Frost Mage Best In Slot?

Frost Mage Best In Slot
Mythic+ Best in Slot Gear for Frost Mage

Slot Item Source
Neck Ukhel Ancestry Beads The Nokhud Offensive
Shoulders Amice of the Unfurling Tempest Court of Stars
Cloak Cloak of Arcane Mysteries Shadowmoon Burial Grounds
Chest Arcanist’s Resonant Robes Court of Stars

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Who is the best frost mage in wow?

Races – Each race in World of Warcraft brings traits that can potentially give an edge in achieving victory. That said, the best race for Frost Mage in Mythic+ is currently Void Elf, Since cross-faction play is now possible, there are few barriers that remain for picking what offers the best racials.
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What race is best for frost mage?

Races – For Horde – I would recommend Troll, Orc, and Goblin as the best races for Frost Mage. For Alliance – Human, Voidelf, Mechagnomes, and Dwarfs are all very close, so you can pick whatever you like.
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Is frost Mage viable in Shadowlands?

Frost Mage Viability in Dragonflight – Dragonflight sees Frost return as a great single target damage dealer, which is now decoupled from being an uptime-or-die spec as it was throughout Shadowlands. Icy Propulsion working outside of Icy Veins ‘s uptime means that fights that have enforced downtime are not nearly as punishing as they have been in the past. Additionally, we have become one of the best M+ specs in the game in terms of utility brought to the team. Newly brought AoE knockback, AoE disorient, large-scale crowd control, and even the ability to help our group skip entire trash packs with a bit of skilled play.

11 Dec.2022 ( talents page ): Reviewed for Dragonflight Season 1. 11 Dec.2022 ( rotation page ): Updated Blizzard target values with/without Ice Caller. 11 Dec.2022 ( mythic+ page ): Added a note about Lonely Winter/Water Elemental decision. 11 Dec.2022 ( Vault of the Incarnates page ): Page added. 11 Dec.2022 ( FAQ page ): Reviewed for Dragonflight Season 1. 11 Dec.2022 ( spells page ): Reviewed for Dragonflight Season 1. 11 Dec.2022 (this page): Reviewed for Dragonflight Season 1. 11 Dec.2022 ( simulations page ): Reviewed for Dragonflight Season 1. 11 Dec.2022 ( gear page ): Updated for beginning of Dragonflight Season 1. 11 Dec.2022 ( easy mode page ): Reviewed for Dragonflight Season 1. 11 Dec.2022 ( addons page ): Reviewed for Dragonflight Season 1. 11 Dec.2022 ( enchants page ): Updated for beginning of Dragonflight Season 1 with weapon enchant and food choice changes. 11 Dec.2022 ( how to improve page ): Reviewed for Dragonflight Season 1. 11 Dec.2022 ( stats page ): Reviewed for Dragonflight Season 1. 28 Nov.2022 ( how to improve page ): Reviewed for Dragonflight launch. 28 Nov.2022 ( easy mode page ): Updated for Dragonflight launch. 28 Nov.2022 ( spells page ): Updated for Dragonflight launch. 28 Nov.2022 ( talents page ): Updated for Dragonflight launch. 28 Nov.2022 ( simulations page ): Reviewed for Dragonflight launch. 28 Nov.2022 ( rotation page ): Updated for Dragonflight launch. 28 Nov.2022 ( addons page ): Reviewed for Dragonflight launch. 28 Nov.2022 ( mythic+ page ): Updated for Dragonflight launch. 28 Nov.2022 (this page): Updated for Dragonflight launch. 28 Nov.2022 ( FAQ page ): Reviewed for Dragonflight launch. 28 Nov.2022 ( gear page ): Updated for Dragonflight launch. 28 Nov.2022 ( enchants page ): Updated for Dragonflight launch. 28 Nov.2022 ( stats page ): Updated for Dragonflight launch. 24 Oct.2022 ( Legendaries ): Updated for Dragonflight pre-patch. 24 Oct.2022 ( Torghast ): Updated for Dragonflight pre-patch. 24 Oct.2022 ( Covenants and Soulbinds ): Updated for Dragonflight pre-patch. 24 Oct.2022 ( how to improve page ): Updated for Dragonflight pre-patch. 24 Oct.2022 ( simulations page ): Updated for Dragonflight pre-patch. 24 Oct.2022 ( gear page ): Updated for Dragonflight pre-patch. 24 Oct.2022 ( addons page ): Updated for Dragonflight pre-patch. 24 Oct.2022 ( enchants page ): Updated for Dragonflight pre-patch. 24 Oct.2022 ( stats page ): Updated for Dragonflight pre-patch. 24 Oct.2022 ( Castle Nathria page ): Updated for Dragonflight pre-patch. 24 Oct.2022 ( Sanctum of Domination page ): Updated for Dragonflight pre-patch. 24 Oct.2022 ( Sepulcher of the First Ones page ): Updated for Dragonflight pre-patch. 24 Oct.2022 ( mythic+ page ): Updated for Dragonflight pre-patch. 24 Oct.2022 ( rotation page ): Updated for Dragonflight pre-patch. 24 Oct.2022 ( talents page ): Updated for Dragonflight pre-patch. 24 Oct.2022 ( spells page ): Updated for Dragonflight pre-patch. 24 Oct.2022 ( easy mode page ): Updated for Dragonflight pre-patch. 24 Oct.2022 (this page): Updated for Dragonflight pre-patch. 24 Oct.2022 ( FAQ page ): Updated for Dragonflight pre-patch. 10 Feb.2022 ( Patch 9.2 Analysis ): Updated with the last minute Blizzard/Frozen Orb nerfs. 15 Jan.2022 ( Patch 9.2 Analysis ): Page added with initial thoughts and information. 01 Nov.2021 ( Patch 9.1 Analysis ): Reviewed and approved for Patch 9.1.5. 13 Jul.2021 ( Patch 9.1 Analysis ): Wording updated for live release of Patch 9.1. 25 Apr.2021 ( Patch 9.1 Analysis ): Page created with initial information. 12 Oct.2020 ( Ny’alotha page ): Page updated for the Shadowlands pre-patch. 13 Jan.2020 ( The Eternal Palace page ): This page has been reviewed for Patch 8.3 and no changes are necessary. 13 Jan.2020 ( Battle of Dazar’alor page ): This page has been reviewed for Patch 8.3 and no changes are necessary. 13 Jan.2020 ( Uldir page ): This page has been reviewed for Patch 8.3 and no changes are necessary. 13 Jan.2020 ( Crucible of Storms page ): This page has been reviewed for Patch 8.3 and no changes are necessary. 04 Sep.2019 ( The Eternal Palace page ): Added clarification that Glacial Spike does not kill melee on Za’qul, and minor tips elsewhere. 20 Jul.2019 ( The Eternal Palace page ): Updated with tips. 24 Jun.2019 ( Uldir page ): This page has been reviewed for the release of Patch 8.2 and no changes are necessary. 24 Jun.2019 ( Crucible of Storms page ): This page has been reviewed for the release of Patch 8.2 and no changes are necessary. 24 Jun.2019 ( Battle of Dazar’alor page ): This page has been reviewed for the release of Patch 8.2 and no changes are necessary. 12 May 2019 ( Crucible of Storms page ): Updated tips and build recommendations. 14 Apr.2019 ( Uldir page ): This page has been reviewed and no changes are necessary for the release of the Crucible of Storms raid. 14 Apr.2019 ( Crucible of Storms page ): Guide added. 14 Apr.2019 ( Battle of Dazar’alor page ): This page has been reviewed and no changes are necessary for the release of the Crucible of Storms raid. 29 Jan.2019 ( Battle of Dazar’alor page ): Updated tips, both for hotfix changes and practical experience. 21 Jan.2019 ( Battle of Dazar’alor page ): Added Battle of Dazar’alor guide for Frost Mages. 10 Dec.2018 ( Uldir page ): This page has been reviewed for Patch 8.1 and no changes are necessary. 16 Oct.2018 ( Uldir page ): Updated a few talent suggestions after having actually done the raid. 01 Sep.2018 ( Uldir page ): Added Uldir advice.

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What stats are most important for frost mage?

Arcane Brilliance: Mists of Pandaria mage guide to stats and reforging Every week, WoW Insider brings you for, and mages. This week, we talk about how awesome mages are. But did you know that you can make your mage even better? I know! It’s like chocolate-covered chocolate. Or a cheesecake that also grants you three wishes.

Or an Avengers movie that is also directed by Joss Whedon. Or a warlock that is also dead. With just over a week of this pre-expansion/post-patch limbo to go, it’s high time we covered one last piece of mage business before we turn our eyes almost exclusively toward the impending influx of pandaren and monks and,

pandaren monks. But good news! Most, if not all, of what we discuss here today will also apply in Mists, Though there are always small shifts in stat weight at endgame, we’re still quite far removed from knowing exactly how things will shake out when we’re all doing hard mode raiding.

  1. This expansion brings some major changes to our stats, radically altering the benefits they do and don’t provide.
  2. Before we get to each spec and its stat weights, let’s look at each stat and familiarize ourselves with its Mists of Pandaria version.
  3. Intellect This is still absolutely our primary stat.
  4. It should be on almost every piece of gear (trinkets will occasionally be the exception) you ever equip.

It provides you with Spell Power, which adds damage to all of your offensive spells, and is the single most effective way to increase your damage output, point for point, regardless of your spec. Intellect also increases your critical strike chance. One thing intellect no longer does is add to your mana pool.

In Mists, all mana pools for every class have been normalized. This means your max mana pool at any given level will be identical to any other mage at the same level. There is no way to increase the amount of mana you have at any given time, though it is possible to increase how fast your mana pool regenerates.

More on that in a moment. Hit rating As always, this stat increases your chance of hitting your target. Against a raid boss, your mage has a base 15% chance to miss. A spell that misses its target does exactly zero damage and still costs precious mana and wastes precious time, meaning that every miss is a massive DPS loss, and that capping your hit chance at 100% is still of paramount importance.

  • Thanks to reforging, capping hit is much easier now than it used to be, but until you hit that 15% cap, you’ll want to prioritize your hit rating above all other secondary stats.
  • Reforge until you’re at 100% exactly.
  • Any extra hit above that cap is completely wasted.
  • At level 85, we require 1537 hit to cap at 100%, though that information ceases to be useful in about a week and a half.

At level 90 your mage will need 5100 hit rating to hit 15%. Unless your mage is a draenei, human, or gnome. Draenei have a racial ability called, which grants them a 1% to their hit chance. Humans have access to and gnomes have, which both grant 1% extra expertise.

  • Expertise is not a stat that will be on mage gear as a rule, but in Mists, it does grant spell hit chance.
  • So for those three lucky races – as long as your human or gnome has a sword or dagger equipped respectively – your hit cap is 14%, and you’ll need 4420 hit rating.
  • Suck it, Horde races.
  • Haste rating lowers the cast time of your spells, the global cooldown of instant spells, and the amount of damage ticks you get from your DOT spells.

Generally, you can be sure that adding haste rating will make your spellcasting faster. Haste also doubles as your method for increasing mana return. Each point of haste rating increases your baseline mana return rate per second. Which is important, since as we’ve already discussed, our mana pools are entirely fixed in size.

Critical Strike Rating is pretty much that same as always. It increases your chance to land a critical strike on your foe with your spells. And I think we can all agree that critical strikes are a thing we all want more of. Ended that sentence with a preposition. Not going to change it. Suck it, 10th grade English teacher.

Mastery rating delivers a benefit to your DPS that varies by spec. It is always a DPS increase, and I’ll detail the effects below. Arcane stat priority

Intellect Hit rating (until capped) Mastery rating Haste rating Critical strike rating

Again, these may shift slightly as we get more data at level 90 (in particular, I could see haste and mastery swapping spots), but at this point, that’s the stat priority we’re looking at. Intellect is always going to be at the top of the heap, but that’s not a stat you’re going to have to go looking for, as it’s going to be on all of your gear anyway.

When gemming and enchanting, intellect is always going to be your first choice, since your secondary stats can be adjusted by reforging. Hit rating will be your first priority of the secondary stats until the moment it is capped and not a moment longer. Once hit is capped, put your points into mastery, haste, and crit rating in that order.

Mastery increases the effectiveness of for arcane mages, which adds spell damage to all your spells depending upon how much mana you have left. If you’re conserving mana and using your mana return cooldowns properly as an arcane mage, increasing your mastery will dramatically increase your damage, secondary only to the straight damage increase of intellect.

Intellect Hit rating (until capped) Critical strike rating Haste rating Mastery rating

For fire mages, intellect is still king, and hit rating still needs to be capped. Once you’ve taken care of your hit chance, your secondary stat of choice should be critical strike rating. More critical strikes means more free instant, which is the main damage increasing mechanic enjoyed by fire mages.

Haste is of high importance to fire mages too, due to their reliance on DOT damage. More haste means more ticks of (or, if that’s your thing), Pyroblast, and, which means more things fall down go boom. Mastery for fire mages increases the effectiveness of, a very powerful DOT (not effected by haste, due to the overall damage being set by the damage of the spell that triggered Ignite).

It increases your DPS, to be sure, but crit and haste will benefit you more, point for point. Frost stat priority

Intellect Hit rating (until capped) Haste rating Critical strike rating Mastery rating

Again, intellect is your primary stat, and hit should be capped. For frost mages, haste is your most valuable secondary stat. It increases the cast speed of your spells, which means more Fingers of Frost procs, which means more damage. Crit is also quite important, but due to, it can reach an effective cap.

Shatter doubles your crit chance against frozen targets and then adds another 50%. That means that if your normal crit chance is 25%, Shatter will increase your crit against frozen targets to 100%. Against raid bosses, which suffer approximately 3% lower crits than non-bosses, that cap is 103%, and you’ll need a 26.5% crit chance to reach it.

Increasing crit above that soft 26.5% cap isn’t a total waste, but any points of crit above the cap are drastically reduced in value, to the point that I’d advise you to reforge any crit that will take you above the soft cap. Mastery for frost mages increases the effectiveness of, which in turn increases your damage against frozen targets and the damage done by your water elemental.

  1. These are both important damage increases, but weighted below haste and crit as of right now.
  2. Now, when it comes to your secondary stats and reforging them optimally, there are very few hard and fast rules.
  3. What I have layed out above will be true for most mages most of the time, but there will be exceptions.

Your stat weights will change slightly at increasing gear levels, as they have always done. I would heartily recommend that you employ the services of a stat calculator like to help you make your own decisions as your progress through the endgame of this new expansion. Every week, teleports you inside the wonderful world of mages and then hurls a in your face. We have you covered for Mists of Pandaria info, including our recent, and our, And be sure to check out our list of after all these years. : Arcane Brilliance: Mists of Pandaria mage guide to stats and reforging
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Is frost Mage good for solo?

Best Frost Mage Anima Powers – Rating Anima powers is an incredibly difficult thing to do. There are a lot of seemingly bad powers that will suddenly become fantastic when combined with certain other powers. Others will feel fairly useless when grouped up.

  1. Yet still more others will be dependent on how you are playing through the tower.
  2. Higher layers may necessitate more defensive utility to survive, although that will also be dependent on how well you can kite and abuse line of sight.
  3. In addition, since you cannot anticipate what you are going to get in any given run, giving a stack rank tier list seems a bit odd.

