Stats Type | Class | Rating | |
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Classes, Specs | Talents | 1800+ 2000+ 2200+ | |
Professions | Gear, Gems, Enchants | ||
Races & Factions | Best players | Spec | |
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Fire Mage PvP Overview Fire is the most aggressive Mage specialization. It has many tools such as Dragon's Breath and Polymorph to lock down enemy players for extended periods of time. Fire also has access to tons of burst damage via Combustion and other abilities.
Free shipping with a purchase of $25 or more, otherwise $4.95 Flat Rate shipping fee in 50 states in the US.No international shipping. Dec 29, 2020 The WoW Classic PvP stat priority for Mages is a lot different from PvE. In PvP, Mages need to focus on survivability, and the required Hit Rating is a lot lower.
Talents | ||
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Amplification When Clearcast, Arcane Missiles fires 1 additional missile. ' alt='Amplification'/>Amplification(100%) | Rule of Threes When you gain your third Arcane Charge, the cost of your next Arcane Blast or Arcane Missiles is reduced by 100%. ' alt='Rule of Threes'/>Rule of Threes(0%) | Arcane Familiar Summon a Familiar that attacks your enemies and increases your maximum mana by 10% for 1 hour. ' alt='Arcane Familiar'/>Arcane Familiar(0%) |
Mana Shield Prismatic Barrier has no cooldown, but your mana is drained by 50% of the damage it absorbs. ' alt='Mana Shield'/>Mana Shield(0%) | Shimmer Teleports you 20 yards forward, unless something is in the way. Unaffected by the global cooldown and castable while casting. ' alt='Shimmer'/>Shimmer(100%) | Slipstream Clearcasting allows Arcane Missiles to be channeled while moving.<br/><br/><br/><br/>Evocation can be channeled while moving. ' alt='Slipstream'/>Slipstream(0%) |
Incanter's Flow Magical energy flows through you while in combat, building up to 20% increased damage and then diminishing down to 4% increased damage, cycling every 10 sec. ' alt='Incanter's Flow'/>Incanter's Flow(100%) | Mirror Image Creates 3 copies of you nearby for 40 sec, which cast spells and attack your enemies. ' alt='Mirror Image'/>Mirror Image(0%) | Rune of Power Places a Rune of Power on the ground for 10 sec which increases your spell damage by 40% while you stand within 8 yds. ' alt='Rune of Power'/>Rune of Power(0%) |
Resonance Arcane Barrage deals 10% increased damage per target it hits. ' alt='Resonance'/>Resonance(0%) | Charged Up ' alt='Charged Up'/>Charged Up(33.33%) | Supernova Pulses arcane energy around the target enemy or ally, dealing 382 Arcane damage to all enemies within 8 yards, and knocking them upward. A primary enemy target will take 100% increased damage. ' alt='Supernova'/>Supernova(66.67%) |
Chrono Shift Arcane Barrage slows enemies by 50% and increases your movement speed by 50% for 5 sec. ' alt='Chrono Shift'/>Chrono Shift(100%) | Ice Ward ' alt='Ice Ward'/>Ice Ward(0%) | Ring of Frost Summons a Ring of Frost for 10 sec at the target location. Enemies entering the ring are incapacitated for 10 sec. Limit 10 targets. ' alt='Ring of Frost'/>Ring of Frost(0%) |
Reverberate If Arcane Explosion hits at least 3 targets, it has a 40% chance to generate an extra Arcane Charge. ' alt='Reverberate'/>Reverberate(0%) | Touch of the Magi Arcane Blast has a 10% chance to apply Touch of the Magi, accumulating 15% of the damage you deal to the target for 8 sec, and then exploding for that amount of Arcane damage to the target and all nearby enemies. ' alt='Touch of the Magi'/>Touch of the Magi(0%) | Nether Tempest Places a Nether Tempest on the target which deals 243 Arcane damage over 12 sec to the target and 189 to all enemies within 10 yards. Limit 1 target.<br/><br/><br/><br/>Damage increased by 60% per Arcane Charge. ' alt='Nether Tempest'/>Nether Tempest(100%) |
Overpowered Arcane Power now increases damage by 60% and reduces mana costs by 60%. ' alt='Overpowered'/>Overpowered(33.33%) | ' alt='/>(0%) | Arcane Orb Launches an Arcane Orb forward from your position, traveling up to 40 yards, dealing 1,528 Arcane damage to enemies it passes through.<br/><br/><br/><br/>Grants 1 Arcane Charge when cast and every time it deals damage. ' alt='Arcane Orb'/>Arcane Orb(66.67%) |
Talents | ||
