Wowpedia

We have moved to Warcraft Wiki. Click here for information and the new URL.

READ MORE

Wowpedia
m (+ cat)
 
(→‎Races: Added an image.)
 
Line 1: Line 1:
  +
{{for|the manga|World of Warcraft: Mage}}
Defense of the Ancients, commonly known as DotA, is an Aeon of Strife-style custom map created for the game [[Warcraft 3]]. Originally developed for Warcraft 3: Reign of Chaos by Eul (US West), the map was later unofficially ported into the Warcraft 3 expansion pack, The Frozen Throne. Currently, several variants of the map exist under the name of DotA.
 
  +
{{Classnav}}
   
  +
[[File:Swagdog Custom T-shirt Mage Class Icon.jpg|thumb| New Class Icon]]
==Gameplay==
 
  +
The '''mage''' is a damage-dealing spell-[[caster]] that specializes in [[burst damage]] and [[area of effect]] [[spell]]s. Their primary role in a group at lower levels is damage dealing and [[crowd control]] through the use of [[Polymorph]], temporarily changing [[humanoid]]s and [[beast]]s into harmless critters. At end-game levels, mages' damage is supplemented with [[Counterspell]], [[Remove Curse]], and [[Spellsteal]]. Mages' utility spells also include [[conjure|conjuring]] food and drink and the ability to [[teleport]] to major cities and open [[Portal]]s for party members. In [[PvP]], mages deal ranged damage while using snare effects and [[Polymorph]] to control enemy players.
===Concepts===
 
Since DotA (Defense of the Ancients) is a custom map, some of the game concepts are very different from the original ''Warcraft III: Reign of Chaos'' or ''The Frozen Throne''. The original game and the DotA custom map, however, do share some similarities, such as usage of modified Warcraft characters, adaptation of Warcraft spells such as Heal, and items such as Boots of Speed.
 
   
  +
As a spell-caster, a mage's primary stat is [[intellect]], which directly increases the mage's [[spell power]], [[mana]] pool and [[spell critical strike rating|critical strike rating]]. Secondary stats that mages should wear on their gear for include [[spell hit|hit rating]] (until reaching the hit cap), [[Spell critical strike|critical strike rating]], [[haste rating]] and [[mastery|mastery rating]]. [[Stamina]] also benefits mages, but should not be focused on at the expense of other stats unless gearing for PvP. [[Spirit]] is of no use to mages at all after [[Patch 4.0.1]] and should be avoided in all cases. [[Agility]], [[strength]] and the other secondary stats should likewise be avoided.
For the DotA map, two bases are set at opposite corners of the map. In each base is situated a central building known as the ''Ancient'', from which the map derives its name. The goal of the game is to destroy the Ancient of the opposing team and to defend one's own ancient. Ancients used for each team are commonly The Frozen Throne/World Tree (in the variants Classic, Allstars); and the normal Town Centers for either side (in the variant Outland). Three lanes join the two bases. A river runs diagonally through the center of the map, perpendicular to the three lanes. Each team has a number of defensive towers in each lane, placed on their side of the river.
 
   
  +
==Lore==
The teams consist of up to five players, each controlling a single hero, and a computer which controls ''creeps''. Standard variants do not support the artificial intelligence ([[AI]]) for computer controlled heroes. A variant known as DotA Mercenaries has allowed more computer controlled players, and is commonly used for training purposes or when other human players are not available to play with. Some developers are coming up with test versions of DotA maps with variable-skill AI players. The latest being Cloud_str who created dota allstars 6.27b AI.
 
  +
[[File:MageW2.JPG|thumb|An elderly mage from the ''[[Warcraft II: Tides of Darkness]]'' [[Warcraft II manual|manual]].]]
  +
Mages, the most common of [[arcanist]]s, are found all over [[Azeroth (world)|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.<ref name="WoWRPG59">''[[World of Warcraft: The Roleplaying Game]]'', 59</ref> 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,<ref name="WoWRPG59"/> while others choose to become [[focused mage]]s.<ref>''[[Alliance Player's Guide]]'', 17</ref> 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.<ref>''[[World of Warcraft: The Roleplaying Game]]'', 59, 60</ref> The greatest mortal mage ever to live is the [[Naga]] [[Queen Azshara]], who still lives. In fact, she may no longer be mortal.<ref>''[[Dark Factions]]'', 34</ref>
   
  +
The first known mages on [[Azeroth (world)|Azeroth]] were [[Elf|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.
The opposing bases produce troops, known as ''creeps'', every 30 seconds, beginning at 1 minute 30 seconds. The creeps are produced in sets (also known as ''waves'' or ''spawns'') composed of a number of melee units and a single ranged unit, and path down the three lanes available on the map towards the opposing team's base. The creeps for the Scourge are composed of several Ghouls and a single Necromancer, while the creeps for the Sentinel are composed of several Treants and a single Druid of the Talon. As the creeps travel along these lanes they will battle any opposing creeps, heroes, or towers they meet. Towers possess superior firepower compared to the creeps, so it is difficult for creeps to advance past towers without assistance of a hero.
 
  +
  +
===Origins===
  +
[[File:Supernova.jpg|thumb|A blood elf mage.]]
  +
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 [[druid]]ism. 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.
Certain versions of DotA (e.g. Allstars and Mercenaries) have Runes in the river which can be picked up by any hero to gain bonuses for a short time (such as Double Damage, Regeneration, Haste, Illusion and Invisibility), while other versions have different uses for Runes (e.g. Challenge activation in Outland).
 
   
  +
===Dalaran===
Without the influence of heroes, the game cannot quickly be won by either team. Creeps will battle each other and then sacrifice themselves in futile attacks on the towers. However, in practice, there will usually be a slight imbalance of power over time due to the specific placement of towers, creep paths, and other variables (due to slight tweaks over a number of versions, the "advantaged" side varies). This imbalance, however, is so slight that the presence of even a single hero for any amount of time will negate it.
 
  +
Once students of the [[Conjurer]]s 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.<ref>[[Warcraft II manual|''Warcraft II'' manual]], 47</ref>
   
  +
The most powerful mages of the Eastern Kingdoms were perhaps the Archmagi of [[Dalaran]]. The city was [[Patch 3.0.2|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.
===Introduction to Heroes===
 
Heroes are ranked by level. Upon gaining a level, heroes receive bonus attributes (see below) and a skill point to be spent in learning a new or upgrading an existing skill. Heroes may gain levels during the game by earning experience. Experience can be earned by killing creeps, which is known as ''creeping'' or ''farming'' and by killing enemy heroes which is known as ''pawning'' which lets a hero earn much more experience points. Neutral creeps of varying difficulty are also planted throughout the map, and they may also be killed for experience and gold. Neutral creeps are not programmed to do anything except battle other characters who come too close; as such, they exist only to be killed for experience and gold. These neutral creeps vary in strength from very weak level one creeps, to very powerful ones which a whole team of high level heroes needs to fight in order to win (e.g. Roshan, in DotA Allstars).
 
   
====Hero Attributes====
+
=== Notable mages ===
  +
*{{Alliance}}{{RaceIconExt|Aegwynn}} [[Aegwynn]]
  +
*{{Alliance}}{{RaceIconExt|Antonidas}} [[Antonidas]]
  +
*{{Alliance}}{{RaceIconExt|Nielas}} [[Nielas Aran]]
  +
*{{Neutral}}{{RaceIconExt|NagaSeaWitch}} [[Queen Azshara|Azshara]]
  +
*{{Neutral}}{{RaceIconExt|Kel'Thuzad}} [[Kel'Thuzad]] (Now a [[Lich]])
  +
*{{Neutral}}{{RaceIconExt|Khadgar}} [[Khadgar]]
  +
*{{Neutral}}{{RaceIconExt|Krasus}} [[Krasus]]
  +
*{{Neutral}}{{RaceIconExt|Medivh}} [[Medivh]]
  +
*{{Alliance}}{{RaceIconExt|Jaina}} [[Jaina Proudmoore]]
  +
*{{Neutral}}{{RaceIconExt|Rhonin}} [[Rhonin]]
  +
*{{Neutral}}{{RaceIconExt|Illidan}} [[Illidan Stormrage]]
  +
*{{Neutral}}{{RaceIconExt|Kael'thas}} [[Kael'thas Sunstrider]]
  +
*{{Neutral}}{{RaceIcon|Human|Female}} [[Modera]]
   
  +
==Races==
Heroes possess three main statistics, known as ''attributes'' ('''Strength''', '''Intelligence''' and '''Agility''') with every hero having a '''Primary Attribute'''. The Primary Attribute can be determined based on icons shown on the status panel, as depicted here (Strength depicted by a 'fist' icon, Agility by 'foot' and Intelligence by 'mind'). Increasing the Primary Attribute of a hero will increase the hero's damage. In addition, increasing the attributes of a hero will enhance corresponding statistics for that hero.
 
