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Mage Class FAQ guide
By:Nether
I’ve decided to write a
FAQ guide for the class, simply because I’ve seen so many posts in this
forum about the same questions. Hopefully this guide will answer a majority of
questions new Mages have and come to these boards seeking guidance about.
Thanks to the many of the excellent guides in the Profession forums, which I
used pieces of to form the format of this guide. A special thanks to all of us
Mages on these forums who try to help one another by answering the questions
of our fellow Mages.
Where’s the official Blizzard guide on the Mage class?
http://www.worldofwarcraft.com/info/classes/mage.html
Where’s the unofficial guide to the Mage class?
Visit the Mage forums for a wealth of information by your fellow Mages here: http://forums.worldofwarcraft.com/board.aspx?fn=wow-mage
You can find more unofficial Mage class information here: http://wowvault.ign.com/View.php?view=Classes.Detail&id=3
What is supposed to be the role of the Mage class?
The Mage class is primarily a ranged damage-oriented support class that has
three separate schools of magic available to them: Arcane, Fire, and Frost.
The three different forms of magic schools available to the Mage make it a
very flexible class to deal damage to almost any type of creature in the game.
The Mage also has the strongest multiple target area of effect (AoE) damaging
spells/abilities in the game. Other support functions that a Mage can provide
include single target control [Polymorph], and short-term crowd control [Frost
Nova/root effects]. The Mage class is also the only class that has the ability
to conjure food and drink – This saves a great deal of cash for the Mage and
his/her friends. The Mage is very highly sought after class for groups, raids,
and instance dungeon crawls.
Although the Mage is a very strong group-role class, it makes a very effective
character in soloing many same-level quests and creatures on its own. The
general rule is:
-Anything below your level is safe
-Anything one/two levels above your level will cost a good portion of your
mana but is usually safe and you should expect resistances at around 10-25%
-Anything three levels above your level will cost you a majority of your mana
and a decent supply of your health and you should expect about 50%+
resistances.
-Anything four levels above your level or higher will cost you all of your
mana, all of your life, potions/mana gems, and you should expect around 75% or
higher resistances. Success is not ensured and may result in an unplanned
visit to the Spirit Healer in some cases.
What character stats are most important to my Mage?
How important a stat is to your Mage truly depends on how you wish to play
your Mage. It is the general understanding of the Mage community that
Intellect and Stamina are the two top priority stats a Mage should focus on:
intellect impacts your Mage’s critical strike chance with spells and
increases your available mana pool; stamina increases your Mage’s health
points. Spirit, although the description states it regenerates your mana and
health pools, is largely seen as insignificant by the Mage community simply
because of its diminishing returns at higher stat levels and lack of
effectiveness during spell casting. Agility and Strength stats primarily
affect melee-based characters defensively and offensively. Although these
melee stats can affect a Mage’s melee abilities, the benefit from these
stats alone will not impact your function in combat as greatly as the others
[intellect, stamina, and spirit].
What armor, weapons, and tradeskill professions can a Mage learn?
- Mages start out with proficiency in Cloth armor; Mages cannot learn any
other armor types, regardless of their character levels.
- Mages start with the weapon skill Staves. Mages can also learn how to wield
Daggers and 1 handed swords in addition to their existing weapon skills.
- New spells become available to Mages on every even-numbered level: 2, 4, 6,
etc to 60. Be sure to visit a Mage trainer as soon as you can upon reaching an
even-numbered level: you will be finding it more difficult to fight creatures
at your level without updated spells.
- Mages have the ability to learn any two of all the available tradeskill
professions.
Where can I find more information about tradeskill professions?
The official Blizzard profession guide can be found here: http://www.worldofwarcraft.com/info/professions/
The player community has put together an awesome amount of in-depth
information [FAQs] regarding all available professions, here: http://forums.worldofwarcraft.com/thread.aspx?fn=wow-professions&t=40&p=1&tmp=1#post40
What tradeskill professions should I train into for my Mage?
