Important Notes
- Go here for our updated Mage Leveling guide. Updated for Shadowlands and beyond.
- Patch 5 (Mists of Pandaria) is live.
- While this page is updated for the latest Cataclysm patches, it will not be updated further.
- For the most recent updates, including into Mists of Pandaria and beyond, see:
- Our up to date Mage leveling guide. That's the page that will be updated for all future patches and expansions. If you have a link to this page please change it to the new page.
- Mage Overview - An overview of the mage, including specs and general details.
- Arcane DPS guide - for the PvE content, instances to raids.
- Arcane PvP - A glass cannon, but if you have a good team.
- Fire DPS guide - for the PvE content, instances to raids.
- Fire PvP - Nice burnination, also a glass cannon.
- Frost DPS guide - In M of P Frost should be raid worthy.
- Frost PvP - the mage PvP spec.
- This page will probably be left up for legacy sake.
- Changes are coming with Mists of Pandaria.
|
Now we return you to your regularly scheduled guide:
The WoW Mage: Contents
Mage Leveling Guide
|
Mage Guides
|
Introduction
Mages are a tricky class in which to gauge performance, particularly
in leveling speed. Put a mage with the best gear possible in
the hands of an amateur and you have one of the worst levelers in the
game. On the flip-side, with an experienced player behind the
class it becomes a pretty efficient leveling machine.
A large amount of the blame for this can be placed on the relatively
complicated talent trees. Unlike many other classes where the choice
for each tier is quite obvious in general, mages have quite a few talents
that *sound* good and *look* good but are most definitely not good. Some
are better for PvP, which is great, unless you don't like PvP. Ditto
for groups.
Some skills in "kiting" and manipulating multiple mobs are
also necessary, especially with Fire. Sheep are your friends, at least
until you kill them
So, that’s why this guide is here to help. In addition to overcoming
the hump of what talent build and general progression to follow, I’ll
also be covering what statistics you want to aim for to truly maximize
efficient damage output.
Buffs and Nerfs: With the 4.0 patch Mages received
a lot of love and were doing crazy damage. Natrually a hotfix changed
that. Raiders are concerned about spell usage and mana-efficiency.
This week's answers will be different from next week's answers to the
"What's best?" questions, so the builds here don't reflect the current "what's
hot, what's not" buff or nerf and will reflect basic builds to
work with.
Also, keep in mind that Mists of Pandaria will change everything in regards to talents and mana usage.
Quick Mage Leveling Guide
This is the short version of this guide. There is more detail below
this section.
Race: It doesn't matter much. If you really want
to be efficient for the end-game PvP or PvE then...
- Alliance PvE: Draenei (for the Hit)
- Alliance PvP: Human (escape) or Gnome (mana pool & escape)
- Horde PvE: Orc (Blood Fury) or Troll (Berserking)
- Horde PvP: Orc, Troll, or Undead (for the escape.)
Spec: All specs level just fine. The builds linked
to also include glyphs.
Stats and Gear:
- Stamina at low levels
- After that, Int above all else
- No Spirit, no Agility, no Strength.
- If you find direct damage gear (eg: +fire damage for fire mage) then
use it.
- At higher levels
- Hit is always good
- Fire likes Crit, a lot.
- All mages like Haste.
- Resilence only if you PvP.
Gems & Enchants:
Keep in mind that you'll level out of your gear quickly,
so only get expensive gems if you're rich.
- Int gems only (Brilliant gems)
- Cheap enchants: Stam, Int, Spellpower.
- Heirloom gear can take any enchant that can be applied to an iLevel
1 item.
If you like this guide how about sharing it on
the toolbar below?
Go to => Top - Quick
Guide - Race - Fire - Frost - Arcane - Stats - Other - Level
Faster
Race choice for the Leveling Mage
Wtih the arrival of the Cataclysm expansion the various classes are
open to more races then ever before. However, the Tauren are left out
of this one. Maybe in WoW
5.
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 ) though Gnomes & Undead have
their uses. Skill counts for more than race, though.
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:
- Better for PvP, with their Escape ability.
- 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... this is nice if you ever want to gain rep
and not so much if you don't care.