  +
[[File:KarinaOfSilvermoon.jpg|thumb|Karina of Silvermoon, another blood elf mage.]]
  +
[[File:DorladrisSpellfire.jpg|thumb|Dorladris Spellfire, yet another blood elf mage.]]
  +
[[File:Kallipssa.jpg|thumb|Kallipssa, a draenei mage.]]
  +
{{Main|Mage races}}
   
  +
The mage class can be played by the following races:
*'''Strength''' enhances hitpoints and hitpoint regeneration. 1 Strength point = 19 HP, 1 Strength point = 0.03 HP/sec regeneration increase
 
*'''Agility''' enhances attack speed and armor rating. 7 Agility points = 1 armor, 1 Agility point = 1% IAS (increased attack speed).
 
*'''Intelligence''' enhances mana points and mana regeneration. 1 Intelligence point = 13 MP, 1 Intelligence point = 0.04 MP/sec regeneration increase
 
   
  +
<!-- Record the stats by checking in-game, after taking any armor/shield off -->
  +
{| class="darktable" style="text-align: center;"
  +
|-
  +
! colspan="2" | Race !! Strength !! Agility !! Stamina !! Intellect !! Spirit !! Armor !! Health !! Mana
  +
|-
  +
! style="text-align:left;" | {{Alliance Icon Small}} !! style="text-align:left;" | {{Race|Draenei}} {{bc-inline}}
  +
| 21 || 17 || 20 || 23 || 24 || 34 || 52 || 165
  +
|- class="alt"
  +
! style="text-align:left;" | {{Alliance Icon Small}} !! style="text-align:left;" | {{Race|Dwarf}} {{cata-inline}}
  +
| 22 || 16 || 23 || 22 || 21 || ? || ? || ?
  +
|-
  +
! style="text-align:left;" | {{Alliance Icon Small}} !! style="text-align:left;" | {{Race|Gnome}}
  +
| 15 || 22 || 20 || 27 || 22 || 44 || 52 || 225
  +
|- class="alt"
  +
! style="text-align:left;" | {{Alliance Icon Small}} !! style="text-align:left;" | {{Race|Human}}
  +
| 20 || 20 || 20 || 23 || 22 || 40 || 52 || 165
  +
|-
  +
! style="text-align:left;" | {{Alliance Icon Small}} !! style="text-align:left;" | {{Race|Night Elf}} {{cata-inline}}
  +
| 17 || 25 || 19 || 23 || 22 || ? || ? || ?
  +
|- class="alt"
  +
! style="text-align:left;" | {{Alliance Icon Small}} !! style="text-align:left;" | {{Race|Worgen}} {{cata-inline}}
  +
| 23 || 22 || 20 || 19 || 21 || ? || ? || ?
  +
|-
  +
! style="text-align:left;" | {{Horde Icon Small}} !! style="text-align:left;" | {{Race|Blood elf}} {{bc-inline}}
  +
| 17 || 22 || 20 || 26 || 20 || 44 || 52 || 210
  +
|- class="alt"
  +
! style="text-align:left;" | {{Horde Icon Small}} !! style="text-align:left;" | {{Race|Forsaken}}
  +
| 19 || 18 || 20 || 21 || 27 || 36 || 52 || 135
  +
|-
  +
! style="text-align:left;" | {{Horde Icon Small}} !! style="text-align:left;" | {{Race|Goblin}} {{cata-inline}}
  +
| 17 || 22 || 20 || 26 || 20 || ? || ? || ?
  +
|- class="alt"
  +
! style="text-align:left;" | {{Horde Icon Small}} !! style="text-align:left;" | {{Race|Orc}} {{cata-inline}}
  +
| 23 || 17 || 22 || 20 || 25 || 24 || 62 || 120
  +
|-
  +
! style="text-align:left;" | {{Horde Icon Small}} !! style="text-align:left;" | {{Race|Troll}}
  +
| 21 || 22 || 20 || 19 || 23 || 44 || 52 || 119
  +
|}
   
  +
Mage Beneficial Racial Abilities:
   
  +
{{Alliance Icon Small}}[[Draenei]]
(the effects of an improvement of a hero's attributes may vary between different heroes. Check
 
  +
* [[Heroic Presence]] is one of the most important mage beneficial racial abilities for PvE encounters as it increases the [[spell hit]] by 1%.
this page for complete information about this issue: http://www.ibaam.com/wc3/stat_analysis.shtml)
 
  +
* [[Gift of the Naaru]] is a minor (self) heal.
   
  +
{{Alliance Icon Small}}[[Dwarf]]
====Hero Statistics====
 
  +
* [[Stoneform]] is a minor defence trait which can be used in PvP and PvE.
Heroes also possess a variety of statistics that may be altered by inherent skills, purchased items, or changes of attributes:
 
   
  +
{{Alliance Icon Small}}[[Gnome]]
*'''Attack Damage''' indicates how much a hero's attack subtracts from the recipient's hit points. Increasing the Primary Attribute of the hero will increase its attack damage, where every point of increase in the Primary Attribute increases the attack damage by one point.
 
  +
* [[Expansive Mind]] is one of the most important mage beneficial racial abilities as it increases mana by 5%. Note that it increases mana pool but not [[Intellect]], [[spell power]] or [[spell critical]].
  +
* [[Escape Artist]] removes snares and speed reduction effects. Usable to PvP and certain PvE encounters. (Note: does not remove stun effects).
   
  +
{{Alliance Icon Small}}[[Human]]
*'''Attack Speed''' determines how fast the hero uses their attack. A hero with double the attack speed of another hero would, therefore, strike twice as often in a given window of time. Attack speed is determined by a base speed for each hero, and it is increased by agility.
 
  +
* [[Every Man for Himself]] is another beneficial trait enabling players to remove all incapacitating effects on the character (Slow, stun, fear, immobilize effects)
  +
* [[Diplomacy]] grants a 10% extra reputation gains for every faction.
   
  +
{{Alliance Icon Small}}[[Night Elf]]
*'''Hit Points''' represent how much damage a hero can absorb before he is killed. Hit points regenerate with time to a maximum number. The maximum number of hit points a hero has and the rate at which it regenerates is a function of the hero's strength attributes. Higher strength heroes have a higher maximum number of hit points and regenerate faster. Hit points are indicated by a ''current'' and ''maximum'' value.
 
  +
* [[Quickness]] mainly useful in PvP, gives a slight advantage over receiving damage.
  +
* [[Shadowmeld]] acts as a minor and temporal focus distraction from PvE encounters. However, player is still vulnerable (in contrast with [[Ice Block]]), does not reduce threat (unlike [[Invisibility]] but it removes Combat status (similar to [[Vanish]]).
   
  +
{{Alliance Icon Small}}[[Worgen]]
*'''Mana Points''' - A hero's ''[[mana]]'' is the amount of energy the hero has for utilizing abilities or casting spells. Most (but not all) abilities are powered by mana. Mana is also regenerated over time. The maximum amount of mana and the rate of mana regeneration is a function of the intelligence of the hero. Mana points are indicated by a ''current'' and ''maximum'' value.
 
  +
* [[Viciousness]] is another of the most mage beneficial racial abilities as it increases [[spell critical strike]] by 1%
  +
* [[Darkflight]] enables the player to move faster. Usable in both PvP and PvE encounters.
   
  +
{{Horde Icon Small}}[[Blood Elf]]
*'''Armor Rating''' - A hero's ''[[armor]] rating'' is how much physical damage to the hero is reduced, where physical damage excludes damage from spells, however magical damage done to a hero is reduced by 25% (which can also be stacked diminishingly with specific items and skills). The amount of physical damage reduced by armor is viewed as a percentage and will have diminishing returns as the armor count becomes higher.
 
  +
* [[Arcane Torrent]] has similarities with [[Counterspell]] and restores a percentage of mana. Due to its limit in [[AoE]] range, it has limited use in Boss PvE encounters and is half effective on PvP.
   