Tradeskill professions vary in effectiveness on a per-player and per-character
basis – There is no one perfect profession that is absolutely best for every
Mage; all of us play our Mage differently and have different goals/needs for
our characters. It would be strongly advised to read through the above
mentioned links to better understand tradeskill professions and decide upon
which, if any, you would like to explore with your Mage. It is a general rule
of thumb that the gathering professions have the potential to make money
without as much effort, time, or money as the crafting professions –
gathering professions can sell their items directly on the auction house
whereas crafting professions must gather/buy resources, learn how to create
the item, create the item, and then sell it. However, the crafting professions
do provide your character with the ability to produce useful items for your
character without the need to purchase them from someone else.
What are talents and which are available to the Mage class?
All classes obtain the ability to train in class talents upon achieving level
10 with their character. Talents are ability/spell enhancements for your
character classes. Once your character reaches level 10, a new icon will be
placed on your action bar that allows you to access your class talents
allocation page – The keyboard shortcut key is by default the “N” key.
Training in your class’ talents requires one talent point per
ability/skill/spell ranking you wish to learn. Your character will gain one
talent point per level from level 10 through level 60 – 51 talent points in
total at level 60. A character cannot move allocated talent points once they
have been spent. The only way a character can ‘clear’ their talent point
allocations is to visit their class trainer and ask them to reset their
talents. Please remember that this will reset ALL your talent points, it is
not a selective process and you will be refunded all of your talent points as
if you never spent them. This talent reset process is expensive: 1 gold for
the first time you reset your talents and the price increases steeply
afterwards; try to plan ahead on a talent roadmap if you can.
For a Mage, talents are split into three categories: Arcane, Fire, and Frost.
A character can train in any of the three available talent trees
[tabs/categories available on the talent allocation page]. As a
matter-of-fact, a majority of players train into two or more talent trees
because they wish to have spells and abilities within multiple talent trees
available to their characters. Remember that just because your Mage trains
into one talent tree does not mean that your character cannot use any other
schools of magic. For example, if your Mage character has trained extensively
into the Frost and Arcane talent trees it does not mean he/she cannot use the
Fire-based spells any longer; although you may find it more effective to use
those magic schools you have placed talents into.
Where can I find more information about available Mage talents?
An excellent resource for creating a talent roadmap for your character is
here: http://wowvault.ign.com/View.php?view=Talents.View&category_select_id=4
What is this 33/18, 30/16, 31/20 talent thing I keep hearing about?
Class talents are broken down into categories, as mentioned previously, and
players tend to create what are called ‘talent builds’ for their
characters. Talent builds are usually represented in the form of numbers and
slashes: numbers representing the number of talent points into a talent tree
and the slashes separating different talent trees. For example, if you see a
33/18 Frost/Arcane talent build, you would expect 33 talent points allocated
into the Frost talent tree and 18 talent points allocated into the Arcane
talent tree.
Alcaras began a thread in the Mage forums whose sole focus is on talent builds
and explanations of talents. This excellent guide/thread can be found here:
http://forums.worldofwarcraft.com/thread.aspx?fn=wow-mage&t=23&p=1&tmp=1#post23
Most popular talent builds, for all talent trees, can be found here: http://wowvault.ign.com/View.php?view=Templates.List&class_select_id=Mage
I am having some problems understanding what some of these spells do, help!
Do not panic, you are not alone in having a difficult time understanding all
your spells. Not only are some of the Mage spell descriptions misleading or
very vague, they are sometimes just insufficient in explanations. I will list
some of the most popular spell-related questions here:
- Amplify Magic: This spell can be cast upon yourself or your group mates and
will amplify [increase] any magical effects on the character; this includes
healing spells as well as damaging spells and effects. Uses: Very effective to
cast on tanks when fighting against pure melee targets; increases healing
effectiveness. Each rank of this spell increases its effectiveness on spell
effects.
