Mage Talents10 - 1/5 Impact 11 - 2/5 Impact 12 - 3/5 Impact 13 - 4/5 Impact 14 - 5/5 Impact 15 - 1/5 Ignite 16 - 2/5 Ignite 17 - 3/5 Ignite 18 - 4/5 Ignite 19 - 5/5 Ignite 20 - 1/1 Pyroblast (Great Fire Damage Spell) 21 - 1/2 Burning Soul 22 - 2/2 Burning Soul 23 - 1/2 Incinerate 24 - 2/2 Incinerate 25 - 1/3 Master of Elements 26 - 2/3 Master of Elements 27 - 3/3 Master of Elements 28 - 1/3 Improved Scorch 29 - 2/3 Improved Scorch 30 - 3/3 Improved Scorch 31 - 1/1 Blast Wave 32 - 1/3 Critical Mass 33 - 2/3 Critical Mass 34 - 3/3 Critical Mass 35 - 1/5 Fire Power 36 - 2/5 Fire Power 37 - 3/5 Fire Power 38 - 4/5 Fire Power 39 - 5/5 Fire Power 40 - 1/1 Combustion 41 - 1/2 Molten Fury 42 - 2/2 Molten Fury 43 - 1/3 Pyromaniac 44 - 2/3 Pyromaniac 45 - 3/3 Pyromaniac 46 - 1/5 Empowered Fireball 47 - 2/5 Empowered Fireball 48 - 3/5 Empowered Fireball 49 - 4/5 Empowered Fireball 50 - 1/1 Dragon's Breath (Awesome Damage Spell) 51 - 5/5 Empowered Fireball 52 - 1/5 Improved Arcane Missiles 53 - 2/5 Improved Arcane Missiles 54 - 3/5 Improved Arcane Missiles 55 - 4/5 Improved Arcane Missiles 56 - 5/5 Improved Arcane Missiles 57 - 1/2 Frost Warding 58 - 2/2 Frost Warding 59 - 1/3 Elemental Precision 60 - 2/3 Elemental Precision 61 - 3/3 Elemental Precision 62 - 1/2 Frost Nova 63 - 2/2 Frost Nova 64 - 1/3 Permafrost 65 - 2/3 Permafrost 66 - 3/3 Permafrost 67 - 1/3 Improved Blizzard 68 - 2/3 Improved Blizzard 69 - 3/3 Improved Blizzard 70 - Cold Snap
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1)
Here is where I really weighed the benefits. Each
set of talents has a great benefit to the mage. I stuck with Fire for
the damage capacity and the damage per second aspects. I did not choose
frost because the water elemental is nice it only lasts 45 seconds and you
may need help longer than that. This will allow you to solo and do
massive amounts of damage quickly. I'm not saying the frost abilities
are worthless they are a great help in slowing down the enemy or holding them
in place for a short period of time. 2)
At low levels it will be difficult to solo, but as you
gain your spells you will throw some nasty spell damage. You will be a
great solo at high levels and a great supporting damage person if you decide
to group. 3)
For your profession I suggest to go with
Herbalism/Alchemy. You will get some great buffs that way and healing
potions. In the early levels I would drink a Elixir of Minor Defense,
Elixir of Lion's Strength, and Weak Troll's Blood Potion before
questing. These will last for an hour or until you die. It's a
great buff for a mage, and the potions get really good as you improve your
profession. If you don't want to do that, go with
Tailoring/Enchanting. I wouldn't suggest it, but it won't hurt
you. As you follow the guide you will be able to improve the herbalism
ability. I improved herbalism very quickly in the Dun Morogh/Ironforge
area. Of all places the frozen area had the most plants? I know
it seemed funny to me too. 4)
Use the conjured food and water between fights.
You will need it. In a fight you will find you burn a lot of mana a
take a bit of damage. So build you cooking ability and either stock
food and water or conjure what you need. Keep the best drink available
as you go on long quests. Also build your first aid for those quick
bandaging moments between mobs. 5)
For low level fights the best pattern is as follows: 6)
Frost Blast -> Arcane Missiles or Fireball -> Fire
Blast -> Frost Nova -> Move out of melee range -> Arcane Missile or
Fireball -> Frost Blast 7)
This kept the mobs away from me until I was able to take
a few hits. 8)
If you get more mobs than you can handle use polymorph
or frost nova and run out of the area. For example if you get a bad
pull and five murlocs head your way use Frost Nova when they get too
close and run out of their aggro range. Try to avoid running past
other mobs when doing this or they will pull aggro as well. Submitted by Chris
Terry |