  +
{{Horde Icon Small}}[[Goblin]]
*'''Movement Speed''' - Determines how quickly the hero travels over a given distance, excluding the effects of spells. The movement speed is a base value of roughly 300, which is different from hero to hero, but may be modified by abilities or items. There is, however, a specific cap around 522 to movement speed that cannot be exceeded, though most heroes will not encounter this cap.
 
  +
* [[Rocket Barrage]] as small damage ability.
(A few heroes can attain this movement speed without a ''haste'' rune which causes the hero the move at the 522 movement speed mark regardless, those being Balanar the Night Stalker who has a passive run increase at night, Slardar the Slithereen Guard with his Sprint ability, Barathrum the Spirit Breaker with his Charge ability, Strygwyr the Blood Seeker who easily reaches 522 with his Strygwyr's Thirst ability, Anub'seran the Nerubian Weaver with his Shukuchi ability, Bone Clinkz the Bone Fletcher with his Windwalk ability, Syllabear the Lone Druid with his Rabid ability, and Banehallow the Lycanthrope while in his Wolf form.). Note that speed also increases by use of boots of travel and Sange and Yasha (DotA-Allstars).
 
  +
* [[Rocket Jump]] similar to [[Blink]] for use in PvE and PvP.
  +
* [[Time is Money]] is a slight reduction in casting time.
   
  +
{{Horde Icon Small}}[[Orc]]
====Summary of Attributes vs Hero Type and Statistics====
 
  +
* [[Blood Fury]] gives an increase in spell power whenever activated.
A summary of the hero types based on Primary Attributes:
 
  +
* [[Hardiness]] a reduction in the total time of stun effects.
* '''Strength''' - usually a powerful melee attacker.
 
**Pros: High Hit Points, fast HP regeneration rate, high damage, usually have a stun/disable spell
 
**Cons: Attack is melee range only, low armor, slow attack speed, slow movement speed, weak early game
 
**''Examples for Outland: Dragon Turtle, Spinewrath, Dominator''
 
**''Examples for Classic: Commander of the Abyss, Dragon Knight, Mannoroth, Garrondel''
 
**''Examples for Allstars: Rogue Knight, Skeleton King, Centaur Warchief, Slithereen Guard, Tidehunter, Doombringer, Lifestealer, Butcher, Chaos Knight, Treant Protector, Spiritbreaker, Lord of Avernus, Lycanthrope
 
* '''Agility''' - usually archers, assassins, or rapid attackers. Can be either melee or ranged.
 
**Pros: High damage, fast attack speed, high armor, passive abilities such as Critical Strike or Evasion
 
**Cons: Low HP, lacks disable ability, weak early game
 
**''Examples for Outland: Disintigrator, Aquasoul, Lividus''
 
**''Examples for Classic: Mageslayer, Zuljin Andorhall, Troll Warlord''
 
**''Examples for Allstars: Drow Ranger, Bone Fletcher, Juggernaut, Lightning Revenant, Phantom Assassin, Stealth Assassin, Bounty Hunter, Dwarven Sniper.
 
* '''Intelligence''' - usually spellcasters.
 
**Pros: Usually ranged, high maximum mana, fast mana regeneration rate, powerful spells, strong early game
 
**Cons: Low HP, low armor, weak late game
 
**''Examples for Outland: Stormweaver, Iviyst, Voodoo Shaman''
 
**''Examples for Classic: Drenia Darkhaven, Wavebreaker, Soulrender, Purity's Disciple''
 
**''Examples for Allstars: Crystal Maiden, Necrolyte, Witch Doctor, Lich, Lord of Olympia, Slayer, Shadow Shaman, Ogre Magi (the only melee Intelligence hero), Demon Witch, Enchantress
 
   
  +
{{Horde Icon Small}}[[Tauren]]
==Different Flavors of DotA==
 
  +
* Mages are not available for the Tauren race.
===DotA Classic===
 
This series is the original DotA, which began with Eul, the creator and first editor. This RoC map is considered by some DotA players to be the most balanced and best map series for DotA. Eul, the original editor and creator of DotA, has since declared his map to be open-source, and currently there is no official editor for the RoC DotA maps.
 
   
  +
{{Horde Icon Small}}[[Troll]]
However, there are still unofficial editors whose maps are hosted frequently. The most notable current editors are Quantum.dx (3.6d, as well as 3.95C, 4.0 for TFT), Fluffy_Bunny (3.7, 3.8x, and 3.9x series), Ryude (3.7x series), and Danite (Rumble 3.x series, Danites Hell, and Multimode 4.0). DotA Classic for RoC has clans that continue to play against each other and also hold tournaments.
 
  +
* [[Berserking]] has similar effects to [[Time Warp]], has 10 seconds duration, 3 minutes cooldown but the most important is that unlike [[Heroism]] does not place a 10 minutes debuff thus making it an extremely beneficial racial ability.
  +
* [[Regeneration (racial)]] is useful as an additional health regeneration effect, especially beneficial on long encounters.
  +
* [[Da Voodoo Shuffle]] has use in both PvE and PvP.
   
  +
{{Horde Icon Small}}[[Undead]]
The most popular version on most servers is 3.7 (created by Fluffy_Bunny), while 3.6d is still played in Asia. The 3.7x, 3.8x and Rumble series are all played in decent numbers in public games.
 
  +
* [[Will of the Forsaken]] is usable in all cases in PvP and PvE when losing control of character (does not include slow or immobilize effects)
   
  +
The above list includes only the abilities that interact directly with the mage abilities, playstyle and needs over specific situations.
===CHAOS===
 
  +
Other traits are available and are usable as to what a player wishes to do with the character.
CHAOS is a Korean-language port of DotA, and is not popular outside of Asia, though it enjoys cult-like popularity there.
 
   
  +
== Gear ==
  +
{{seealso|Mage sets}}
  +
A mage is able to wield [[staff|staves]], [[wand]]s, [[dagger]]s, [[one-handed]] [[sword]]s, and can use items with the slot "[[Held in Off-hand]]" if using a dagger or one-handed sword in the [[main hand]]. Wands go in the ranged slot and will continue to shoot once manually started. A mage can only wear [[cloth armor]].
   
  +
Mages gear primarily for [[intellect]] (which increases [[spell power]], critical strike chance and mana pool) and [[spell hit|hit]] [[Combat rating system|rating]] to reach the hit cap. Other ratings like [[Spell critical strike|crit]], [[Spell haste|haste]] and [[mastery]] are next in importance. Reaching the hit cap (+17% for [[PvE]], +4% for [[PvP]]) is important, but not at the expense of intellect. [[Reforge]] weaker ratings stats like crit,haste or mastery instead.
===Allstars===
 
:''Main article: [[Defense of the Ancients: Allstars]]''
 
<!-- Unsourced image removed: [[Image:DotA.jpg|right]] -->
 
   
  +
As of 4.0.1, spell power mostly no longer appears on gear, with the notable exception of caster weapons, so the lack of raw spell power on a mage's gear is not a sign for alarm. Additionally, [[spirit]] confers no [[mana regeneration]] to mages and should be avoided in all cases. In-combat mana regeneration is provided by abilities, including [[Mage Armor]], [[Evocation]], [[Conjure Mana Gem]], talents, such as [[Arcane Concentration]] or [[Master of Elements]], and the use of low-mana casting cycles (such as [[Scorch]] for fire mages or heavy use of [[Arcane Missiles]] for arcane mages).
====Development====
 
Currently, in most versions of Allstars, the map contains many more heroes and items than does the original DotA, and is updated frequently, which may explain its ongoing popularity. However, this popularity sparked a controversy over who ought to be credited for its fame. For instance, a number of Classic players resent Guinsoo for having 'stolen' their game, especially since he is alleged to have similarly 'borrowed' most of his triggers, spells, heroes and items from other people; Guinsoo, for his part, maintains that the map was created from scratch (besides the map layout) and based only spiritually on Eul's work. Regardless, Allstars remains widely played on The Frozen Throne, and is the most popular Warcraft 3 custom map.
 
   
  +
== Spells ==
Bugs in version 5 of AllStars prompted many to offer fixes to Guinsoo but the development of the code was opaque and release schedules were discretionary. As such, the map forked in version 5.84b. Guinsoo joined the mass movement to the popular MMORPG [[World of Warcraft]], and IceFrog took over as head of project since version 6.
 