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Firestarter Your Fireball and Pyroblast spells always deal a critical strike when the target is above 90% health. ' alt='Firestarter'/>Firestarter(20%) | Pyromaniac Casting Pyroblast or Flamestrike while Hot Streak is active has an 8% chance to instantly reactivate Hot Streak. ' alt='Pyromaniac'/>Pyromaniac(2.86%) | Searing Touch Scorch deals 150% increased damage and is a guaranteed Critical Strike when the target is below 30% health. ' alt='Searing Touch'/>Searing Touch(77.14%) |
Blazing Soul Casting Blink ignites a Blazing Barrier around you. ' alt='Blazing Soul'/>Blazing Soul(2.86%) | Shimmer Teleports you 20 yards forward, unless something is in the way. Unaffected by the global cooldown and castable while casting. ' alt='Shimmer'/>Shimmer(97.14%) | Blast Wave Causes an explosion around yourself, dealing 573 Fire damage to all enemies within 8 yards, knocking them back, and reducing movement speed by 70% for 4 sec. ' alt='Blast Wave'/>Blast Wave(0%) |
Incanter's Flow Magical energy flows through you while in combat, building up to 20% increased damage and then diminishing down to 4% increased damage, cycling every 10 sec. ' alt='Incanter's Flow'/>Incanter's Flow(94.29%) | Mirror Image Creates 3 copies of you nearby for 40 sec, which cast spells and attack your enemies. ' alt='Mirror Image'/>Mirror Image(0%) | Rune of Power Places a Rune of Power on the ground for 10 sec which increases your spell damage by 40% while you stand within 8 yds. ' alt='Rune of Power'/>Rune of Power(5.71%) |
Flame On Reduces the cooldown of Fire Blast by 2 seconds and increases the maximum number of charges by 1. ' alt='Flame On'/>Flame On(100%) | Alexstrasza's Fury Dragon's Breath always critically strikes and contributes to Hot Streak. ' alt='Alexstrasza's Fury'/>Alexstrasza's Fury(0%) | Phoenix Flames Hurls a Phoenix that deals 955 Fire damage to the target and splashes 255 Fire damage to other nearby enemies. Always deals a critical strike. ' alt='Phoenix Flames'/>Phoenix Flames(0%) |
Frenetic Speed Casting Scorch increases your movement speed by 30% for 3 sec. ' alt='Frenetic Speed'/>Frenetic Speed(0%) | Ice Ward ' alt='Ice Ward'/>Ice Ward(0%) | Ring of Frost Summons a Ring of Frost for 10 sec at the target location. Enemies entering the ring are incapacitated for 10 sec. Limit 10 targets. ' alt='Ring of Frost'/>Ring of Frost(100%) |
Flame Patch Flamestrike leaves behind a patch of flames which burns enemies within it for 608 Fire damage over 8 sec. ' alt='Flame Patch'/>Flame Patch(2.86%) | Conflagration Fireball applies Conflagration to the target, dealing an additional 94 Fire damage over 8 sec.<br/><br/><br/><br/>Enemies affected by either Conflagration or Ignite have a 10% chance to flare up and deal 86 Fire damage to nearby enemies. ' alt='Conflagration'/>Conflagration(5.71%) | Living Bomb The target becomes a Living Bomb, taking 303 Fire damage over 3.6 sec, and then exploding to deal an additional 178 Fire damage to the target and all other enemies within 10 yards.<br/><br/><br/><br/>Other enemies hit by this explosion also become a Living Bomb, but this effect cannot spread further. ' alt='Living Bomb'/>Living Bomb(91.43%) |
' alt='/>(0%) | ' alt='/>(0%) | Meteor Calls down a meteor which lands at the target location after 3 sec, dealing 3,310 Fire damage, split evenly between all targets within 8 yards, and burns the ground, dealing 840 Fire damage over 8.5 sec to all enemies in the area. ' alt='Meteor'/>Meteor(100%) |
Talents | ||
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Bone Chilling Whenever you attempt to chill a target, you gain Bone Chilling, increasing spell damage you deal by 0.5% for 8 sec, stacking up to 10 times. ' alt='Bone Chilling'/>Bone Chilling(11.11%) | Lonely Winter You can no longer summon your Water Elemental, but Frostbolt, Ice Lance, and Flurry deal 25% increased damage. ' alt='Lonely Winter'/>Lonely Winter(0%) | Ice Nova Causes a whirl of icy wind around the enemy, dealing 2,292 Frost damage to the target and 573 Frost damage to all other enemies within 8 yards, and freezing them in place for 2 sec. ' alt='Ice Nova'/>Ice Nova(88.89%) |
Glacial Insulation Ice Barrier increases your armor by 200% while active, and Ice Block applies Ice Barrier to you when it fades. ' alt='Glacial Insulation'/>Glacial Insulation(0%) | Shimmer Teleports you 20 yards forward, unless something is in the way. Unaffected by the global cooldown and castable while casting. ' alt='Shimmer'/>Shimmer(100%) | Ice Floes Makes your next Mage spell with a cast time shorter than 10 sec castable while moving. Unaffected by the global cooldown and castable while casting. ' alt='Ice Floes'/>Ice Floes(0%) |
