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By
Cryan
A mage is one
of the strongest if not the strongest class when it comes to the
ability to dish out damage. However it comes at a price of very
little armor. If played properly the mage is a deadly addition to
any party or solo play. The mage also has the ability to travel
faster than the average class. The mage has Blink, and portals to
summon for other party members. They can also create their own food/water
to save on supplies. In addition, the mage has some very good defensive
measures.
Fire Template
There are three very important talents to get on the Fire tree when
you are going to specialize in fire. The first is Pyroblast, which
is a giant version of the fireball. Its on an 8 second casting time,
and does tremendous damage. The second is Blast Wave, which is a
Ring spell that does damage in a circle around the caster. This
spell does lots of damage, although not as much as a fireball. But
the plus is it damages multiple targets. The final talent is Combustion,
which lies at the end of the talent tree. You need to spend 30 points
to get this skill, and be at level 40 at the earliest. Combustion
gives all fire spells a 100% chance to for a critical strike. Ignite
is a very useful talent to put points in to. It burns the enemy
for a % of the critical strike for 4 seconds. So a critical strike
shot of Pyroblast that does 1000 would give an additional 400 (If
you put 5 points in Ignite) over 4 seconds. Very good damage. Improved
Fire Blast reduces the cool time on this Instant spell, which is
good to have for a steady rate of damage.
Strategy (Solo)
The advantage of this template is the amount of damage you can do.
Starting off with a Pyroblast (Combustion if you can) it does tremendous
damage to start the fight. Then go with a Fireball, followed by
a fast Fire Blast. The Fireball and Fireblast is a one-two punch.
They hit the opponent at the same time. At this point the enemy
is close to you. Use a Frost Nova to freeze it in its spot and back
up. Fire off another Fireball, and if time permits another Fire
Blast. Most enemies are dead at this point, and you have taken Zero
or very little damage. This allows you take on higher level opponents.
2-3 levels above you become possible. This gives you fast experience
to level up your mage. If you become surrounded, you can blink away,
or Sheep one of the guys. Frost Nova is very good for crowd control.
Also saving your combustion for times when you are faced with 2
or more enemies is a good idea since it can turn the fight in your
favor.
The mana agates that you can create for an instant mana gain is
a very useful tool when used with a healing elixir. Thats because
you can use both at the same time.
Strategy (Group)
When grouped with people you need to know what purpose you will
fill within the group. Even though you can do an obscene amount
of damage and use cool looking pyrotechnics, its not always wise
to do so. Your party members will be impressed with your giant fireball
but they won't be impressed when you draw the aggro on you and eventuall
causing a wipe. The thing to learn is how to tone it down.
When starting in a group, offer to create food/water since it takes
very little effort. Throw buffs on the other members on the party
then take your place at the back of the group. You are not a tank.
Do not lead. Always be aware of your aggro radius so that you don't
draw aggro as well. Which is why its a good idea to stay at the
back with the healer. Get close enough to cast your Fire Blast and
thats it. Some groups may call on you to sheep an opponent. Make
sure you specify which one you will sheep so that it stays sheeped.
Damage after you sheep will change it back to its original form.
Now when the battle begins, hold back until you are SURE the aggro
is on somebody. Make sure the health is dropping. Now you can fire
off your spells. The Pyroblast is a nice spell, but you should keep
it bottled for the most part. The 8 second casting time doesn't
really help since a good group will have killed the enemy in that
time, and you will be spending most of your time casting. Fireball
has a 3 second casting time, plus the Fire Blast is a good follow
up spell. Save the Combustion until you are about to finish off
the monster or a boss monster.
If you gain aggro, use your Frost Nova to freeze it its place. Let
the others get the aggro back. Don't attack until it does. If the
Priest or healer gets aggro, do the same for them. Frost Nova is
a good crowd control spell. The AOE are good when faced with easier
opponents. You just don't want to get the aggro of many opponents
on you. Steady damage output usually does the job well. So put them
away.
Once the fight is over, immediately sit down to replenish health/mana.
Since your spells take up a lot of mana, you will be doing this
lots. Always keep it full when the action is stopped. That way you
aren't holding up the group every time you have to get mana back.
It gets tiring when you spend the time after a fight looting and
running around and then hold up the group for mana.
Proffessions
From personal experience I've found that Herbalism/Alchemy is the
best proffessions for a mage. You can create your own Elixirs, and
healing pots. The really strong healing pot thrown in with the Mana
Agate give your mage a second life so to speak. Plus the Firepower
Elixir gives extra damage to your fire spells. Although you will
need to learn fishing for this. Plus you can sell your extra herbs
for cash at the AH. Some of them go for really big prices.
Tailoring is good since you can create your own armor. Tailoring
and a gathering proffession to earn extra cash is nice too. Or Tailoring/Enchanting
work nicely but costs more cash.
Travel
Travel for a mage is very easy. The Blink is crucial for getting
away from hostile situations. At level 20 you get your first teleportation
spells. To Ironforge and Stormwind. At level 30 you get the Darnassus
teleport. Each teleport costs 10 Silver or less if repuation is
above honored. At level 40 you get summon portal spells. Ironforge
and Stormwind are available. You get Darnassus at level 50. Having
the ability to jump to these 3 places reduces travel time by a very
large factor. Plus you can summon portals for people for some extra
cash. The reagent for the summon portal costs 20 Silver. I've seen
people charge over a Gold for a summon. Its up to you how much you
charge for your transport.
Other Templates
I've seen people use the Arcane tree for the Presence of Mind spell.
It makes any spell with a casting time of 10 seconds or less an
instant. Its a personal choice between this and Combustion. You
can't have both. Frost templates make for very good AOE and good
for solo as well. This is because the frost spells impair enemy
movement. Experimentation on different templates is a good idea.
It comes down to what you like out of your mage. |
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