Adventurer Posts: 238 Joined: 7 Jul 2004 | |
Master Looter Posts: 2159 Joined: 30 Mar 2004 | This should probably go over to the mage forum. I've already posted three talent builds over there, though I've been working on another one with slightly higher dps than the arcane/fire I currently use. |
Power Leveler Posts: 3675 Joined: 22 May 2003 | Moved to mage forum :) |
Dungeon Crawler Posts: 942 Joined: 6 Apr 2004 | find this a very good guide. May want to have a look at it.
http://forums.worldofwarcraft.com/thread.aspx?fn=wow-mage&t=23&p=1&tmp=1#post23 |
Master Looter Posts: 2159 Joined: 30 Mar 2004 | The more I think about it, the more I feel frost/arcane will be the way to go in the endgame. This pains me greatly, as I'm a fire type guy. But mob hp goes up exponentially, and fire just doesn't keep up in the damage department, so you need the efficiency of frost for normal mobs and the low agro/low resist of arcane for boss mobs. So I worked up a build, but really haven't decided on anything permanently yet. It still needs to be tweaked, maybe some of you frost mages can help me out. Arcane Talents (16 points) Improved Arcane Missiles - 5/5 points Arcane Concentration - 5/5 points Improved Arcane Explosion - 5/5 points Evocation - 1/1 points Frost Talents (35 points) Improved Frostbolt - 5/5 points Improved Frost Nova - 2/2 points Ice Shards - 5/5 points Improved Blizzard - 3/3 points Cold Snap - 1/1 points Shatter - 5/5 points Frost Channeling - 3/3 points Arctic Reach - 2/2 points Ice Block - 1/1 points Frostbite - 5/5 points Ice Barrier - 1/1 points Improved Cone of Cold - 2/3 points [Edited by Revith at 2:22 PM on 12/6/2004] |
Adventurer Posts: 238 Joined: 7 Jul 2004 | Hmm, I see where you're going with this but I'm a huge fire mage as well. I can see where the after effects of the frost tree can help but are you sure the damage of fire spells doesn't add up in the end? If some higher level frost mages can provide some good evidence for frost over fire I wouldn't mind throwing out the 1 gold to redo my talents (but I would hate having to pay 5 gold the next time). By the way Revith, I like you template but I dont know what imput i can throw in considering I'm a fire mage. Hopefully some Frost mages can help.. |
Master Looter Posts: 2210 Joined: 21 Jan 2004 | I have that 5/5 stun on fireball (goes off often) the 2/2 extended range and 2/5 cooldown on that AOE fireblast. Its been really effective so far. I tested myself in PVP yesterday....the funny part was that 2/2 range and the 10% to stun kicked tail. I had so much range that the warlocks of alliance or even rangers had to close the gap to nail me. Besides that the stun went off often enough to where I saw them get messed up cause if it goes off plan on 2-3 fireballs from me. I was hitting this level 29 paladin for about 90-150 a shot. I love it so far....sidetrack but this is great about mages...I hid behind the Cow Warriors...and they charged in...I hid inside them as I aoe nuked...aoe nova.....then aoe blizzard ....was nasty...=) Also blinking into the middle of a alliance group and AOE freezing them was great =) Eq2-burned the Dvd |
Master Looter Posts: 2159 Joined: 30 Mar 2004 |
Sorry, I probably should have explained my build a little better. So now to the frost buld: # Arcane Focus - 5/5 points This is for higher level bosses in instances and on raids, who are normally high enough level that they're innately resistant, so its nice to have a spell that is less resistant to use on them. # Arcane Concentration - 5/5 points This is a great talent. Even without paying attention it does great things to saving you mana, but after you see/hear it go off, you can cast something high casting cost like arcane missiles after it for free. # Improved Arcane Explosion - 5/5 points Absolutely essential for AEing. I use it all the time, making it instacast is great for any time mobs are on you and you need to ae. # Evocation - 1/1 point Refills your mana bar. Great for long boss battles, especially endurance ones like in Uldaman. # Improved Counterspell - 2/2 points Very important if you want to PvP. Not very critical if you're just concerned with PvE Frost Talents (33 points) # Improved Frostbolt - 5/5 