- Spirit is now useless for mages, and so is the Human's increased
Spirit.
- One upon a time Human had enhanced steath detection. This is
gone.
- Gnome:
- As Humans, better for PvP due to their Escape Artist skill
and small size.
- Previously Gnomes had increased Int, now they 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.
- Draenei:
- A minor heal is always handy for a class that has no heals.
- Draenei get a self-only + 1% to hit chance with
spells. Not so useful for leveling, but nice for PvP and nicer
for raids, where every little bit helps
- Night Elf (Cataclysm)
- Their Shadowmeld ability has its uses while leveling
or PvPing and can dropp aggro in instances and raids. Popping
out of hiding to blast away has definite PvP value.
- Being a bit harder to hit is also occasionally nice while
leveling or in PvP. Again, not much use in raiding.
- Faster movement while stealthed is great for your fellow
Rogues, but you don't do stealth.
- Dwarf (Cataclysm)
- Stone form is nice in PvP and of occasional use elsewhere.
- Worgen (Cataclysm)
- Can periodically move quickly, which is a generally nice
ability.
- Crit chance increased, which has general use.
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.
- Underwater Breathing is useful for some quests,
especially in Northrend.
- Troll:
- Berserking increases your casting speed for a few
seconds, which is always nice.
- Beast Slaying is a nice little bonus for leveling,
but pretty useless elsewhere.
- 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...)
- Orc (Cataclysm)
- Blood Fury adds to spell power as well as attack
power
- No useful mage specific abilities, though the increased resistance
to stun does have some general use.
- Goblin (Cataclysm)
- Increased Haste is generally useful.
- Your spells are far more damaging than the rocket launcher.
- Rocket leap might be a useful escape ability, like an extra
Blink.
- An increase to Alchemy skill and increased results from healing
potions has its uses.
- Tauren (nope)
- Bovine discrimination? Racism? General Tauren policy? No
mages here. Giant, war-stomping, furry Tauren things can't
be mages at this time.
Go to => Top - Quick
Guide - Race - Fire - Frost - Arcane - Stats - Other - Level
Faster
Talents and Cataclysm Mage leveling
builds
At level 10 you get to pick your first talent. When you do you are locked
into your choice of specialization. Until you spend 31 talent
points (at level 69) you will be fire or frost or arcane.
After you have spent those 31 points you are free to branch out into
other areas. Note that you don't actually have to buy the top tier talent to branch
out, you just need to spend the 31 points.
Mastery is a trainable skill that you have access to upon
achieving level 80. Gear will come with Mastery
Rating, which will increase the Mastery effect much like Crit
Rating does now.
You no longer learn several levels of spell. You buy the spell once
and it scales as you level.
Which spec?
- Fire and Arcane do a
lot of damage, but have few survival or control abilities. Not recommended
for PvP unless you have mad skillz.
- Frost is definitely the best PvP build, with
decent damage, plus good control and survivability. If you're on a
PvP server then consider Frost as a first choice for leveling, otherwise
fire or arcane.
Our Generic recommendation for the new mage? Go Frost,
for the survival skills, though Fire or Arcane will level just fine
and often destroy the opponent before it gets to you.
Fire Leveling Spec - For when you
just have to burn things.
Burn baby, burn. Pure flaming damage, scorched earch, and all that.
Fire has periodic effects, is intended for multiple targets, and has
movement buffs. Run and burn, baby! More than most any other spec,
of any class, fire mages are intended to cast damage on the move.
Your Fire Spec abilities are:
- You get Pyroblast upon picking the fire spec, and
- Fire Specialization increases
the damage of your fire spells by 25%, and
- Mastery: Flashburn increases
the damage from all your periodic effects by a fair amount.
(click
to view this build)
- 2/2 Improved Fire Blast - more range and more crits,
all in one.
- 2/2 Master of Elements - your crits refund mana
- 1/3 Burning Soul - reduces the casting time lost from
attacks against you.
- 3/3 Fire power - A bit more fire damage and an exploding
orb
- 2/3 Ignite - Your crits cause the target to burn for
a short time
- Blastwave - Area Effect burnination
- Hot Streak- spell crits have a chance to make yor
next Pyroblast instant and free.
