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The
Tactical Mage
by Crow
Often seen as a mere
"cannon," the Mages of the World of Warcraft
have commonly been overlooked. In what seems to be a sea
of damage spells, most think of the Mage is a simpleton
class. However, with closer examination of spell strengths
and combat situations, the Mage can be seen as one of
WoW's most tactical classes.
Often I hear players in the chat rooms or see posts
declaring that there is "no difference" in the
Mage's spell lines. I thoroughly disagree with this
statement. Let's look closer.
Foreword
For those of you who read some of my earlier guides, I
spoke of the Mage as the simplest of all classes. After
having played two Mages to level 10, I was certain that I
had a relatively accurate perspective on the class.
However, after some friendly coercion, I found myself
promising to play the Mage to level 20.
Now at level 23, my Undead Mage, Xom, has transmuted my
entire outlook on the class. After understanding the
relative differences between each spell and recognizing
the proper time for each, I have been able to realize
tremendous power in what was once considered a
"weak" class. You can see in the screenshot
above the "solo" heading of this article that I
have been able at level 23 to kill level "28+"
mobs.
Please note: I am only going to address the spells I
currently have! Though I can make assumptions about the
upper levels of Mage play, I would prefer to stick to
hard-facts and results I have seen.
In this guide I do not cover, in spreadsheet form, all of
the intricacies of mana, cooldown, and casting times.
Instead, I will give you the most prominent, useful
definitions of each spell and the time at which this spell
can be utilized. You will have to trust me that if I say a
spell is the "fastest" or "most efficient
damage/mana," that I have done my homework and this
has come from accurate numbers.
Most of the material in this guide assumes you know
already know a little about the Mage. If you are not
already briefly familiar with the Mage, you may want to
consider giving a quick read to guides intended for
beginners.
Spell Types
There are several ways in which the Mage's spells can be
categorized. However, I have chosen the following
categories because I think they aid in an overall
understanding of how the Mage works. These categories are
ranged attacks, area of effect (AoE) attacks, slows,
shields, and miscellaneous. A few spells will appear in
more than one category, as frost bolt, for example, is a
ranged attack and a slowing effect.
Each spell within each category offers a unique advantage
given the right circumstances. Yes, there are times when a
fireball and frost bolt can serve the same purpose, but
there are many times when a fireball would be the right
spell and the frost bolt would be the wrong spell.
Spells within the each category differentiate themselves
either in casting time, mana, cooldown, range, efficiency,
or more than one of these qualities. These may seem to be
nominal differences, but in reality, these make ALL the
difference.
In a situation where you are in a full group and a
skirmish has broken out again 3 or more mobs, what spell
do you cast? Should you use sleep, to lower their
offensive presence, or perhaps use an AoE damage spell
instead? The right answer is that it depends on the
situation!
Before we discuss the scenarios the Mage is faced with,
lets first look at each category and spell and see what
makes each of these spells unique. Next to each spell
name, I have written a single concept to help remember the
typically best times to cast the spell.
If you learn the situation when each spell is best, you
will have the tools to mastering the Mage.
Ranged Attacks
Fireball - When mobs are coming or going
Though the fireball is NOT the most mana efficient of the
ranged spells, it has the longest range. In close
proximity, there are better spells than fireball. This is
also a good spell when a fast, retreating mob begins to
run (as sometimes a mob can run outside of your range).
Frost Bolt - When you are low on mana
In addition to slowing the mob, frost bolt is the most
efficient damage per mana ranged spell of the Mage's. When
you are low on mana and have a long battle ahead, this
spell should be one of your first choices. This spell has
a much weaker damage for its casting time though (where
arcane missiles, flireblast, scorch, and fireball are all
better).
Arcane Missiles - When you are being interrupted or
against resists
The second most damage/casting time, Arcane Missiles'
primary use is in situations where you do not want to be
interrupted, as it cannot be interrupted by normal melee
and spell attacks. When a mob is resisting your spells
because of level differences, Arcane missiles is your best
choice, as each missile has to be individually resisted.
Scorch - When you only have a small window
A cousin of the fireball, scorch is the fasted ranged
spell (1.5 cast time, half the time of fireball) the Mage
has, next to the instant fireblast. Scorch does not have
the range that fireball does, but because of its speed,
scorch is useful in many situations when you do not have
time for larger spell or when a larger spell isn't needed.
Fireblast - Whenever the cooldown is expired!