  +
[[File:FemaleBloodElf.jpg|frame|right|A [[female]] [[blood elf]] '''mage''' in [[Magister's Regalia]], wielding the [[Staff of the Shadow Flame]].]]
  +
{{main|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.
====Current player trends====
 
Currently, players have shown increasing interest in the 6.xx versions as with each consecutive version, more bugs are fixed and the map is believed to be more stable and balanced. Version 6.30, the most current official version, is the most frequently played on Battle.net and LAN parties. It has been noted that '''only''' the Malaysians and the Turkish still frequently play 5.84c on the Battle.net servers. Many of the Turkish people prefer to stick to the 5.84c version due to the great changes of the map , the new balance of the heroes and the new items. The omni-present mode is the -allrandom (-ar)mode.
 
   
  +
'''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]].
Currently, DotA Allstars is popular among many players around the world, as observed on the Battle.net servers and the PvPGN network of private servers. Players of DotA Allstars, particularly in the Asian region, sometimes go to cybercafés for friendly matches and cash tournaments.
 
   
  +
'''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.
DotA Allstars was also featured in the Malaysian and Singaporean World Cyber Games 2005.
 
   
  +
'''Arcane''' spells include single-target damage spells and utility. Arcane spells allow the mage to remove [[curse]]s, provide [[crowd control]], absorb damage, [[teleport]] himself or others to major capital cities, [[Slow Fall]], [[Counterspell]], buff players' [[spell power]] and mana pools, save mana for later use in the form of mana gems, [[conjure]] food for himself or others, and provide many other conveniences.
===Outland===
 
DotA Outland is another Frozen Throne variant of DotA, mostly maintained by Softmints and JackOfBlades, but now work has passed onto emjlr3 for the time being, who is very experienced with [[JASS]], and will be able to bring a new dimension of hero making to Outland. It is less well-known than Allstars, but updated far more frequently. It is more hero-based than item-based, a slightly slower-paced game than Allstars, and the heroes are entirely different. Development has re-started after much time was taken in fixing the lag spikes created in 4.4b. The next version will be released very soon.
 
   
  +
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.
====Comparing Outland to other AoS's (The genre of DotA maps)====
 
   
  +
== Talents ==
* Compared to DotA Classic: It's a more hero-based Aeon of Strife, with less emphasis on buildings and upgrades, and a faster game.
 
  +
{{main|Mage talents}}
* Compared to Allstars: Less emphasis on crushing the opponents with powerful items; though victory through powerful item builds is still very possible.
 
  +
[[File:goblin2.png|thumb|left||Goblin fire mage art]][[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.
* Compared to Tides of Blood: More heroes and less emphasis on buildings.
 
   
  +
=== Arcane ===
====Unique characteristics of DotA Outland====
 
  +
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 an arcane mage was once very difficult, but since [[Patch 4.0.1]] the signature arcane spells ([[Arcane Barrage]], [[Arcane Missiles]], and [[Arcane Blast]] are learned much earlier thus it is more feasible.
''Some information partially adapted from the DotA Outland page (as written by the Outland creator).''
 
   
  +
=== Fire ===
* Items are far less powerful and more character-specific. (e.g. don't use a Lothar's Annihalator with a hero like Iviyst or Lividus.)
 
  +
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.
* Recipes located outside the entrance of the fountain, three books on pedestals. Level 3 items aren't imbalanced, considering generally high gold costs and only moderately strong bonuses.
 
* The "Challenge" aspect (see below).
 
* Usage of Waygates for teleportation.
 
* Switches control the ability to raise/lower the bridges, which change the possible escape routes and pathways.
 
* The amount of items a hero carries decides the gold bounty gained for killing him. For example, if a hero was carrying 6000 gold worth of items, 600 would be added to his bounty, because he was harder to kill.
 
* Destroying enemy towers gives Energy which can be used to upgrade friendly towers or troops. Energy is also gotton from hero kills or can be traded for gold at one of the shops, and is also used for upgrading items.
 
* A reputation for some unique and original heros with varied skills, rather than the more monotonus other versions. (Little is known about Dota CHAOS in this reigon)
 
   
====Challenges====
+
=== 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 also learn [[Summon Water Elemental]], gaining a pet which has a Freeze ability similar to [[Frost Nova]].
''Challenges'', much like the Rune powerups in Allstars, are an interesting aspect of Outland. A player picks up a rune, and is then given a challenge to complete. If the player succeeds, he/she gains 750 gold; failure will cause the loss of a level, which is more significant in Outland than other versions. This puts pressure on the player to complete the objectives.
 
   
  +
=== Common builds (pre-cataclysm)===
The current ''Challenges'' are:
 
  +
Prior to [[Patch 4.0.1]], which pretty much removed talent-hybridization (the act of mixing different trees), three major hybrid-builds existed for mages. While it is no longer possible to create these builds, the information about them is still listed here for historical purposes.
*''Slaughter'' - A hero on the enemy team is singled out, and must be killed within 3 minutes.
 
*''Survival'' - Survive for 3 minutes, with a 1000 gold bounty on your head, you are enemies to both your creeps and towers, and their creeps - no hiding in your base. Your location is pinged for all players every second.
 
   
  +
'''[[Mage talents#Frost|Frost]] & [[Mage talents#Fire|Fire]]:'''
Only one challenge of each type can be active at any one time, but two challenges can be held at the same time by a single player.
 
  +
*A mage with talent-points spent both in fire and frost was often called an [[Elementalist (game term)|"elemental mage" / "elementalist"]]. After ''[[Wrath of the Lich King]]'' was released, a mage with such a build was also usually aiming to specifically empower his/her [[Frostfire Bolt]], becoming a "Frostfire Mage" (sometimes abbreviated to FFB mage). The changed mechanics in 4.0.1 forced Frostfire Bolt (and [[Flame Orb]]) to be either fire-based or frost-based.
   
  +
'''[[Mage talents#Arcane|Arcane]] & [[Mage talents#Fire|Fire]]:'''
====Heroes====
 
  +
*A mage with points both in fire and arcane was often referred to as a "[[three-minute mage]]" because this kind of mage often based its 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. [[Patch 3.0.9]] Caused Arcane Power and Presence of Mind to share 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 was 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 [http://www.warcraftmovies.com/pv.php?t=3&l=Pigvomit]. Patch 4.0.1 made it impossible for a Mage to obtain both Pyroblast and Presence of Mind within the same build. Additionally, it also changed Pyroblast to be received by choosing [[Mage talents#Fire|Fire]] as the main spec and [[Presence of Mind]] to be an [[Mage talents#Arcane|Arcane]] talent spell on tier 3.
   
  +
'''[[Mage talents#Arcane|Arcane]] & [[Mage talents#Frost|Frost]]:'''
The hero variants of Outland differ from other versions in many ways. Firstly, experience gain is slower at the start of a game, and items take priority. Secondly, the heroes are much more functional towards their purpose, for example, the Red Stain is an excellent "hero-killer", yet its "pushing" (See Lingo below) skills are weak, unless its entire item build (order and selection of items) is focused upon it, causing it to become only moderate at both.
 
  +
*A mage with points both in arcane and frost was sometimes called a "Arcane Shatter" mage. The name derived from a combination of the arcane-talent [[Arcane 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. After 4.0.1 it is still possible to place a few talents in Frost after choosing Arcane or vice versa, but mixing the two trees doesn't make much of a difference compared to placing all points in one tree.
   
  +
== Stats ==
Hero killing is also a harder task to perform, as heroes are generally more resilient, and all heroes have access to an "escape move" (ability which aids in escaping from a hero trying to kill another hero). There are many "special" hero types in eplay from other heroes, most notably the "Shadowdancer" whose movement style is based on "blinking" (short distance teleportation) and Focus Monk, which needs to go into a "Trance" every 60 seconds to replenish his energies. This takes 5 seconds to activate, and his skills gain bonus' upon activation of this skill. Heroes with these abilities are designated by red text displaying the abilities when selecting the hero.
 
   
  +
This is a list of the Mage's primary stats for level 85 raiding in order of importance according to latest [[theorycrafting]].
====Lingo====
 
Pushing: Moving with a lane into enemy territory, attempting to kill towers/get into the enemy base.
 
   
  +
{| class="darktable"
Escape move: Teleportation, activated Invisibility, and others allowing you to get away from certain death.
 