- 2/2 Improved Scorch - Eliminates the mana cost of Scorch
- 1/2 Cauterize - shots that would kill you, don't.
But you burn.
- Combustion - Consumes all of the periodic effects
on your target, blows them up, and reapplies another periodic
effect.
- 2/2 Improved Hot streak - any time you crit twice
in a row with your non-periodic spells you have a chance to trigger Hot
Streak
- Firestarter - Your Molten Armor spell allows
you to cast scorch while moving
- 2/2 Cauterize - Finishing off #9
- Dragon's Breath - Shoots flames in a cone and stuns
targets, further damage to those targets will revive them.
- 3/3 Molten Fury - increases damage against low health
targets
- 1/2 Improved Flamestrike - Reduces Flamestrike casting
time and give Blastwave a chance to trigger Flamestrike
- 3/3 Critical Mass - Living Bomb and Flame
Orb do more damage, Pyroblast and Scorch cause
your opponent to become a bit more vulnerable to spell damage
- 2/2 Pyromaniac - Increases spell haste by a small
amount if three or more targets are suffering from your periodic
damage
- Living Bomb - Your target takes periodic damage,
then explodes, damaging up to three nearby targets
- You are level 69 and you can now take talents from
the other trees
- 3/3 Burning Soul - reduces the casting time lost from
attacks against you. Finishing off #3.
- 2/2 Impact - Gives your damaging spells a 10% chance
to reset the cooldown on Fire Blast and to cause the next Fire
Blast you cast to stun the target for 2 sec and spread any Fire
damage over time effects to nearby enemy targets within 12 yards.
- 2/2 Improved Flamestrike - Finishing off #16
- 3/3 Piercing Ice - Increases crit chance of spells
by 3%
- 2/3 Netherwind Presence - increases spell haste by
3%
|
Glyphs: You get
one each of Prime, Major, and Minor at levels 25, 50, and 75,
for nine total. Primes tend to be direct assistance to Damage,
Major are utility glyphs, Minors are more situational utility.
See the builds for suggested glyphs. See the gear section for
suggested enchants and buffage.
Glyphs are permanently learned. You buy your glyph, right
click it, and you've learned it. It's added to your glyph list.
This means that you can swap glyphs depending on the situation
or what you want to experiment with. You need Vanishing Dust to
swap glyphs and you can get that from your Inscription Supplies vendor.
Glyphs are nice, but not essential for leveling. If
they're overpriced for your available gold stash then don't worry
about them. Speaking of gold, if you need more than check our gold
guide for some tips that should help increase your
character's cash flow.
Glyphs:
Level 25:
- Glyph of Pyroblast -
Increases the critical strike chance of your Pyroblast
spell by 5%..
- Glyph of Frost Nova -
Your Frost Nova targets can take an additional 20% damage
before the Frost Nova effect automatically breaks.
- Glyph of Armors -
Increases the duration of your Armor spells by 30 min. This is
a level 34 glyph, but is the best of the minors.
Level 50:
- Glyph of Fireball -
Increases the critical strike chance of your Fireball spell by
5%.
- Glyph of Ice Block -
Your Frost Nova cooldown is now reset every time you use Ice Block.
- Glyph of the Monkey -
Your Polymorph: Sheep spell polymorphs the target into a monkey
instead.
Level 75:
- Glyph of Molten Armor -
Your Molten Armor grants an additional 2% spell critical strike
chance.
- Glyph of Polymorph -
Your Polymorph spell also removes all damage over time effects
from the target.
- Glyph of Arcane Brilliance -
Reduces the mana cost of your Arcane Brilliance spell by 50%.
|
Click
here to get to 85, fast
Go to => Top - Quick
Guide - Race - Fire - Frost - Arcane - Stats - Other - Level
Faster
Frost Leveling Spec for Cataclysm
Freeze your enemies and shatter them. Plenty of survival here as well
as controlling the opposition, via slows and freezes. Less damage than
fire, but a lot more control. This is why a lot of people recommend
Frost for leveling.
