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Class: Mage - Faqs by tristanalexander

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<p class="MsoNormal">Powerful elements ravage the lands of Azeroth, and none are
able to tame their power like the Mage. Wielding flame, ice and pure arcana,
they are a force unto themselves. In battle, Mages will often mix fire with ice,
chilling enemies to the bone before blasting them with an inferno. A mainly
offensive character, Mages are known for their extremely high damage and useful
auxiliary spells.</p>
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<p class="MsoNormal">Mages have been under the employ of both the Alliance and
the Horde ever since the conflict first began. Since the coming of the Burning
Crusade, ranks of new mages have flocked to the battle.</p>
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<p class="MsoNormal">Horde side: Undead, Troll, Blood Elf</p>
<p class="MsoNormal">Alliance side: Human, Gnome, Draenei</p>
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<p class="MsoNormal">The trolls begin in Durotar, near the capital city of
Ogrimmar. The undead start their quest in Silverpine Forest, near the Undercity.
The Blood Elves begin on Sunstrider Isle, near the city of Silvermoon. Humans
start in Elwynn Forest, near the city of Stormwind. Draenei start on the
Azuremyst Isle off the coast of Kalimdor. And finally, gnomes begin in Dun
Morogh, near the capital city of Ironforge.</p>
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<p class="MsoNormal" style="margin-left:.25in;text-indent:-.25in;mso-list:l9 level1 lfo3;
tab-stops:list .25in"><span style="font-family:Symbol">·<span style="font:7.0pt &quot;Times New Roman&quot;">
</span></span>As a young mage, your main source of damage will be your fire and
ice spells. This trend will continue throughout your life as a Mage, so get used
to it. While the variety and uniqueness of your spells will grow as you do, fire
and ice are continually your damage powerhouse.</p>
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<p class="MsoNormal">Mages are considered by most to be an offensive damage
dealer. Their spell damage is among the highest in the game. This is a trade-off
for their low hit points and inability to wear armor besides cloth. While fire
and ice are the main sources of damage, arcane spells add utility to the
Mage’s repertoire, allowing him to summon food and drink for allies, teleport
both short and long distances, and even turn enemies into harmless farm animals.</p>
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<p class="MsoNormal">Mage spells to make note of, include: Polymorph, Fireball/Frostbolt,
Evocation, Blink, Teleports and Invisibility.</p>
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<p class="MsoNormal" style="margin-left:.25in;text-indent:-.25in;mso-list:l9 level1 lfo3;
tab-stops:list .25in"><span style="font-family:Symbol">·<span style="font:7.0pt &quot;Times New Roman&quot;">
</span></span>Polymorph - Considered one of the Mage’s best spells when
grouping, polymorph allows the Mage to turn any humanoid or beastial enemy into
a harmless farm animal, essentially removing them from combat for a time.</p>
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<p class="MsoNormal" style="margin-left:.25in;text-indent:-.25in;mso-list:l9 level1 lfo3;
tab-stops:list .25in"><span style="font-family:Symbol">·<span style="font:7.0pt &quot;Times New Roman&quot;">
</span></span>Fireball/Frostbolt – The staple of every Mage, these
spells are the main source of damage. Fireball strikes an enemy and continues to
burn them for a period of time, causing additional damage. Frostbolt freezes
joints and tightens muscles, causing damage and a movement penalty.</p>
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<p class="MsoNormal" style="margin-left:.25in;text-indent:-.25in;mso-list:l9 level1 lfo3;
tab-stops:list .25in"><span style="font-family:Symbol">·<span style="font:7.0pt &quot;Times New Roman&quot;">
</span></span>Evocation – Every few minutes, a Mage can concentrate
wholly on the elements and charge his mana bar, increasing his mana regeneration
rate by 1000% for a short time. This is usually strong enough to refill the
entire mana bar.</p>
<p class="MsoNormal" style="margin-left:.25in;text-indent:-.25in;mso-list:l9 level1 lfo3;
tab-stops:list .25in"><span style="font-family:Symbol">·<span style="font:7.0pt &quot;Times New Roman&quot;">
</span></span>Blink – Using arcane energy, Mages can throw themselves
forward into the ether, disappearing and instantly reappearing twenty yards
forward. This spell is great for escaping close combat, but is known for being
unreliable. Depending on the terrain, this spell can be more of a hindrance than
help.</p>
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<p class="MsoNormal" style="margin-left:.25in;text-indent:-.25in;mso-list:l9 level1 lfo3;
tab-stops:list .25in"><span style="font-family:Symbol">·<span style="font:7.0pt &quot;Times New Roman&quot;">
</span></span>Teleports – By channeling arcane energy and employing a
simple reagent, Mages can open a teleportation gate to any major city on Azeroth,
as well as Shattrath City in the Outlands.</p>
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<p class="MsoNormal" style="margin-left:.25in;text-indent:-.25in;mso-list:l9 level1 lfo3;
tab-stops:list .25in"><span style="font-family:Symbol">·<span style="font:7.0pt &quot;Times New Roman&quot;">
</span></span>Invisibility – Enacting this spell causes the Mage to
slowly fade from view. While invisible the Mage cannot see enemies or friends.
