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Mage talents and profession?
So for those that know, I'm working on a mage. What talents should I go with, and what professions?
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Talents depends on your playstyle, really. In any case, you want enough in Arcane for Evocation at MINIMUM.
Professions is up for debate as well. If you want to make a lot of money, take Mining + Enchanting. Sell the Bars you make, and sell Enchanting supplies on auction. The only thing our guild actually LACKS is blacksmiths. :x |
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A lot of Mages seem to go with Fire/Arcane for frontloading a lot of damage.
To be honest, I rarely see any Frost Mages. |
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My build at 60:
Arcane Talents (21 points) <li>Improved Arcane Missiles - 5/5 points Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane Missiles. <li>Arcane Concentration - 5/5 points Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%. <li>Evocation - 1/1 point While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8 seconds. <li>Improved Arcane Explosion - 5/5 points Reduces the casting time of your Arcane Explosion by 1.5 seconds. <li>Arcane Meditation - 2/5 points Allows 6% of your Mana regeneration to continue while casting. <li>Improved Counterspell - 2/2 points Gives your Counterspell a 100% chance to silence the target for 4 seconds. <li>Presence of Mind - 1/1 point When activated, your next Mage spell with a casting time less than 10 seconds becomes an instant cast spell. Frost Talents (0 points) None Fire Talents (30 points) <li>Improved Fireball - 5/5 points Reduces the casting time of your Fireball by 0.5 seconds. <li>Impact - 5/5 points Gives your fire spells a 10% chance to stun the taget for 2 seconds. <li>Ignite - 5/5 points Your critical strikes from fire damage spells cause the target to burn for an additional 40% of your spell's damage over 4 seconds. <li>Incinerate - 2/2 points Increases the critical strike chance of your Fire Blast and Scorch spells by 4%. <li>Pyroblast - 1/1 point Hurls an immense fiery boulder that causes 148 to 195 fire damage and an additional 56 damage over 12 seconds. <li>Improved Flamestrike - 3/3 points Increases the critical strike chance of your Flamestrike spell by 15%. <li>Blast Wave - 1/1 point A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for 160 to 192 fire damage, and dazing them for 6 seconds. <li>Critical Mass - 3/3 points Increases the critical strike chance of your fire spells by 6%. <li>Fire Power - 5/5 points Increases the damage done by your fire spells by 10%. If you want to go for combustion rather than Presence of Mind, that's a personal choice though I found the free instant cast better than a guaranteed critical. Arcane major, Fire minor build: Arcane Talents (31 points) <li>Improved Arcane Missiles - 5/5 points Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane Missiles. <li>Arcane Concentration - 5/5 points Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%. <li>Evocation - 1/1 point While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8 seconds. <li>Improved Arcane Explosion - 5/5 points Reduces the casting time of your Arcane Explosion by 1.5 seconds. <li>Improved Counterspell - 2/2 points Gives your Counterspell a 100% chance to silence the target for 4 seconds. <li>Arcane Meditation - 4/5 points Allows 12% of your Mana regeneration to continue while casting. <li>Presence of Mind - 1/1 point When activated, your next Mage spell with a casting time less than 10 seconds becomes an instant cast spell. <li>Arcane Mind - 4/4 points Increases your maximum Mana by 8%. <li>Arcane Instability - 3/3 points Increases your spell damage and critical strike chance by 3%. <li>Arcane Power - 1/1 point When activated, your spells deal 35% more damage while costing 35% more mana to cast. This effect lasts 15 seconds. Frost Talents (0 points) None Fire Talents (20 points) <li>Improved Fireball - 5/5 points Reduces the casting time of your Fireball by 0.5 seconds. <li>Impact - 5/5 points Gives your fire spells a 10% chance to stun the taget for 2 seconds. <li>Ignite - 5/5 points Your critical strikes from fire damage spells cause the target to burn for an additional 40% of your spell's damage over 4 seconds. <li>Flame Throwing - 2/2 points Increases the range of your fire spells by 6 yards. <li>Pyroblast - 1/1 point Hurls an immense fiery boulder that causes 148 to 195 fire damage and an additional 56 damage over 12 seconds. <li>Incinerate - 2/2 points Increases the critical strike chance of your Fire Blast and Scorch spells by 4%. Frost major, Arcane minor build: Arcane Talents (11 points) <li>Improved Arcane Missiles - 5/5 points Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane Missiles. <li>Arcane