The Warlords of Draenor Mage Guide

This page has been updated for Warlords of Draenor

Frost MageThe Mage

Students gifted with a keen intellect and unwavering discipline may walk the path of the mage. The arcane magic available to magi is both great and dangerous, and thus is revealed only to the most devoted practitioners. To avoid interference with their spellcasting, magi wear only cloth armor, but arcane shields and enchantments give them additional protection. To keep enemies at bay, magi can summon bursts of fire to incinerate distant targets and cause entire areas to erupt, setting groups of foes ablaze. Source

This page is intended as an overview of Mages in general. For specific info on specs, rotations, etc. see the links just below.

Mage Guide

Other Mage Guides

Blood Elf Fire Mage

 

The Mage

Mages are the arbiters of Fire, Frost, and the Arcane.  They are wielders of mystical energies beyond all natural comprehension, and sheep-happy, deep freezing, arcane blasting PvP maniacs if my battlegrounds experiences count for anything. But, above all, mages are clean and simple fun.

Mages are cloth wearers, much like Warlocks and Priests, however unlike both these classes we do not possess the adequate survivability to make up for our lack of armor, no healing and no massive health pools.  Instead we rely entirely on ‘not getting hit,’ either by constant movement, blinking, invisibility, crowd control, and massive burst damage. We’re truly Glass Cannons

See below for a summary of the Mage changes in Mists of Pandaria.

Some Changes to Mages in Warlords

Just a few changes are listed here. See Mage Changes in Warlords for the rest.

Well, the most obvious change is ten more levels and a whole new row of talents.

There are other changes, too. On of the goals that Blizzard had was to “clean up” our action bars. The feeling was that too many abilities were clogging up the bars, making life a bit harder than it had to be. To solve this issue they’ve removed a number of abilities, from everyone, and consolidated others. A few examples:

  • Conjure Mana Gem and Improved Counterspell are gone.
  • The talents Temporal Shield, Incanter’s Ward, and Invocation are all dead and replaced.
  • A number of abilities have been restricted, for example Deep Freeze is now available only to Frost Mages, as is Shatter.
  • Alter Time and Mirror Image are now talents.
  • And so on.

Post level 90 you no longer get abilities, you get perks. These are enhancement to existing abilities and you’ll get four of them between 92 and 100.

Glyphs, a few of them, are automatically learned as you level. You will still have to install them, but you won’t have to obtain them. All the rest of the glyphs can be acquired the usual way. The glyphs you’ll learn as you level are:

Hit, Expertise, Resilience, and Reforging are gone. Int no longer adds to Crit, but you have a base 5% chance to Crit now.

You have two new stats, Versatility and Multistrike. How they stack up compared to the others remain to be seen. Multistrike gives you a chance at two more strike sat 30% power, while Versatility adds to both your offense and defense.

Stat “Attuning” is something that Blizzard has decided to apply as a small boost to all characters. Every spec of every class has a secondary stat that is best for that class’s damage/healing “throughput.” This will give you an idea of where to stack appropriate stats, when possible to do so (eg: Gems.)

 

 

Which Race Should Your Mage Pick?

Pandaren Mage

Pandaren Mage

With Cataclysm, the only race that cannot be a mage is the Tauren. This is also true in Mists of Pandaria. Yes, that means that Pandarens can be mages.

In Warlords any racial that provided Hit or Expertise has been removed. And Taurens still cannot be mages.

Really, the best choice for race is to pick the one that fits your game. If you want to get every last bit of efficiency then some choices have advantages as mages. Orcs and Trolls are probably best for raiding, with Draenei being next. For PvP Orc (Enrage & Stun resist) or Human (escape & versatility,) though Gnomes & Undead have their uses.

Skill counts for more a lot more than race, though, especially in Warlords. Play what you like.

Pandaren

Is there Zen in Magery? Pandarens get to choose sides, once they leave the starting area, whether they will join Horde or Alliance.

  • Can stun enemies with a quick strike of their hand. Might have situational use for a Mage, allowing an escape from melee range.
  • Rested (as from an Inn) XP lasts longer for faster leveling.
  • Increased benefits from food buffs
  • Good at Cooking.
  • Bouncy,” so take less falling damage, just in case you don’t cast Slow Fall.

Alliance

For the Alliance, the Draenei may be best for Raiding (with their +1% to hit chance,) while Humans and Gnomes are best for PvP.