points Frostbolt is your staple spell, so cutting down its cast time is key. # Ice Shards - 5/5 points An essential part of the shards/shatter/frostbite combo. # Improved Frost Nova - 2/2 points Not bad in and of itself, but needed to get shatter. # Cold Snap - 1/1 point Excellent for emergencies and required for frost channeling. # Improved Blizzard - 3/3 points Great for mass pvp, or for aeing of any type. # Arctic Reach - 2/2 points Frost spells already have a short enough reach that this is absolutely necessary. # Frost Channeling - 3/3 points Cheaper spells. Improves on an already efficient line of spells, making them even better. # Shatter - 5/5 points Part of the essential frost line combo. # Ice Block - 1/1 point Needed for Ice Barrier. Not bad in emergencies. # Frostbite - 5/5 points Last part of a brutal freeze/crit talent combo. # Ice Barrier - 1/1 point Saves your life in emergencies. You're a mage. You need saving, often. Fire Talents (0 points) # None |
Adventurer Posts: 238 Joined: 7 Jul 2004 | First off I noticed you alterted your build a bit (it was 16 Arcane, 35 Frost before) I can see where you're going with the freeze combo and I can see it working well together. My only question is would you suggest I switch my tree? I'm only level 20 on my mage and I think it would be better to decide now. But take into account I'm not asking you to decide for me (incase you interpret it the wrong way), just your advice. I'm just casually playing as of now with some alts but near end game I will focusing on PvP hevaily (I play on a PvP server). Also, do you believe your build to be the best choice for the frost tree. This is my tree right now at level 20. Arcane Talents (1 point) # Arcane Subtlety - 1/3 point Frost Talents (0 points) # None Fire Talents (10 points) # Improved Fireball - 5/5 points # Impact - 3/5 points # Flame Throwing - 2/2 points |
Master Looter Posts: 2159 Joined: 30 Mar 2004 | After I decided on that frost build and got ingame and was staring at the mage trainer, I realized that I didn't have enough points to get the arcane I felt necessary to do instances even at level 46, and still get enough of the frost tree to make the combo functional, so I decided to try a fire ae build to 60 instead, and see how things were at 60. So now I've gone for a combust/blast wave/arcane explosion ae combo (don't have combust yet, just 2 levels in critical mass) that actually worked very well in zul'ferrak and sunken temple last night. |
Dungeon Crawler Posts: 942 Joined: 6 Apr 2004 | Arcane Missiles are less resident to any mob. As most mobs are resident to fire and ice spells in higher levels above you. Anything above 3 levels of you is going to resist your spells of fire or ice. AE damage is only good if you are in a group with non-elite mobs and need to knock them down. Otherwise is useless and should not be attempted as all the mob will do is take a hit and just bum rush your butt to take a dirt nap. As a AE dmg draws alot of aggro and only has certain times when it should and should not be used |
Master Looter Posts: 2159 Joined: 30 Mar 2004 |
Oh, AE is definately situational, but there are many instances in which it can be used. In the last two days, I've used it at the Blye event in Zul'Ferrak, on maggots and whelps in Sunken Temple, and in the Avatar of Hakkar event in Sunken Temple. AEing was definately essential to the success of all of these for our group, and with 1 point in subtlety, I usually did not draw the agro of the elite mobs in the group off of our warrior. A usuall pull would be 1-2 elites and 4-6 non-elite, the warrior would taunt the two elite, I'd wait a few seconds, then step in with flamestrike, blast wave, and a bunch of arcane explosions, and while I obviously drew the agro of the non-elites who weren't taunted, I didn't draw the agro of the elites. |
Dungeon Crawler Posts: 942 Joined: 6 Apr 2004 | The groups i was in were handling 3-4 elites and 6-7 regular mobs at a time. You sound like that your AE damage spells arent packing a bunch. In which they are never really suppose to from my understanding. |
Master Looter Posts: 2159 Joined: 30 Mar 2004 | The mobs I was AEing were 2-3 levels above me, and the elites 3-4 levels. How high compared to you were the mobs your group was fighting? |