Instead, this section will call attention to some potentially very powerful combinations, and the situations in which they thrive. Grisly Icicle is probably one of the most powerful Anima powers. This can entirely cut enemy movement to 0, and if no ranged mobs are in combat, damage taken to 0 as well. This will also grant you 10 seconds of Shatter on everything caught by your Frost Nova, This is very powerful in all solo and group runs, as nothing your teammates do will break Frost Nova either. It cannot be overstated how strong this is for Frost Mages. Related to the above, Tundrid Phial reduces the cooldown of Frost Nova, and it stacks as you find more of them. It is a fairly common power too, and when combined with Grisly Icicle it means that you can take literally no damage from melee mobs for the entire run. Additionally, Gravity Dynamo adds even more damage to Grisly Icicle, Highly-Polished Handmirror combined with Clouded Diamond and multiple Spaceweaver’s Thread s mean that you can Blink or Shimmer around the entire level, while throwing Mirror Image s that do formidable damage. This can be enhanced even further by Sapphire Prism, where your manually-cast Mirror Image will summon more copies, who are also empowered in the same way. Seeker’s Scroll is a great passive damage increase if you can get it early. Triune Ward is one of the most ridiculously-powerful defensive powers in the tower. This will functionally take your Ice Barrier ‘s usual 22% Max Health barrier, and turn it into a 62% Max Health barrier that also reduces magical damage taken by 15%. This can be further empowered with Resolute Medallion, where even one stack of it takes you to 105.4% Maximum Health when combined with Triune Ward. These two are very likely mandatory if you see them on higher layers, as the amount of damage reduction afforded by them is simply unmatched. These can also be combined with Incanter’s Ward so that absorbing damage buffs your output further. Frostbite Wand halving the health of a mob means that if you can kill it in those 4 seconds, you’ve saved yourself a ridiculous amount of time. This is generally paired with large scale AoE damage, such as Chaos Invitation, Likewise, Frostchipper will permanently reduce a mob’s health by 5% if it procs. Since it procs from frost damage, this is a fairly nice power for Frost Mage. Lens of Elchaver is fantastic on Frost Mage as most of your damage will critically strike due to Shatter, Chronomancer’s Hourglass combined with multiple stacks of Bottled Tesseract can give you a very short cooldown on Time Warp, This can be further combined with Timeweaver’s Needle, which reduces Alter Time ‘s cooldown while active. If you have managed to find a bunch of Bloating Fodder, Dimensional Blade can be fairly effective if you grab giant sections of the floor and simply Blink through, usually killing enough Mawrats to set off a chain reaction and destroy the entire pack. This is not a recommended combo due to the damage being low until you obtain a lot of Bloating Fodder powers, but it is definitely a funny combo. For a complete list of Anima Powers, please refer to the following pages.4.
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Is frost better than unholy?

Unholy vs Frost Aside from min/max stats, which of these two flow better (especially when soloing)? There isn’t a whole lot of difference between the top seed race/spec and my preferred race, so it’s not about race. What I want to know from the experienced DK’s is whether they think one feels better than the other and would also be helpful to know if you solo, do you use ‘recommended’ talents or do you use a different talent other than what is recommended for Raid level uses.

  • Thank you! Unholy feels like absolute crap.
  • You’re constantly starving for runes.
  • You only do damage when all your CDs are up.
  • It’s an absolute dumpster fire of a spec just from how it feels.
  • Frost is more fun and has two builds which both do well – 2h obliteration or DW breath build.6 Likes Frost is way more fun than Unholy.4 Likes For solo’ing oblit frost gets into the action right away.

Unholy is annoying to wq with. Recently hopped on my DK to get him up to max level (So maybe I’m not the most experienced). Unholy feels like one of the most clunky specs in game right now. Frost isn’t exactly the smoothest either, but it does flow way better.

  1. Theres generally two lanes to go with talents Frost, BoS or Obliteration focused, both are fun.
  2. I soloed mostly with BoS as I found it better for AoE,1 Like Unholy main advantage is to dot and run with epidemic spam and death and decay slow.
  3. Frost does better target switch and doesnt have to setup their cds as extremly as unholy.1 Like If you just want to do solo content, Frost is definitely more intuitive.

Just play the Obliteration build and have fun smacking dudes with giant crits. I might be biased but Unholy is probably the most difficult melee spec to play optimally these days, what with the resource management and CD bloat and need to synergize trinkets with the copious amounts of CDs that don’t line up.

It’s rewarding to get it right with the massive ST damage potential, but it can be a bumpy road to reach the point where you have all the “necessary” gear.4 Likes I bet after Dragonflight Unholy is reworked into a spell caster specialization. They’ll probably take Warlock’s haunt and deathbolt abilities though.

To me, Frost flows better but seems too CD dependent – maybe I just havent found the correct build. I just go Blood for soloing. I never die its just a little slow. Just echoing what others are saying. UH feels terrible to play. The spec theme is amazing but its execution is a dog biscuit.

Play Frost if it appeals to you. Maybe if enough people abandon Unholy Blizz will take a closer look at it, but I doubt they even care.1 Like Frost w/Obliterate is all about short CDs and relative to Unholy has flexibility of play. It’s easier to keep damage and healing up in rapid target-to-target, toe-to-toe play.

Frost damage is there almost immediately, while Unholy always takes at least a little bit of ramp up, and its big damage is based on CDs and synergies that can leave you plinking away and twiddling your thumbs. Frost healing is also right there pretty quickly in open world play, making it easier to move from target to target without finding yourself half or more dead – but for me it’s harder to keep that up in longer fights against tougher opponents.

Unholy doesn’t like to do much of anything quickly, but in longer fights (elites/rares) once you’ve learned to play it efficiently and effectively its healing seems more sustainable.1 Like Honestly, I haven’t seen an Unholy Death Knight is a good minute Frost all the way, I don’t want to explain why, it’s just better 1 Like Isnt’ Frost DK supposed to be the worst PvP spec in the game? Or have balance or meta changes fixed that? That’s because the spec as it stands is unfun and the dps is not good enough to warrant suffering through it.1 Like I believe Unholy takes a bit of know how to make it work well.

Frost on the other hand is easier to get into.1 Like I play 2h obliteration frost dk just because it goes boom with cd, massive cleave. Super fun, always pressing something. Not a fan of duel wield, but thats my opinion.2 Likes Frost is just all around more fun to play 2 Likes Looks like you have no idea what u talking about.

  • DW unholy is averaging 2k to 3k more dps than frost according to the wow log.
  • Way way ahead of frost.
  • The majority of the dps are from melee swing, gargyole, DND and ghoul which takes up almost 90 percent of the damage.
  • Unholy does not rely on runes at all.
  • You either never play a dk or play it wrong.
  • Just go check wow log.

Theres no circumstance where frost is better than unholy. The guy you replied to was talking about Shadowlands. The date of his post should have made that obvious since Wrath Classic hadn’t even launched at the time : Unholy vs Frost
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Why is Venthyr so good for frost mage?

Venthyr Frost Mages can use Door of Shadows, a targeted teleport with a short cast time. Having a short cooldown on a targeted teleport is awesome in Mythic+ and great as an additional gap closer in raids, especially with the increased cooldown on Shimmer.
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Is arcane mage better than frost?

Frost or Arcane? After a few months away I have an itch to play a caster again. My last go was a fire mage and I really wasn’t a big fan by the end of it. I want to give it another try but I can’t decide on the spec. Arcane has always sounded fun to play, despite always hearing about the negatives but I have never tried one seriously.

  1. I have minimal experience with frost but it wasn’t bad when I was messing around with it.
  2. My intentions are to do some pvp, and eventually take it into dungeons.
  3. I’m not sure it would ever make it into raiding but it’s possible.
  4. Does Arcane have an edge in any of those areas? Is frost just all around better? Is leveling as arcane a total PITA? Any tips/insight is appreciated! No idea of PvP In organized raids where you can plan your movement and bursts, Arcane trumps Frost.

Most importantly it’s better on the fights that matter most this tier (Painsmith, Syl). They’re both workable in M+ though Frost is easier to slot in and more affix-flexible and is bothered less by some affixes that really annoy Arcane. Kanikori: Is leveling as arcane a total PITA? No, it’s actually one of the better mage specs to level with because its ST spells wont draw excess mobs, it has GI in its base kit + Mass Invi and Temporal Shield for open world when you toggle WM ON.

  • It also unlocks Alter Time before Frost/Fire do.
  • It’s actually better at abusing a steroid than Frost is (AC vs Shatter) when you’re leveling.
  • The biggest drawback of Frost leveling on an even playing field (in terms of mob level) is that spells in its ST kit can draw attention from unwanted crap (Especially FO) you wouldn’t want to deal with.

Frost’s kiting utility is frankly dated, and it’s in need of an overhaul. Plus Arcane has Slow as well if it ever wants to give kiting a go.1 Like Arcane is generally the spec people solo level as when they play mage as arcane blast will just delete mobs.

As for pvp, I main frost in pve but when I do random battlegrounds I tend to play arcane as I find its consistent and burst damage higher without the long cooldowns frost has. Though I haven’t tried necro frost just yet which is the current pvp meta build. Both are fine in dungeons, I’m assuming you mean at a low mythic level or heroic level in which case arcane is a lot better suited for that as frost loses a lot of value when mobs die in like 8s whereas arcane can still do fine damage in that time and can just huge burst on the bosses to kill them quickly.

Leimon: Frost’s kiting utility is frankly dated, and it’s in need of an overhaul. Tbf right now frosts kiting utility in m+ is disgustingly broken, having a 70% slow up at all times in freezing rain dungeons is not balanced (and a 60% slow in every other dungeon).1 Like Manather: Tbf right now frosts kiting utility in m+ is disgustingly broken, having a 70% slow up at all times in freezing rain dungeons is not balanced (and a 60% slow in every other dungeon).

  1. I meant for open world content.
  2. Frost is great at helping a tank peel in M+, absolutely (assuming Sanguine is not in play).
  3. But when you’re given just a snare kit for solo leveling, instead of actual damage, it’s terribly dated and slow.
  4. While you kite something to kill it, other specs outright just kill it.

One usually doesn’t have enough mobs in open world PvE to constantly keep Rain Orbs out, and if that happens without the Frost mage dying, you either drastically outlevel or outgear the zone. And in that case, one can do whatever they want.1 Like 1 Like Arcane is the best leveling spec, and best open world spec, imo. Arcane Blast one shots most mobs, and Greater Invisibility is amazing for skipping enemies/getting out of tricky situations. : Frost or Arcane?
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How hard is frost Mage?

Frost mages are really easy to play in pve raids, just frostbolt and pop icy touch and water elemental. As for leveling, you can single target nuke (frostbolt spam, nova, frostbolt, icelance) or you can blizzard aoe. Pvp scales harder for someone new to frost mages.
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Which mage spec is best?

Shadowlands Mage Leveling Guide & Best Leveling Spec 1-60 Welcome to Wowhead’s WoW Shadowlands Mage leveling guide! This WoW Mage leveling guide is dedicated to teaching beginners how to operate the Mage, masters of burst DPS through Fire, Frost, and Arcane powers. We will cover the best Mage talent builds, ability usage, basic concepts, and gear tips to ensure you reach level 60 quickly.

Playing WoW Classic? Click here for the Classic Version of the Mage Leveling Guide!

Leveling has received many changes in Shadowlands, and we have prepared a series of comprehensive guides. Whether you need the basics like experience and mounts, or advanced topics like speed leveling and addons, our detailed leveling guides have you covered! You can check them out in the links below:Shadowlands Leveling FAQShadowlands Leveling Changes & Level SquishChromie Time – How Shadowlands Leveling Works and Zone Expansion Level RangesOur class guides are always updated with the latest information based on theorycraft and in-game experience; make sure to check our changelog to this page, by clicking on View Changelog at the top of the page to see the latest updates.

If Mage isn’t right for you, use our Guide Navigation menu to the right side of the page to find more class leveling guides for Shadowlands. Sincere thanks to Malon for his excellent suggestions and feedback for this guide. The Shadowlands Covenant system is not being released in pre-patch, so will not be covered here.

Players will not have the opportunity to choose a Covenant until their first character reaches level 60 in Shadowlands.

There is a new tab on your spellbook between General and your talent specialization, simply titled “Mage”. These are abilities that are now shared by all Mages regardless of any specialization they choose. New Mages will not begin in a default spec (Frost). Until they are allowed to choose a spec at level 10, their abilities are drawn from the general Mage abilities available to all specializations.Experienced Mages will notice some talents have been reworked or rearranged, and may require re-acquiring some talents.AoE (Area of Effect) caps are being introduced in the Shadowlands pre-patch, which places a limit on how many targets the ability can hit at once. This affects some Mage abilities.

Although each specialization has strengths and weaknesses, we recommend Frost as the best Mage leveling spec. Frost Mages have a lot of control from snares and roots and can easily kite mobs while having significant burst damage from using the triple damage component of Ice Lance to stay healthy.

However, some players have also chosen Fire as their choice of best Mage leveling spec, especially once they reach a higher level. However, the only snare that Fire has is Flamestrike while leveling but can cast Scorch while moving and Dragon’s Breath for AoE damage and a disorient. Arcane can be fun, but can be a bit fussy for a beginning player.

Managing the Arcane charges and procs and high Mana requirements takes a lot more practice, and is more suitable for an experienced player.Mages are primarily damage dealers. The different characteristics that separate the mage specs are the elements they use.

Fire, Frost, and Arcane. Frost mages prefer to chill and freeze their foes before shattering them with a giant icicle. Fire throws large fiery boulders at enemies, which will set the target on fire and automatically spread to other enemies. Arcane mages consume large chunks of mana into powerful blasts of damage and arcane missiles before channeling and restoring their mana at a rapid rate.

Before level 10, you are just a Mage with some general abilities. When you reach level 10, you get to pick one of the three specializations: Arcane, Fire, or Frost. At Level 10, you can change your specialization. You can swap between specializations by opening up the Talents tab, choosing the specialization you like, and clicking the Activate button.

  1. There is no cost to swapping!Choosing your race can be an arduous task, as it defines our character’s appearance and is an expensive trait to change.
  2. Unlike in the past, Racial Traits don’t give players many throughput benefits, most race perks are limited to utility or profession bonuses.All Alliance races and their Allied races can become Mages.

On the Horde side, all except Tauren and Highmountain Tauren can choose the Mage class.

Default Races are races that are immediately available to be played when you start your WoW account. Allied Races are races that are locked behind certain requirements that need to be met before you can create characters belonging to that race.

Each race has different racial abilities and spells, but no races offer an immediate advantage when compared to others, so you can create your Mage to be whatever race suits your aesthetic best! Mages can choose from the following races (click on the race names to learn more about them!): Alliance

Default Races: Draenei Dwarf Gnome Human Night Elf Pandaren Worgen

Allied Races:

Dark Iron Dwarf Kul Tiran Lightforged Draenei Mechagnome Void Elf

Horde

Defaults Races: Blood Elf Goblin Orc Pandaren Troll Undead

Allied Races:

Mag’har Orc Nightborne Vulpera Zandalari Troll

Arcane’s suggested leveling build focuses primarily on passive talents that increase the damage and effectiveness of your Arcane attacks. Included here are a couple utility improvements such as increasing the charges on Frost Nova to slow targets and Shimmer to get away, an improvement on Blink and an important key to Arcane mages’ survivability.

Level 25 Talents Master of Time : Reduces the cooldown of Alter Time by 30 sec. Alter Time resets the cooldown of Blink when you return to your original location. Shimmer : Changes Blink into a similar teleport ability that is off the Global Cooldown, can be used while casting and can hold two charges. Slipstream : Clearcasting allows Arcane Missiles and Evocation to be cast while moving.

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Level 30 Talents Incanter’s Flow : Passively increases your damage by 4% to 20% which cycles from the minimum to maximum every 10 seconds. Focus Magic : Increases the target’s chance to critically hit with spells by 5% for 30 minutes. When the target critically hits your chance to critically hit with spells is increased by 5%. Cannot be cast on self. Limit 1 target. Rune of Power : Places a small rune on the ground that increases damage by 40% when you stand inside it.