  • Human:
    • Good for PvP with their Escape ability. Also allows the use of two DPS trinkets. This ability will have occasional use in PvE and leveling, as well.
    • Diplomacy is nice if you are going to be gaining faction at any point and since so much past level 60 is a faction grind… Mists of Pandaria and Warlords introduced even more factions.
    • The Human Spirit provides added Versatility, which ain’t bad at all.
  • Gnome:
    • As is true for Humans, Gnomes have an Escape Artist skill and their small size is not to be scoffed at. It makes them a bit harder to see in the heat of a (PvP) fight and a bit harder on people who click their targets.
    • Gnomes have an increased mana pool, which is certainly of interest to any caster.
    • Engineering skill doesn’t help casting, but that skill can make some nice gadgets which will help.
    • +1% to your Haste
  • Draenei:
    • A minor heal is always handy for a class that has no heals. Also usable on others.
    • A small,. but welcome, bonus to your Int.
    • Draenei are good gemcutters.
  • Night Elf
    • Their Shadowmeld ability has its uses while leveling or PvPing, such as lurking in wait for unssupecting targets. In instances and raids it will drop the aggro you picked up until you unmeld. Hopefully the tank has picked the mob(s) up by then. (Popping out of hiding to blast away has definite PvP value. )
    • Being a bit harder to hit is also occasionally use while leveling or in PvP. Again, not much use in raiding.
    • Faster movement while dead is an interesting perk…
    • 2% faster run speed
    • +1% Crit by day, +1% Haste by night
  • Dwarf
    • Stone form is nice in PvP and of occasional use elsewhere. It also reduces damage by 10%, which is of some benefit in those “Oh Rats!” situations.
    • +2% critical damage.
    • Dwarves are good with Archeology
  • Worgen

Horde

For PvE? Troll or Orc

For PvP? Troll or Orc for offense, or Undead for “Will of the Forsaken.”

  • Undead:
    • Will of the Forsaken is a nice PvP ability, but much more situational outside of PvP.
    • Cannibalize is useful every now and then, especially if you need to heal while in combat or “rub it in” to some player you just killed.
    • Touch of the Grave is a passive ability that drains life and heals. It will add a bit to your damage numbers.
    • Indefinite Underwater Breathing will find use here and there.
  • Troll:
    • Berserking increases casting speed by 20% for a few seconds. Very nice, drop it into a macro.
    • Beast Slaying is nice for leveling since it adds 25% XP to your beast kills.
    • Voodoo shuffle is a help in PvP, but situational elsewhere.
  • Blood Elf:
    • An increase to Enchanting skill is of no direct use, but ‘chanters get some self-only ‘chants which are nice.
    • Arcane Torrent is of little use, since it doesn’t return much mana and the opponent has to be close to you for the silence to work and casters will rarely be that close (though DKs might be…) On the other hand, if you’re bouncing in to drop a Frost Nova then an AT might not be a bad thing to throw in along with it.
    • +1% Crit rating
  • Orc
    • Blood Fury adds to spell power as well as attack power. Put it in a macro.
    • No useful mage specific abilities, though the increased resistance to stun does have some general use.
  • Goblin
  • Tauren (nope)
    • Bovine discrimination? Racism? General Tauren policy? No mages here. Giant, war-stomping, furry Tauren things can’t be mages at this time.

Mage Professions

So far as tradeskills go, it’s a fairly obvious choice as to what you’ll be picking up if you want to maximize your gear levels the instant you hit max level, and that would be Tailoring.  Tailoring gives us not only consistent and useful upgrades in the lower levels, but increasingly rewarding instance level gear upgrades once you venture into Outland and beyond. On the other hand, if you’re decked out in heirlooms…

Multiple sets of cloth armor are better than instance gear of the same level and more accessible even for a brand new 60, 70. or 85. All it takes is a high, if not maxed out, tailoring skill by the time you reach the appropriate level.  Since tailoring doesn’t possess any specific synergies tradeskill wise, you can always grab mining or some other gathering profession to aid funding your primary crafting abilities. Enchanting will let you disenchant tailored items that you don’t want to try and sell or otherwise dispose of. You can then use or sell the Enchanting mats.

Keep in mind that all the crafting skills are very expensive to level up. If you’re going to work on the expensive tailoring or brutally expensive Enchanting then you will need to have a pretty solid gold stash. If you don’t have that, then you may have to skip them, but drop Enchanting first.

Another option is to spend some time farming appropriate materials.

Other useful skills and min/maxing:

Note that in Warlords of Draenor all the profession bonuses are dead. Not more +Int cloak enchant for you tailors.