  +
|-
  +
! Arcane || Fire || Frost
  +
|- valign="top"
  +
| 1) [[Intellect]]
  +
| 1) [[Intellect]]
  +
| 1) [[Intellect]]
  +
|-
  +
| 2) [[Hit]]
  +
| 2) [[Spell Power]]
  +
| 2) [[Hit]]
  +
|-
  +
| 3) [[Spell Power]]
  +
| 3) [[Hit]]
  +
| 3) [[Spell Power]]
  +
|-
  +
| 4) [[Mastery]]
  +
| 4) [[Haste]]
  +
| 4) [[Crit]]
  +
|-
  +
| 5) [[Haste]]
  +
| 5) [[Crit]]
  +
| 5) [[Haste]]
  +
|-
  +
| 6) [[Crit]]
  +
| 6) [[Mastery]]
  +
| 6) [[Mastery]]
  +
|}
   
  +
Note that Hit above 17% (1742 rating) is worthless. Crit cannot go higher than 97.9% because of [[crit suppression]] versus bosses. Haste reaches a cap when the spellcast reaches the minimum cast time of the [[GCD]], 1 second.
Rax or raxing: Known to be a type of manouvre in which team players quickly take down the enemy barracks
 
   
  +
== Endgame expectations ==
Stacking, or Pooling: Practice of having one or several members of a team purchasing items for another member on their team in order to significantly increase that teammate's power.
 
  +
[[File:ArtHumanMage.jpg|thumb|right||A human mage in art.]]
  +
In a group or raid environment, mages are usually tasked with ranged [[DPS]], [[AoE]], [[Counterspell]], [[Spellsteal]], [[Crowd Control]] and finally [[Ritual of Refreshment|providing food]].
   
  +
With the introduction of [[patch 1.11]], mages enjoyed a high degree of flexibility in the endgame. Previous to patch 1.11, it was expected that most mages would spend at least 11 talent points in the arcane tree for [[Evocation]], as it is a quite powerful mana-regenerative spell. It was given free without the use of talent points. New changes to all three trees also made investing points into both the fire and the frost trees much more viable. This still holds true with the release of [[File:Bc icon.gif|Burning Crusade]][[Burning Crusade]]. It should be mentioned that a build predominantly using the fire tree will usually contribute greater DPS in multiple-target encounters; those using a predominantly arcane tree will usually contribute greater DPS in single-target encounters; and finally, those using a predominantly frost tree will contribute a fair amount of control.
Ganking: Practice of converging onto a single enemy target with multiple friendly units with the goal of overwhelming that enemy unit.
 
   
  +
The endgame mage also acts as a utility class, providing drink, food, buffs and portals. Originally, when it came to providing drink and food, mages were by some considered equal to "vending machines" due to their unique ability to create food and drink and provide them with no cost except mana and time. In [[File:Wotlk-mini.png|Wrath of the Lich King]] [[Wrath of the Lich King]], Refreshment Tables may also be created at level 80 at the cost of five [[Arcane Powder]]; the table lasts for three minutes or 50 charges of [[Conjured Mana Strudel]], whichever comes first. It is expected that a mage provides his party or raid with food and drink for free. A second (or third) table can sometimes be called for while mustering players at the beginning of a raid if the first expires before everyone has received their strudel.
====Cheats====
 
Maphacking: Using a maphack to allow the player to have complete sight over the entire map. Used for tracking down single or multiple heroes hiding in an area or moving in for an ambush so the player can retreat before the enemy reaches him/her. Or for tracking down heroes hiding in areas so that the player can catch him/her off guard for an ambush. Usage of this usually results in the user's team being victorious as they have a huge advantage. The effects are rather obvious and usage of this cheat can easily be detected by players.
 
   
  +
== PvP ==
Bugging: Using a bug programme to allow control over an enemy hero usually for suicide or making the controlled hero drop items. Can be detected easily by players as effects are obvious
 
  +
PvP-wise, mages are considered "glass cannons" - a design philosophy which gives mages generous burst damage at the cost of generally low health and armor values. Aided by talents such as [[Presence of Mind]] and [[Arcane Power]], they are one of the classes with the potential for dealing out the greatest amount of damage in the shortest amount of time. In group PvP, mages will stay back and focus on crowd control with [[Polymorph]] and pick off targets from range. Depending on the Battleground and the situation, mages typically AoE to prevent node captures or nuke flag carriers as fast as possible. In solo PvP, a skilled frost mage is a formidable opponent. Fire mages are in PVP well known for their burst damage, and arcane mages are known as venerable supporters.
   
  +
== Cataclysm changes ==
Spying: Using programmes that show opponents discussing strategies like meeting together for a ganking. The user can retreat before they arrive in the process.
 
  +
===General preview===
  +
{{Bluepost|poster=Bashiok|title=Cataclysm Class Preview: Mage|date=04/09/2010 11:57:21 PM PDT|link=http://forums.worldofwarcraft.com/thread.html?topicId=24262357286|body=
  +
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====
Banlists: This is not a cheat programme but a programme used for banning players who use cheats or leave when the game is starting or when the game starts. The programme will report to the user if a player is a banned leaver or cheater so that he can be booted from the game to avoid causing unpleasant gameplay. The programme can also find out what country a p;ayer comes from to avoid lagging during gameplay and ping a player for the same purpose. It is a useful programme that helps to improve games and make them fairer to the players.
 
   
  +
'''[[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.
[[Category:Games]]
 