Fireblast is an instant cast, short-ranged (20 yards)
attack. Because it requires only a moment to cast, it
frees the Mage up for another spell or a melee/wand
attack. This makes Fireblast a priority whenever its
cooldown has expired. In most combat situations, you
should use fireblast each time its cooldown timer has
expired.
AoE Attacks
Arcane Explosion - When mobs are not standing still or
when you have a small window
This spell is the fastest AoE Mage spell (2 seconds) and
is a single-shot AoE. This spell damaged mobs within a 10
yard radius of Mage and is not ranged. This can be cast
even at times when two mobs are attacking you. This spell
is also more accurate than the other AoE spells since a
mob cannot "move" away from it.
Flamestrike - When mobs are standing still
This spell is the second fastest to cast (3 seconds) and
has a moderate range of 20 yards. It does slightly more
damage per mana than Arcane Explosion. Its secondary
effect is damage over time to the area. This does not
stack, so casting back-to-back Flamestikes will not reap
twice the damage. Additionally, a mob can move out of the
spell's area to avoid the damage over time.
Blizzard - When mobs are all close and you have a lot
of mana This is by far the slowest (8 seconds) of the
AoE spells, but has both the greatest range (30 yards) and
best damage per mana. Additionally, it cannot be
interrupted by normal melee attacks or spells. Blizzard
should be used only when the situation is right. At best,
the mobs and your group are concentrated in a small area
and you have both a mana shield and a great deal of excess
mana (as you will be drawing a great deal of aggression).
Blizzard is best used when you are near full mana.
Shields
Mana Shield - When you need to get off a crucial spell
or are about to die
Acquired at level 20, this shield allows you to cast
important spells uninterrupted, such as sleep or when
multiple mobs are attacking you. This spell is instant.
This spell does cost 40 mana to soak 120 damage (which
will actually drain you of 240 mana). That is a total of
280 mana for 120 damage. This is amazingly inefficient. Do
not rely on the mana shield as the priest does his holy
shield. The mana shield is used to give you
"windows" to cast spells in, not to supplement
your every action.
Fire Shield - Whenever you are up against fire attacks
and spells
This spell provides an instant shield to absorb damage
from fire magic. You can power-level some mobs with this
spell. It is excellent for dueling as well.
Frost Shield - Whenever you are up against ice attacks
and spells
This spell provides an instant shield to absorb damage
from ice magic.
Frost Armor - Whenever it wears off!
Providing an armor bonus and potentially slowing the
movement and attack of the enemy, a Mage should always
have this spell on. When a mob is using ranged attacks,
they will be unaffected by the shield. However, if you can
rush up to the enemy and draw out a melee attack, the mob
will be affected by the ice. Then, even ranged attacks
will be delivered more slowly. Frost armor is also very
useful when traveling. Indeed, if a mob is not ranged, you
can literally walk through a field of aggressive mobs and
none will get more than a single attack off.
In situations when your mana is extremely low or even out,
the frost armor can be used to slow a target, giving you
just enough time to step back and use a quick spell (such
as scorch!).
Dampen Magic - Against enemy casters and on group's
tank
This spell reduces the benefit of heals and the damage
taken from spells. This is best used to fight against
casters.
Amplify Magic - To increase a group's healing power
This spell does the reverse of dampen magic, adding to all
spell damage taken and all heals. You can only cast
Amplify magic on friendly units. This spell is best used
when a priest and tank are present in your group and you
are not fighting against caster mobs.
Slows
Frost Bolt - See above.
Frost Shield - See above.
Frost Nova - When you need to stabilize battle
An instant rooting spell, frost nova hits all targets
within a specified radius of the Mage. I can be called an
AoE root. This spell is excellent not only for saving your
own neck, but the neck of your group members. When a
player is cornered, you can rush in and cast the nova to
give everyone a window to reposition, heal, attack, or
run. I often use nova and then sleep to stabilize hectic
situations.
Sleep - Whenever a mob "add" comes to battle
or at start of battle
A Mage can use it to create distance between him and a mob
before attacking with ranged spells or to buy time (even
enough to eat if you want). In groups, this spell is
primarily used to control additional mobs that are brought
with each pull. Against powerful casters, you can
repeatedly cast it on them while your group is attacking
the mob. Though they will wake him over and over, you will
be interrupting and stopping many of his spells.
Misc.
Sleep - See above.
Blink - When you are rooted
This spell currently has few uses other than dueling,
though a Mage can use it to escape bonds, such as root
spell. This spell is not on my main hot-key bar.