  • Alchemy will keep you in mana and healing potions, as well as all sorts of other potions, elixers, etc. Alchemists can also create a pretty nice trinket which provides additional healing and mana from effects which restore those.
  • Inscription has several “off-hand” items that are very nice, as well as staves and the high-end shoulder inscriptions, not to mention glyphs and fortune cards.
  • Jewelcrafting  is nive for making gems, jewelry, and shiney things, including gemmed panther mounts.
  • Blacksmithing – Nothing much here for you.
  • Engineering – Engineering enchants do not overwrite the Enchanting enchants. Engie gadgets suffer from the occasional “interesting” side-effects. Keep this in mind if you go with this skill.
    • Nitro Boosts are applied to your belt.
    • Lightweight head armor with special engineering sockets. You can choose from different tinker’s gears, each granting  38 pts of some secondary stat, such as Crit.
  • Enchantingyou can make all those enchants, plus enchants for rings and neck items in Warlords.
  • LeatherworkingNothing here for mages. Move along.
  • First Aid is essential, keep it maxed at all times.
  • Cooking is very useful with all the healing and buffing foods it provides.
  • Herbalism, Mining, and skinning are good skills to have for gold creation or to feed one of the above crafts.

 

Mage Talents

Mists of Pandaria brings with it a totally new talent system. The old talents are all dead, long live the new talents. They’re pretty simple. And mage of any spec can pick any one talent from any of the six rows for six talents at 90.

Warlords of Draenor adds another talent row and has pushed things around a bit. The level 75 and 100 rows both have different talents depending of your spec.

A nice change from before Mists is that you can change your talents, one at a time, on the fly. You’ll need one does of Vanishing Powder, Dust of Disappearance, or Tome of the Clear Mind (depending on your level) to make the switch. Glyphs work the same way. Get the dust (etc.) from your reagents vendor or an Inscription Supplies vendor.

See below the images for descriptions.

All Mages can pick from these talents

(And all talents from the level 90 row.)

Warlords Mage 1

 Arcane Talents

Warlords Mage arcane

Fire Talents

Warlords Mage fire

Frost Talents

Warlords Mage frost

 

Level 15 Evanesce – Fade away and avoid all attacks for 3 seconds. Replaces Ice Block. Blazing Speed: Activating this suppresses movement slowing effects and increases your movement speed for 1 sec. Ice Floes – Allows you to move while casting and channeling the next 2 Mage spells that have a base cast or channel time less than 4 sec. This spell may be cast while a cast time spell is in progress and is not on the global cooldown.
Level 30 Alter Time – Alters the fabric of time, returning you to your current location and health when cast a second time, or after 10 sec. Flameglow absorbs some damage from all attacks. Ice Barrier – Instantly shields you, absorbing some damage and lasting for 1 min. While the shield holds, spellcasting will not be delayed by damage.
Level 45 Ring of Frost – Summons a Ring of Frost at the target location. Enemies entering the ring will become frozen, which is nice for your shatter. Casting R of F right after Frost Bomb can be interesting. Ice Ward – Places an Ice Ward on a friendly target. When an enemy strikes the target, all nearby enemies within will become frozen in place for a few seconds. Frostjaw – Silences and freezes the target in place for a few seconds. Lasts half as long versus Player targets. Nice for setting up shatters.
Level 60 Greater Invisibility – Instantly makes the caster invisible, reducing all threat, and removing two damage over time effects. While invisible, you are untargetable by enemies. Lasts 20 sec. Invisibility is cancelled if you perform any actions. Damage taken is grealty reduced while invisible and for 3 sec after coming out of invisibility. Cauterize – An attack which would otherwise kill you will instead bring you to 50% of your maximum health, and you will burn for 40% of your maximum health over the next 6 sec. Cold Snap – When activated, this spell finishes the cooldown of your Ice Block, Frost Nova, and Cone of Cold spells. Instantly restores 30% of your health. This spell is usable while stunned, frozen, incapacitated, feared or asleep, and is not on the global cooldown.
Level 75
  • Arcane: Nether Tempest – Damage to the target over 12 seconds, plus damage to all enemies within 12 yards.
  • Fire: Living Bomb – fire damage over 12 seconds, exploding at the end.
  • Frost: Frost Bomb on the target for 12 seconds. Your Ice Lances will cause a pulse that damages both the target and nearby enemies.
  • All: Unstable Magic – Your main bolts have a chance to explode on impact, damaging nearby enemies.
All of these have two charges, plus the main target takes 100% increased damage.