Dungeon Crawler Posts: 942 Joined: 6 Apr 2004 | same |
Master Looter Posts: 2159 Joined: 30 Mar 2004 | Hmm. Well, we probably could have taken that (never once neared a wipe) but that was what the pulls were. *shrug* Once you start AEing, the number of extra mobs becomes a matter of the cleric keeping you alive, thats about it. [Edited by Revith at 3:00 AM on 12/9/2004] |
Master Looter Posts: 1604 Joined: 26 Oct 2003 | Here's a new build for ya: Arcane Talents (18 points) Reduces the chance that the opponent can resist your arcane spells by 10%. [LI]Arcane Concentration - 5/5 points Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%. [LI]Evocation - 1/1 point While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8 seconds. [LI]Improved Arcane Explosion - 5/5 points Reduces the casting time of your Arcane Explosion by 1.5 seconds. [LI]Improved Counterspell - 2/2 points Gives your Counterspell a 100% chance to silence the target for 4 seconds. Frost Talents (33 points) [LI]Improved Frostbolt - 5/5 points Fire Talents (0 points) [LI]None Your standard full frost mage, except that I took the 3 points from frost channeling (15% less mana spent on frost spells) and gave them to improved Cone of Cold (35% more damage on Cone of Cold). |
Apprentice Posts: 8 Joined: 22 Jun 2006 | there is no evocation!!!!!!!!!!! i cant find it lol its either called something else or the patch removed it, its a spell well i found that out from the trainer. lvl 20 spell, and i do not see that in the talents at all. |
WarCry Choice Posts: 883 Joined: 6 Oct 2003 | it's a trainable spell now Tsurani - Forum Moderator - WOW WarCry - Tsurani at Warcry.com Help Beat Cancer: |
Apprentice Posts: 8 Joined: 22 Jun 2006 | I dont know what i should do for the talents, instead of putting your one point in evocation which is no longer there.. where did u put it? |
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Hey guys,
I was toying around with possible talent trees for my mage with IGNs talent generator ( http://wowvault.ign.com/View.php?view=Talents.View ). I'm level 18 so i have some talents under my belt but im starting to wonder if what I'm doing is ..well..good.
I'm focusing on the Fire tree with a little in the Arcane tree. I've had people suggest to me going all out Arcane and then getting either Frost or Fire. What do you guys think?
(BTW, this my template)
Arcane Talents (20 points)
# Arcane Focus - 5/5 points
Reduces the chance that the opponent can resist your arcane spells by 10%.
# Arcane Concentration - 5/5 points
Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.
# Evocation - 1/1 point
While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8 seconds.
# Improved Arcane Explosion - 5/5 points
Reduces the casting time of your Arcane Explosion by 1.5 seconds.
# Improved Counterspell - 2/2 points
Gives your Counterspell a 100% chance to silence the target for 4 seconds.
# Arcane Meditation - 2/5 points
Allows 6% of your Mana regeneration to continue while casting.
Frost Talents (0 points)
# None
Fire Talents (31 points)
# Improved Fireball - 5/5 points
Reduces the casting time of your Fireball by 0.5 seconds.
# Impact - 5/5 points
Gives your fire spells a 10% chance to stun the taget for 2 seconds.
# Flame Throwing - 2/2 points
Increases the range of your fire spells by 6 yards.
# Ignite - 5/5 points
Your critical strikes from fire damage spells cause the target to burn for an additional 40% of your spell's damage over 4 seconds.
# Pyroblast - 1/1 point
Hurls an immense fiery boulder that causes 148 to 195 fire damage and an additional 56 damage over 12 seconds.
# Improved Flamestrike - 3/3 points
Increases the critical strike chance of your Flamestrike spell by 15%.
# Blast Wave - 1/1 point
A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for 160 to 192 fire damage, and dazing them for 6 seconds.
# Critical Mass - 3/3 points
Increases the critical strike chance of your fire spells by 6%.
# Fire Power - 5/5 points
Increases the damage done by your fire spells by 10%.
# Combustion - 1/1 point
When activated, this spell gives your next fire damage spell a 100% critical strike chance.