Level 35 Talents Resonance : Makes your Arcane Barrage deal addition damage per target it hits. Arcane Echo : Direct damage you deal to enemies affected by Touch of the Magi, causes an explosion that deals Arcane damage to 8 nearby enemies. Nether Tempest : Places a Nether Tempest on the target which deals (17.061% of Spell power) Arcane damage over 12 sec to the target and nearby enemies within 10 yards. Limit 1 target. Deals reduced damage to secondary targets. Damage increased by 60% per Arcane Charge,

Level 45 Talents Reverberate : If Arcane Explosion hits at least 3 targets, it has a 50% chance to generate an extra Arcane Charge, Arcane Orb : Throws an Arcane Orb forwards and grants and Arcane Charge to each enemy it passes through. Grants 1 Arcane Charge on cast and every time it deals damage. Supernova : Pulses arcane energy around the target enemy or ally, dealing (30% of Spell power) Arcane damage to all enemies within 8 yards, and knocking them upward. A primary enemy target will take 100% increased damage.

Level 50 Talents Overpowered : Causes Arcane Power to increase damage by 60% and reduce mana costs by 60%. Time Anomaly : At any moment, you have a chance to gain Arcane Power for 8 sec, gain Evocation for 1 sec, or gain 4 Arcane Charge s. Enlightened : Arcane damage dealt while above 70% mana is increased by 8%, Mana Regen while below 70% is increased by 20%.

Fire mages get talents to help with their mobility, which can be a problem for this spec. Early talents improve to a couple quick-casting Fire spells, which also helps with early rotations, and a couple big hitter Active talents round out the build at later levels.

Level 25 Talents Blazing Soul : Using Blink ignites a Blazing Barrier around you. Shimmer : Changes Blink into a similar teleport ability that is off the Global Cooldown, can be used while casting and can hold two charges. Blast Wave : Deals damage to all enemies around you and slows them by 70%.

Level 30 Talents Incanter’s Flow : Passively increases your damage by 4% to 20% which cycles from the minimum to maximum every 10 seconds. Focus Magic : Increases the target’s chance to critically hit with spells by 5% for 30 minutes. When the target critically hits your chance to critically hit with spells is increased by 5%. Cannot be cast on self. Limit 1 target. Rune of Power : Places a small rune on the ground that increases damage by 40% when you stand inside it.

Level 35 Talents Flame On : This passive ability reduces your Fire Blast cooldown by 2 seconds, and you can also hold one more charge. Alexstrasza’s Fury : Causes Dragon’s Breath to always critically strike and now makes it count towards Hot Streak, From the Ashes : Increases Mastery by 2% for each charge of Phoenix Flames off cooldown and your direct-damage critical strikes reduce its cooldown by 1 sec.This tier of talents is well balanced, and any of these three abilities are equally good for leveling. Passives are nice because they’re one less button to push, and you have your choice of three good ones here.

Level 45 Talents Flame Patch : This passive ability makes Flamestrike leave behind a patch of fire that burns enemies would remain inside. Conflagration : Fireball applies Conflagration to the target, dealing light Fire damage over 8 sec. Enemies affected by either Conflagration or Mastery: Ignite have a 10% chance to flare up and deal light Fire damage to nearby enemies. Living Bomb : Puts a small DoT on a target that when it expires, explodes dealing damage to all nearby targets and places a new DoT on all targets hit. This new DoT will explode upon expiration, but cannot spread any further.

Level 50 Talents Kindling : Reduces the cooldown of Combustion by 1 second every time Fireball, Fire Blast, Pyroblast critically hits. Pyroclasm : Consuming Hot Streak has a 15% chance to make your next non-instant Pyroblast cast within 15 sec deal 225% additional damage. Maximum 2 charges. Meteor : This ability calls down a Meteor on a location that deals damage when the meteor impacts and leaves burning ground in an area dealing bonus damage to enemies who remain within.

Most of the Frost talent suggests are aimed at improving the Frost mage’s overall damage output, as well as taking the all-important talent Shimmer, a greatly improved version of Blink,

Level 15 Talents Bone Chilling : Whenever you cast a chilling spell, you gain a stack that increases your damage by 0.5%. Maximum 10 stacks. Lonely Winter : Removes the Summon Water Elemental ability but makes most of your own abilities deal 25% more damage. Ice Nova : This ability causes a whirl of icy wind around the enemy, dealing moderate Frost damage to the target and light Frost damage to all other enemies within 8 yards, and freezing them in place for 2 sec.

Level 25 Talents Glacial Insulation : A passive ability that causes Ice Barrier to increase your armor by 200% and you gain a free Ice Barrier after leaving Ice Block, Shimmer : Changes Blink into a similar teleport ability that is off the Global Cooldown, can be used while casting and can hold two charges. Ice Floes : A new spell that when used causes your next Mage spell to be able to be cast while moving.

Level 30 Talents Incanter’s Flow : Passively increases your damage by 4% to 20% which cycles from the minimum to maximum every 10 seconds. Focus Magic : Increases the target’s chance to critically hit with spells by 5% for 30 minutes. When the target critically hits your chance to critically hit with spells is increased by 5%. Cannot be cast on self, but it can be cast on your Water Elemental. Limit 1 target. Rune of Power : Places a small rune on the ground that increases damage by 40% when you stand inside it.

Level 35 Talents Frozen Touch : This passive ability increases the chance to gain Fingers of Frost by 20%. Chain Reaction : Your Ice Lance against frozen targets increase the damage of your Ice Lances by 3% for 10 sec, stacking up to 5 times. Ebonbolt : This ability launches a bolt of ice at the enemy, dealing heavy Frost damage and granting you Brain Freeze,

Level 40 Talents Frigid Winds : Makes all your snare effects reduce the target’s movement speed by an additional 10%. Ice Ward : Frost Nova now has 2 charges. Ring of Frost : Drops a ring of frost around an area. If an enemy enters the ring they are incapacitated for 10 seconds.

Level 45 Talents Freezing Rain : Frozen Orb makes Blizzard instant cast and increases its damage done by 50% for 12 sec. Splitting Ice : Your Ice Lance and Mastery: Icicles now deal 5% increased damage, and hit a second nearby target for 80% of their damage. Comet Storm : This ability calls down a series of 7 icy comets on and around the target that deals moderate Frost damage to all enemies within 6 yds of its impacts.

Level 50 Talents Thermal Void : Increases the duration of Icy Veins by 10 seconds and causes Ice Lance Shatters to increase the duration of Icy Veins by an additional 1 second. Ray of Frost : This ability channels an icy beam at the enemy for 5 sec, dealing moderate Frost damage every 1 sec and slowing movement by 60%. Each time Ray of Frost deals damage, its damage and snare increases by 10%. Generates 2 charges of Fingers of Frost over its duration. Glacial Spike : This ability removes the ability for Ice Lance to fire Mastery: Icicles passively. When 5 Icicles are present, you may cast this ability to deal massive damage to an enemy plus the damage of all your Icicles.

As you level up while playing WoW, you will automatically learn more abilities. We will detail the order in which you learn your spells and which ones are recommended to use for handling different situations. While all three specs are focused on DPS, they get to the same place in different ways.

The return of Frostbolt gives all Mages access to a damaging spell that also slows the mob’s initial movement significantly. This is probably the biggest change made by the Mage’s spell unpruning. Make sure to buff yourself and all party members with Arcane Intellect, initiate combat with Arcane Blast to start to gain Arcane Charge s to increase your damage.

If there’s a particularly tough enemy that hits hard, you can Slow it or use Frostbolt to prevent it from reaching you. Arcane Missiles deals very high damage efficiently when under the effects of Clearcasting, Don’t worry too much about your mana, since you have access to Evocation but you can also drink after combat to get it back.

Elite Mobs : To deal with tougher, elite mobs, you’ll want to start with a Prismatic Barrier to absorb damage and make sure to use Arcane Power to deal more damage and make your spells cost less mana. Open with Touch of the Magi and continue to use it on cooldown if needed; starting at level 46, this will also get you 4 Arcane Charge s.

You’ll want to get to 4 Arcane Charge s as soon as possible. Spend all your mana on Arcane Blast and then Evocation to get mana back. You then have another full mana bar to kill the creature, so make sure to control the amount of mana you’re spending but using Arcane Barrage to consume your Arcane Charge s when things are costing too much.

  • Lots of small mobs : Instead of using Arcane Blast, you’ll want to cast Arcane Explosion which will also generate Arcane Charge s.
  • Past level 34, when you Arcane Barrage, it will also cleave an additional number of targets based on the number of Arcane Charge s it consumes.
  • Initiate combat with Fireball until one critically strikes, then cast Fire Blast to score your second consecutive critical strike and proc Hot Streak,

For single target, you can spend this on Pyroblast, for AoE, you can spend this on Flamestrike, If you need to kite mobs, you can cast Scorch while moving and when mobs get close you can Frost Nova and Blink away. Elite Mobs : To deal with tougher, elite mobs, you’ll want to start with a Blazing Barrier to absorb damage and make sure to use Combustion to guarantee critical strikes.

  1. Once you have your first Hot Streak, you can cast Pyroblast and alternate it with Fire Blast to chain high damage fire boulders into the Elite.
  2. Don’t worry about it getting a few hits on you; you can always eat food to heal it up after its dead.
  3. Lots of small mobs : Instead of spending Hot Streak on Pyroblast, you should spent it on Flamestrike to slow all the mobs by 50% and deal AoE damage.

Use Dragon’s Breath to disorient them for a short period and if you have access to the level 90 talents, Living Bomb does very high AoE damage. Make sure to Summon Water Elemental to have one with you at all times and have an additional Freeze to keep enemies away from you.

  • Initiate combat with Frostbolt to slow the enemy and if it gets too close, you can Blink or Shimmer away.
  • Casting Frost Nova will give you some distance and also make your next Ice Lance do triple damage and have a higher chance to critically strike from Shatter,
  • When you get Fingers of Frost cast Ice Lance and when you get Brain Freeze cast Flurry and past level 48, you’ll follow it up with a single Ice Lance,

Elite Mobs : To deal with tougher, elite mobs, you’ll want to have an Ice Barrier active to absorb damage and make sure to use Icy Veins for faster casts. Then make sure you use all your Fingers of Frost and Brain Freeze procs to kill the mob before it kills you.

At higher levels, you can also use Frozen Orb for more damage. Don’t worry about it getting a few hits on you, you can always eat food to heal it up after its dead. Lots of small mobs : Make sure to keep Blizzard on cooldown and at level 57, use Frozen Orb to deal AoE damage to all creatures. If you start dropping low on health, you can Cone of Cold to slow all of them by a large amount and Blink away.

If you take the Ice Nova talent (Level 15), it deals very high AoE burst damage. Currently, speed leveling through dungeon boosting is working on the Shadowlands pre-patch PTR. Dungeon boosting is having a max-level character pulling a low-level character through dungeons.

Make sure to provide food and drink through your Conjure Refreshment ability and buff the party with Arcane Intellect, You’ll also be the most popular player at the end for casting a handy portal if nobody wants to walk back to the beginning!Mages have spell-affecting abilities such as Counterspell and Spellsteal, Be sure to communicate with your party so you aren’t doubling up on spell interrupts.Mages can also help with crowd control by using the Polymorph ability; again, communicate with your group and follow the puller’s direction on picking the best target.Mages can also Remove Curse, a handy spell when facing demonic enemies in particular. Many Mages use addons such as Healbot to track group players who may need to have a Curse removed.Above all, good dungeon playing Mages know how to avoid getting aggro (the enemy switches its attention from your tank to you). This is very important because getting accidental aggro on dungeon trash is bad enough, but from a boss, this can be instant death – and dead mages can’t DPS. Mages aren’t called “glass cannons” for nothing! You may need a threat meter addon such as Omen to help keep you monitor how high you are getting on the enemy’s threat meter, and either moderate your damage output or use an ability such as Invisibility to shed threat. Your tank and your healers will thank you for it.

Mages are a cloth-wearing class and can use a short list of weapons and offhands. Their preferences are not stat specific, but based on the combination of stats, base damage, and extra abilities they can offer. Mages cannot dual wield weapons, but will want an Offhand for extra stats and abilities if they use a one-handed weapon.

One-handed weapons Mages can use include Daggers, 1H Swords, and Wands.Offhand items come in many visual forms, including short staves, books, lanterns, tankards, and fans. They are not used directly in combat but held as a “stat stick”.Mages may use Staves as their only two-handed weapon choice.

Heirloom gear is a special gear category that scales with your current level, can be created on the fly with the Heirloom menu, and offers set bonuses when multiple heirloom pieces are worn. The heirloom set bonuses are listed below:

(2) Set: Rested experience consumed is reduced by 30%.(3) Set: Increases your out-of-combat regeneration in the outdoors, normal dungeons and battlegrounds.(4) Set: Gaining a level triggers Burst of Knowledge, dealing Holy damage to nearby enemies and granting you 40% primary stat for 2 minutes. Defeating additional enemies extends this effect, up to 2 additional minutes.(6) Set: Rested experience consumed is reduced by an additional 30%.

Heirlooms have made a major change with Shadowlands – the experience bonuses are gone. Instead, there will be set bonuses for wearing up to 6 different types of Heirloom armor pieces. The new set bonus can be obtained from all Heirloom pieces except weapons, shields, and trinkets, so body armor pieces, necklaces, and rings count.

For more information on the state of heirlooms in Shadowlands, check our heirloom changes guide.Heirloom Changes in ShadowlandsWhat you will choose depends in large part on what you have available to you. Here is a list of recommended heirlooms for Mages to play with: Although Heirlooms themselves are not as valuable as they once were, the Heirloom mount, Chauffeured Chopper, is still very valuable, as it is one of the only mounts you can use from level 1.

You can obtain this mount by completing the achievement Heirloom Hoarder, Relics of the Past are a new profession reagent added in Shadowlands. When crafting profession items and adding them to the craft, these items will have their item level and required level changed.

All crafting professions can craft Relics of the Past, and these are the Relics of the Past that can be crafted:These are not very useful for leveling, as you should be outleveling items fairly quickly through your leveling experience in Shadowlands, but it can be a fun experience to level using items from the past.Stat Weights are usually not that important while leveling, as considering the nature of quest rewards, you will almost never be able to gather enough for a specific stat or keep a piece of gear for long enough for looking for stats to be a worthy endeavor.In the case of leveling, a piece with higher item level than the one you have equipped will almost always be better, as pieces with higher item levels will always have more Agility and Stamina.

If leveling quickly is your goal, your best bet is to go double-gatherer of Herbalism and Mining, Both skills give small amounts of experience when you mine a node or pick an herb, and you can sell the results in the Auction House (how well these sell for and for how much depends a great deal on your server economy).

Skinning is also a gathering profession, but unlike Herbalism and Mining, it does not give experience. The classic profession for a Mage is Tailoring, which is often paired with Enchanting, In Shadowlands, Tailoring will make the base items for cloth Legendary items. Alchemy is also a good profession for Mages, since the ability to make their own potions and flasks helps keep them more self-reliant.

In Shadowlands, players will go through a massive level squish, and with it, leveling paths are severely changed. The current level path for Shadowlands goes as follows:

Levels 1-10: Your race’s Starting Area or Exile’s Reach Levels 10-50: Battle for Azeroth zones or other expansion zones via Chromie Time Levels 50-60: Shadowlands Storyline or Threads of Fate

Brand new characters are required to do Exile’s Reach for levels 1-10 and Battle for Azeroth for levels 1-50. There is no innate advantage to level in whatever zones you’d like at levels 1 through 50. The only advantage is that you will leave Exile’s Reach with a close to full set of Uncommon-quality armor.There are innate advantages to leveling in each expansion, but ultimately it will be up to personal preference.