Concentration - 5/5 points Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%. <li>Evocation - 1/1 point While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8 seconds. Frost Talents (40 points) <li>Improved Frostbolt - 5/5 points Reduces the casting time of your Frostbolt spell by 0.5 seconds. <li>Ice Shards - 5/5 points Increases the critical strike damage bonus of your Frost spells by 100%. <li>Winter's Chill - 3/3 points Increases the power of your chill effects by slowing the target's movement by an additional 10%. <li>Improved Frost Nova - 2/2 points Reduces the cooldown of your Frost Nova spell by 4 seconds. <li>Cold Snap - 1/1 point When activated, this spell finishes the cooldown on all of your cold spells. <li>Piercing Ice - 3/3 points Increases the damage done by your frost spells by 6%. <li>Improved Blizzard - 3/3 points Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed to 35% of normal. Lasts 8.50 seconds. <li>Frost Channeling - 3/3 points Reduces the mana cost of your frost spells by 15%. <li>Shatter - 5/5 points Increases the critical strike chance of your frost spells against frozen targets by 50%. <li>Ice Block - 1/1 point You become encased in a block of ice, protecting you from all physical attacks and spells for 10 seconds, but during that time you cannot attack, move, or cast spells. <li>Improved Cone of Cold - 3/3 points Increases the damage dealt by your Cone of Cold spell by 35%. <li>Frostbite - 5/5 points Gives your chill effects a 15% chance to freeze the target for 5 seconds. <li>Ice Barrier - 1/1 point Instantly shields you, absorbing 455 damage. Lasts 1 minute. While the shield holds, spells will not be interrupted. Arcane major, frost minor build: Arcane Talents (31 points) <li>Improved Arcane Missiles - 5/5 points Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane Missiles. <li>Arcane Concentration - 5/5 points Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%. <li>Evocation - 1/1 point While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8 seconds. <li>Improved Arcane Explosion - 5/5 points Reduces the casting time of your Arcane Explosion by 1.5 seconds. <li>Improved Counterspell - 2/2 points Gives your Counterspell a 100% chance to silence the target for 4 seconds. <li>Arcane Meditation - 4/5 points Allows 12% of your Mana regeneration to continue while casting. <li>Arcane Mind - 4/4 points Increases your maximum Mana by 8%. <li>Presence of Mind - 1/1 point When activated, your next Mage spell with a casting time less than 10 seconds becomes an instant cast spell. <li>Arcane Instability - 3/3 points Increases your spell damage and critical strike chance by 3%. <li>Arcane Power - 1/1 point When activated, your spells deal 35% more damage while costing 35% more mana to cast. This effect lasts 15 seconds. Frost Talents (20 points) <li>Improved Frostbolt - 5/5 points Reduces the casting time of your Frostbolt spell by 0.5 seconds. <li>Ice Shards - 5/5 points Increases the critical strike damage bonus of your Frost spells by 100%. <li>Improved Frost Nova - 2/2 points Reduces the cooldown of your Frost Nova spell by 4 seconds. <li>Piercing Ice - 3/3 points Increases the damage done by your frost spells by 6%. <li>Shatter - 5/5 points Increases the critical strike chance of your frost spells against frozen targets by 50%. |
Slim, is your mage pretty good PvP?
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At least untill they do something to fix spirit for mages, arcane meditation is a joke.
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It's filler.
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I fair well in PvP, had no problem so far except for a rogue when they get the jump....but most mages have that problem.
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Lucky for you, MJ, is that you don't have to face Shamans in anything other than a duel. :p
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What I hate is when I get stunned while still mounted. As a frost mage, normally I could blink or ice block and get away, but instead, they get lots of free time to get me down to half health before I can even get off my mount.
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I have more problems getting stunned when I'm sitting down for a drink.
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Stop stuffing your face with liquor then, lightweight.
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When you get attacked while sitting, you automatically stand up and then could blink, but when you get stunned while mounted, you just stand on your mount (and are still flagged mounted) and are unable to do anything at all.
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Uh...no? Last time I got stunned while sitting I stayed sitting.
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