Mage Discussion

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Mage Discussion

Post by Jade on Fri 13 Aug 2010, 10:06 am

For the manga, see World of Warcraft: Mage.

The mage is a DPS caster that specializes in burst damage and area of effect spells. Their primary role in a group at lower levels is damage dealing and crowd control through the use of Polymorph, temporarily changing humanoids and beasts into harmless critters. At end-game levels, mages' damage is supplemented with Counterspell, Remove Curse, and Spellsteal. Mages' utility spells also include conjuring food and drink and the ability to teleport to major cities and open portals for party members. In PvP, Mage deals ranged damage while using snare effects and Polymorph to control enemy players. As damage casters, primary stats are spell power, spell hit rating and spell haste. intellect, stamina, spell crit, and spirit also benefit mages, but to a lesser degree.

Lore

Mages, the most common of arcanists, are found all over Azeroth. They focus on magic that creates and that changes things, most often with the purpose of damaging their enemies and boosting the power of their allies.[1] Such beings can obtain a familiar, which is a normal animal that gains new powers and becomes a magical beast when summoned to service by a mage,[1] while others choose to become focused mages.[2] Mages also understand the workings of arcane energy so well that they can counter most magic with great effectiveness. An adept mage who has dedication to and natural predilection for one of the schools of specialization becomes more entrenched. At this point the mage chooses either evocation or transmutation as a preferred school, and casts spells from his chosen school. The mages of the Kirin Tor first mastered the arts of casting spells using the elements of ice and fire. Mages are also known for being able to summon elementals, usually water elementals, but can also summon air, earth and fire elementals as well.[3] The greatest mortal mage ever to live is the Naga Queen Azshara, who still lives. In fact, she may no longer be mortal.[4]

The first known mages on Azeroth were elves, before the breaking of the Well of Eternity and the Exile of the High Elves, who lived on the shores of the Well of Eternity and wielded its powers.
Origins

An elderly mage from the Warcraft II: Tides of Darkness manual.

Early kaldorei civilization was defined by direct manipulation of magic drawn from the Well of Eternity to create and sustain their society. The constant use of the well attracted attention from Sargeras and the Burning Legion, and their coming resulted in a massive war known as the War of the Ancients. The war had grave consequences, for even though the combined might of Azeroth's mortal races were victorious, the continent of Kalimdor was shattered, and a swirling, raging miasma of sea storms flowed into the vacant area where the Well of Eternity used to reside. This Great Sundering caused the Well's waters to be permeated into the atmosphere and spread magic all over the world.

This event convinced the majority of night elves to reject arcane magic and embrace Malfurion Stormrage's call for druidism. Many of the Highborne refused this lifestyle, and left in self-imposed exile to Lordaeron where they eventually founded their kingdom of Quel'Thalas and became the high elves. When their kingdom came under siege by the trolls of Zul'Aman the high elves agreed to teach one hundred humans the arts of magic in exchange for military aid from the human nation of Arathor. From these two races, the arcane arts have spread to various races all over Azeroth.
Dalaran

Once students of the Conjurers of Azeroth, this new order of mages had been forced to discover untapped magical forces to command in their war against the ruthless orcs. Although masters of their arts, the Conjurers who fell during the First War were unprepared for the rigors of warfare. Determined to avoid a similar fate, the mages began to undertake a regimen equally demanding on body and soul, thus dedicating themselves to the command of more aggressive and destructive magic. Whether in their sanctum at the Violet Citadel in Dalaran or on the many battlefields of Lordaeron, the mages are resolute in their efforts to defend the people.[5]

The most powerful mages of the Eastern Kingdoms were perhaps the Archmagi of Dalaran. The city was transported to Northrend when the mages believed they were in danger. It now hovers in the skies over Crystalsong forest and is ruled by the Kirin Tor. The Kirin Tor are quick to recognize fellow mages as allies where outsiders must do more to prove themselves.

Gear
See also: Mage sets


When first created, a mage is only able to wield staves and wands; one can later learn how to use daggers and one-handed swords from weapon masters in Stormwind, Darnassus and the Exodar for the Alliance, Undercity and Silvermoon for the Horde. Wands go in the ranged slot and will continue to shoot once manually started, and do not require any form of ammunition. A mage can only wear cloth armor.