The original Azeroth continents of Kalimdor and East Kingdoms offer great variety and nostalgia, with many of the base lore stories that serve as the base of the entire series. Burning Crusade has some of the best dungeons of the expansions, with interesting variety and not a lot of complicated mechanics. Wrath of the Lich King offers a linear story that provides much of the basis of events that are coming up in Shadowlands. Cataclysm is more like a series of vignettes, with each of the five zones offering a different but contained story line. Pandaria’s beauty and humor appeal to those who like a good story, but also enjoy the more lighthearted side of things.Draenor introduces the Garrison, a player-built development with your own choices of buildings. Its tone is overall much more grim and dark.Legion offers the artifact weapons and Class Halls, which give interesting developments to your character as a class member.Battle for Azeroth, as the expansion just prior to Shadowlands, gives the immediate story just prior to Shadowlands, so is a good choice for players who may be returning after a long hiatus and need to get caught up on the lore.

For levels 50-60, for your first time going through Shadowlands, you are forced to follow the order Bastion > Maldraxxus > Ardenweald > Revendreth, but for subsequent characters, you will be able to choose what zone order you want to go through.For more information about the Shadowlands leveling changes and level squish, check our guide:Shadowlands Leveling ChangesThreads of Fate is a new system added in the Shadowlands expansion. The Threads of Fate system allows you to level alts through completion of World Quests, Bonus Objectives, exploring the Shadowlands zones in a non-linear way. This system grants you an early start on Covenant progress and early access to bonuses such as Shadowlands reputations. For more information on the Threads of Fate system, check our guide!Threads of Fate – Alt Leveling in Shadowlands via Adventure ModeMages are not only masters of major damage, but also have great utility to offer a group. Mages also need to learn to manage their resources to be effective. Mana is the universal resource for Mages, and is shared among most classes in the game. Most Mages spells use mana, ranging from utility spells like Blink and Conjure Refreshment, to offensive abilities such as Frostbolt, Fire Blast and Frost Nova, While Frost and Fire Mages are not able to regenerate mana while in combat, Arcane has the ability to Evocation granting them increased mana regeneration in combat. However, outside of combat, all mages can create food by casting Conjure Refreshment which allows them to drink and regenerate mana and health. Arcane Charges is an exclusive Arcane Mage resource. Arcane Charges are generated by casting Arcane Blast or Arcane Explosion, and cap at a maximum of 4. As Arcane Charges charge continue to build, they augment an Arcane Mages abilities to do more damage but also consume more mana per Arcane Charges, When spells are starting to cost too much mana, Arcane Barrage will consume all Arcane Charge s and deal damage based on how many Arcane Charges were consumed. Fire and Frost mages have far less issues with mana management – one reason these specs are recommended for players new to the class. Both classes have excellent methods of regenerating their mana in combat and rarely run dry. Arcane mages, however, often struggle with mana regeneration, evidenced by the fact that they are the only spec that has an ability specifically for regenerating their mana – Evocation, Between that and Arcane Charges, they’re a little fussier to manage. On the default UI, Health Bar in Green, Mana Bar in Blueand 3 Arcane Charge s. While mages are relatively fragile, they do have some utility to keep them alive. All mages learn Blink at level 16 which allows them to teleport a short distance and get out of harms way, Polymorph at level 8 which allows them to turn certain types of monsters into a harmless sheep, Invisibility at level 42 allowing the mage to disappear from sight, and Ice Block which makes the mage immune to all damage but unable to act. At higher levels, Mages are now able to steal enemy buffs through Spellsteal at level 70, and at level 80, they can alter the flow of time for allies through Time Warp, Mages are also able to Conjure Refreshment for allies which can be eaten to restore health and mana. Also, mages are able to teleport to major cities and create portals for their partners. More information can be found in the below section. Mages can teleport to a large number of cities through World of Warcraft. In addition, they are also able to create a portal to these locations that party members can take! Each teleport and portal spell has a base cast time and cannot be cast while in combat. Teleports are generally easier and in most cases can be learned at a lower level than portals. The first ability all level 1 Mages receive is Frostbolt, a nice pulling spell since it not only does damage, but also slows the target by 50% for 8 seconds.

At level 2, you learn Fire Blast, an instant-cast blast of fire to the face! Best used after Frostbolt, since your target will be super annoyed after this.At level 3, you learn Frost Nova, an AoE spell that does frost damage and freezes them in place. Used with great effect when combined with the next available spell, Blink, for putting in distance after they’re all stuck to the ground.At level 4, you learn Blink, which teleports you forward 20 yds or until reaching an obstacle, and frees you from all stuns and bonds. Make sure there is space in front of you that doesn’t go into new enemies, into an obstacle, or off a cliff. Can sometimes trip on stairs or small rises in geography. Part 2 of the popular “frost nova and blink” mage kiting method. At level 5, you learn Conjure Refreshment, which lets you conjure mana food for you and your allies. If casting when you’re not in a group, you’ll just get a stack for yourself. In a group, it conjures a table, so group members can help themselves!At level 6, you learn Arcane Explosion, causing an explosion that deals reduced damage to all enemies in 10 yards. Not incredibly powerful, but very good for getting rid of large numbers of little swarming mobsAt level 7, you learn Counterspell, which interrupt’s an enemy’s spell casting and prevents them from casting another spell from that school of magic for 6 sec. At level 8, you learn Arcane Intellect, an intellect buff that increases Intellect by 5% for 1 hour. Works for yourself and your entire party or raid.At level 9, you learn, Slow Fall, which slows falling speed for 30 seconds. Can keep you or your friends from splatting on the ground.At level 10, you learn Polymorph, which changes enemy beasts, humanoids, and critters into a sheep, which wanders around for 1 minute. Damage breaks this effect. Players who go through Exile’s Reach will learn this a bit sooner through a special class quest. Popularly referred to as “sheeping”, even though you can learn to Polymorph into many other forms, including cat, turtle, rabbit, etc,

At level 10, you will have to choose a specialization. You can choose a specialization by pressing N, then selecting one specialization and click on Activate. You will then start learning spells that define the specialization you chose.If you created an Allied Race Mage, i.e.

Void Elf, Dark Iron Dwarf, Mechagnome, Nightborne or Vulpera, you will start as a level 10 Mage with all the above abilities learned. You can choose a specialization immediately after logging on your Allied Race character for the first time. One note about Blink : if you visit a mage trainer, you can learn the passive effect Arcane Momentum, which changes your Blink mechanic slightly.

Normally, Blink will go in whatever direction you’re facing, but with Arcane Momentum you can Blink in whatever direction you’re moving. This may not seem like a big difference, except it means that with this ability, you can walk backward and Blink behind where you were standing, which has very interesting implications for both kiting and PvP.

Teleport (level 11): Teleports you to a major city. Ice Block (level 22): Encases you in a block of ice, protecting you from all attacks and damage, but during that time you cannot attack, move, or cast spells. Causes Hypothermia, preventing you from recasting Ice Block for short time. Portal (level 24): Creates a portal, teleporting group members that use it to a major city. Remove Curse (level 28): Removes all Curses from a friendly target. Invisibility (level 34): Turns you invisible, reducing threat each second. While invisible, you are untargetable by enemies. Taking any action cancels the effect (although running away works fine). Good for shedding aggro. Spellsteal (level 39): Steals a beneficial magic effect from the target. Great fun for stealing beneficial buffs and shields off bosses. Mirror Image (level 44): Creates 3 copies of you nearby, which cast spells and attack your enemies. While your images are active damage taken is reduced. Taking direct damage will cause one of your images to dissipate. Time Warp (level 49): Warp the flow of time, increasing Haste by 30% for all party and raid members. Allies will be unable to benefit from Bloodlust, Heroism, or Time Warp again for 10 min. Needs coordination in dungeons and raid groups, due to its long benefit cooldown cycle. Save for the big fights!

These abilities can only be used by Mages in the Arcane specialization:

Arcane Barrage (level 10): Launches bolts of arcane energy at the enemy target, causing Arcane damage. For each Arcane Charge, deals additional damage Arcane Blast (level 10): Blasts the target with energy, dealing Arcane damage. Each Arcane Charge increases damage and mana cost, and reduces cast time. Mastery: Savant (Passive) (level 10): Increases your Mana regeneration rate and maximum Mana. Arcane Charge s increase the damage of Arcane Blast and Arcane Barrage. Increases all other Arcane damage. Slow (level 12): Reduces the target’s movement speed. Arcane Missiles (level 13): Launches five waves of Arcane Missiles at the enemy, causing Arcane damage. Clearcasting (Passive) (level 14): When spending mana, you have a small chance to gain Clearcasting, making your next Arcane Missiles or Arcane Explosion free and channel faster. Conjure Mana Gem (level 17): Conjures a Mana Gem that can be used to instantly restore mana, and holds up to 3 charges. Conjured items disappear if logged out for more than 15 minutes. Crackling Energy (level 18, Rank 2): Damage increased by 10%. Alter Time (level 19): Alters the fabric of time, returning you to your current location and health when cast a second time, or after 10 seconds. Effect negated by long distance or death. Prismatic Barrier (level 21): Shields you with an arcane force, damage and reducing magic damage taken. The duration of harmful Magic effects against you is also reduced. Clearcasting (level 23, Rank 2): When Clearcast, Arcane Missiles fires 1 additional missile. Evocation (level 27): Increases your mana regeneration for 6 seconds. Arcane Power (level 29): Deals more spell damage when active. At higher levels, reduces mana cost. Arcing Cleave (level 31, Rank 2): For each Arcane Charge, Arcane Barrage hits 1 additional nearby target for 40% damage. Improved Clearcasting (level 32, Rank 3): Clearcasting can stack up to 2 additional times. Touch of the Magi (level 33): Applies Touch of the Magi to your current target, accumulating damage you deal to the target, and then exploding for that amount of Arcane damage to the target and reduced damage to all nearby enemies. Slow (level 38, Rank 2): Reduces the target’s movement speed by an additional 10%. Arcane Power (level 41, Rank 2): Arcane Power reduces your spells cost by 30%. Presence of Mind (level 42): Causes your next 2 Arcane Blasts to be instant cast. Known commonly just as POM. Improved Evocation (level 43, Rank 2): Evocation’s cooldown is reduced by 50%. Touch of the Magi (level 46, Rank 2): Touch of the Magi generates 4 Arcane Charges. Greater Invisibility (level 47): Makes you invisible and untargetable for 20 sec, removing all threat. Any action taken cancels this effect. You take reduced damage while invisible and for 3 sec after reappearing. Improved Prismatic Barrier (level 48, Rank 2): Reduces magical damage taken by an additional 5% and duration of harmful Magic effects by 10%. Mana Adept (level 52, Rank 3): Arcane Barrage grants you 2% of your maximum mana per Arcane Charge spent. Presence of Mind (level 54, Rank 2): Arcane Blast can be cast instantly 1 additional time. Arcane Power (level 56, Rank 3): Duration increased by 5 sec.

These abilities can only be used by Mages in the Fire specialization:

Fireball (level 10): Throws a fiery ball that causes Fire damage. Mastery: Ignite (level 10): Your target burns for an additional damage over 9 sec of the total direct damage caused by your Fireball, Fire Blast, Scorch, Pyroblast, Meteor, Phoenix Flames and Flamestrike. If this effect is reapplied, any remaining damage will be added to the new Ignite. Phoenix Flames causes your Ignites to spread to 8 nearby enemies. Pyroblast (level 12): Hurls an immense fiery boulder that causes Fire damage. Scorch (level 13): Scorches an enemy for Fire damage. Castable while moving. Hot Streak (level 14): Getting two direct-damage critical strikes in a row with Fire spells will make your next Pyroblast or Flamestrike spell instant cast, and cause double the normal Ignite damage. Flamestrike (level 17): Calls down a pillar of fire, burning all enemies within the area for Fire damage and reducing their movement speed. Fire Blast (level 18, Rank 2): Fire Blast always deals a critical strike. Phoenix Flames (level 19): Hurls a Phoenix that deals Fire damage to the target and reduced damage to other nearby enemies. Blazing Barrier (level 21): Shields you in flame, absorbing damage. Melee attacks against you cause the attacker to take Fire damage. Critical Mass (level 23): Your spells have an increased chance to deal a critical strike. Dragon’s Breath (level 27): Enemies in a cone in front of you take Fire damage and are disoriented. Damage will cancel the effect. Combustion (level 29): Engulfs you in flames, increasing your spells’ critical strike chance and granting you Mastery. Castable while casting other spells. Fire Blast (level 32, Rank 3): Fire Blast is now castable while casting other spells. Pyrotechnics (level 33, Rank 2): Each time your Fireball fails to critically strike a target, it gains a stacking 10% increased critical strike chance. Effect ends when Fireball critically strikes. Fire Blast (level 37, Rank 4): Fire Blast now has 2 charges. Dragon’s Breath (level 38, Rank 2): Cooldown reduced by 2 sec. Fireball (level 41, Rank 3): Increases Fireball damage by 15%. Cauterize (level 42): Fatal damage instead brings you to 35% health and then burns you for 28% of your maximum health over 6 sec. While burning, movement slowing effects are suppressed and your movement speed is increased. This effect cannot occur more than once every 5 min. Improved Flamestrike (level 43, Rank 2): Flamestrike cast time is reduced by 0.5 sec. Call of the Sun King (level 46, Rank 2): Phoenix Flames gains 1 additional charge. Critical Mass (level 47, Rank 2): Critical Mass increases your Critical Strike stat from all sources by 10%. Improved Blazing Barrier (level 48, Rank 2): Damage increased by 20%. Flamestrike (level 52, Rank 3): Damage increased by 15%. Pyroblast (level 54, Rank 2): Deals additional Fire damage over 6 sec. Combustion (level 56, Rank 2): Duration increased by 2 sec. Alter Time (level 58): Alters the fabric of time, returning you to your current location and health when cast a second time, or after 10 seconds. Effect negated by long distance or death.