Khadga's Unlocking -
This spell gives a Mage the utility to unlock chests and
doors.
Remove Curse - When you are in or out of battle
This spell is crucial for the expunging of powerful
curses. It is instant cast and can be used in mid-battle
to remove powerful curses.
Teleporting -
At level 20, the Mage begins to gain teleports to major
cities.
Combat
There are simply infinite combat scenarios that a Mage
could run into. Instead of showing you the "fix"
to every problem, I will show you the "tools"
with which you can fix any problem.
Group Fighting
Think of yourself as an engine that always revs just
below red-line. Ideally, your first contribution to combat
will be in dividing the enemy's forces with sleep. After
you have done this, your goal is to do the maximum amount
of damaging and killing as much as possible without
drawing mob aggression and while keeping the sleeping mob
at rest. Lastly, you have the power to assassinate single,
dangerous targets.
That is essentially what you will need to keep running
through your mind as you play. Quickly, you will start to
develop good habits and begin mastering each.
Take out weak targets whenever possible. You should
constantly mouse-over mobs to find weak targets for your
missile/fireblast combination. Often it is your decision
which mob will die first. The best target is usually the
weakest one. For instance, an imp pet, priest, or Mage mob
would be an easy target for a quick kill. This way, the
group is quickly able to reduce the total enemy offensive
(by killing a mob) instead of attacking the strongest
target, who would help sustain the maximum enemy offensive
for the longest period.
Some decisions are easy. If in any scenario you are low on
mana, you might pick the most efficient damage/mana spell
available. If you are pulling a mob at a long range,
fireball is your best choice. However, there are some
scenarios that are not so simple.
Much of the Mage's tactical play in grouping expands
out of a need to balance the aggression from all mobs and
still contribute the maximum amount. There are times
when you will need to slow down your attacking or you will
find yourself at the mercy of a sword. You can see in one
of the above pics that I have chosen to keep a large
distance from the mobs. This large distance allows you to
accumulate more mob aggression with it turning.
Only experience and attention to combat events can tell
you when a mob will switch his aggression towards you.
Range, level, damage, and even more factors are used to
determine a mob's aggression. However, when you are
getting near to this breaking point, you have options.
For example, in scenarios where the mob you are attacking
has still yet a large portion of his life left, consider
turning your attention to another mob and casting sleep on
it (see the screenshot above where our dwarven enemy takes
a sleep shot in between my Frost bolts). This will give a
moment for your tank to create a greater difference
between the mob's aggression against him and yourself. If
the gap was already narrow, you could decide to use only
your wand for a few moments after casting sleep to save up
mana and still contribute, but not turn the mob's
aggression (see the wand shooting above the heading
"Wands and Melee Weapons"). You must read the
situation and then decide. You need a sense of how
much damage you are doing in how much time.
In a similar scenario, if the mob is nearly turned against
you, but the mob is low on life, you could finish him off.
If your Fireblast is available, you could use it and an
Arcane Missile attack to dish out a heap-full of damage in
a short amount of time. Killing a mob off quickly can save
the entire party a lot of trouble.
Yet, if the mob is very low on life, you could choose to
cast an AoE spell to finish him off and begin working the
next mobs down at the same time. Choosing which AoE spell
can be based on a few more factors. The first of which is
how much damage would need to be done to kill the first
mob. Secondly, consider that your AoE might turn all the
other mob aggression against you. For this reason, you may
want to use the least damaging of the AoE spells, Arcane
Explosion. Or in still another situation, if you fear
being interrupted, the Blizzard could be your best choice.
I realize this all sounds like circular, indefinite
thinking. However, these are the thought processes you
need to go through with a Mage. Carelessly firing-off
spells will only get you killed and create a huge burden
for the healers and tanks in your group.
In summation, first divide their forces and then do as
much damage as possible without overstepping the
aggression line of any dangerous mob. If a dangerous mob
does turn his aggression towards you (dangerous meaning he
has enough life to stick around and kill you), use a
slowing effect or shield to give your tanks time to
re-attract the mob. Keep a constant scan for a chance to
eliminate weak targets.
Solo Play
In most solo play, you will be simply engaging the mob at
as great of a distance as possible with fireball,
launching a damage array as the mob approaches, then using
frost nova. From there, you back up and repeat. If the mob
doesn't die during the process, cast sleep on him and
eat/drink.