- Dampen Magic: This is the exact opposite of its sister spell Amplify Magic.
This spell can be cast upon yourself or your group mates and will dampen
[lessen] any magical effects on the character; this includes healing spells as
well as damaging spells and effects. Uses: Very effective against casting
targets that deal a majority of their damage via spell/magical damage. This
spell also affects damage shields, such as Fire Shields, and in many cases
lessens Elemental creature melee damage [because it is considered magical, in
nature]. Each rank of this spell increases its effectiveness on spell effects.
- Arcane Missiles: This is a multiple volley channeling spell which must
require your Mage to stand still, facing your target, and not perform any
action while casting. This spell has multiple rounds; meaning that Arcane
Missiles will launch a magical missile every second, dealing its respective
damage each round. Remember, like all channeling spells, if your character is
hit during the channeling of Arcane Missiles, it will stop the remaining
Arcane Missiles from launching – Unless you place talent points into the
Arcane talent tree to become uninterruptible while casting Arcane Missiles.
This spell is currently known to be bugged in the game where your character
will channel the spell; however, no damage is dealt to the target.
- Polymorph: This spell is the Mage class’ single target control that allows
the Mage to place one target out of combat for a period of time. There are
some very important side effects of this spell that every Mage must keep in
mind: Your target will regenerate their health and mana very quickly while
under the effects of Polymorph; you will only be able to Polymorph another
player for up to 15 seconds, during PVP combat. A target under the effects of
Polymorph will wander around aimlessly in a five yard radius surrounding the
spot it first came under the spell’s effects – If you look closely you
will even see the Sheep graphic eating grass and blinking its eyes at you. Any
damage done to the target, including Damage over Time effects, will cause the
target to break out of the Polymorph effect.
-Portals and Teleports: These lines of spells are very rapid methods of
transportation for both the Mage and his/her group mates. A Mage will gain
his/her first teleport and portal spells beginning at level 20 by finding the
Portal Trainers at any of the major capital cities of their respective faction
: Undercity, Stormwind, Orgrimmar, and Ironforge. At level 30 the Mage will be
able to purchase the remaining teleport spells: Thunderbluff and Darnassus.
Teleport spells are self-only rapid transportation spells and require a
reagent component that is consumed each time the spell is cast – Reagent
“Rune of Teleportation” is found on Arcane Goods/Reagent vendors
throughout the game and must be purchased in order for the teleport spells to
function. Portal spells are group teleportation spells that enables the
Mage’s group to travel to a target location very quickly. The locations are
the same as the Mage teleport spells, however, unlike the teleport spells
group mates must click on the portal to be transported to the destination.
Spell availability for locations is identical to the teleport spells, except
for the levels required to purchase the spells: level 40, first round and
level 50 for the second/final round of locations – Reagent required is
“Rune of Portals”.
-Blink: This is an instant spell that propels the Mage forward for 20 yards in
the direction he/she is facing – Only exception to this rule is that there
must be a clear walkable path 20 yards in front of the Mage, jumping or
climbing paths will not work. A major side effect of the Blink spell is its
ability to propel the Mage out from many root and stun effects. The casting
cost [mana] required for this spell will gradually increase each level your
Mage gains after obtaining the spell.
-Slowfall: This spell will allow the Mage to float for 30 seconds, allowing
the Mage to not take falling damage while under the spell’s effects. A
Mage’s downward momentum will be slowed while under Safefall’s spell
effects – read: You will not fall as fast as you would if you did not have
the effect cast on you. Safefall is a self-only spell that requires a spell
reagent – Light Feather. You cannot purchase Light feathers from Arcane
goods/reagent vendors, you must obtain them either through the auction house
[from other players] or kill feathered creatures throughout the game.
What’s with Wands? How
the heck can I use one?
Wands are magical ranged attack items that are found throughout the game as
dropped items, purchased from vendors, and can be created by enchanters. Wands
use the school of magic listed on them to induce their damage to your target.