These abilities can only be used by Mages in the Frost specialization:

Ice Lance (level 10): Quickly fling a shard of ice at the target, dealing Frost damage. Damage tripled against frozen targets. Mastery: Icicles (Passive) (level 10): Casting Frostbolt or Flurry grants you an Icicle. Casting Ice Lance causes all Icicles stored to begin launching at the target, each dealing Frost damage. Up to 5 Icicles can be stored. Any excess Icicles gained will be automatically launched. Summon Water Elemental (level 12): Summons a Water Elemental to follow and fight for you. Fingers of Frost (Passive) (level 13): Frostbolt and Frozen Orb damage have a chance of granting a charge of Fingers of Frost. Fingers of Frost causes your next Ice Lance to deal damage as if the target were frozen. Maximum 2 charges. Blizzard (level 14): Ice shards pelt the target area, dealing Frost damage over and reducing movement speed. Shatter (Passive) (level 17): Multiplies the critical strike chance of your Frost spells against frozen targets. Cone of Cold (level 18): Targets in a cone in front of you take Frost damage and have movement slowed. Flurry (level 19): Unleash a flurry of ice, striking the target 3 times for Frost damage. Each hit reduces the target’s movement speed. Ice Barrier (level 21): Shields you with ice, absorbing damage. Melee attacks against you reduce the attacker’s movement speed. Freeze (Pet Ability) (level 23): Your Water Elemental can now cast Freeze: Blasts enemies with frost, freezing them in place. Damage caused may interrupt the effect. Shatter (level 27, Rank 2): Shatter increases your chance to deal a critical strike by an additional 25%. Icy Veins (level 29): Accelerates your spellcasting, granting haste and preventing damage from delaying your spellcasts. Brain Freeze (level 32): Frostbolt has a chance to empower your next Flurry to be instant cast and deal increased damage. At level 37, it will also apply Winter’s Chill, which causes the target to take damage as if frozen. Ice Lance (level 33, Rank 2): Increases Ice Lance damage by 10%. Brain Freeze (level 37, Rank 2): Brain Freeze causes your next Flurry to apply Winter’s Chill to the target. Winter’s Chill causes the target to take damage from your spells as if it were frozen. Frozen Orb (level 38): Launches an orb of swirling ice which deals Frost damage to 8 enemies it passes through. Grants 1 charge of Fingers of Frost when it first damages an enemy. Enemies damaged by the Frozen Orb are slowed. Frostbolt (level 41, Rank 2): Increases Frostbolt damage by 15%. Cold Snap (level 42): Resets the cooldown of your Ice Barrier, Frost Nova, Cone of Cold, and Ice Block. Cone of Cold (level 43): Cone of Cold reduces movement speed by an additional 20%. Improved Frost Nova (level 46, Rank 2): Frost Nova duration is increased by 2 sec. Ice Caller (level 47, Rank 2): Each time Blizzard deals damage, the cooldown of Frozen Orb is reduced by 0.5 sec. Mastery: Icicles (level 48, Mastery, Rank 2): Increases the damage of Frozen Orb by 15%. Blizzard (level 52, Rank 3): Damage increased by 15%. Cold Snap (level 54, Rank 2): Cooldown reduced by 30 sec. Improved Icy Veins (level 56, Rank 2): Duration increased by 3 sec. Alter Time (level 58): Alters the fabric of time, returning you to your current location and health when cast a second time, or after 10 seconds. Effect negated by long distance or death.

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As you start getting closer to level 60, you may want to shift your focus from thinking about what is best for leveling your Mage to best max level options as far as best covenant options, best stats to pursue on your gear, talents, and so on. For that, we’ve prepared many different guides to guide you in your max level Mage journey! Arcane Mage Guide Fire Mage Guide Frost Mage Guide : Shadowlands Mage Leveling Guide & Best Leveling Spec 1-60
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Is frost Mage tier set good?

Tier Set Bonus Gameplay Changes for Frost Mage This tier bonus is very strong.2p is around an 8-10% increase to damage and 4p is around 5%. Aside for missing due to boss movement, this set is very strong and also changes how we play a bit.
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Is frost Mage good for raiding?

What has changed – Frost, as a spec, gained a lot of power going into Dragonflight through multiple talent combinations that were either choices or legendaries, which makes the spec extremely powerful on Mass Aoe and 3-5 targets Cleave. The Flurry system has been redesigned and changed to a CD System with the Good old Brain Freeze Proc, Resetting the CD on Flurry.

Returning abilities worth Mentioning – Shifting power, Dragon’s Breath, Greater Invis, Blast Wave, Temporal Wrap (Legion Bloodlust Ring). Icy Propulsion received a change from the Shadowlands Conduit, which now works only on Single Target abilities, But the CDR effect works outside of icy veins as well, which makes frost way less punishing.

The Second change is that Icicles now also benefit from the CDR to Icy Veins, which is a welcome change on Single Target, making Icicles more relevant. Additionally, Blizzard has buffed the %Value from Mastery, which makes Icicles and Frozen Orb to gain a significant Damage Increase with mastery as a stat.

  • Frost gained significant power in the AoE Department from all the talent combinations together, making frost a very strong pick for any Low cleave/Mass Aoe fights.
  • Strengths: Very good low cleave/Mass Aoe, great survivability with Greater Invis, 2x Ice Blocks, Alter Time, Mirror Images, Alter time, and Ice Barrier Very mobile with Shimmer, and Movement speed increases from Invisibility + Incantation of Swiftness,

Less CD Reliant from Icy Propulsion built in. Weakness: Very bad Damage on Demand, Very poor Target Swapping, Heavily Affected from Mechanics of Movement, Considerably lower burst than the other 2 Mage Specs. Going to go over honorable mentions for Class Talent that are important to know in the next section.
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What mage spec does the most DPS?

Best boss DPS (in perfect settings) Frost Mage achieved 62.5% more maximum boss DPS than Arcane Mage when there was no movement or lag. Best boss DPS (in realistic settings)Frost Mage achieved 64.7% more maximum boss DPS than Arcane Mage when dealing with occasional movement, lag and crowd-control.
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How much hit Do I need as a frost mage?

Spell hit rating – Frostbolt, your main spell, gain 6% Hit chance from Elemental Precision, This was a bug throughout original TBC, and confirmed to be in TBC Classic as well by the, The general aim is to be Hit capped for bosses and level 73 targets (16%), so Frost Mages need 10% hit chance from gear and buffs. On trash mobs, Frost Mages may use an item set without any Hit rating on it, since they are naturally hit capped versus level 70-72 targets by the Elemental Precision talent.
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What is the most op mage build in Skyrim?

20/20 The Shield-Wielding Mage – Frost Mage Best In Slot The Shield-Wielding Mage is one of the most powerful mage builds you can create. Not only will you be dealing high damage with Destruction spells in one hand, but your other hand will also carry a shield, which allows you to block most of the incoming damage you get from enemies.
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What is the best PvE mage?

Mage DPS Guide – WoW Classic Season of Mastery Welcome to Wowhead’s DPS Mage Class Guide, updated for ! This guide will help you to improve as a DPS Mage in all aspects of the game, improving your knowledge to face the hardest Dungeons and Raids from WoW SoM.Throughout this guide, we will cover many different aspects to increase your Mage expertise, including concepts like Mage talents and talents builds, Mage BiS gear choices, Mage stat priorities, Mage consumables and enchants, among many other aspects of your class and specialization.

Make sure to navigate to other pages of the guide to find more in-depth information, as each works as a knowledge hub for their subject. Our Mage guides are always updated with the latest information from in-game experience, theorycrafting, and logs; make sure to check our changelog to this page, by clicking on View Changelog at the top of the page.

If you are interested in more in-depth Mage guides for, make sure to browse the Navigation Bar below, and our list of Related Guides just beneath the Table of Contents, OverviewLeveling (1-60)AoE Farming and LevelingBeginnersTalents & BuildsBiS GearRotation & AbilitiesStatsEnchantsConsumablesAddonsMacrosPvPDuelingPvP BiS GearWarsong Gulch TipsAlterac Valley TipsArathi Basin TipsAbout the Author Kelman is a longtime Warcraft player and fan, following and playing all the Warcraft games for many years.

Currently enjoying life as a Mage. Mages are incredibly viable in Classic WoW PvE. They bring tonnes of damage and utility to groups, and will always be needed in both Dungeons and Raids thanks to this. They are also effective against almost every monster in the game, as Mages utilize Frost, Fire, and Arcane damage, something which other classes can’t do.In Dungeons, Mages will always be useful, you can even take three Mages and have a very comfortable Dungeon run.

Meanwhile, in raids there are around 5 spots open for Mages, sometimes there are even more depending on the group and raid. For example, in Ahn’Qiraj 40 guilds tend to go with 7 or more Mages as the class is very effective there. Frost Mages are the most viable as Elemental Precision provides a large amount of hit and most early bosses are immune to Fire Damage until later phases.

Mage Class Overview Mage Leveling Guide Mage PvP Guide

ul> Incredible single target and AoE damage

Mages have the strongest AoE damage in the game. Spells like Blizzard, Cone of Cold, and Arcane Explosion are reliable crowd control and damaging tools, making Mages vital to any PvE and PvP group. Additionally, Mages are one of the best ranged damage dealers in the game.

Amazing utility and convenience

Mages bring a great deal of utility to group content, making them very desirable members of any group. Spells like Arcane Intellect, Polymorph, Conjure Food & Conjure Water, and of course, various Portal: Stormwind spells, make Mages incredibly useful.

  1. Mages are also very convenient to level as they don’t have to spend gold on food and drink and can travel around the world quickly, thanks to their Teleport and Portals.
  2. Mages are fantastic in both solo and group PvP.
  3. A good Mage can pick apart almost any player thanks to the wide toolkit Mages possess.

Mages can kite classes like Warriors and Rogues thanks to the innate slow in their frost spells, Frost Nova, and Blink, Meanwhile, a well-timed Counterspell can be the end of classes that rely on casting.Mages also shine in group PvP. Most Mages gravitate toward Frost for the strong crowd control and defensive abilities, but a well protected Fire Mage can dish out enormous amounts of damage, decimating enemies with powerful AoE and focus fire.

Mages are renowned for their farming skills. Thanks to their AoE and control spells, Mages are super-fast AoE farmers. A Mage can easily combine Cone of Cold, Blizzard, and Frost Nova to control a large group of monsters and quickly deal with them. This makes for a unique way to level, as well as a very effective way to make gold at max level.Mages are cloth wearers, meaning they have one of the lowest amounts of Armor of any class.

Combined with a low health pool, this means Mages are liable to dying very quickly. If caught out of position and out of cooldowns, a Mage can be bursted down extremely fast. In order to be an effective Mage, a player must always be aware of their surroundings and choose their fights carefully.

Mages are the most popular caster

Mages are the most popular caster in Classic and one of the most popular classes overall. While groups will always love to have a Mage, there will be a lot of competition for gear, and sometimes groups may already have too many Mages.

Mages lack direct healing

Mages do not have an in-built way to heal themselves during combat. Mages have access to First Aid just like every other class. However, this can easily be interrupted, and they do not have any other forms of healing. This means that if a Mage finds themselves in combat on low Health, their only hope is to finish the fight, or run, and regenerate Health through eating food once out of combat.

  1. Four races can be Mages in Classic WoW: Gnome and Human for the Alliance, and Troll and Undead for the Horde.
  2. A key benefit of picking Alliance for your Mage is the access to support from a Paladin,
  3. Paladins are a fantastic support class for mages, as they can provide powerful buffs such as Blessing of Wisdom and Blessing of Salvation,

Additionally, Paladins provide Auras that buff all party members, ideally Concentration Aura will be used, which is incredibly beneficial in any fight where you take damage. There are only two race choices per faction for Mages. Although races have their benefits, it is important to note that the differences won’t massively affect your gameplay, and you should also take into account which race you would enjoy playing.

Gnome is the best Classic WoW Alliance Mage race for both PvE and PvP. Human Mage Humans have minimal benefits for Mages. The essential advantage of playing as a Human is the Diplomacy racial, which reduces the amount of time investment required for raising reputations. The The Human Spirit will slightly boost Mana Regeneration but is not massively helpful, while Perception is only useful when looking for Stealthed Rogues and Prowling Druids in PVP.

As a Mage, you will never need to make use of your melee weapon, so the weapon specialization racials are useless.Racial Bonuses Gnome Mage Gnomes are the better of the two races for both PvE and PvP. The Expansive Mind racial will provide a boost to your total Mana and damage.

  • Meanwhile, Escape Artist is an amazing tool to have access to in PvP, allowing you to escape from immobilizing effects such as Entangling Roots and Improved Hamstring,
  • The Engineering Specialization racial is also handy to have, as Engineering is a crucial profession for Mages.
  • Racial Bonuses As a Horde Mage, you will have access to the support skills of a Shaman,

Shamans are a great support class for Mages, primarily due to their arsenal of Totems. Two primary Totems benefit Mages; these are Tranquil Air Totem and Mana Spring Totem, both of these Totems allow you to focus on doing damage rather than focusing as much on Mana and Threat.

Troll is the best Classic WoW Horde Mage race for PvE, and Undead is the best Classic WoW Horde Mage race for PvP. Troll Mage The key benefit of picking a Troll is the Berserking racial. This passive provides a substantial damage boost, especially when low on health. This doesn’t happen very often, however, as you are liable to die quickly if left on low health, especially in raids.

The other passives are relatively insignificant. Regeneration slightly reduces the amount of healing you will need, while Beast Slaying can be helpful while leveling, but come late game, there are very few beasts to fight. Racial Bonuses

Beast Slaying : Damage dealt versus Beasts increased by 5%. Berserking : Increases your casting and attack speed by 10% to 30%. At full health the speed increase is 10% with a greater effect up to 30% if you are badly hurt when you activate Berserking. Lasts 10 sec. Bow Specialization : Skill with Bow Weapons increased by 5. Regeneration : Health regeneration rate increased by 10%.10% of total Health regeneration may continue during combat. Throwing Specialization : Skill with Throwing Weapons increased by 5.

Undead Mage Undead mainly benefit Mages in PvP. The Will of the Forsaken racial is fantastic as it allows you to remove specific negative effects, which can be handy in certain PvE encounters, and only has a two-minute cooldown compared to Insignia of the Horde five-minute cooldown.

Cannibalize : When activated, regenerates 7% of total health every 2 sec for 10 sec. Only works on Humanoid or Undead corpses within 5 yds. Any movement, action, or damage taken while Cannibalizing will cancel the effect. Shadow Resistance : Shadow Resistance increased by 10. Underwater Breathing : Underwater breath lasts 300% longer than normal. Will of the Forsaken : Provides immunity to Charm, Fear and Sleep while active. May also be used while already afflicted by Charm, Fear or Sleep. Lasts 5 sec.

There are three specialization talent trees for Classic Mages: Arcane, Fire, and Frost. All three Mage talent trees provide DPS benefits and are strong in their own right, with several viable talent combinations, depending on whether the player is interested in Dungeons, Raiding, or PvP. Arcane: Manipulate the arcane, destroying enemies with overwhelming power.

Arcane Power builds are typically the go to dungeon and raid spec until Ahn’Qiraj, which focuses on Mana, spell damage, reducing resistances, and the powerful cooldown Arcane Power,

Fire: Ignite enemies with balls of fire and combustive flames.

Combustion builds start off slow, as Fire spells are usually more mana intensive than frost, but benefits greatly from better gear and increased Critical Strike chance through Ignite and Combustion, Many early raid bosses are immune to fire damage, but the specialization leaps ahead in Ahn’Qiraj and Naxxramas.

Frost: Freezes enemies in their tracks and shatters them with Frost magic.

Ice Barrier Builds require deep investment into Frost, which can be both useful for increasing the output of other Mages in raid, but is also extremely capable in PvP, granting large amounts of survivability with Ice Block and Ice Barrier,

Fire Mages pull ahead as the best spec in WoW Classic Phase 5, as Ahn’Qiraj bosses are not immune to Fire Damage the way Molten Core and Blackwing Lair ones were. Itemization also catches up to support Fire’s critical strike focus, without sacrificing hit or spell power.Many Mages will continue to play Frost in PvP and other forms of content, but the majority of raiders will transition to Fire and stay that way throughout the rest of Phase 5 and into Phase 6.

  • All viable end-game PvE builds are covered in our Classic Mage DPS Talents & Builds Guide,
  • Tailoring is virtually a necessity for maximizing early Mage damage, as many crafted items last well into Phase 5.
  • Robe of the Archmage is one of these items; it is available from the get-go and is the best chest for Mages until the Bloodvine Garb set from Zul’Gurub.

The set remains as the best set of items until the next stage, Ahn’Qiraj, so in order to maximize damage throughout most of the game Tailoring is vital.In later phases, the focus on tailoring diminishes, but it remains a lucrative profession due to a Mages farming abilities.

  • Mages are by far the best class at killing large amounts of monsters quickly, meaning they are able to farm large amounts of cloth very quickly, making the profession fast and cheap to level.Engineering is another profession that is vital for Mages trying to maximize damage.
  • The profession is advantageous in both PvE and PvP due to its various bombs and gadgets.