  +
  +
'''[[Time Warp]] (level 85)''': Grants a passive Haste effect much like [[Bloodlust]] or [[Heroism]] to party or raid members. Time Warp will be exclusive with Bloodlust and Heroism, meaning you can’t benefit from both if you’ve got the Exhaustion debuff, though the movement-speed increase will still work even when under the effects of Exhaustion.
  +
  +
'''[[Curtain of Frost]] (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.
  +
}}
  +
  +
===Clarifications===
  +
{{Bluepost|poster=Ghostcrawler|title=Re: Cataclysm Class Preview: Mage|date=04/10/2010 10:42:45 AM PDT|link=http://forums.worldofwarcraft.com/thread.html?topicId=24262357286&sid=1&pageNo=59#1161|body=
  +
Flame Orb is not channeled. It may have a cast time, but after that is fire and forget. We want to try the line idea because there aren’t any spells that work that way currently. Giving it a target to follow makes it feel more like a fancy dot – useful perhaps, but nothing that feels really new. It will be balanced for single-target damage, but if you can launch it in such a way that it will hit multiple targets, then you’re just being awesome.
  +
  +
Wall of Fog is not channeled. We don’t know yet how wide it will be, but wide enough so that it feels more like a trip-wire than an area like Frost Trap.
  +
  +
We like the basic gameplay of Hot Streak. With lower crit rates all around, we hope that it will feel more like a bonus when it’s up rather than a penalty when it refuses to stay up. We may lower the magnitude overall for the same reason.
  +
  +
On Arcane Missiles, the basic spell is pretty cool. The problem is the way the spell works makes the current design hard to balance. It’s either too expensive and low damage or the opposite problem. This is particularly true at low level, and meanwhile we think the mage experience at low level is also a little too repetitive. The change is that you can’t hit Arcane Missiles whenever you want. The icon is just grayed out. However, when you deal damage, you have a chance to get Arcane Missiles to light up and then you definitely want to hit it. At higher levels Fire and Frost may eventually phase it out in preference for other spells, or if we like the mechanic, it may be something even Fire and Frost do, just less often than Arcane.
  +
  +
On the topic of mastery bonuses, understand that this is a new design for us and very few people have seen them in action yet. We run the risk of specific masteries being so generic that the mastery stat isn’t interesting or so complex that what players really like about playing a certain spec gets turned on its head. This is the kind of thing that will require a lot of iteration and the reason we’re trying to cover the whole gamut of relatively complex to relatively simple to see what feels right.
  +
  +
The reason behind Deathfrost (Frost mastery) isn’t to get Frost to spam Frostbolt more. It’s to get mages to spam Frostbolt less. If you hit nothing but Frostbolt, you’re wasting the Deathfrost bonus.
  +
  +
We’re shifting food and water to higher level because we don’t want players to have so much down time at lower level. We’re not trying to make it harder to level; we’re reducing the need to drink or eat so we’re bumping the actual food and water (though it’s really foodwater in the case of mages) higher.
  +
  +
The intent behind Mana Adapt (Arcane mastery) is that Arcane currently has a pretty fun mana management game going, at least at relatively high level. We thought it would be fun to extend that concept even further to where Arcane mages that use the mechanics to keep their mana high would do higher dps. I find many of the predictions that Arcane is doomed in PvE based on the very limited information you have at the moment to be quite premature.
  +
  +
On Time Warp vs. Bloodlust, we are really trying to give groups flexibility in who they bring to 10 player raids to an even greater extent than we did in Lich King. We heard over and over that shaman still felt like the one mandatory class in any raid. The more we hear “now there will be no reason to take me over X class / spec” the happier we will be. The reason should be that you’re a good player, not that your mere presence makes everyone else perform better. It’s fun to feel more powerful in a group – we get that, and we aren’t going to completely marginalize group synergy. But it needs to come secondary to the skill of the players involved.
  +
  +
I understand some mages really like Fire Ward or Dampen Magic. Perhaps “no clear role” wasn’t the best choice of words, but we are trying to remove mechanics from the game that we think aren’t really cutting it. When asking players to put more buttons on their action bars from these new spells, we only think it’s fair to try and get some bar space back from the least interesting spells. Don’t worry so much about balance at this stage. Many things will need to be tweaked. Worry more about whether it ever felt like a fun decision to use these spells.
  +
  +
For everyone focusing on the RMP Arena comp, I really think you’re going to see a shift to more PvP concerns in Cataclysm being about Battleground balance. There will still be players playing Arenas for sure, but a lot of the players currently doing Arenas are going to shift to rated BGs instead.
  +
}}
  +
  +
== Videos ==
  +
{| class="darktable"
  +
|- valign=top
  +
! Cataclysm Class Changes by [http://www.youtube.com/tgnWorldofWarcraft TGN on YouTube]
  +
|-
  +
! <youtube>pi9dim6ZQno</youtube>
  +
|}
  +
{| class="darktable"
  +
|- valign=top
  +
! colspan=3 | DPS Rundown: Mage by [http://www.youtube.com/tgnWorldofWarcraft TGN on YouTube]
  +
|-
  +
! Arcane || Fire || Frost
  +
|-
  +
! <youtube>UgNDaehgRf0</youtube>
  +
! <youtube>fGw0oLq2Tew</youtube>
  +
! <youtube>kd5AqOKIayo</youtube>
  +
|}
  +
  +
==Trivia==
  +
*The ''[[Wrath of the Lich King]]'' faction of Dalaran, the [[Kirin Tor]], start with a {{reputation|neutral}} reputation standing with all other classes. Mages, however, are automatically {{reputation|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.
  +
  +
== See also ==
  +
Game mechanics:
  +
* [[Mage theorycraft]]
  +
* [[Spell power coefficients]]
  +
* [[BC mage stamina gear]]
  +
* [[Mages as tanks]]
  +
* [[Mage (Warcraft II)]]
  +
  +
Lore:
  +
* [[Arcane magic]]
  +
* [[Magic_schools#Schools|The eight categories of arcane and divine magic (often used by mages)]]
  +
* [[List of mages]]
  +
* [[Wizard]]
  +
* [[Sorcerer]]
  +
  +
== References ==
  +
{{reflist}}
  +
  +
==External links==
  +
<!-- Read http://www.wowpedia.org/Wowpedia:External_links before posting your links here.
  +
Links that do not conform to the rules will be DELETED.
  +
Repeat violations may result in a BAN.
  +
Have a nice day. :) -->
  +
{{elink|type=wowus|link=http://forums.worldofwarcraft.com/board.html?forumId=10017&sid=1|desc=WoW mage discussion}}
  +
{{elink|type=wowus|link=http://forums.worldofwarcraft.com/thread.html?topicId=11981202&sid=1|desc=Mage class FAQ guide}}
  +
{{elink|link=http://l2dps.com|site=L2DPS|desc=A Guide to Mage DPS}}
  +
{{elink|icon=icyveinscom|site=Icy Veins|link=http://www.icy-veins.com/mage-pve|desc=Arcane, Fire, and Frost Mage Raiding Guides (Cataclysm)}}
  +
  +
  +
;Other sites:
  +
{{Elink|site=Mage Rage|link=http://magerage.com/index.php|desc=A WoW Mage community focused on PvP and some PvE content|type=popular}}
  +
{{elink|link=http://www.wowinsider.com/category/arcane-brilliance/|desc= Arcane Brilliance &mdash; Mage weekly feature at WoW Insider|type=wowinsider}}
  +
{{elink|link=http://www.wowinsider.com/mage-guides/|desc= Mage guides at WoW Insider|type=wowinsider}}
  +
{{Elink|site=StratFu|link=http://www.stratfu.com/strats/ArcaneMage|icon=stratfu|desc=Video and Strategy Guide for playing Arcane since the 3.0.8 patch}}
  +
{{Elink|site=Mage Builds|link=http://wowmagebuilds.net|desc=Popular and top WoW mage builds list for Arcane, Frost and Fire Mage|type=popular}}
  +
  +
{{Classfooter|Mage}}
  +
{{WoW RPG classes}}
  +
  +
  +
[[it:Mago]]
  +
[[pl:Mage]]
  +
[[ja:Mage]]
  +
[[nl:Mage]]
  +
[[Category:Mages| ]]
  +
[[Category:Core classes]]
  +
[[Category:WoW classes]]
  +
[[Category:World of Warcraft: The Roleplaying Game]]
  +
[[Category:Alliance Player's Guide]]
  +
[[Category:Dark Factions]]

Revision as of 16:49, 29 April 2011

For the manga, see World of Warcraft: Mage.
Classes Deathknight Demon hunter Druid Evoker Hunter Mage Monk Paladin Priest Rogue Shaman Warlock Warrior
Class races DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Quests DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Abilities DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Trainers DK DH Dr - Hu Ma Mo Pa Pr Ro Sh Wl Wr
Armor sets DK DH Dr Ev Hu Ma Mo Pa Pr Ro Sh Wl Wr
Useful macros DK DH Dr - Hu Ma Mo Pa Pr Ro Sh Wl Wr
Class Halls DK DH Dr - Hu Ma Mo Pa Pr Ro Sh Wl Wr
Swagdog Custom T-shirt Mage Class Icon

New Class Icon

The mage is a damage-dealing spell-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 Spell nature polymorph [Polymorph], temporarily changing humanoids and beasts into harmless critters. At end-game levels, mages' damage is supplemented with Spell frost iceshock [Counterspell], Spell nature removecurse [Remove Curse], and Spell arcane arcane02 [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, mages deal ranged damage while using snare effects and Spell nature polymorph [Polymorph] to control enemy players.

As a spell-caster, a mage's primary stat is intellect, which directly increases the mage's spell power, mana pool and critical strike rating. Secondary stats that mages should wear on their gear for include hit rating (until reaching the hit cap), critical strike rating, haste rating and mastery rating. Stamina also benefits mages, but should not be focused on at the expense of other stats unless gearing for PvP. Spirit is of no use to mages at all after Patch 4.0.1 and should be avoided in all cases. Agility, strength and the other secondary stats should likewise be avoided.

Lore

MageW2

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

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 Achievement boss pathaleonthecalculator [Exile of the High Elves], who lived on the shores of the Well of Eternity and wielded its powers.

Origins

Supernova

A blood elf mage.

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.

Notable mages

Races

File:KarinaOfSilvermoon.jpg

Karina of Silvermoon, another blood elf mage.

File:DorladrisSpellfire.jpg

Dorladris Spellfire, yet another blood elf mage.

Kallipssa

Kallipssa, a draenei mage.

Main article: Mage races

The mage class can be played by the following races:

Race Strength Agility Stamina Intellect Spirit Armor Health Mana
Alliance DraeneiDraenei Draenei Bc icon 21 17 20 23 24 34 52 165
Alliance DwarfDwarf Dwarf Cataclysm 22 16 23 22 21 ? ? ?
Alliance GnomeGnome Gnome 15 22 20 27 22 44 52 225
Alliance HumanHuman Human 20 20 20 23 22 40 52 165
Alliance Night elfNight elf Night elf Cataclysm 17 25 19 23 22 ? ? ?
Alliance WorgenWorgen Worgen Cataclysm 23 22 20 19 21 ? ? ?
Horde Blood elfBlood elf Blood elf Bc icon 17 22 20 26 20 44 52 210
Horde ForsakenForsaken Forsaken 19 18 20 21 27 36 52 135
Horde GoblinGoblin Goblin Cataclysm 17 22 20 26 20 ? ? ?
Horde OrcOrc Orc Cataclysm 23 17 22 20 25 24 62 120
Horde TrollTroll Troll 21 22 20 19 23 44 52 119

Mage Beneficial Racial Abilities:

AllianceDraenei

AllianceDwarf

  • Inv gauntlets 03 [Stoneform] is a minor defence trait which can be used in PvP and PvE.