Your special abilities for going Frost are:
- Summon Water Elemental - You get this as soon as you pick Frost
- Frost Specialization - You'll pick this up immediately and
it gives you +25% to Frost damage
- Mastery: Frostburn: trainable at level 80, all your spells
deal increased damage to frozen targets. Additional Mastery Rating increases
this damage.
When you have spent 31 talent points you will be able to branch out
into the other trees, until then you're locked into the Frost tree.
Frost Leveling Build
(click
to view this build)
- Piercing Ice - Rank 3/3 - Increases the critical strike
chance of your spells by 3%.
- Early Frost - Rank 2/2 - Reduces the cast time of your
Frostbolt spell by 0.6 secs. This effect becomes inactive for
15 sec after use.
- Improved Cone of Cold - Rank 2/2 - Your Cone of Cold
also freezes targets for 4 sec.
- Piercing Chill - Rank 2/2 - Your Frostbolt criticals
apply the chill effect to 2 additional nearby targets.
- Permafrost - Rank 1/3 - Your Chill effects reduce the
target's speed by an additional 4%, and the target's healing
received. In addition, whenever you deal spell damage, your Water
Elemental is healed for 5% of the amount dealt.
- Fingers of Frost - Rank 3/3 - Gives your offensive
Chill effects a 20% chance to grant you the Fingers of Frost
effect, which causes your next Ice Lance or Deep Freeze spell
to act as if your target were frozen and increases Ice Lance
damage by 25%. Fingers of Frost can accumulate up to 2 charges
and lasts 15 sec.
- Icy Veins - Rank 1/1 - Hastens your spellcasting, increasing
spell casting speed by 20% and reduces the pushback suffered
from damaging attacks while casting by 100%. Lasts 20 sec.
- Improved Freeze - Rank 1/3 - Gives your Water Elemental's
Freeze spell a 33% chance to grant 2 charges of Fingers of Frost
when it strikes enemy targets.
- Cold Snap - Rank 1/1 - When activated, this spell finishes
the cooldown on all Frost spells you recently cast.
- Brain Freeze - Rank 3/3 - Your spells no longer trigger
Arcane Missiles. Instead, your Frost damage spells with chilling
effects have a 15% chance to cause your next Fireball or Frostfire
Bolt spell to be instant cast and cost no mana. When Frostfire
Bolt is instant, it can benefit from Fingers of Frost. Brain
Freeze cannot be triggered by Frostfire Bolt.
- Enduring Winter - Rank 1/3 - Reduces the mana cost of
all spells by 3%. In addition, your Frostbolt spell has a 33%
chance to grant up to 10 party or raid members mana regeneration
equal to 1% of their maximum mana over 10 sec.
- Ice Barrier - Rank 1/1 - Instantly shields you, absorbing
damage. Lasts 1 min. While the shield holds, spellcasting will
not be delayed by damage.
- Shatter - Rank 2/2 - Multiplies the critical strike
chance of all your spells against frozen targets by 3, and increases
the damage done by Frostbolt against frozen targets by 20%.
- Ice Floes - Rank 2/3 - Reduces the cooldown of your
Frost Nova, Cone of Cold, Ice Block, Cold Snap, Ice Barrier,
and Icy Veins spells by 14%.
- Frostfire Orb - Rank 2/2 - Your Frostfire Orb gains
a chill effect, slowing targets damaged by the Frostfire Orb
by 40% for 2 sec. In addition, reduces the speed of targets slowed
by your Frostfire Bolt's chill effect by an additional 20%.
- Ice Floes - Rank 3/3 - Finishing off #14
- Improved Freeze - Rank 3/3 - Finishing off #8.
- Frostfire Orb - Rank 2/2 - Your Frostfire Orb gains
a chill effect, slowing targets damaged by the Frostfire Orb
by 40% for 2 sec. In addition, reduces the speed of targets slowed
by your Frostfire Bolt's chill effect by an additional 20%.
- Deep Freeze - Rank 1/1 - Stuns the target for 5 sec.
Only usable on Frozen targets. Deals damage to targets that are
permanently immune to stuns.
- You're level 69 and have spent 31 points. You can now
branch out into the other trees.