  • Arcane: Supernova – a pulse of energy damages all enemies within 8 yards of the target, knocking them upward.
  • Fire: Blastwave – an explosion damages the target and all nearby enemies, slowing their movement.
  • Frost: Ice Nova – Icy winds around the target damage the target and all nearby enemies, briefly freezing them.
Level 90 Mirror Image – this is the same as the original ability. You summon up three copies of you which then start blasting away. Rune of Power – Replaces Evocation. Places a Rune of Power on the ground for 1 min. While standing in your own Rune of Power, your mana regeneration is increased by 100% and your spell damage is increased by 15%. Only 2 Runes of Power can be placed at one time. Incanter’s Flow – You have a ten second cycle, five seconds to a peak of +20% damage, then 5 to drop to +4%, then repeat. The cycle continues until stopped.
Level 100
  • Prismatic Crystal – All specs – puts a crystal at the targeted location. Only you can attack it and it takes 130% damage from your attacks. Any time it takes damage it instantly releases that damage, splitting it evenly among all enemies within 8 yards. This makes your single target attacks into area attacks.
  • Arcane gets“Arcane Orb: Your Arcane Orb travels up to 40 yards doing damage to everything it passes through and it generates an Arcane Charge every time it does damage.
  • Fire gets Meteor: Drops a fraggin’ meteor!! Doing damage to an 8 yard area, also burning the ground doing continuous damage to all who remain in the fire.
  • Frost gets Comet Storm: Comets! 7 icy comets bombard the target area, each damaging all enemies withing 4 yards of the impact point.

 

The Specialization (spec) Abilities for Mages

Each of these groups of spells are unique to the particular spec. Only Arcane Mages get Arcane Blast, for example.

At level 10 you will pick one of the three specializations and you will be locked into that spec. With the Mists of Pandaria changes your abilities define what you are. The talents add flavor.

Mage specs are divided into three primary elements, Arcane, Fire, and Frost, each possessing far more than simple visual difference.

Arcane Spec Fire Spec Frost Spec
Create and spend arcane charges to build more power and to drive Arcane Barrage and Evocation And there was much burnination. Crit happy. Chance for free Pyroblasts. Lots of Dots. Chance for free spells, lots of freezing and slowing, more damage against frozen.
10 Arcane Blast 10 Pyroblast 10 Summon Water Elemental
10 Arcane Charge 12 Fireball 12 Frostbolt
12 Arcane Barrage 22 Scorch 16 ** Shatter
18 ** Arcane Explosion 24 Inferno Blast 22 ** Ice Lance
22 ** Presence of Mind 34 ** Molten Armor 24 Fingers of Frost
24 Arcane Missiles 36 Critical Mass 36 Icy Veins
36 Slow 44 ** Flamestrike 52 ** Blizzard
40 ** Evocation 62 Dragon’s Breath 54 ** Frost Armor
62 Arcane Power 77 Combustion 62 Frozen Orb
80 Mastery: Mana Adept 80 Mastery: Ignite 66 Deep Freeze
80 ** Mage Armor 85 ** Incineration 77 Brain Freeze
90 ** Arcane Mind 80 Mastery: Icicles
90 ** Ice Shards
** These abilities are either brand new for Warlords or have been restricted to one spec. For example, “Shatter” is now Frost only.Perks: Unlike previous expansions you will gain no new abilities past level 90. What you will gain, instead, are Perks. These are enhancements of current abilities. For example, one of your perks might provide a reduced cooldown time to some ability. So you get a better ability instead of a new one.  All of the Perks are passive, so will add no new buttons to your bars.Also, the perks are learned randomly. You will eventually get four perks, starting at 92, but they will be learned in random order. At level 95 you may well have a different pair of perks than that other level 95 Mage. At level 99 you will have them all.
  1. Enhanced Arcane Blast – Cast time reduction
  2. Improved Arcane Power – Reduces mana cost of spells
  3. Improved Blink – Brief movement speed increase after Blinking
  4. Improved Evocation – Cooldown reduced by 30 sec.
  1. Enhanced Pyrotechnics – Cumulative crit chance increase.
  2. Improved Flamestrike – removes cooldown.
  3. Improved Inferno Blast – Spreads damage to two more targets.
  4. Improved Scorch – Brief movement speed increase after casting Scorch.
  1. Enhanced Frostbolt – Small reduction in FB cast time.
  2. Improved Blizzard – Casting Blizzard reduces Frozen Orb cooldown.
  3. Improved Icy Veins – 10% more Haste from Icy Veins
  4. Improved Water Elemental – Your elemental learns a new spell.
Undead Mage

Death to the Living!