Magi gear primarily for spell power and haste. An appropriate amount of Spell hit is maintained to ensure no spells miss. Spell crit is inferior to haste point-for-point, but is desired by mages using a fire specialization (specifically those with Master of Elements and Hot Streak). Spirit is the typically the least desirable mage stat, providing mana regeneration and spell crit through Molten Armor (the talent Student of the Mind can also boost Spirit by as much as 10%).
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Spells

A female blood elf mage in magister's gear with the Staff of the Shadow Flame.
Main article: Mage abilities

Mages have a wide variety of spells which fall in to three schools of magic: arcane, fire and frost. All spell schools include damage spells. Arcane includes some crowd control and utility, and most Frost spells provide a movement-slow effect supplementing their damage.

Fire spells are primarily damage-dealing spells, including direct single-target damage and area of effect damage. Many Fire spells include damage over time effects. Fire mages trust heavily on RNG in raid situations to proc Hot Streak.

Frost spells are primarily single-target and area of effect damage-dealing spells, but with more emphasis on chilling effects. Nearly every frost spell has a chill or freeze effect that fully or partially immobilizes an enemy. This includes freezing it in place (called a root) or slowing its movement speed (called a snare). Frost specialized mages can further improve these chilling effects and increase frost damage output to respectable levels. Frost spells help the mage use kiting as a combat tactic.

Arcane spells include single-target damage spells and utility. Arcane spells allow the mage to remove curses, provide crowd control, absorb damage, teleport himself or others to major capital cities, Slow Fall, Counterspell, buff players' intellect stat, save mana for later use in the form of mana gems, conjure food and water for himself or others, and provide many other conveniences.

Arcane and Fire are the trees currently best suited to raid damage. Frost's snare effects and Ice Barrier make it the best leveling and PvP tree. Fire and Arcane specs lack the control and survival abilities crucial to leveling and PvP.

Talents
Mage talents are split into 3 categories which mirror their 3 main spell types. Descriptions of the roles of mages who specialize in each talent tree are shown in parentheses.
Arcane

The arcane tree's damage focuses on Arcane Blast and Arcane Missiles. Arcane can provide the greatest potential damage output mages can offer. The Arcane tree includes Slow, a powerful instant single-target slowing effect, and Arcane Barrage, an instant-damage ranged attack. Arcane mages can provide substantial burst damage with Arcane Power and Presence of Mind. Leveling as arcane is not recommended, since they learn their signature skills (Arcane Blast, Arcane Barrage, Missile Barrage) at later levels.
Fire

Fire's damage output is oriented around Living Bomb and Hot Streak. Living Bomb is an instant cast damage-over-time effect. Hot Streak is a triggered effect: whenever a Fire mage deals two critical strikes in a row, their next Pyroblast spell is instant. Fire is currently behind Arcane in single-target damage, but Living Bomb makes Fire vastly superior to Arcane in AoE situations. Fights in which players are forced to move frequently can also benefit Fire mages, as Living Bomb and Hot Streak-enabled instant Pyroblasts can fill the movement time which Arcane mages can only use for Arcane Barrage, Fire Blast and Ice Lance which is especially poor damage against bosses. The Fire talent tree provides few survival tools. This has historically made the fire tree a good choice for high-end raiders who seek to maximize damage output, but poor in PvP due to Resilience's reduction of critical strike chance and Arena's survival requirements.
Frost

Frost specializes in crowd control and snaring foes with its various chills, allowing for powerful kiting, and provides good AoE capability. It is the most mana-efficient spec. Frost also has very high survivability, making Frost very popular PvP tree. Frost's AoE makes it the spec best suited to five-player dungeons. However, it is far behind fire and arcane in terms of DPS. Frost is most effective in PvP, as Frost mages can learn Ice Barrier to protect themselves from damage and Deep Freeze to supplement their snare effects with a stun. Frost mages can also learn Summon Water Elemental, gaining a pet which has a Freeze ability similar to Frost Nova.
Common builds

Notice that while all three trees of talents already have been given names, different talent-builds invented by players have also been given names.