- Ice Shards - Rank 2/2 - Adds a chill effect to your
Blizzard spell. This effect lowers the target's movement speed
by 40%. Lasts 2 sec. In addition, increases the range of your
Ice Lance spell by 5 yards.
- Master of Elements - Rank 2/2 - Your spell criticals
will refund 30% of their base mana cost.
- Netherwind Presence - Rank 3/3 - Increases
your spell haste by 3%.
- Burning Soul - Rank 3/3 - Reduces the casting time lost
from taking damaging attacks by 70%.
|
Glyphs: You get
one each of Prime, Major, and Minor at levels 25, 50, and 75,
for nine total. Primes tend to be direct assistance to Damage,
Major are utility glyphs, Minors are more situational utility.
See the builds for suggested glyphs. See the gear section for
suggested enchants and buffage.
Glyphs are now permanently learned. You buy your glyph, right
click it, and you've learned it. It's added to your glyph list.
This means that you can swap glyphs depending on the situation
or what you want to experiment with. You need Vanishing Dust to
swap glyphs and you can get that from your Inscription Supplies vendor.
Level 25:
- Glyph of Frostbolt -
Increases the critical strike chance of your Frostbolt spell
by 5%.
- Glyph of Frost Armor -
Your Frost Armor also causes you to regenerate 2% of your maximum
mana every 5 sec.
- Glyph of Slow Fall -
Your Slow Fall spell no longer requires a reagent.
Level 50:
- Glyph of Ice Lance -
Increases the damage of your Ice Lance spell by 5%.
- Glyph of Polymorph -
Your Polymorph spell also removes all damage over time effects
from the target.
- Glyph of Armors -
Increases the duration of your Armor spells by 30 min.
Level 75:
- Glyph of Frostfire -
Increases the damage done by your Frostfire Bolt by 15% and your
Frostfire Bolt now deals 3% additional damage over 12 sec,
stacking up to 3 times, but no longer reduces the victim's
movement speed.
- Glyph of Ice Barrier -
Increases the amount of damage absorbed by your Ice Barrier by
30%.
- Glyph of Conjuring -
Reduces the mana cost of your Conjuring spells by 50%.
|
Click
here to get to 85, fast
Go to => Top - Quick
Guide - Race - Fire - Frost - Arcane - Stats - Other - Level
Faster
Arcane Leveling spec
- Arcane Barrage - Your base ability, which launches bolts at the
opposition
- Arcane Specialization - Increases damage of Arcane spells by 25%
- Mastery: Mana Adept: Increases spell damage by the amount
of mana you have not spent. The more mana unspent, the more
damage. Mastery Rating increases this percentage of extra
damage.
Arcane leveling build for Cataclysm
- 3/3 Netherwind Presence - Increases spell casting
speed by a small amount.
- 2/3 Arcane Concentration - Chance for your next
spell to cost 0 mana.
- 2/2 Improved Arcane Missiles - More missiles
- 3/3 Torment the Weak - More damage to your snared/slowed
targets
- Presence of Mind: When activated your next spell
becomes instant. Put this in a macro with any of your "workhorse" spells.
- 2/2 Arcane Flows - Reduces the cooldowns of Presence
of Mind, Arcane Power, Invisibility, and Evocation
- 2/3 Prismatic Cloak - Reduces damage taken by a
small amount and reduces the fade time of Invisibility
- Arcane Tactics - Increases the damage of the entire
party or raid by 3%
- 2/2 Incanter's Absorbtion - Damage taken to your
shields increases your own damage. In addition, nearby enemies
are knocked back when the shield is destroyed.
- 2/2 Improved Arcane Explosion - faster cooldown,
less mana used, and a lot less threat
- 2/2 Arcane Potency - 15% greater crit chance for
your next two damage spells after gaining Clearcasting or Presence
of Mind
- Slow - slows movement speed, ranged attack speed,
and casting speed.
- 2/2 Nether Vortex - (requires Slow) Your Arcane
Blast now applies Slow if no other target is
already slowed.