AllianceGnome

  • Inv enchant essenceeternallarge [Expansive Mind] is one of the most important mage beneficial racial abilities as it increases mana by 5%. Note that it increases mana pool but not Intellect, spell power or spell critical.
  • Ability rogue trip [Escape Artist] removes snares and speed reduction effects. Usable to PvP and certain PvE encounters. (Note: does not remove stun effects).

AllianceHuman

  • Every Man for Himself is another beneficial trait enabling players to remove all incapacitating effects on the character (Slow, stun, fear, immobilize effects)
  • Inv misc note 02 [Diplomacy] grants a 10% extra reputation gains for every faction.

AllianceNight Elf

  • Ability racial shadowmeld [Quickness] mainly useful in PvP, gives a slight advantage over receiving damage.
  • Ability ambush [Shadowmeld] acts as a minor and temporal focus distraction from PvE encounters. However, player is still vulnerable (in contrast with Spell frost frost [Ice Block]), does not reduce threat (unlike Ability mage invisibility [Invisibility] but it removes Combat status (similar to Ability vanish [Vanish]).

AllianceWorgen

HordeBlood Elf

  • Spell shadow teleport [Arcane Torrent] has similarities with Spell frost iceshock [Counterspell] and restores a percentage of mana. Due to its limit in AoE range, it has limited use in Boss PvE encounters and is half effective on PvP.

HordeGoblin

HordeOrc

  • Racial orc berserkerstrength [Blood Fury] gives an increase in spell power whenever activated.
  • Inv helmet 23 [Hardiness] a reduction in the total time of stun effects.

HordeTauren

  • Mages are not available for the Tauren race.

HordeTroll

  • Racial troll berserk [Berserking] has similar effects to Ability mage timewarp [Time Warp], has 10 seconds duration, 3 minutes cooldown but the most important is that unlike Ability shaman heroism [Heroism] does not place a 10 minutes debuff thus making it an extremely beneficial racial ability.
  • Spell nature regenerate [Regeneration] is useful as an additional health regeneration effect, especially beneficial on long encounters.
  • Inv misc idol 02 [Da Voodoo Shuffle] has use in both PvE and PvP.

HordeUndead

  • Spell shadow raisedead [Will of the Forsaken] is usable in all cases in PvP and PvE when losing control of character (does not include slow or immobilize effects)

The above list includes only the abilities that interact directly with the mage abilities, playstyle and needs over specific situations. Other traits are available and are usable as to what a player wishes to do with the character.

Gear

See also: Mage sets

A mage is able to wield staves, wands, daggers, one-handed swords, and can use items with the slot "Held in Off-hand" if using a dagger or one-handed sword in the main hand. Wands go in the ranged slot and will continue to shoot once manually started. A mage can only wear cloth armor.

Mages gear primarily for intellect (which increases spell power, critical strike chance and mana pool) and hit rating to reach the hit cap. Other ratings like crit, haste and mastery are next in importance. Reaching the hit cap (+17% for PvE, +4% for PvP) is important, but not at the expense of intellect. Peticon-elemental Inv misc trinket6oih orb4 [Reforge] weaker ratings stats like crit,haste or mastery instead.

As of 4.0.1, spell power mostly no longer appears on gear, with the notable exception of caster weapons, so the lack of raw spell power on a mage's gear is not a sign for alarm. Additionally, spirit confers no mana regeneration to mages and should be avoided in all cases. In-combat mana regeneration is provided by abilities, including Spell magearmor [Mage Armor], Spell nature purge [Evocation], Inv misc gem sapphire 02 [Conjure Mana Gem], talents, such as Spell shadow manaburn [Arcane Concentration] or Spell fire masterofelements [Master of Elements], and the use of low-mana casting cycles (such as Spell fire soulburn [Scorch] for fire mages or heavy use of Spell nature starfall [Arcane Missiles] for arcane mages).

Spells

File:FemaleBloodElf.jpg

A female blood elf mage in Magister's Regalia, wielding the Inv staff 06 [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 Ability mage hotstreak [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, Spell frost iceshock [Counterspell], buff players' spell power and mana pools, save mana for later use in the form of mana gems, conjure food 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 Spell ice lament [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

Main article: Mage talents
Goblin2

Goblin fire mage art

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 Spell arcane blast [Arcane Blast] and Spell nature starfall [Arcane Missiles]. Arcane can provide the greatest potential damage output mages can offer. The Arcane tree includes Spell nature slow [Slow], a powerful instant single-target slowing effect, and Ability mage arcanebarrage [Arcane Barrage], an instant-damage ranged attack. Arcane mages can provide substantial burst damage with Spell nature lightning [Arcane Power] and Spell nature enchantarmor [Presence of Mind]. Leveling as an arcane mage was once very difficult, but since Patch 4.0.1 the signature arcane spells (Ability mage arcanebarrage [Arcane Barrage], Spell nature starfall [Arcane Missiles], and Spell arcane blast [Arcane Blast] are learned much earlier thus it is more feasible.

Fire

Fire's damage output is oriented around Ability mage livingbomb [Living Bomb] and Ability mage hotstreak [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 Ability mage livingbomb [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 Ability mage livingbomb [Living Bomb] and Ability mage hotstreak [Hot Streak]-enabled instant Pyroblasts can fill the movement time which Arcane mages can only use for Ability mage arcanebarrage [Arcane Barrage], Spell fire fireball [Fire Blast] and Spell frost frostblast [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 Spell ice lament [Ice Barrier] to protect themselves from damage and Ability mage deepfreeze [Deep Freeze] to supplement their snare effects with a stun. Frost mages also learn Spell frost summonwaterelemental 2 [Summon Water Elemental], gaining a pet which has a Freeze ability similar to Spell frost frostnova [Frost Nova].

Common builds (pre-cataclysm)

Prior to Patch 4.0.1, which pretty much removed talent-hybridization (the act of mixing different trees), three major hybrid-builds existed for mages. While it is no longer possible to create these builds, the information about them is still listed here for historical purposes.

Frost & Fire:

  • A mage with talent-points spent both in fire and frost was often called an "elemental mage" / "elementalist". After Wrath of the Lich King was released, a mage with such a build was also usually aiming to specifically empower his/her Ability mage frostfirebolt [Frostfire Bolt], becoming a "Frostfire Mage" (sometimes abbreviated to FFB mage). The changed mechanics in 4.0.1 forced Frostfire Bolt (and Spell mage flameorb [Flame Orb]) to be either fire-based or frost-based.

Arcane & Fire:

  • A mage with points both in fire and arcane was often referred to as a "three-minute mage" because this kind of mage often based its damage on combining the fire-talent spell Spell fire fireball02 [Pyroblast], which takes long time to cast yet provides powerful damage, with the arcane-talent-spells Spell nature enchantarmor [Presence of Mind] and Spell nature lightning [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. Patch 3.0.9 Caused Arcane Power and Presence of Mind to share cooldown, which somewhat ruined the three-minute mage. Still, with the talent Ability mage potentspirit [Arcane Flows] which was introduced in Patch 3.0.2, the cooldown of both Arcane Power and Presence of Mind was 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]. Patch 4.0.1 made it impossible for a Mage to obtain both Pyroblast and Presence of Mind within the same build. Additionally, it also changed Pyroblast to be received by choosing Fire as the main spec and Spell nature enchantarmor [Presence of Mind] to be an Arcane talent spell on tier 3.

Arcane & Frost:

  • A mage with points both in arcane and frost was sometimes called a "Arcane Shatter" mage. The name derived from a combination of the arcane-talent Ability mage arcanebarrage [Arcane Barrage] and the frost-talent Spell frost frostshock [Shatter]. This talent specialization was popularized by the success of Abni, who obtained Gladiator titles for several seasons using this spec. After 4.0.1 it is still possible to place a few talents in Frost after choosing Arcane or vice versa, but mixing the two trees doesn't make much of a difference compared to placing all points in one tree.

Stats

This is a list of the Mage's primary stats for level 85 raiding in order of importance according to latest theorycrafting.