When solo play becomes interesting is when you are doing
complex battles of 2 or more opponents. I think it is
always best to sleep the most difficult target to kill and
to gun-down the easiest target. Your tools for
multi-opponent solo fighting are sleep, frost nova,
fireblast, and mana shield. These spells are all
understandable useful, and quick. Only the sleep will need
a time window, which mana shield can create.
When you are very low on life and mana, it is best to use
your melee attack or run a few steps (if the mob is slowed
because of frost shield). You are waiting for enough mana
to cast frost nova. When the nova hits, you have two good
options. The first of which is to back up and use your
wand repeatedly if the mob is low on life. As a second
option you can back up and quickly sit to drink for 1 tick
and then stand up can cast sleep on the mob. You can
figure it out from there.
It is much better to keep health potions than it is to
keep mana potions. Yes, ideally it would be nice to have
both, but in you are dying or are in danger, mana will not
do as much as health can to save you.
Don't forget when soloing higher level mobs that resist
your spells to use Arcane Missiles. Yes, technically level
resists resist all spells evenly over time, but when you
are only casting 3-4 fireballs, very easily 2 or 3 can be
resisted and cause trouble. With missiles, there would be
16 separate attacks in 4 casts. This makes the law of
averages come out much better (avoids the gamble of only a
few shots).
Wands and Melee Weapons
For the most part, wands are the Mage's primary non-spell
method of attack. However, this does not make your melee
weapon without its own uses.
Wands play a very important role in the Mage's game. When
the Mage is low on mana, the wand is an essential way to
produce damage without having to be attacked. In a group,
the wand allows for the Mage to constantly be contributing
to the battle, even when he is conserving mana. Wands also
offer an alternative to highly damaging spells, allowing
the Mage to take a "back seat" while a tank
catches up in mob aggression.
Wands, however, do suffer from silence. That is, spells,
which silence the Mage, also prevent him from using a
wand. In most scenarios, when you are not casting, the
wand should be used as a warrior uses his melee attack:
constantly. However, when you are silenced, you will need
to whip out your melee weapon for some action.
Additionally, the fact that most Mage wands are fire can
be a disadvantage. Certain mobs have naturally high
resistances for fire and yet others, such as enemy Mages,
can cast wards to protect against fire magic. In these
scenarios, it is again useful to have a melee weapon.
Applying the Concepts
To show you how to apply the concepts, I would first like
to give an example where the Mage's role can be a truly
tactical one.
In only a group of 2, myself, a level 22 Mage at the time,
and another player, a level 22 druid were wanting to
attack a mob camp of 3 level 25-26 mobs. We tried at first
to merely cast sleep on one and focus fire on a second,
but we were not able to win by a long shot. Finally, we
arrived at a working plan:
I would lead with the longest range spell, fireball. Then
when the mobs began to run in, my friend would cast a DoT
on the same mob and I would shoot it with scorch (not
fireball because I needed to be free from casting
quickly). Next, I ran up and cast frost nova to root all 3
while my friend kept shooting the first mob. I backed-up
from the 3 rooted mobs and began dumping fireblasts and
missiles into killing the first mob. Just as he died, the
second and third mobs became loosed from root. I slept
one. From there, We killed 1 at a time.
In that example, timing in the lead was crucial. In
hindsight, I should have perhaps used fireblast after
scorch but before frost nova.
If I had done the typical Mage routine of casting sleep
and then trying to gun one mob down, we would have seen
the same results we did the first time: death. Why? If the
mobs had arrived at my partner, he would have been
interrupted and would have to back away from them once
they got rooted. Additionally, leading with sleep would
have segmented the enemies, making a universal frost nova
impossible. So, by using scorch instead of a second
fireball, I had enough time to run in front and cast my
frost nova before the mobs arrived and yet still rooting
(controlling) all 3.
Behind the Wheel
Above I included my hotkey bars 1-3 and a picture of the
new advanced user interface. I wanted to show that my
second bar contains mostly spells that are not
time-sensitive. My third bar contains all of my AoE
spells, whough at times I keep one of them on my bar #1 as
well. This is just to give you some ideas, as organization
is always a personal choice.
Take time to re-read the italicized text under group
fighting. Likewise, review the italicized spell
descriptions. The only other ingredient for success is
experience. Take not of your life and mana totals after a
fight to discover the most efficient solo techniques. In a
group, extend your awareness to all targets and not just
one.
Never
Buy WOW Gold Before Comparing Prices and Services
Carefully...
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