- 2/2 Improved Mana Gem - Use of Mana Gem also
increases Spell Power
- 2/2 Missile Barrage - faster missiles
- 1/2 Improved Blink - Move faster after Blinking.
- Arcane Power - more damage at a higher mana cost.
- You are now level 69 and can branch out onto the
other trees.
- 3/3 Piercing Ice - chance to crit with spells is
increased by 3%
- 2/2 Master of Elements - Your crits refund some
mana
- 3/3 Burning Soul - reduces the time lost (when
casting) from damaging attacks by 70%
- 2/2 Invocation - More spellpower after interrupting
a spell.
|
Prime Glyphs
- Glyph of Arcane Missiles -
Increases the critical strike chance of your Arcane Missiles
spell by 5%.
- Glyph of Arcane Blast -
Increases the damage from your Arcane Blast buff by 3%.
- Glyph of Mage Armor -
Your Mage Armor regenerates 20% more mana.
Major Glyphs
- Glyph of Arcane Power -
While Arcane Power is active the global cooldown of your
Blink, Mana Shield, and Mirror Image is reduced to zero.
- Glyph of Evocation -
Your Evocation ability also causes you to regain 40% of your
health over its duration.
- Glyph of Polymorph -
Your Polymorph spell also removes all damage over time effects
from the target. This one is great in group situations (including
PvP) where targets might have DoTs on them that will break
the Poly. It's less useful when solo.
Minor Glyphs
- Glyph of Mirror Image -
Your Mirror Images cast Arcane Blast or Fireball instead
of Frostbolt depending on your primary talent tree.
- Glyph of Conjuring -
Reduces the mana cost of your Conjuring spells by 50%.
- Glyph of Armors -
Increases the duration of your Armor spells by 30 min.
|
Click
here to get to 85, fast
Go to => Top - Quick
Guide - Race - Fire - Frost - Arcane - Stats - Other - Level
Faster
Gear, stats, etc.
The most important statistics for any levelng mage are intellect and stamina.
These two stats improve two things that no mage is ever satisfied with:
health and mana. Thankfully, it's easy to find
cloth pieces that contain at least one, and often both, of
these stats in ample levels.
- Primary Stats
- Your Int now determines your Spellpower,
and influences your Crit Rating, not just your mana pool.
Int is, by far, you most important stat, for any flavor of mage (and
any caster.)
- Stamina - you need enough to stay alive.
- Strength? For what? To hold up a heavy staff? Skip it.
- Same for Agility. Agility does add to dodge and armor, but
not enough to be worth looking for.
- Spirit, with 4.0, has pretty much zero use.
- Secondary Stats - Do not sacrifice Int to get any
of these stats and don't worry about them much while leveling, though
some hit might be nice, especially if you do dungeons.
- Hit rating is pretty important for all mages,
especially in PvE, but it only really starts appearing on your gear at the high end.
- Spellpower doesn't appear much on gear until the
high end, and even then it's pretty much only on trinkets and some
enchants. Nice when you can get it.
- Some gear has Fire/Frost/Arcane damage as a stat. This is good stuff.
- Crit rating - Crit is very important for fire mages
since so many talents depend on it and it's less important, though
still nice, for the other Mage specs.
- Haste - Another stat appearing mostly at the high
end of the level range. Good for all mages.
Reforging
Find a piece of gear that look great, but has those icky points in
the wrong rating? Reforge it. Reforging lets you take 40% from rating
A and change it to rating B. Basically you won't be able reforge before
80 and you shouldn't worry about it until you get into end-game PvP
and Instances/raids.
Buffs
You have Arcane Int as a nice Int buff and you can get scrolls
and foods to buff your Stamina. Stam scrolls are generally dirt cheap
these days, so buy a bunch or talk to your friendly, neighborhood Inscription expert.
The better buffed you are the faster your leveling will go. Keep your
Armor and Int spells up along with any other buffs appropriate to the
situation (such as Fire Ward.)
Foods of certain types buff your Stamina at low levels
and other stats at higher levels. Get cooking or keep an eye on the
Auction House for interesting foods. Check WoWhead.com for
current recipes appropriate to your level. Also, prices and availablility
on the AH vary wildly, so keep that in mind when shopping.