Nor can they see him, unless magically enhanced. Using this spell and a few
crafty teammates, the Mage can walk right in the middle of an enemy camp,
unleashing devastation before the enemy knows what happened. Any action besides
simple movement will cancel the invisibility spell.</p>
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<p class="MsoNormal">What to Expect When Playing a Mage</p>
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<ul style="margin-top:0in" type="disc">
<li class="MsoNormal" style="mso-list:l7 level1 lfo4;tab-stops:list .5in">Mages
can solo very well, boosting the ability to single-handedly take on massive
numbers of closely-knit enemies using certain techniques.
[/list]
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<ul style="margin-top:0in" type="disc">
<li class="MsoNormal" style="mso-list:l7 level1 lfo4;tab-stops:list .5in">In a
small group setting (two to five players), Mages are relied upon to provide
large sources of damage against enemies as well as Polymorph additional foes
to prevent the team from being overwhelmed. The ability to summon food and
drink for teammates becomes very useful.
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<li class="MsoNormal" style="mso-list:l7 level1 lfo4;tab-stops:list .5in">In
large groups (10 to 40 player raids) a Mage’s responsibility remains just
about the same. High damage and Polymorph are needed extensively in raids
and so a Mage will be called upon often to use his powers.
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<p class="MsoNormal">Like each class, a Mage at level 10 may begin using Talent
Points to gain additional beneficial spells and abilities. There are three
Talent Trees per class and they usually support the three schools of
spells/abilities that they class can already make use of, the Mage’s being
Arcane, Fire, and Frost.</p>
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<ul style="margin-top:0in" type="disc">
<li class="MsoNormal" style="mso-list:l11 level1 lfo5;tab-stops:list .5in">Arcane
– The arcane tree mainly boosts the Mage’s supportive abilities. Talents
to make note of are:
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<li class="MsoNormal" style="mso-list:l11 level2 lfo5;tab-stops:list 1.0in">Presence
of Mind – Once every three minutes a Mage may turn any of his spells
into an instantly cast spell. Useful for throwing a quick, powerful
Pyroblast at an unsuspecting enemy.
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<li class="MsoNormal" style="mso-list:l11 level2 lfo5;tab-stops:list 1.0in">Arcane
Power – Once every three minutes a Mage can boost his damage output by
30 percent, whilst using 30 percent more mana on each cast. This is useful
for pushing extremely high damage numbers very quickly.
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<li class="MsoNormal" style="mso-list:l11 level2 lfo5;tab-stops:list 1.0in">Slow
– When cast upon a target, their entire world slows down for about 15
seconds. Movement speed, attack speed and casting time are all affected by
this powerful spell.
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<li class="MsoNormal" style="mso-list:l11 level1 lfo5;tab-stops:list .5in">Fire
– Meant to boost the Mage’s fire spells, this tree aims toward
increasing damage while forgoing survivability. Talents to make note of are:
[/list]
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<p class="MsoNormal" style="margin-left:1.0in;text-indent:-.25in;mso-list:l6 level1 lfo10;
tab-stops:list 1.0in"><span style="font-family:Wingdings">§<span style="font:7.0pt &quot;Times New Roman&quot;">
</span></span>Blast Wave – Flame radiates out from the Mage’s position,
dealing large amounts of damage and dazing everyone in the area for six seconds.