Arcane Spec

Arcane is seen by some as a raiding tree, largely due to the high mana constraints placed on raiding mages (from 5-10 minute long fights) as opposed to PvP, where high burst is favored over consistency. The squishiest of mages, Arcane PvP is challenging. Still, they can do a lot of damage and if you are part of a decent team, or really know what you’re doing, then PvP can be great fun.

Arcane Mage Leveling

Arcane is a spec that was simply not designed for leveling, prior to 4.0. With 4.0 it became lot less painful than it used to be and Arcane is a viable and fun leveling spec with big numbers and cool stuff. Arcane mages do very well in instances (Dungeon Leveling.)

For more about the Arcane spec, see our Arcane DPS page, for raiding mages, or our Arcane PvP page for laying waste to other players.

Leveling? Then see our Mage leveling guide or our recommended 1-100 leveling guide, here.

Fire Spec

The original Burninator.

Fire is the burst tree, boasting massive amounts of damage including more than a few incapacitation abilities/augmentation.  This comes from Abilities such as Pyroblast  (procs from crits,) and Dragon’s Breath, a frontal cone disorientation spell.

With Mists of Pandaria Fire is a bit less “run and gun,” but not a lot less. Damage is fine and the new talents can add more survivability than before.

In Warlords more abilities have moved around. The net effect should be little real change.

Fire is the burst damage tree, massive damages, pyroblasts, etc.  If you’re looking for anything from a good leveling build to raiding to battleground PvP, then fire is one of the easier choices.  Most styles of play can be compensated for by picking up the generally viable talents in this tree, it’s all a matter of how you use them.

By properly gearing yourself you can fit literally almost any situation as fire, it presents the range and damage efficiency required for raiding, the burst potential desperately needed in PvP, and with some good spell rotation becomes an extremely efficient grinding machine.

Fire is quite viable in (mainly) battleground PvP though Frost is considered the PvP spec. Still, Fire is making a good show in the Arenas.

The one catch with Fire is that it’s very crit dependent and crits are random. This is good when you’re lucky and frustrating when the procs don’t happen. If you carefully look over the Fire abilities you might note that there will be more Pyroblast procs than you might otherwise think from your crit rating. More Crit rating = more free pyroblasts and those pyroblasts hit harder, too.

Fire Mage Leveling

Going fire as your primary talent line-up while leveling is probably the best idea for those new to the mage class, it’s simple, easily learned, and configured for any setup, and eliminates quite a bit of the problems you can run into when trying the alternative leveling strategies inherent in the other talent builds.

Start out with Pyroblast and, more often than not, you’ll never be touched. Especially when your crits proc the free shots.

For more detailed info, including rotations and such, see our Fire DPS and Fire PvP guides. If you’re leveling your mage then see our Mage leveling guide or our recommended 1-100 leveling guide, here.

Frost Spec

Frost represents a combination of Fire and Arcane, less burst damage than fire and less sustained DPS than arcane, especially with shatter (which only Frost now gets) and a couple more increased critical damage talents.  Additionally it has some of the mana regeneration of arcane, not completely as effective, but still enough to make it worthwhile. The survivability and crowd control aspect of Frost make it a favorite PvP and leveling spec.

In Warlords Frost should be able to continue as the PvP spec, and also do very well at leveling and in raids.

Frost is probably the best starting PvP build for an experimenting Mage due to how much more forgiving it can be.  By possessing more than a few tools to increase your life-span you’ll find yourself in the possession of far more opportunities to, at the very least, live through a given fight, if not defeat the opponent outright.

Frost is also an equally effective leveling build comparative to fire, instead of killing monsters before they can get to you, you kill them via a small amount of kiting if necessary augmented by the frost spell’s snare effects.

Frost Mage Leveling

Leveling as frost will be likely similar speeds to fire, if not slightly faster, depending on your degree of skill concerning frost’s primary calling card, snares and roots.  Frost mages are all about mobility, survivability, and in many cases AoE grinding as opposed to fire’s strictly “one at a time” kill scheme.

Frost deals maximum damage when the target is frozen, big secret right there, so obviously the more the target is frozen, the more criticals you throw out, the higher damage dealt overall, etc.

Also see our Frost DPS and Frost PvP pages. If you’re leveling your mage then see our Mage leveling guide or our recommended 1-100 leveling guide, here.

 

These abilities are shared by all mages.