To use a wand simply open your character equipment portrait (keyboard shortcut
key is “C”), drag your wand from your inventory to the Ranged slot on your
character. Open your character abilities/spells book and click on the
“general” tab, select the “shoot” ability and drag the icon to your
action bar. You will now be able to click that action bar icon to perform your
new wand ranged attack. Keep in mind, like melee weapons, wands have delays
and your ranged attack ability will require it to refresh in order for it to
become available again for use; and unlike melee weapons wands will not auto
attack your target, you must click the icon in order to perform another attack
round.
A good listing of available wands in the game is available here (notice the
magic school name next to the damage range, this is the school of magic the
particular wand uses to cause damage): http://www.thottbot.com/index.cgi?s=wand
What is this + damage thing I keep hearing about?
+ damage is a very vague effect that can be found on some armor, weapons, and
items within the game that increases the damage caused by a particular school
of magic by a certain amount of damage points.
Here is a link for the official answer on + damage:
http://forums.worldofwarcraft.com/thread.aspx?fn=blizzard-archive&t=5&p=1&tmp=1#post5
There are actually two different types of + damage gear in the game. An
example of the first “up to…” type would be an item that “increases
damage done by Frost spells and effects by up to 10”. One would think that
reading this would mean every Frost spell cast by the item wearer will be
granted a flat + 10 damage bonus. However, it has been discovered that the
casting time of a spell directly affects how much benefit these + damage
effects truly give the wearer. This means if the wearer casts two different
Frost-based spells, with different casting times on both spells, the wearer
will be granted different + damage bonuses for both of those spells. The
damage bonus for all channeled spells (Blizzard and Arcane Missiles are both
excellent examples) will apply across the WHOLE spell. This means that if you
have a five second channel spell (Arcane Missiles) and obtain a +10 damage
bonus item, your Arcane Missiles will have the chance to land +2 damage each
round for a total of five rounds.
An example of the second type of + damage gear is the “wrath” series.
These pieces of equipment have a straight + xx damage to yy type of magic. You
will see these items with the appropriate names, such as “Uber Sword of
Fiery Wrath” which will have the description somewhat like, “+ 50 Fire
Spell Damage”. This type of + damage modifier is straight to the spell line;
meaning + 50 Fire damage to your fire spells. Just like the “up to…”
damage gear, the damage bonus for all channeled spells (Blizzard and Arcane
Missiles are both excellent examples) will apply across the WHOLE spell. This
means that if you have a five second channel spell (Arcane Missiles) and
obtain a +10 damage bonus item, your Arcane Missiles will have the chance to
land +2 damage each round for a total of five rounds.
Please take note that a majority of + damage items within the game have a
serious lack of any stat increases and should cause you to pause for a moment
and think about the benefit of the item before accepting it over a stat
increase piece of equipment; this is not to say that + damage items are
worthless, however, in some cases stat increasing equipment would grant your
character a larger benefit and vise versa.
Help! I see spells on my trainer and have the appropriate level; however, I
cannot purchase them!
Relax; you have not been kicked out of the Mage community [unless you’ve
received a letter from us…]. You are probably referring to the many of the
talents that Mages receive in the form of new spells. Talents such as
Pyroblast, Blastwave, and Ice Barrier, to name a few, are all rank two spells
unavailable on the Mage trainer until you purchase rank one via the
appropriate talent tree.
Level 60 Water quest? Where? How? Help!
Travel to Feralas to the Ogre instance called Dire Maul. You will need to gain
access to the Library/Athenaeum and speak with Loremaster Lydros; this is
located in dire Maul north and requires a key to enter - The key quest can be
completed by following the Imp in Dire Maul east wing. Lydros will ask you to
return the essence of a water elemental in Dire Maul east. Slay Hydrospawn
[the water elemental] and return the essence to Lydros to learn your rank 7
conjure water spell.
http://wow.allakhazam.com/db/quest.html?wquest=7463
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