The daze effect is not considered magical, and so it cannot be circumvented.</p>
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<p class="MsoNormal" style="margin-left:1.0in;text-indent:-.25in;mso-list:l6 level1 lfo10;
tab-stops:list 1.0in"><span style="font-family:Wingdings">§<span style="font:7.0pt &quot;Times New Roman&quot;">
</span></span>Combustion – Every fire spell cast by the Mage will increase the
critical strike chance of the Mage by 10 percent. This effect will last until
three critical strikes have landed on an enemy.</p>
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<p class="MsoNormal" style="margin-left:1.0in;text-indent:-.25in;mso-list:l6 level1 lfo10;
tab-stops:list 1.0in"><span style="font-family:Wingdings">§<span style="font:7.0pt &quot;Times New Roman&quot;">
</span></span>Dragon’s Breath – Blasts enemies in a conical area with pure
fire, dealing large amounts of fire damage and disorienting those affected for
three seconds.</p>
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<li class="MsoNormal" style="mso-list:l11 level1 lfo5;tab-stops:list .5in">Frost
– Geared more toward enhancing survivability over pure damage, the Frost
talents allow the Mage to employ some tricky abilities. Talents to make note
of are:
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<p class="MsoNormal" style="margin-left:1.0in;text-indent:-.25in;mso-list:l12 level1 lfo12;
tab-stops:list 1.0in"><span style="font-family:Wingdings">§<span style="font:7.0pt &quot;Times New Roman&quot;">
</span></span>Ice Block – Encases the Mage in a block of ice, making him
immune to all damage for a period of 10 seconds. This also freezes the Mage in
place, preventing all movement and spell usage.</p>
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<p class="MsoNormal" style="margin-left:1.0in;text-indent:-.25in;mso-list:l12 level1 lfo12;
tab-stops:list 1.0in"><span style="font-family:Wingdings">§<span style="font:7.0pt &quot;Times New Roman&quot;">
</span></span>Ice Barrier – Summons a barrier around the Mage that will absorb
a certain amount of damage done to him for up to one minute. While this shield
is in place, spells will not be interruptible.</p>
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<p class="MsoNormal" style="margin-left:1.0in;text-indent:-.25in;mso-list:l12 level1 lfo12;
tab-stops:list 1.0in"><span style="font-family:Wingdings">§<span style="font:7.0pt &quot;Times New Roman&quot;">
</span></span>Summon Water Elemental - Summons an elemental to assist the Mage
for a period of 45 seconds. The elemental will shoot balls of water and ice and
will periodically freeze the enemy into place for short amounts of time.</p>
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Quick Overview</p>
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<ul style="margin-top:0in" type="disc">
<li class="MsoNormal" style="mso-list:l11 level1 lfo5;tab-stops:list .5in">Mages
are offensive damage dealers. They have little to worry about besides
killing the enemy. However, they will be required to make use of the
Polymorph spell as well.
[/list]
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<ul style="margin-top:0in" type="disc">
<li class="MsoNormal" style="mso-list:l11 level1 lfo5;tab-stops:list .5in">Mages
use fire and ice forever and ever. If these elements don’t attract you,
you may not like using them so much.
[/list]
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Tips and Helpful Information</p>
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<ul style="margin-top:0in" type="disc">
<li class="MsoNormal" style="mso-list:l1 level1 lfo14;tab-stops:list .5in">Blink
can save your life. Use it often, but make sure you are using it correctly.
The spell can often snag on terrain, causing you to either not move at all
or even be thrown backward several feet.
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<ul style="margin-top:0in" type="disc">
<li class="MsoNormal" style="mso-list:l1 level1 lfo14;tab-stops:list .5in">Kiting
is a must for Mages. Kiting means slowing an enemy and then running from
them, forcing them to keep a distance. Melee range means death for a Mage
with their low hit points. Use ice spells to slow or freeze the enemy in
place, gain some distance, and then unleash.
[/list]
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<ul style="margin-top:0in" type="disc">
<li class="MsoNormal" style="mso-list:l1 level1 lfo14;tab-stops:list .5in">Polymorph
can be useful in Player vs. Player (PvP) combat if the enemy has the upper
hand. If another gets the jump on you, it is often hard to win. If this
occurs, Polymorph him and then bandage or sit and eat. Be sure to gain some
distance before you do!
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