These abilities are shared by all mages. Some of the old (Cataclysm) talents and glyphs have been rolled into these abilities, such as Improved Counterspell, at level 70. Other Mage abilities, glyphs, and talents are dead. Also note that the levels at which some abilities are obtained has been changed.

1 Frostfire Bolt 52 Teleport: Stonard
3 Frost Nova 56 Invisibility
5 Fire Blast 58 Arcane Brilliance
7 Blink 60 Polymorph Turtle
8 Counterspell 60 Polymorph Black Cat
14 Polymorph 60 Polymorph Rabbit
15 Ice Block 60 Polymorph Turkey
17 Teleport: Darnassus 60 Polymorph Pig
17 Teleport: Exodar 60 Polymorph Polar Bear Cub
17 Teleport: Ironforge 60 Polymorph Monkey
17 Teleport: Orgrimmar 60 Polymorph Penguin
17 Teleport: Silvermoon 60 Polymorph Turtle
17 Teleport: Stormwind 62 Teleport: Shattrath
17 Teleport: Theramore 64 Spellsteal
17 Teleport: Thunder Bluff 66 Portal: Shattrath
17 Teleport: Undercity 71 Ancient Teleport Dalaran
28 Cone of Cold 71 Teleport: Dalaran
29 Remove Curse 72 Conjure Refreshment table
32 Slow Fall 74 Nether Attunement (Passive)
38 Conjure Refreshment 74 Portal: Dalaran
42 Portal: Darnassus 74 Ancient Portal: Dalaran
42 Portal: Exodar 80 Dalaran Brilliance
42 Portal: Ironforge 84 Time Warp
42 Portal: Orgrimmar 85 Portal: Tol Barad
42 Portal: Silvermoon 85 Teleport: Tol Barad
42 Portal: Stormwind 90 Teleport Vale of Eternal Blossoms
42 Portal: Theramore 90 Portal to Vale of Eternal Blossoms
42 Portal: Thunder Bluff 92 Portal: Stormshield
42 Portal: Undercity 92 Teleport: Stormshield
50 Wizardry (P) 92 Portal: Warspear
52 Portal: Stonard 92 Teleport: Warspear

 

 

 

Mage PvP

With the release of WoW 4.0 Frost became a superb PvP build for mages, combining crowd control, very good survivability, and major damage. The other specs have less of the first two, but they also do plenty of damage, making all three trees at least decent in battleground PvP.

With 5.0 (Mists of Pandaria,) well, things are a bit more interesting. The talent changes evened things out a lot.

In Warlords your abilities have shifted around a bit, so Frost will feel much the same, while Fire and Arcane will lose the frostie aspects (eg: Shatter) but gain some in their own feel. It should be interesting to see how it sorts out.

If you want to be successful in WoW PvP you must prepared for your opponent. This is especially important for Mages who used to fight with their mana more than their health. When you run out of mana, you are incapable of mitigating damage any longer, crowd controlling, or doing much of anything else.

With the 5.0.4 patch mana pools became essentially bottomless. A mage wouldn’t use 10% of their mana much less run out. THis hadn’t changed in Warlords.

You must focus on dealing as much damage as possible as early as possible to almost every class to be effective in PvP, plus be aware of all of your own escapes, shields, and CC abilities. And you must be able to fire them off as you need them, which out looking for them or forgetting them. Put your abilities into keybinds and learn them. Then, once you have that down, an intimate knowledge of the other classes is very desirable.

But, there are exceptions to the rule – for Frost Mages especially you will find that there is a great deal more survivability in your spec because of the power of spells like Ice Block and Frost Nova. You can usually withstand almost double the damage as your counterparts – of course your burst damage potential is greatly diminished (barring flavor of the month effects,) but you have some interesting talents that make up for that.

Be aware of what your opponents can do. If you’re not aware of what a Subtlety Rogue can do then he’ll catch you by surprise and you’ll be way down in HP, silenced, stunned, and mostly locked up. If you are aware then you can plan your counters.

Unlike practice and trial and error, a good mage works with the expertise of past players to provide a complete outlook on the various methods you will use to effectively defeat any opponent in the game, even those such as the Warlock who are seemingly built to kill Mages.

Above all, practice. Blast the target dummies in your downtime so that you have a handle on your routines. Include you interrupts, CC, escapes, and any other useful abilities you have. The more 2nd nature your spell-casting and escaping, the better off you’ll be.

Check out Skill-Capped for more PvP Magery.

 

 

Stats for Mages

In Mists of Pandaria the only real change to stats is that Int no longer adds to manapool and adds nothing to mana regen.