Frost & Fire:
A mage with talent-points spent both in fire and frost is often called an "elemental mage" / "elementalist". Since Wrath of the Lich King was released, a mage with such a build is also usually aiming to specifically empower his/her Frostfire Bolt, becoming a "Frostfire Mage" (sometimes abbreviated to FFB mage).

Arcane & Fire:
A mage with points both in fire and arcane is often referred to be a "three-minute mage" because this kind of mage often base(d) their damage on combining the fire-talent spell Pyroblast, which takes long time to cast yet provides powerful damage, with the arcane-talent-spells Presence of Mind and Arcane Power to create a instant-cast, long-ranged, high-damage spell. As the two arcane-spells both had a three minute cooldown, one would say the mage "functioned" (most likely in a humorous context) only every three minutes. However, since patch Patch 3.0.9 Arcane Power and Presence of Mind shares cooldown, which somewhat ruined the three-minute mage. Still, with the talent Arcane Flows which was introduced in Patch 3.0.2, the cooldown of both Arcane Power and Presence of Mind may be reduced to two minutes, changing the original Three-minute mage into a "Two-minute mage". This spec was championed during The Burning Crusade by the mage Pigvomit[1].

Arcane & Frost:
A mage with points both in arcane and frost is sometimes called a "Arcane Shatter" mage. The names most likely derive from the arcane spell Arcane Barrage, the arcane talent Missile Barrage and the frost-talent Shatter. This talent specialization was popularized by the success of Abni, who obtained Gladiator titles for several seasons using this spec.
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Re: Mage Discussion

Post by Geerusim on Fri 13 Aug 2010, 10:11 am

Cataclysm Class Preview: Mage


In World of Warcraft: Cataclysm, we’ll be making lots of changes and additions to class talents and abilities across the board. In this preview, you’ll get an early look at what's in store for the mage class, including a rundown of some of the new spells, abilities, and talents, and an overview of how the new Mastery system will work with the different talent specs.

New spells

[Flame Orb] (available at level 81): Inspired by Prince Taldaram's ability in Icecrown Citadel, this spell allows the mage to cast a flaming orb that travels in front in a straight line, sending beams that cause fire damage to passing targets. Once it's cast, the mage is free to begin casting other spells as the Flame Orb travels. While the spell will be useful to any spec, Fire mages will have talents that improve it, possibly causing the Flame Orb to explode when it reaches its destination.

[Curtain of Frost]ω τ α (level 83): Creates a line of frost in front of the mage, 30 yards from end to end. Enemies who cross the line are snared and take damage. The mana cost will be designed to make Curtain of Frost efficient against groups, not individuals. This spell is intended to give mages a way to help control the battlefield, whether the mage is damaging incoming enemies (Blizzard can be channeled on top of Curtain of Frost) or protecting a flag in a Battleground. 15-second duration. 2-minute cooldown.
Changes to abilities and mechanics

In addition to introducing new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.
[Arcane Missiles] is being redesigned to become a proc-based spell. Whenever the mage does damage with any spell, there is a chance for Arcane Missiles to become available, similar to how the warrior’s [Overpower] works. The damage and mana cost of this spell will be reworked to make it very desirable to use when available. This change should make gameplay more dynamic for the mage, particularly at low levels.
We are planning to remove spells that don't have a clear purpose. [Amplify Magic], [Dampen Magic], [Fire Ward], and [Frost Ward] are being removed from the game, and we may remove more.
The ability to conjure food and water will not become available until higher levels (likely around level 40), as we're making changes to ensure mages generally won’t run out of mana at lower levels. Once mages learn how to conjure food and water, the conjured item will restore both health and mana.
[Scorch] will provide a damage bonus to the mage's fire spells. Our goal is for Scorch to be part of the mage's rotation and a useful damage-dealing ability, even if someone else is supplying the group with the spell Critical Strike debuff. Scorch will provide the mage with more specific benefits, which can also be improved through talents.
Talent changes
[Arcane Focus] will now return mana for each spell that fails to hit your target, including Arcane Missiles that fail to launch. We want Arcane mages to have several talents that play off of how much mana the character has and give the player enough tools to manage mana.
The talent [Playing with Fire] will reduce the cooldown of [Blast Wave] when hit by a melee attack, instead of its current effect.
[Pyromaniac] will grant Haste when three or more targets are getting damaged by the effects of your damage-over-time (DoT) fire spells.
The [Burnout] talent will allow mages to cast spells using health when they run out of mana.
Masteries
Arcane
Spell damage
Spell Haste