As a mage you will want to pick up Goblin Engineer, this will let you make your own Goblin Sapper Charge, which provide a large damage boost through their AoE and are key in certain fights like Viscidus, Engineering also provides you with items like Dense Dynamite and Iron Grenade,

Both of these provide around 400 damage on a short cooldown and will provide you with a substantial DPS boost. Iron Grenades are also handy for PvP as they provide a short stun that can get you out of trouble. Items like Gnomish Rocket Boots, Hyper-Radiant Flame Reflector, and Arcane Bomb are also powerful in PvP as they provide a lot of interesting benefits that can turn the tide in a fight.

The Trinkets are able to reflect key spells like Pyroblast, Frostbolt, and Death Coil, while Rocket Boots can let you escape from a sticky situation. Mages make use of Mana to power their spells. The amount of Mana available to a Mage depends on their level and their Intellect, the higher the level and Intellect, the higher the total Mana pool.Mana regenerates over time, both in and out of combat.

  • However, regeneration can be interrupted through spell casting.
  • At the start of a spell cast, Mana regeneration is suspended for five seconds, this is known as the “five-second rule”.
  • Sometimes, players will choose to avoid casting spells to regenerate Mana at a faster rate, especially while leveling.

Note: spells that do not cost mana do not interrupt mana regeneration.Mana regeneration can be increased with Spells, Spirit or items that give additional Mana regeneration, known as Mana per 5. Additionally, potions and various other items can be used to restore a set amount of mana instantly.
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What is the best solo class in Ffxiv?

Paladin – Frost Mage Best In Slot Decent damage output, excellent defense, and even the ability to self-heal makes the Paladin one of the best jobs for solo players in Final Fantasy 14. In terms of raw performance, the Paladin may be the most well-rounded job in the game for tackling the game’s single-player content.

  • Thanks to its prerequisite class, Gladiator, the Paladin is also newcomer-friendly, which helps ease you into the role and prepare you for the upgraded job.
  • You also have many actions at your disposal and a straightforward rotation that allows you to branch out into more complex and devastating combos.

The Paladin may not offer anything too flashy, but they get the job done, and that’s all that matters.
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Is frost DK easy?

The Basics of Frost Death Knights – For those who are new to Frost Death Knight and are not sure what each ability does and how they interact with the Frost toolkit, we recommend checking out our Spell Summary guide linked below. Frost Death Knights are a melee DPS specialization deals strong single-target and AoE damage and which have a fairly simple and approachable play style.
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Is frost DK good in mythic?

Frost Death Knight in Mythic+ – Frost Death Knight is a very powerful melee in Mythic+ offering high burst AoE damage. It can also offer good consistent AoE damage. If you are unfamiliar with Mythic+ and its associated general mechanics, you can read more about it on our dedicated Mythic+ page below.1.1.
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Which Rune is best for frost DK?

Rune of the Fallen Crusader — This Runeforge is always used in your off-hand for dual wield Frost Death Knights and used as the enchant for two-handed Frost.
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Is frost Mage good in WoW?

What has changed – Frost, as a spec, gained a lot of power going into Dragonflight through multiple talent combinations that were either choices or legendaries, which makes the spec extremely powerful on Mass Aoe and 3-5 targets Cleave. The Flurry system has been redesigned and changed to a CD System with the Good old Brain Freeze Proc, Resetting the CD on Flurry.

  • Returning abilities worth Mentioning – Shifting power, Dragon’s Breath, Greater Invis, Blast Wave, Temporal Wrap (Legion Bloodlust Ring).
  • Icy Propulsion received a change from the Shadowlands Conduit, which now works only on Single Target abilities, But the CDR effect works outside of icy veins as well, which makes frost way less punishing.

The Second change is that Icicles now also benefit from the CDR to Icy Veins, which is a welcome change on Single Target, making Icicles more relevant. Additionally, Blizzard has buffed the %Value from Mastery, which makes Icicles and Frozen Orb to gain a significant Damage Increase with mastery as a stat.

  1. Frost gained significant power in the AoE Department from all the talent combinations together, making frost a very strong pick for any Low cleave/Mass Aoe fights.
  2. Strengths: Very good low cleave/Mass Aoe, great survivability with Greater Invis, 2x Ice Blocks, Alter Time, Mirror Images, Alter time, and Ice Barrier Very mobile with Shimmer, and Movement speed increases from Invisibility + Incantation of Swiftness,

Less CD Reliant from Icy Propulsion built in. Weakness: Very bad Damage on Demand, Very poor Target Swapping, Heavily Affected from Mechanics of Movement, Considerably lower burst than the other 2 Mage Specs. Going to go over honorable mentions for Class Talent that are important to know in the next section.
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What mage is best in Shadowlands?

Shadowlands Mage Leveling Guide & Best Leveling Spec 1-60 Welcome to Wowhead’s WoW Shadowlands Mage leveling guide! This WoW Mage leveling guide is dedicated to teaching beginners how to operate the Mage, masters of burst DPS through Fire, Frost, and Arcane powers. We will cover the best Mage talent builds, ability usage, basic concepts, and gear tips to ensure you reach level 60 quickly.

Playing WoW Classic? Click here for the Classic Version of the Mage Leveling Guide!

Leveling has received many changes in Shadowlands, and we have prepared a series of comprehensive guides. Whether you need the basics like experience and mounts, or advanced topics like speed leveling and addons, our detailed leveling guides have you covered! You can check them out in the links below:Shadowlands Leveling FAQShadowlands Leveling Changes & Level SquishChromie Time – How Shadowlands Leveling Works and Zone Expansion Level RangesOur class guides are always updated with the latest information based on theorycraft and in-game experience; make sure to check our changelog to this page, by clicking on View Changelog at the top of the page to see the latest updates.

  • If Mage isn’t right for you, use our Guide Navigation menu to the right side of the page to find more class leveling guides for Shadowlands.
  • Sincere thanks to Malon for his excellent suggestions and feedback for this guide.
  • The Shadowlands Covenant system is not being released in pre-patch, so will not be covered here.

Players will not have the opportunity to choose a Covenant until their first character reaches level 60 in Shadowlands.

There is a new tab on your spellbook between General and your talent specialization, simply titled “Mage”. These are abilities that are now shared by all Mages regardless of any specialization they choose. New Mages will not begin in a default spec (Frost). Until they are allowed to choose a spec at level 10, their abilities are drawn from the general Mage abilities available to all specializations.Experienced Mages will notice some talents have been reworked or rearranged, and may require re-acquiring some talents.AoE (Area of Effect) caps are being introduced in the Shadowlands pre-patch, which places a limit on how many targets the ability can hit at once. This affects some Mage abilities.

Although each specialization has strengths and weaknesses, we recommend Frost as the best Mage leveling spec. Frost Mages have a lot of control from snares and roots and can easily kite mobs while having significant burst damage from using the triple damage component of Ice Lance to stay healthy.

  • However, some players have also chosen Fire as their choice of best Mage leveling spec, especially once they reach a higher level.
  • However, the only snare that Fire has is Flamestrike while leveling but can cast Scorch while moving and Dragon’s Breath for AoE damage and a disorient.
  • Arcane can be fun, but can be a bit fussy for a beginning player.

Managing the Arcane charges and procs and high Mana requirements takes a lot more practice, and is more suitable for an experienced player.Mages are primarily damage dealers. The different characteristics that separate the mage specs are the elements they use.

Fire, Frost, and Arcane. Frost mages prefer to chill and freeze their foes before shattering them with a giant icicle. Fire throws large fiery boulders at enemies, which will set the target on fire and automatically spread to other enemies. Arcane mages consume large chunks of mana into powerful blasts of damage and arcane missiles before channeling and restoring their mana at a rapid rate.

Before level 10, you are just a Mage with some general abilities. When you reach level 10, you get to pick one of the three specializations: Arcane, Fire, or Frost. At Level 10, you can change your specialization. You can swap between specializations by opening up the Talents tab, choosing the specialization you like, and clicking the Activate button.

There is no cost to swapping!Choosing your race can be an arduous task, as it defines our character’s appearance and is an expensive trait to change. Unlike in the past, Racial Traits don’t give players many throughput benefits, most race perks are limited to utility or profession bonuses.All Alliance races and their Allied races can become Mages.

On the Horde side, all except Tauren and Highmountain Tauren can choose the Mage class.

Default Races are races that are immediately available to be played when you start your WoW account. Allied Races are races that are locked behind certain requirements that need to be met before you can create characters belonging to that race.

Each race has different racial abilities and spells, but no races offer an immediate advantage when compared to others, so you can create your Mage to be whatever race suits your aesthetic best! Mages can choose from the following races (click on the race names to learn more about them!): Alliance

Default Races: Draenei Dwarf Gnome Human Night Elf Pandaren Worgen

Allied Races:

Dark Iron Dwarf Kul Tiran Lightforged Draenei Mechagnome Void Elf

Horde

Defaults Races: Blood Elf Goblin Orc Pandaren Troll Undead

Allied Races:

Mag’har Orc Nightborne Vulpera Zandalari Troll

Arcane’s suggested leveling build focuses primarily on passive talents that increase the damage and effectiveness of your Arcane attacks. Included here are a couple utility improvements such as increasing the charges on Frost Nova to slow targets and Shimmer to get away, an improvement on Blink and an important key to Arcane mages’ survivability.

Level 25 Talents Master of Time : Reduces the cooldown of Alter Time by 30 sec. Alter Time resets the cooldown of Blink when you return to your original location. Shimmer : Changes Blink into a similar teleport ability that is off the Global Cooldown, can be used while casting and can hold two charges. Slipstream : Clearcasting allows Arcane Missiles and Evocation to be cast while moving.

Level 30 Talents Incanter’s Flow : Passively increases your damage by 4% to 20% which cycles from the minimum to maximum every 10 seconds. Focus Magic : Increases the target’s chance to critically hit with spells by 5% for 30 minutes. When the target critically hits your chance to critically hit with spells is increased by 5%. Cannot be cast on self. Limit 1 target. Rune of Power : Places a small rune on the ground that increases damage by 40% when you stand inside it.

Level 35 Talents Resonance : Makes your Arcane Barrage deal addition damage per target it hits. Arcane Echo : Direct damage you deal to enemies affected by Touch of the Magi, causes an explosion that deals Arcane damage to 8 nearby enemies. Nether Tempest : Places a Nether Tempest on the target which deals (17.061% of Spell power) Arcane damage over 12 sec to the target and nearby enemies within 10 yards. Limit 1 target. Deals reduced damage to secondary targets. Damage increased by 60% per Arcane Charge,

Level 45 Talents Reverberate : If Arcane Explosion hits at least 3 targets, it has a 50% chance to generate an extra Arcane Charge, Arcane Orb : Throws an Arcane Orb forwards and grants and Arcane Charge to each enemy it passes through. Grants 1 Arcane Charge on cast and every time it deals damage. Supernova : Pulses arcane energy around the target enemy or ally, dealing (30% of Spell power) Arcane damage to all enemies within 8 yards, and knocking them upward. A primary enemy target will take 100% increased damage.

Level 50 Talents Overpowered : Causes Arcane Power to increase damage by 60% and reduce mana costs by 60%. Time Anomaly : At any moment, you have a chance to gain Arcane Power for 8 sec, gain Evocation for 1 sec, or gain 4 Arcane Charge s. Enlightened : Arcane damage dealt while above 70% mana is increased by 8%, Mana Regen while below 70% is increased by 20%.

Fire mages get talents to help with their mobility, which can be a problem for this spec. Early talents improve to a couple quick-casting Fire spells, which also helps with early rotations, and a couple big hitter Active talents round out the build at later levels.

Level 25 Talents Blazing Soul : Using Blink ignites a Blazing Barrier around you. Shimmer : Changes Blink into a similar teleport ability that is off the Global Cooldown, can be used while casting and can hold two charges. Blast Wave : Deals damage to all enemies around you and slows them by 70%.

Level 30 Talents Incanter’s Flow : Passively increases your damage by 4% to 20% which cycles from the minimum to maximum every 10 seconds. Focus Magic : Increases the target’s chance to critically hit with spells by 5% for 30 minutes. When the target critically hits your chance to critically hit with spells is increased by 5%. Cannot be cast on self. Limit 1 target. Rune of Power : Places a small rune on the ground that increases damage by 40% when you stand inside it.

Level 35 Talents Flame On : This passive ability reduces your Fire Blast cooldown by 2 seconds, and you can also hold one more charge. Alexstrasza’s Fury : Causes Dragon’s Breath to always critically strike and now makes it count towards Hot Streak, From the Ashes : Increases Mastery by 2% for each charge of Phoenix Flames off cooldown and your direct-damage critical strikes reduce its cooldown by 1 sec.This tier of talents is well balanced, and any of these three abilities are equally good for leveling. Passives are nice because they’re one less button to push, and you have your choice of three good ones here.

Level 45 Talents Flame Patch : This passive ability makes Flamestrike leave behind a patch of fire that burns enemies would remain inside. Conflagration : Fireball applies Conflagration to the target, dealing light Fire damage over 8 sec. Enemies affected by either Conflagration or Mastery: Ignite have a 10% chance to flare up and deal light Fire damage to nearby enemies. Living Bomb : Puts a small DoT on a target that when it expires, explodes dealing damage to all nearby targets and places a new DoT on all targets hit. This new DoT will explode upon expiration, but cannot spread any further.

Level 50 Talents Kindling : Reduces the cooldown of Combustion by 1 second every time Fireball, Fire Blast, Pyroblast critically hits. Pyroclasm : Consuming Hot Streak has a 15% chance to make your next non-instant Pyroblast cast within 15 sec deal 225% additional damage. Maximum 2 charges. Meteor : This ability calls down a Meteor on a location that deals damage when the meteor impacts and leaves burning ground in an area dealing bonus damage to enemies who remain within.

Most of the Frost talent suggests are aimed at improving the Frost mage’s overall damage output, as well as taking the all-important talent Shimmer, a greatly improved version of Blink,

Level 15 Talents Bone Chilling : Whenever you cast a chilling spell, you gain a stack that increases your damage by 0.5%. Maximum 10 stacks. Lonely Winter : Removes the Summon Water Elemental ability but makes most of your own abilities deal 25% more damage. Ice Nova : This ability causes a whirl of icy wind around the enemy, dealing moderate Frost damage to the target and light Frost damage to all other enemies within 8 yards, and freezing them in place for 2 sec.

Level 25 Talents Glacial Insulation : A passive ability that causes Ice Barrier to increase your armor by 200% and you gain a free Ice Barrier after leaving Ice Block, Shimmer : Changes Blink into a similar teleport ability that is off the Global Cooldown, can be used while casting and can hold two charges. Ice Floes : A new spell that when used causes your next Mage spell to be able to be cast while moving.

Level 30 Talents Incanter’s Flow : Passively increases your damage by 4% to 20% which cycles from the minimum to maximum every 10 seconds. Focus Magic : Increases the target’s chance to critically hit with spells by 5% for 30 minutes. When the target critically hits your chance to critically hit with spells is increased by 5%. Cannot be cast on self, but it can be cast on your Water Elemental. Limit 1 target. Rune of Power : Places a small rune on the ground that increases damage by 40% when you stand inside it.

Level 35 Talents Frozen Touch : This passive ability increases the chance to gain Fingers of Frost by 20%. Chain Reaction : Your Ice Lance against frozen targets increase the damage of your Ice Lances by 3% for 10 sec, stacking up to 5 times. Ebonbolt : This ability launches a bolt of ice at the enemy, dealing heavy Frost damage and granting you Brain Freeze,

Level 40 Talents Frigid Winds : Makes all your snare effects reduce the target’s movement speed by an additional 10%. Ice Ward : Frost Nova now has 2 charges. Ring of Frost : Drops a ring of frost around an area. If an enemy enters the ring they are incapacitated for 10 seconds.