In Warlords Int does not add to Crit chance, but you do start with a base 5%. Hit, expertise, resilience, and reforging are all gone. You have two new stats: Multistrike and Versatility. Exactly how they stack up with the others remains to be seen. You also have an Attuned stat. This is the stat that Bliz feels is “best” for your spec. Depending on exactly how you do things you may prefer something else, but the attuned stat is a good start and you’ll get +5% of it anyway.

Your Attuned Stats Are:

While you’re leveling you won’t have to worry so much about the secondary stats (Hit, Crit, etc.) Just grab gear with Int and Stam and maybe +damage and you’re good. At 100 you can start thinking more about those stats and gems and enchants and so on. (And check this out to get to 100 fast.)

The Stats:

  • Intellect adds directly to your SpellPower and adds a small bonus to crit with your spells. With 5.0 Int no longer adds to Manapool, but it’s still your #1 stat.
  • Stamina is more important for PvP than raiding or leveling, but you need enough to survive in any given situation. Stack it at low levels, at higher levels your gear will provide enough.
  • Spell Power – you can never have enough, but it now only appears on some gear, such as trinkets and weapons.
  • Crit rating – as with Spell Power you can never have enough, especially for Fire. Note that Crit is also Fire’s Attuned stat.
  • Direct Damage – some gear has +X fire/frost/arcane damage. While you will give up Stamina or Int, it is a nice add to your basic damage type.
  • Haste speeds up everything you do. Your casting is faster, your “over time” spells burn faster, your mana returns faster, etc. It’s a nice stat for all mages.
  • Mastery improves some aspect of what you do. Arcane loves it, Fire is Ok with it, and Frost would rather get rid of it.
  • Multistrike gives you a chance to have any damaging spell you cast also fire off two copies of that spell, at 30% strength. This is Frost’s “Attuned” stat. As such it’s priority is probably Int > Multistrike > all the rest.

Other Stats

  • Spirit is useless for a mage.
  • Agility is useless for a mage.
  • Strength is useless for a mage.
  • PvP power is for PvP only and increases damage (and healing) to players. More here. It was nerfed hard in patch 5.3, being cut in value by a third and also the amount of PvP power on gems was cut in half.

Stacking Stats

With Reforging gone the only way to stack stats, and get rid of unwanted stats (Frost & Mastery, for example) is through gear choice, gems and enchants, and whatever buffs your team brings to the table.

 

Gems for Mages

Can you afford those nice Mists of Pandaria gems? If not, then go here, grab this guide, and start earning some serious gold.

In Warlords of Draenor the Stats Squish is in. This means that gems have about 1/16th their Mists of Pandaria Value (160 Int down to 10 Int, 320 Crit down to 20.) The proportional values of the gems to the rest of your gear, also squished, will be very close to what it was before.

Gems that used to add Hit now add Crit, those that had Expertise now add Haste.

Generally you should match socket colors, especially if the bonus is Int or your “Attuned” stat. Fire might want to use orange Int/Crit games in Red sockets instead of straight Int gems.

Your Mage bonus adds to any Int gem bonuses, making them worth 5% more Int. That bonus does not add to other stats.

Note: the three legendary gems below (Courageous, Sinister, and Capacitive) do not proc their specials the Battlegrounds or arenas, so aren’t quite so nice for that form of PvP.

Gem Priorities
Meta Courageous Primal Diamond: +20 Intellect and chance on beneficial spell to make your spells cost no mana for 4 sec.
Sinister Primal Diamond: +20 Critical Strike, and chance on spell damage to gain 30% spell haste
Capacitive Primal Diamond: +20 Critical Strike, and chance on melee or ranged hit to gain Capacitance
Burning Primal Diamond: +14 Int & 3% Increased Crit Effect
Forlorn Primal Diamond: +14 Intellect and 10% Silence Reduction
Tyrannical Primal Diamond: +42 PVP Power and +48 Resilience, requires 27k earned conquest points and iLevel 476, cost 1k conquest points.
Red Brilliant Primordial Ruby: 10 Int
Yellow Quick Sun’s Radiance: +20 Haste
Fractured Sun’s Radiance: +20 Mastery
Smooth Sun’s Radiance: +20 Crit
Blue Stormy River’s Heart: +10 PvP power
Rigid River’s Heart: +20 Crit
Orange Potent Vermilion Onyx: +5 Int & +10 Crit
Reckless Vermilion Onyx: 5 Int & 10 Haste
Artful Vermilion Onyx: +5 Int & +10 Mastery
Green Sensei’s Wild Jade: +10 Crit and +10 Mastery
Purple Mysterious Imperial Amethyst: +5 Int, +5 PvP Power
Veiled Imperial Amethyst: 5 Int and 10 Crit
Prismatic Brilliant Primordial Ruby: 10 Int
Cogwheel Requires an engie helm, such as this.
Quick Tinker’s Gear: 38 Haste
Smooth Tinker’s Gear: 38 Crit
Fractured Tinker’s Gear: 38 Mastery