Arcane Fire Frost
1) Intellect 1) Intellect 1) Intellect
2) Hit 2) Spell Power 2) Hit
3) Spell Power 3) Hit 3) Spell Power
4) Mastery 4) Haste 4) Crit
5) Haste 5) Crit 5) Haste
6) Crit 6) Mastery 6) Mastery

Note that Hit above 17% (1742 rating) is worthless. Crit cannot go higher than 97.9% because of crit suppression versus bosses. Haste reaches a cap when the spellcast reaches the minimum cast time of the GCD, 1 second.

Endgame expectations

ArtHumanMage

A human mage in art.

In a group or raid environment, mages are usually tasked with ranged DPS, AoE, Spell frost iceshock [Counterspell], Spell arcane arcane02 [Spellsteal], Crowd Control and finally providing food.

With the introduction of patch 1.11, mages enjoyed a high degree of flexibility in the endgame. Previous to patch 1.11, it was expected that most mages would spend at least 11 talent points in the arcane tree for Spell nature purge [Evocation], as it is a quite powerful mana-regenerative spell. It was given free without the use of talent points. New changes to all three trees also made investing points into both the fire and the frost trees much more viable. This still holds true with the release of Burning CrusadeBurning Crusade. It should be mentioned that a build predominantly using the fire tree will usually contribute greater DPS in multiple-target encounters; those using a predominantly arcane tree will usually contribute greater DPS in single-target encounters; and finally, those using a predominantly frost tree will contribute a fair amount of control.

The endgame mage also acts as a utility class, providing drink, food, buffs and portals. Originally, when it came to providing drink and food, mages were by some considered equal to "vending machines" due to their unique ability to create food and drink and provide them with no cost except mana and time. In Wrath of the Lich King Wrath of the Lich King, Refreshment Tables may also be created at level 80 at the cost of five Inv misc dust 01 [Arcane Powder]; the table lasts for three minutes or 50 charges of Ability mage conjurefoodrank10 [Conjured Mana Strudel], whichever comes first. It is expected that a mage provides his party or raid with food and drink for free. A second (or third) table can sometimes be called for while mustering players at the beginning of a raid if the first expires before everyone has received their strudel.

PvP

PvP-wise, mages are considered "glass cannons" - a design philosophy which gives mages generous burst damage at the cost of generally low health and armor values. Aided by talents such as Spell nature enchantarmor [Presence of Mind] and Spell nature lightning [Arcane Power], they are one of the classes with the potential for dealing out the greatest amount of damage in the shortest amount of time. In group PvP, mages will stay back and focus on crowd control with Spell nature polymorph [Polymorph] and pick off targets from range. Depending on the Battleground and the situation, mages typically AoE to prevent node captures or nuke flag carriers as fast as possible. In solo PvP, a skilled frost mage is a formidable opponent. Fire mages are in PVP well known for their burst damage, and arcane mages are known as venerable supporters.

Cataclysm changes

General preview

Cataclysm Class Preview: Mage | 2010-04-10 06:57 | Blizzard Entertainment Bashiok

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

Spell mage flameorb [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.

Ability mage timewarp [Time Warp] (level 85): Grants a passive Haste effect much like Spell nature bloodlust [Bloodlust] or Ability shaman heroism [Heroism] to party or raid members. Time Warp will be exclusive with Bloodlust and Heroism, meaning you can’t benefit from both if you’ve got the Exhaustion debuff, though the movement-speed increase will still work even when under the effects of Exhaustion.

Curtain of Frost (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.

  • Spell nature starfall [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 Ability meleedamage [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. Peticon-magical Spell nature abolishmagic [Amplify Magic], Spell nature abolishmagic [Dampen Magic], Spell fire firearmor [Fire Ward], and Spell frost frostward [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.
  • Spell fire soulburn [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

  • Spell holy devotion [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 Spell fire playingwithfire [Playing with Fire] will reduce the cooldown of Spell holy excorcism 02 [Blast Wave] when hit by a melee attack, instead of its current effect.
  • Inv misc volatilefire [Pyromaniac] will grant Haste when three or more targets are getting damaged by the effects of your damage-over-time (DoT) fire spells.
  • The Inv misc head undead 01 [Burnout] talent will allow mages to cast spells using health when they run out of mana.

Masteries

Arcane
  1. Spell damage
  2. Spell Haste
  3. 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
  1. Spell damage
  2. Spell Crit
  3. 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
  1. Spell damage
  2. Spell Crit damage
  3. 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.

View original post

Clarifications

Re: Cataclysm Class Preview: Mage | 2010-04-10 17:42 | Blizzard Entertainment Ghostcrawler

Flame Orb is not channeled. It may have a cast time, but after that is fire and forget. We want to try the line idea because there aren’t any spells that work that way currently. Giving it a target to follow makes it feel more like a fancy dot – useful perhaps, but nothing that feels really new. It will be balanced for single-target damage, but if you can launch it in such a way that it will hit multiple targets, then you’re just being awesome.

Wall of Fog is not channeled. We don’t know yet how wide it will be, but wide enough so that it feels more like a trip-wire than an area like Frost Trap.

We like the basic gameplay of Hot Streak. With lower crit rates all around, we hope that it will feel more like a bonus when it’s up rather than a penalty when it refuses to stay up. We may lower the magnitude overall for the same reason.

On Arcane Missiles, the basic spell is pretty cool. The problem is the way the spell works makes the current design hard to balance. It’s either too expensive and low damage or the opposite problem. This is particularly true at low level, and meanwhile we think the mage experience at low level is also a little too repetitive. The change is that you can’t hit Arcane Missiles whenever you want. The icon is just grayed out. However, when you deal damage, you have a chance to get Arcane Missiles to light up and then you definitely want to hit it. At higher levels Fire and Frost may eventually phase it out in preference for other spells, or if we like the mechanic, it may be something even Fire and Frost do, just less often than Arcane.

On the topic of mastery bonuses, understand that this is a new design for us and very few people have seen them in action yet. We run the risk of specific masteries being so generic that the mastery stat isn’t interesting or so complex that what players really like about playing a certain spec gets turned on its head. This is the kind of thing that will require a lot of iteration and the reason we’re trying to cover the whole gamut of relatively complex to relatively simple to see what feels right.

The reason behind Deathfrost (Frost mastery) isn’t to get Frost to spam Frostbolt more. It’s to get mages to spam Frostbolt less. If you hit nothing but Frostbolt, you’re wasting the Deathfrost bonus.

We’re shifting food and water to higher level because we don’t want players to have so much down time at lower level. We’re not trying to make it harder to level; we’re reducing the need to drink or eat so we’re bumping the actual food and water (though it’s really foodwater in the case of mages) higher.

The intent behind Mana Adapt (Arcane mastery) is that Arcane currently has a pretty fun mana management game going, at least at relatively high level. We thought it would be fun to extend that concept even further to where Arcane mages that use the mechanics to keep their mana high would do higher dps. I find many of the predictions that Arcane is doomed in PvE based on the very limited information you have at the moment to be quite premature.

On Time Warp vs. Bloodlust, we are really trying to give groups flexibility in who they bring to 10 player raids to an even greater extent than we did in Lich King. We heard over and over that shaman still felt like the one mandatory class in any raid. The more we hear “now there will be no reason to take me over X class / spec” the happier we will be. The reason should be that you’re a good player, not that your mere presence makes everyone else perform better. It’s fun to feel more powerful in a group – we get that, and we aren’t going to completely marginalize group synergy. But it needs to come secondary to the skill of the players involved.

I understand some mages really like Fire Ward or Dampen Magic. Perhaps “no clear role” wasn’t the best choice of words, but we are trying to remove mechanics from the game that we think aren’t really cutting it. When asking players to put more buttons on their action bars from these new spells, we only think it’s fair to try and get some bar space back from the least interesting spells. Don’t worry so much about balance at this stage. Many things will need to be tweaked. Worry more about whether it ever felt like a fun decision to use these spells.

For everyone focusing on the RMP Arena comp, I really think you’re going to see a shift to more PvP concerns in Cataclysm being about Battleground balance. There will still be players playing Arenas for sure, but a lot of the players currently doing Arenas are going to shift to rated BGs instead.

View original post

Videos

Cataclysm Class Changes by TGN on YouTube
DPS Rundown: Mage by TGN on YouTube
Arcane Fire Frost

Trivia

  • 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.

See also

Game mechanics:

Lore:

References

External links


Other sites

ja:Mage nl:Mage