Level 45 Talents Freezing Rain : Frozen Orb makes Blizzard instant cast and increases its damage done by 50% for 12 sec. Splitting Ice : Your Ice Lance and Mastery: Icicles now deal 5% increased damage, and hit a second nearby target for 80% of their damage. Comet Storm : This ability calls down a series of 7 icy comets on and around the target that deals moderate Frost damage to all enemies within 6 yds of its impacts.

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Level 50 Talents Thermal Void : Increases the duration of Icy Veins by 10 seconds and causes Ice Lance Shatters to increase the duration of Icy Veins by an additional 1 second. Ray of Frost : This ability channels an icy beam at the enemy for 5 sec, dealing moderate Frost damage every 1 sec and slowing movement by 60%. Each time Ray of Frost deals damage, its damage and snare increases by 10%. Generates 2 charges of Fingers of Frost over its duration. Glacial Spike : This ability removes the ability for Ice Lance to fire Mastery: Icicles passively. When 5 Icicles are present, you may cast this ability to deal massive damage to an enemy plus the damage of all your Icicles.

As you level up while playing WoW, you will automatically learn more abilities. We will detail the order in which you learn your spells and which ones are recommended to use for handling different situations. While all three specs are focused on DPS, they get to the same place in different ways.

The return of Frostbolt gives all Mages access to a damaging spell that also slows the mob’s initial movement significantly. This is probably the biggest change made by the Mage’s spell unpruning. Make sure to buff yourself and all party members with Arcane Intellect, initiate combat with Arcane Blast to start to gain Arcane Charge s to increase your damage.

If there’s a particularly tough enemy that hits hard, you can Slow it or use Frostbolt to prevent it from reaching you. Arcane Missiles deals very high damage efficiently when under the effects of Clearcasting, Don’t worry too much about your mana, since you have access to Evocation but you can also drink after combat to get it back.

  • Elite Mobs : To deal with tougher, elite mobs, you’ll want to start with a Prismatic Barrier to absorb damage and make sure to use Arcane Power to deal more damage and make your spells cost less mana.
  • Open with Touch of the Magi and continue to use it on cooldown if needed; starting at level 46, this will also get you 4 Arcane Charge s.

You’ll want to get to 4 Arcane Charge s as soon as possible. Spend all your mana on Arcane Blast and then Evocation to get mana back. You then have another full mana bar to kill the creature, so make sure to control the amount of mana you’re spending but using Arcane Barrage to consume your Arcane Charge s when things are costing too much.

Lots of small mobs : Instead of using Arcane Blast, you’ll want to cast Arcane Explosion which will also generate Arcane Charge s. Past level 34, when you Arcane Barrage, it will also cleave an additional number of targets based on the number of Arcane Charge s it consumes. Initiate combat with Fireball until one critically strikes, then cast Fire Blast to score your second consecutive critical strike and proc Hot Streak,

For single target, you can spend this on Pyroblast, for AoE, you can spend this on Flamestrike, If you need to kite mobs, you can cast Scorch while moving and when mobs get close you can Frost Nova and Blink away. Elite Mobs : To deal with tougher, elite mobs, you’ll want to start with a Blazing Barrier to absorb damage and make sure to use Combustion to guarantee critical strikes.

Once you have your first Hot Streak, you can cast Pyroblast and alternate it with Fire Blast to chain high damage fire boulders into the Elite. Don’t worry about it getting a few hits on you; you can always eat food to heal it up after its dead. Lots of small mobs : Instead of spending Hot Streak on Pyroblast, you should spent it on Flamestrike to slow all the mobs by 50% and deal AoE damage.

Use Dragon’s Breath to disorient them for a short period and if you have access to the level 90 talents, Living Bomb does very high AoE damage. Make sure to Summon Water Elemental to have one with you at all times and have an additional Freeze to keep enemies away from you.

Initiate combat with Frostbolt to slow the enemy and if it gets too close, you can Blink or Shimmer away. Casting Frost Nova will give you some distance and also make your next Ice Lance do triple damage and have a higher chance to critically strike from Shatter, When you get Fingers of Frost cast Ice Lance and when you get Brain Freeze cast Flurry and past level 48, you’ll follow it up with a single Ice Lance,

Elite Mobs : To deal with tougher, elite mobs, you’ll want to have an Ice Barrier active to absorb damage and make sure to use Icy Veins for faster casts. Then make sure you use all your Fingers of Frost and Brain Freeze procs to kill the mob before it kills you.

At higher levels, you can also use Frozen Orb for more damage. Don’t worry about it getting a few hits on you, you can always eat food to heal it up after its dead. Lots of small mobs : Make sure to keep Blizzard on cooldown and at level 57, use Frozen Orb to deal AoE damage to all creatures. If you start dropping low on health, you can Cone of Cold to slow all of them by a large amount and Blink away.

If you take the Ice Nova talent (Level 15), it deals very high AoE burst damage. Currently, speed leveling through dungeon boosting is working on the Shadowlands pre-patch PTR. Dungeon boosting is having a max-level character pulling a low-level character through dungeons.

Make sure to provide food and drink through your Conjure Refreshment ability and buff the party with Arcane Intellect, You’ll also be the most popular player at the end for casting a handy portal if nobody wants to walk back to the beginning!Mages have spell-affecting abilities such as Counterspell and Spellsteal, Be sure to communicate with your party so you aren’t doubling up on spell interrupts.Mages can also help with crowd control by using the Polymorph ability; again, communicate with your group and follow the puller’s direction on picking the best target.Mages can also Remove Curse, a handy spell when facing demonic enemies in particular. Many Mages use addons such as Healbot to track group players who may need to have a Curse removed.Above all, good dungeon playing Mages know how to avoid getting aggro (the enemy switches its attention from your tank to you). This is very important because getting accidental aggro on dungeon trash is bad enough, but from a boss, this can be instant death – and dead mages can’t DPS. Mages aren’t called “glass cannons” for nothing! You may need a threat meter addon such as Omen to help keep you monitor how high you are getting on the enemy’s threat meter, and either moderate your damage output or use an ability such as Invisibility to shed threat. Your tank and your healers will thank you for it.

Mages are a cloth-wearing class and can use a short list of weapons and offhands. Their preferences are not stat specific, but based on the combination of stats, base damage, and extra abilities they can offer. Mages cannot dual wield weapons, but will want an Offhand for extra stats and abilities if they use a one-handed weapon.

One-handed weapons Mages can use include Daggers, 1H Swords, and Wands.Offhand items come in many visual forms, including short staves, books, lanterns, tankards, and fans. They are not used directly in combat but held as a “stat stick”.Mages may use Staves as their only two-handed weapon choice.

Heirloom gear is a special gear category that scales with your current level, can be created on the fly with the Heirloom menu, and offers set bonuses when multiple heirloom pieces are worn. The heirloom set bonuses are listed below:

(2) Set: Rested experience consumed is reduced by 30%.(3) Set: Increases your out-of-combat regeneration in the outdoors, normal dungeons and battlegrounds.(4) Set: Gaining a level triggers Burst of Knowledge, dealing Holy damage to nearby enemies and granting you 40% primary stat for 2 minutes. Defeating additional enemies extends this effect, up to 2 additional minutes.(6) Set: Rested experience consumed is reduced by an additional 30%.

Heirlooms have made a major change with Shadowlands – the experience bonuses are gone. Instead, there will be set bonuses for wearing up to 6 different types of Heirloom armor pieces. The new set bonus can be obtained from all Heirloom pieces except weapons, shields, and trinkets, so body armor pieces, necklaces, and rings count.

For more information on the state of heirlooms in Shadowlands, check our heirloom changes guide.Heirloom Changes in ShadowlandsWhat you will choose depends in large part on what you have available to you. Here is a list of recommended heirlooms for Mages to play with: Although Heirlooms themselves are not as valuable as they once were, the Heirloom mount, Chauffeured Chopper, is still very valuable, as it is one of the only mounts you can use from level 1.

You can obtain this mount by completing the achievement Heirloom Hoarder, Relics of the Past are a new profession reagent added in Shadowlands. When crafting profession items and adding them to the craft, these items will have their item level and required level changed.

All crafting professions can craft Relics of the Past, and these are the Relics of the Past that can be crafted:These are not very useful for leveling, as you should be outleveling items fairly quickly through your leveling experience in Shadowlands, but it can be a fun experience to level using items from the past.Stat Weights are usually not that important while leveling, as considering the nature of quest rewards, you will almost never be able to gather enough for a specific stat or keep a piece of gear for long enough for looking for stats to be a worthy endeavor.In the case of leveling, a piece with higher item level than the one you have equipped will almost always be better, as pieces with higher item levels will always have more Agility and Stamina.

If leveling quickly is your goal, your best bet is to go double-gatherer of Herbalism and Mining, Both skills give small amounts of experience when you mine a node or pick an herb, and you can sell the results in the Auction House (how well these sell for and for how much depends a great deal on your server economy).

Skinning is also a gathering profession, but unlike Herbalism and Mining, it does not give experience. The classic profession for a Mage is Tailoring, which is often paired with Enchanting, In Shadowlands, Tailoring will make the base items for cloth Legendary items. Alchemy is also a good profession for Mages, since the ability to make their own potions and flasks helps keep them more self-reliant.

In Shadowlands, players will go through a massive level squish, and with it, leveling paths are severely changed. The current level path for Shadowlands goes as follows:

Levels 1-10: Your race’s Starting Area or Exile’s Reach Levels 10-50: Battle for Azeroth zones or other expansion zones via Chromie Time Levels 50-60: Shadowlands Storyline or Threads of Fate

Brand new characters are required to do Exile’s Reach for levels 1-10 and Battle for Azeroth for levels 1-50. There is no innate advantage to level in whatever zones you’d like at levels 1 through 50. The only advantage is that you will leave Exile’s Reach with a close to full set of Uncommon-quality armor.There are innate advantages to leveling in each expansion, but ultimately it will be up to personal preference.

The original Azeroth continents of Kalimdor and East Kingdoms offer great variety and nostalgia, with many of the base lore stories that serve as the base of the entire series. Burning Crusade has some of the best dungeons of the expansions, with interesting variety and not a lot of complicated mechanics. Wrath of the Lich King offers a linear story that provides much of the basis of events that are coming up in Shadowlands. Cataclysm is more like a series of vignettes, with each of the five zones offering a different but contained story line. Pandaria’s beauty and humor appeal to those who like a good story, but also enjoy the more lighthearted side of things.Draenor introduces the Garrison, a player-built development with your own choices of buildings. Its tone is overall much more grim and dark.Legion offers the artifact weapons and Class Halls, which give interesting developments to your character as a class member.Battle for Azeroth, as the expansion just prior to Shadowlands, gives the immediate story just prior to Shadowlands, so is a good choice for players who may be returning after a long hiatus and need to get caught up on the lore.

For levels 50-60, for your first time going through Shadowlands, you are forced to follow the order Bastion > Maldraxxus > Ardenweald > Revendreth, but for subsequent characters, you will be able to choose what zone order you want to go through.For more information about the Shadowlands leveling changes and level squish, check our guide:Shadowlands Leveling ChangesThreads of Fate is a new system added in the Shadowlands expansion. The Threads of Fate system allows you to level alts through completion of World Quests, Bonus Objectives, exploring the Shadowlands zones in a non-linear way. This system grants you an early start on Covenant progress and early access to bonuses such as Shadowlands reputations. For more information on the Threads of Fate system, check our guide!Threads of Fate – Alt Leveling in Shadowlands via Adventure ModeMages are not only masters of major damage, but also have great utility to offer a group. Mages also need to learn to manage their resources to be effective. Mana is the universal resource for Mages, and is shared among most classes in the game. Most Mages spells use mana, ranging from utility spells like Blink and Conjure Refreshment, to offensive abilities such as Frostbolt, Fire Blast and Frost Nova, While Frost and Fire Mages are not able to regenerate mana while in combat, Arcane has the ability to Evocation granting them increased mana regeneration in combat. However, outside of combat, all mages can create food by casting Conjure Refreshment which allows them to drink and regenerate mana and health. Arcane Charges is an exclusive Arcane Mage resource. Arcane Charges are generated by casting Arcane Blast or Arcane Explosion, and cap at a maximum of 4. As Arcane Charges charge continue to build, they augment an Arcane Mages abilities to do more damage but also consume more mana per Arcane Charges, When spells are starting to cost too much mana, Arcane Barrage will consume all Arcane Charge s and deal damage based on how many Arcane Charges were consumed. Fire and Frost mages have far less issues with mana management – one reason these specs are recommended for players new to the class. Both classes have excellent methods of regenerating their mana in combat and rarely run dry. Arcane mages, however, often struggle with mana regeneration, evidenced by the fact that they are the only spec that has an ability specifically for regenerating their mana – Evocation, Between that and Arcane Charges, they’re a little fussier to manage. On the default UI, Health Bar in Green, Mana Bar in Blueand 3 Arcane Charge s. While mages are relatively fragile, they do have some utility to keep them alive. All mages learn Blink at level 16 which allows them to teleport a short distance and get out of harms way, Polymorph at level 8 which allows them to turn certain types of monsters into a harmless sheep, Invisibility at level 42 allowing the mage to disappear from sight, and Ice Block which makes the mage immune to all damage but unable to act. At higher levels, Mages are now able to steal enemy buffs through Spellsteal at level 70, and at level 80, they can alter the flow of time for allies through Time Warp, Mages are also able to Conjure Refreshment for allies which can be eaten to restore health and mana. Also, mages are able to teleport to major cities and create portals for their partners. More information can be found in the below section. Mages can teleport to a large number of cities through World of Warcraft. In addition, they are also able to create a portal to these locations that party members can take! Each teleport and portal spell has a base cast time and cannot be cast while in combat. Teleports are generally easier and in most cases can be learned at a lower level than portals. The first ability all level 1 Mages receive is Frostbolt, a nice pulling spell since it not only does damage, but also slows the target by 50% for 8 seconds.

At level 2, you learn Fire Blast, an instant-cast blast of fire to the face! Best used after Frostbolt, since your target will be super annoyed after this.At level 3, you learn Frost Nova, an AoE spell that does frost damage and freezes them in place. Used with great effect when combined with the next available spell, Blink, for putting in distance after they’re all stuck to the ground.At level 4, you learn Blink, which teleports you forward 20 yds or until reaching an obstacle, and frees you from all stuns and bonds. Make sure there is space in front of you that doesn’t go into new enemies, into an obstacle, or off a cliff. Can sometimes trip on stairs or small rises in geography. Part 2 of the popular “frost nova and blink” mage kiting method. At level 5, you learn Conjure Refreshment, which lets you conjure mana food for you and your allies. If casting when you’re not in a group, you’ll just get a stack for yourself. In a group, it conjures a table, so group members can help themselves!At level 6, you learn Arcane Explosion, causing an explosion that deals reduced damage to all enemies in 10 yards. Not incredibly powerful, but very good for getting rid of large numbers of little swarming mobsAt level 7, you learn Counterspell, which interrupt’s an enemy’s spell casting and prevents them from casting another spell from that school of magic for 6 sec. At level 8, you learn Arcane Intellect, an intellect buff that increases Intellect by 5% for 1 hour. Works for yourself and your entire party or raid.At level 9, you learn, Slow Fall, which slows falling speed for 30 seconds. Can keep you or your friends from splatting on the ground.At level 10, you learn Polymorph, which changes enemy beasts, humanoids, and critters into a sheep, which wanders around for 1 minute. Damage breaks this effect. Players who go through Exile’s Reach will learn this a bit sooner through a special class quest. Popularly referred to as “sheeping”, even though you can learn to Polymorph into many other forms, including cat, turtle, rabbit, etc,

At level 10, you will have to choose a specialization. You can choose a specialization by pressing N, then selecting one specialization and click on Activate. You will then start learning spells that define the specialization you chose.If you created an Allied Race Mage, i.e.