Mage Enchantments

Pretty much the same enchants work for any Mage spec, though Fire will prefer Crit over other secondary stats. Helm enchants are gone in Mists of Pandaria, shoulder enchants all come from the Inscription profession.

The chest enchant is the only one for resilience, there are none for PvP Power.

Various Mage Enchantments
Weapon Enchant Weapon – Jade Spirit: Sometimes increases Int by 83, might increase Spirit by 750 if mana is low.
Enchant Weapon – Windsong: Sometimes increase Crit, Haste, or Mastery by 75 for 12 seconds.
Enchant Weapon – Glorious Tyranny: 38 PvP Power, 50% Disarm reduction, cost is 1,000 Conquest points.
Living Steel Weapon Chain: 50% Disarm Reduction, +12 Crit
Off Hand: Enchant Off-Hand – Major Intellect: +25 Int
Shoulders Greater Crane Wing Inscription: +15 Int and 5 Crit
Cloak Enchant Cloak – Superior Intellect: +15 Int
Chest Enchant Chest – Glorious Stats: +9 to all Stats
Bracers Enchant Bracer – Super Intellect: +15 Int
Gloves Enchant Gloves – Superior Mastery: +25 Mastery
Belt Livingsteel Belt Buckle: Gem slot for a nice Int gem
Leggings Greater Cerulean Spellthread: +19 Int and +11 Crit
Boots Enchant Boots – Greater Precison: +12 Crit rating
Enchant Boots – Pandaren’s Step: +10 Mastery, slight run speed increase.
Enchant Boots – Greater Haste: +12 Haste
Rings Enchant Ring – Greater Intellect: +10 Int, Requires Enchanting 550

 

Professions for Mages

All of the professions provide some benefit for Mages of any spec, though clearly some are much better than others. Even the gathering professions have some value, though you might be better served by using those to build a larger gold stash.

In Warlords all of the profession bonuses are dead, no more Synapse Sprints or Tailoring cloak enchant.

Affliction Professions
Tailoring Make useful armor and leg enchants, also some starting raid and PvP gear.
Leatherworking Nothing her for you.
Jewelcrafting Make nice gems, rings, neck pieces, gemmed panther mounts.
Enchanting You can enchant everyone’s rings and neck pieces, in addition to all the other stuff.
Inscription Create everyone’s glyphs and shoulder enchants, caster weapons and off-hand items, fortune cards.
Alchemy Better living through chemistry, transmute various items into rare items.
Engineering has lots of interesting toys, some of which have situational use. Mounts. More.
Blacksmithing Not much here for you.
Skinning Make some gold and fuel leatherworking.
Herbalism Make some gold and supply inscription and Alchemy.
Mining Make some gold and supply Blacksmithing.

 

The Fastest Mage Leveling

Blast through the levels to 90Once you have the right build in mind for your Mage your next step is to get a full blown Mage leveling guide for the most effective (fastest) leveling. Why? With thousands of quests and a million mobs to grind the trip to the highest levels can take awhile. A long while. An in-game leveling guide makes the whole trek a whole lot easier.

Pick your starting point and the guide will show you where to go, what to do, and keep track of your objectives (such as Kill X of…).  Dugi’s Guide automatically updates and advances as you complete tasks and quests, sets a waypoint arrow automatically (always showing you where to go next,) and includes all the important quest info.

Dugi’s does this even if you’ve gained levels in the dungeons or PvP Battlegrounds. Leave off the questing to gain a few levels elsewhere, then come back and Dugi’ss will figure out where you are and show you the best place to go next, automatically. Whether you’re brand new to WoW or covered from head to toe in Heirlooms, Dugi will show you the way to get leveled as fast as possible.

Dugi’s is fully updated for the latest patches of every expansion, including Warlods of Draenor. You will probably never need to look at your quest log again, much less browse some website. Grab your copy here and get leveled fast.

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One thought on “The Mage Guide for the Warlords of Draenor

  1. volper says:

    THANKS !!!
    Nice guide.
    :D

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