Scrolls add to your Stam or Int and are generally
very cheap to buy, but with 4.0 they are now considered "battle elixers"
and won't stack with other battle elixers or potions.
Potions can add to various stats as well as recover
health and/or mana. Consider Herbalism and Alchemy to keep yourself
in Pots as you level.
Quest Rewards - Every now and then a quest reward
will provide a buff or buffing item. An example is the troll in the
cage in Camp Taurajo, who will give you a buff in echange for blood
shards. In Tranquillen (Ghost Lands) one of the quest givers will give
you potions Vs undead in return for undead parts.
Gems and Enchants
You won't see socketed gear very often, at all, until 60+. If you
have the gold to buy gems then stick to Int gems, otherwise skip them.
Some enchants are handy, but they can be very expensive. How much
gold do you have? At lower levels I look for really cheap enchants.
Buying the expensive ones is pointless when you will be out of that
gear soon.
If you are PvPing in competitive BGs then some enchants, especially
Stamina, might be desireable.
Go to => Top - Quick
Guide - Race - Fire - Frost - Arcane - Stats - Other - Level
Faster
Leveling Tips
The general routine is this: Keep the opposition at maximum range
wherever possible and blast away. Use Frost Nova when the
mob gets too close, blink, get some range and blast away. You will
probably want to have a wand handy for those rare times when you are
low on mana, and use the wand when the mob is running away from you
or your partner is tanking it. Something to show
you the way helps,
too.
Food - Keep well stocked.
Regular foods are great if you need to recover a lot of HP. Beverages
keep your mana up. Your Create Water & Create Food are
free, use them. You can usually find beverages that will recover more
mana than the spell in certain level ranges, so grab those when appropriate,
but again... the spell is free. :)
First Aid - An essential skill, too bad there isn't
a "first aid for Mana." Keep it maxed.
Crafting- skip the crafting professions unless you
have a ton of cash. If you want to go for it, and you don't need to
gather stuff to sell, then there are a couple of good combiniations:
- Herbalism and Alchemy - You'll be able to create lots of very useful
potions with the stuff that you gather, this keeps your costs way
down.
- Skinning and Mining (or
Herbalism) -is a great
money making combo. Builds Stam and Crit rating, too.
- Tailoring and Enchanting -
Enchanting is very expensive
to level. You can use it here, though, to disenchant
many of the surplus items that you make with tailoring. The mats created
will sell for more than the items. Or save the mats and use them for
the enchants. By the way, some clothing items sell for nice prices.
Wands - these aren't quite as useful as with other
caster classes, since they mobs will usually be running towards you,
rather than away from you (fear spells,) but if your tank
is holding aggro and you're low on mana, then wands are great even
if you won't be using them very often.
Besides, they usually come with useful stats.
Gear - Stam, stam, and more stam. With some Int if
it comes with the Stam. Get the biggest bags you can afford. Carry
plenty of food and bandaids and beverages.
Once your survival isn't an issue start stacking as much Int as you
can.
Bank alt- make a bank alt so you can mail your stuff
and get back to leveling. Yes, you can 'port to the city, but 'porting back to
your leveling area isn't quite so easy.
Develop eyes in the back of your head, especially
on PvP servers. It's not that you can't do damage up close, it's that you
can't take it. See what's coming before it surpirses you and Learn
to love the Frost Nova and Blink combo, especially
when sneaky things are about.
Mage 1-85 leveling Guide
Once
you have the right build for your Mage consider 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 85 can take a while. A long while.
An in-game leveling
guide will almost automate the whole
1-85 path for your mage.
Start
from any level and use Dugi's to blast to the finish.
Heck, you can even grab a few levels in the dungeons and battleground
PvP. Dugi's guide will figure out your new level and the best
spot to continue your questing. It'll even clear out your obsolete
quests.
Pick your starting point and the guide will show you where to
go and what to do. It 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. You will probably never need to look at your quest
log again, much less stop mid-play to browse some website.
Note: Dugi's is fully Cataclysm 4.3 ready now,
so grab your copy and beat all your friends to 85.
Learn
more here. |
|