Void Elf, Dark Iron Dwarf, Mechagnome, Nightborne or Vulpera, you will start as a level 10 Mage with all the above abilities learned. You can choose a specialization immediately after logging on your Allied Race character for the first time. One note about Blink : if you visit a mage trainer, you can learn the passive effect Arcane Momentum, which changes your Blink mechanic slightly.

Normally, Blink will go in whatever direction you’re facing, but with Arcane Momentum you can Blink in whatever direction you’re moving. This may not seem like a big difference, except it means that with this ability, you can walk backward and Blink behind where you were standing, which has very interesting implications for both kiting and PvP.

Teleport (level 11): Teleports you to a major city. Ice Block (level 22): Encases you in a block of ice, protecting you from all attacks and damage, but during that time you cannot attack, move, or cast spells. Causes Hypothermia, preventing you from recasting Ice Block for short time. Portal (level 24): Creates a portal, teleporting group members that use it to a major city. Remove Curse (level 28): Removes all Curses from a friendly target. Invisibility (level 34): Turns you invisible, reducing threat each second. While invisible, you are untargetable by enemies. Taking any action cancels the effect (although running away works fine). Good for shedding aggro. Spellsteal (level 39): Steals a beneficial magic effect from the target. Great fun for stealing beneficial buffs and shields off bosses. Mirror Image (level 44): Creates 3 copies of you nearby, which cast spells and attack your enemies. While your images are active damage taken is reduced. Taking direct damage will cause one of your images to dissipate. Time Warp (level 49): Warp the flow of time, increasing Haste by 30% for all party and raid members. Allies will be unable to benefit from Bloodlust, Heroism, or Time Warp again for 10 min. Needs coordination in dungeons and raid groups, due to its long benefit cooldown cycle. Save for the big fights!

These abilities can only be used by Mages in the Arcane specialization:

Arcane Barrage (level 10): Launches bolts of arcane energy at the enemy target, causing Arcane damage. For each Arcane Charge, deals additional damage Arcane Blast (level 10): Blasts the target with energy, dealing Arcane damage. Each Arcane Charge increases damage and mana cost, and reduces cast time. Mastery: Savant (Passive) (level 10): Increases your Mana regeneration rate and maximum Mana. Arcane Charge s increase the damage of Arcane Blast and Arcane Barrage. Increases all other Arcane damage. Slow (level 12): Reduces the target’s movement speed. Arcane Missiles (level 13): Launches five waves of Arcane Missiles at the enemy, causing Arcane damage. Clearcasting (Passive) (level 14): When spending mana, you have a small chance to gain Clearcasting, making your next Arcane Missiles or Arcane Explosion free and channel faster. Conjure Mana Gem (level 17): Conjures a Mana Gem that can be used to instantly restore mana, and holds up to 3 charges. Conjured items disappear if logged out for more than 15 minutes. Crackling Energy (level 18, Rank 2): Damage increased by 10%. Alter Time (level 19): Alters the fabric of time, returning you to your current location and health when cast a second time, or after 10 seconds. Effect negated by long distance or death. Prismatic Barrier (level 21): Shields you with an arcane force, damage and reducing magic damage taken. The duration of harmful Magic effects against you is also reduced. Clearcasting (level 23, Rank 2): When Clearcast, Arcane Missiles fires 1 additional missile. Evocation (level 27): Increases your mana regeneration for 6 seconds. Arcane Power (level 29): Deals more spell damage when active. At higher levels, reduces mana cost. Arcing Cleave (level 31, Rank 2): For each Arcane Charge, Arcane Barrage hits 1 additional nearby target for 40% damage. Improved Clearcasting (level 32, Rank 3): Clearcasting can stack up to 2 additional times. Touch of the Magi (level 33): Applies Touch of the Magi to your current target, accumulating damage you deal to the target, and then exploding for that amount of Arcane damage to the target and reduced damage to all nearby enemies. Slow (level 38, Rank 2): Reduces the target’s movement speed by an additional 10%. Arcane Power (level 41, Rank 2): Arcane Power reduces your spells cost by 30%. Presence of Mind (level 42): Causes your next 2 Arcane Blasts to be instant cast. Known commonly just as POM. Improved Evocation (level 43, Rank 2): Evocation’s cooldown is reduced by 50%. Touch of the Magi (level 46, Rank 2): Touch of the Magi generates 4 Arcane Charges. Greater Invisibility (level 47): Makes you invisible and untargetable for 20 sec, removing all threat. Any action taken cancels this effect. You take reduced damage while invisible and for 3 sec after reappearing. Improved Prismatic Barrier (level 48, Rank 2): Reduces magical damage taken by an additional 5% and duration of harmful Magic effects by 10%. Mana Adept (level 52, Rank 3): Arcane Barrage grants you 2% of your maximum mana per Arcane Charge spent. Presence of Mind (level 54, Rank 2): Arcane Blast can be cast instantly 1 additional time. Arcane Power (level 56, Rank 3): Duration increased by 5 sec.

These abilities can only be used by Mages in the Fire specialization:

Fireball (level 10): Throws a fiery ball that causes Fire damage. Mastery: Ignite (level 10): Your target burns for an additional damage over 9 sec of the total direct damage caused by your Fireball, Fire Blast, Scorch, Pyroblast, Meteor, Phoenix Flames and Flamestrike. If this effect is reapplied, any remaining damage will be added to the new Ignite. Phoenix Flames causes your Ignites to spread to 8 nearby enemies. Pyroblast (level 12): Hurls an immense fiery boulder that causes Fire damage. Scorch (level 13): Scorches an enemy for Fire damage. Castable while moving. Hot Streak (level 14): Getting two direct-damage critical strikes in a row with Fire spells will make your next Pyroblast or Flamestrike spell instant cast, and cause double the normal Ignite damage. Flamestrike (level 17): Calls down a pillar of fire, burning all enemies within the area for Fire damage and reducing their movement speed. Fire Blast (level 18, Rank 2): Fire Blast always deals a critical strike. Phoenix Flames (level 19): Hurls a Phoenix that deals Fire damage to the target and reduced damage to other nearby enemies. Blazing Barrier (level 21): Shields you in flame, absorbing damage. Melee attacks against you cause the attacker to take Fire damage. Critical Mass (level 23): Your spells have an increased chance to deal a critical strike. Dragon’s Breath (level 27): Enemies in a cone in front of you take Fire damage and are disoriented. Damage will cancel the effect. Combustion (level 29): Engulfs you in flames, increasing your spells’ critical strike chance and granting you Mastery. Castable while casting other spells. Fire Blast (level 32, Rank 3): Fire Blast is now castable while casting other spells. Pyrotechnics (level 33, Rank 2): Each time your Fireball fails to critically strike a target, it gains a stacking 10% increased critical strike chance. Effect ends when Fireball critically strikes. Fire Blast (level 37, Rank 4): Fire Blast now has 2 charges. Dragon’s Breath (level 38, Rank 2): Cooldown reduced by 2 sec. Fireball (level 41, Rank 3): Increases Fireball damage by 15%. Cauterize (level 42): Fatal damage instead brings you to 35% health and then burns you for 28% of your maximum health over 6 sec. While burning, movement slowing effects are suppressed and your movement speed is increased. This effect cannot occur more than once every 5 min. Improved Flamestrike (level 43, Rank 2): Flamestrike cast time is reduced by 0.5 sec. Call of the Sun King (level 46, Rank 2): Phoenix Flames gains 1 additional charge. Critical Mass (level 47, Rank 2): Critical Mass increases your Critical Strike stat from all sources by 10%. Improved Blazing Barrier (level 48, Rank 2): Damage increased by 20%. Flamestrike (level 52, Rank 3): Damage increased by 15%. Pyroblast (level 54, Rank 2): Deals additional Fire damage over 6 sec. Combustion (level 56, Rank 2): Duration increased by 2 sec. Alter Time (level 58): Alters the fabric of time, returning you to your current location and health when cast a second time, or after 10 seconds. Effect negated by long distance or death.

These abilities can only be used by Mages in the Frost specialization:

Ice Lance (level 10): Quickly fling a shard of ice at the target, dealing Frost damage. Damage tripled against frozen targets. Mastery: Icicles (Passive) (level 10): Casting Frostbolt or Flurry grants you an Icicle. Casting Ice Lance causes all Icicles stored to begin launching at the target, each dealing Frost damage. Up to 5 Icicles can be stored. Any excess Icicles gained will be automatically launched. Summon Water Elemental (level 12): Summons a Water Elemental to follow and fight for you. Fingers of Frost (Passive) (level 13): Frostbolt and Frozen Orb damage have a chance of granting a charge of Fingers of Frost. Fingers of Frost causes your next Ice Lance to deal damage as if the target were frozen. Maximum 2 charges. Blizzard (level 14): Ice shards pelt the target area, dealing Frost damage over and reducing movement speed. Shatter (Passive) (level 17): Multiplies the critical strike chance of your Frost spells against frozen targets. Cone of Cold (level 18): Targets in a cone in front of you take Frost damage and have movement slowed. Flurry (level 19): Unleash a flurry of ice, striking the target 3 times for Frost damage. Each hit reduces the target’s movement speed. Ice Barrier (level 21): Shields you with ice, absorbing damage. Melee attacks against you reduce the attacker’s movement speed. Freeze (Pet Ability) (level 23): Your Water Elemental can now cast Freeze: Blasts enemies with frost, freezing them in place. Damage caused may interrupt the effect. Shatter (level 27, Rank 2): Shatter increases your chance to deal a critical strike by an additional 25%. Icy Veins (level 29): Accelerates your spellcasting, granting haste and preventing damage from delaying your spellcasts. Brain Freeze (level 32): Frostbolt has a chance to empower your next Flurry to be instant cast and deal increased damage. At level 37, it will also apply Winter’s Chill, which causes the target to take damage as if frozen. Ice Lance (level 33, Rank 2): Increases Ice Lance damage by 10%. Brain Freeze (level 37, Rank 2): Brain Freeze causes your next Flurry to apply Winter’s Chill to the target. Winter’s Chill causes the target to take damage from your spells as if it were frozen. Frozen Orb (level 38): Launches an orb of swirling ice which deals Frost damage to 8 enemies it passes through. Grants 1 charge of Fingers of Frost when it first damages an enemy. Enemies damaged by the Frozen Orb are slowed. Frostbolt (level 41, Rank 2): Increases Frostbolt damage by 15%. Cold Snap (level 42): Resets the cooldown of your Ice Barrier, Frost Nova, Cone of Cold, and Ice Block. Cone of Cold (level 43): Cone of Cold reduces movement speed by an additional 20%. Improved Frost Nova (level 46, Rank 2): Frost Nova duration is increased by 2 sec. Ice Caller (level 47, Rank 2): Each time Blizzard deals damage, the cooldown of Frozen Orb is reduced by 0.5 sec. Mastery: Icicles (level 48, Mastery, Rank 2): Increases the damage of Frozen Orb by 15%. Blizzard (level 52, Rank 3): Damage increased by 15%. Cold Snap (level 54, Rank 2): Cooldown reduced by 30 sec. Improved Icy Veins (level 56, Rank 2): Duration increased by 3 sec. Alter Time (level 58): Alters the fabric of time, returning you to your current location and health when cast a second time, or after 10 seconds. Effect negated by long distance or death.

As you start getting closer to level 60, you may want to shift your focus from thinking about what is best for leveling your Mage to best max level options as far as best covenant options, best stats to pursue on your gear, talents, and so on. For that, we’ve prepared many different guides to guide you in your max level Mage journey! Arcane Mage Guide Fire Mage Guide Frost Mage Guide : Shadowlands Mage Leveling Guide & Best Leveling Spec 1-60
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What is better frost mage or fire mage?

Best boss DPS (in realistic settings) Frost Mage achieved 12.24% more maximum boss DPS than Fire Mage when dealing with occasional movement, lag and crowd-control. Best AoE DPS (in perfect settings)Frost Mage achieved 45.39% more AoE DPS than Fire Mage when there was no movement or lag.
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Is arcane mage better than frost?

Frost or Arcane? After a few months away I have an itch to play a caster again. My last go was a fire mage and I really wasn’t a big fan by the end of it. I want to give it another try but I can’t decide on the spec. Arcane has always sounded fun to play, despite always hearing about the negatives but I have never tried one seriously.

  1. I have minimal experience with frost but it wasn’t bad when I was messing around with it.
  2. My intentions are to do some pvp, and eventually take it into dungeons.
  3. I’m not sure it would ever make it into raiding but it’s possible.
  4. Does Arcane have an edge in any of those areas? Is frost just all around better? Is leveling as arcane a total PITA? Any tips/insight is appreciated! No idea of PvP In organized raids where you can plan your movement and bursts, Arcane trumps Frost.

Most importantly it’s better on the fights that matter most this tier (Painsmith, Syl). They’re both workable in M+ though Frost is easier to slot in and more affix-flexible and is bothered less by some affixes that really annoy Arcane. Kanikori: Is leveling as arcane a total PITA? No, it’s actually one of the better mage specs to level with because its ST spells wont draw excess mobs, it has GI in its base kit + Mass Invi and Temporal Shield for open world when you toggle WM ON.

It also unlocks Alter Time before Frost/Fire do. It’s actually better at abusing a steroid than Frost is (AC vs Shatter) when you’re leveling. The biggest drawback of Frost leveling on an even playing field (in terms of mob level) is that spells in its ST kit can draw attention from unwanted crap (Especially FO) you wouldn’t want to deal with.

Frost’s kiting utility is frankly dated, and it’s in need of an overhaul. Plus Arcane has Slow as well if it ever wants to give kiting a go.1 Like Arcane is generally the spec people solo level as when they play mage as arcane blast will just delete mobs.

  1. As for pvp, I main frost in pve but when I do random battlegrounds I tend to play arcane as I find its consistent and burst damage higher without the long cooldowns frost has.
  2. Though I haven’t tried necro frost just yet which is the current pvp meta build.
  3. Both are fine in dungeons, I’m assuming you mean at a low mythic level or heroic level in which case arcane is a lot better suited for that as frost loses a lot of value when mobs die in like 8s whereas arcane can still do fine damage in that time and can just huge burst on the bosses to kill them quickly.

Leimon: Frost’s kiting utility is frankly dated, and it’s in need of an overhaul. Tbf right now frosts kiting utility in m+ is disgustingly broken, having a 70% slow up at all times in freezing rain dungeons is not balanced (and a 60% slow in every other dungeon).1 Like Manather: Tbf right now frosts kiting utility in m+ is disgustingly broken, having a 70% slow up at all times in freezing rain dungeons is not balanced (and a 60% slow in every other dungeon).

I meant for open world content. Frost is great at helping a tank peel in M+, absolutely (assuming Sanguine is not in play). But when you’re given just a snare kit for solo leveling, instead of actual damage, it’s terribly dated and slow. While you kite something to kill it, other specs outright just kill it.

One usually doesn’t have enough mobs in open world PvE to constantly keep Rain Orbs out, and if that happens without the Frost mage dying, you either drastically outlevel or outgear the zone. And in that case, one can do whatever they want.1 Like 1 Like Arcane is the best leveling spec, and best open world spec, imo. Arcane Blast one shots most mobs, and Greater Invisibility is amazing for skipping enemies/getting out of tricky situations. : Frost or Arcane?
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