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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.

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