than damage for PvP gems. Because it may make it hard to gem for the MSD, I've rated it as a level 2 gem. If you are not using that Meta, then certainly you'll want to consider rating it higher.
This is a list put together by Echou a while back, and many may find it useful, so I'm adding it here. Removed the link to this sticky, though.
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