Mana Adept: Arcane will deal damage based how much mana the mage has. For example, Arcane mages will do much more damage at 100% mana than at 50% mana. If they begin to get low on mana, they will likely want to use an ability or mechanic to bring their mana up to increase their damage.
Fire
Spell damage
Spell Crit

Ignite: All direct-damage fire spells will add a damage-over-time (DoT) component when cast. The flavor will be similar to how Fireball works; however, the DoT component will be much stronger.
Frost
Spell damage
Spell Crit damage

Deathfrost: Casting Frostbolt places a buff on the mage that increases the damage for all frost, fire, and arcane spells. The only damage spell that won't be affected by this buff is Frostbolt.
We hope you enjoyed this preview, and we’re looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
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Re: Mage Discussion

Post by Гость on Fri 13 Aug 2010, 10:14 am

Trivia


The Wrath of the Lich King faction of Dalaran, the Kirin Tor, start with a neutral reputation standing with all other classes. Mages, however, are automatically friendly with the Kirin Tor, making it possible to purchase and wear the Tabard of the Kirin Tor at level 1.
Dr. Bill Lee, a re-occurring character from the TV Series 'Stargate SG-1' and 'Stargate Atlantis,' states that he plays a mage, and makes multiple references to the game, including Elwynn Forest. While his character's race is not explicitly stated, it's assumed from that statement that he plays a human.
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Re: Mage Discussion

Post by Гость on Fri 13 Aug 2010, 10:20 am

See also


Arcane magic You Here
List of mage stamina gear You Here
Mage theorycraft You Here
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Re: Mage Discussion

Post by Toxic on Fri 13 Aug 2010, 1:36 pm

謝謝
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Re: Mage Discussion

Post by DominicHobbs on Fri 13 Aug 2010, 1:38 pm

Oh very much needed
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Re: Mage Discussion

Post by Poggg on Fri 13 Aug 2010, 1:39 pm

good theme
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Re: Mage Discussion

Post by LordJackhammer on Fri 13 Aug 2010, 1:40 pm

thank you!!
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Re: Mage Discussion

Post by michciu on Fri 13 Aug 2010, 1:41 pm

Very Nice...
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Re: Mage Discussion

Post by digital on Fri 13 Aug 2010, 1:42 pm

great one :)
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Re: Mage Discussion

Post by Deluxolol on Fri 13 Aug 2010, 1:44 pm

nice! nice! nice! just handsome :P :twisted: :lol:
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Re: Mage Discussion

Post by Desiredpiss on Fri 13 Aug 2010, 1:45 pm

fellow,Apostasyi
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Re: Mage Discussion

Post by Tengaar on Fri 13 Aug 2010, 1:46 pm

Apostasyi wrote:
See also


Arcane magic You Here
List of mage stamina gear You Here
Mage theorycraft You Here


good product
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Re: Mage Discussion

Post by illninodreadie on Fri 13 Aug 2010, 1:48 pm

Continue in the same perfume'''' :bom:
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Re: Mage Discussion

Post by Blukkie on Fri 13 Aug 2010, 1:50 pm

just great
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Re: Mage Discussion

Post by xJackDanielsx on Fri 13 Aug 2010, 1:51 pm

Awesome.
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Re: Mage Discussion

Post by Ukenariem on Fri 13 Aug 2010, 1:53 pm

thanks dude thats cool

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Re: Mage Discussion

Post by Yeels on Fri 13 Aug 2010, 1:54 pm

우왕!
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Re: Mage Discussion

Post by Jonesskime on Fri 13 Aug 2010, 1:56 pm

Hvernig set ég það? Ég get ekki virðast til tala það út.

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Re: Mage Discussion

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