Incanter's Flow Magical energy flows through you while in combat, building up to 20% increased damage and then diminishing down to 4% increased damage, cycling every 10 sec. ' alt='Incanter's Flow'/>Incanter's Flow(100%) | Mirror Image Creates 3 copies of you nearby for 40 sec, which cast spells and attack your enemies. ' alt='Mirror Image'/>Mirror Image(0%) | Rune of Power Places a Rune of Power on the ground for 10 sec which increases your spell damage by 40% while you stand within 8 yds. ' alt='Rune of Power'/>Rune of Power(0%) |
Frozen Touch Frostbolt grants you Fingers of Frost and Brain Freeze 20% more often. ' alt='Frozen Touch'/>Frozen Touch(88.89%) | Chain Reaction Your Ice Lances against frozen targets increase the damage of your Ice Lances by 3% for 10 sec, stacking up to 5 times. ' alt='Chain Reaction'/>Chain Reaction(0%) | Ebonbolt Launch a bolt of ice at the enemy, dealing 2,546 Frost damage and granting you Brain Freeze. ' alt='Ebonbolt'/>Ebonbolt(11.11%) |
Frigid Winds All of your chilling effects reduce the target's movement speed by an additional 15%. ' alt='Frigid Winds'/>Frigid Winds(66.67%) | Ice Ward ' alt='Ice Ward'/>Ice Ward(0%) | Ring of Frost Summons a Ring of Frost for 10 sec at the target location. Enemies entering the ring are incapacitated for 10 sec. Limit 10 targets. ' alt='Ring of Frost'/>Ring of Frost(33.33%) |
Freezing Rain Frozen Orb makes Blizzard instant cast and increases its damage done by 50% for 12 sec. ' alt='Freezing Rain'/>Freezing Rain(0%) | Splitting Ice Your Ice Lance and Icicles now deal 5% increased damage, and hit a second nearby target for 80% of their damage.<br/><br/><br/><br/>Your Ebonbolt and Glacial Spike also hit a second nearby target for 80% of its damage. ' alt='Splitting Ice'/>Splitting Ice(11.11%) | Comet Storm Calls down a series of 7 icy comets on and around the target, that deals up to 3,563 Frost damage to all enemies within 6 yds of its impacts. ' alt='Comet Storm'/>Comet Storm(88.89%) |
' alt='/>(0%) | Ray of Frost Channel an icy beam at the enemy for 4.4 sec, dealing 1,528 Frost damage every 0.9 sec and slowing movement by 60%. Each time Ray of Frost deals damage, its damage and snare increases by 10%.<br/><br/><br/><br/>Generates 2 charges of Fingers of Frost over its duration. ' alt='Ray of Frost'/>Ray of Frost(88.89%) | Glacial Spike Conjures a massive spike of ice, and merges your current Icicles into it. It impales your target, dealing 3,781 damage plus all of the damage stored in your Icicles, and freezes the target in place for 4 sec. Damage may interrupt the freeze effect.<br/><br/><br/><br/>Requires 5 Icicles to cast.<br/><br/><br/><br/>Passive: Ice Lance no longer launches Icicles. ' alt='Glacial Spike'/>Glacial Spike(11.11%) |
There are a lot of classes in WoW that excel at PvP. Mages, however, are usually considered one of the least PvP suited classes. This, of course, is not true.While many will say that the only true way to PvP a mage would be a deep frost talent build. True, the frost tree is indeed excellent for snaring opponents and improving your survivability. Fire and Arcane builds, mixes or otherwise, can also be effectively used as well.It's arguable that PvP specialized mages must have good gear. This is true of any class but a lot of PvP also depends on the player's skill and ability to react to the challenges brought in PvP. Naturally, better gear will give your character more potency but playing battlegrounds and arenas will bring about better gear, specifically PvP suited gear.
The arcane tree tends to be the most overlooked tree in an unexperienced mage's eye. It's true that a lot of the talents offer very different benefits of those offered in fire/frost. The abilities, however, work together overall to support the mage's overall mana, survivability, and damage. As any high level mage knows, all of the arcane spells have much higher mana costs than that of fire and frost spells. So if you choose an arcane build, know that you'll need a larger mana pool. In PvP, the arcane tree is usually complimented nicely by the fire tree, but many have found a suitable Arcane/Frost hybrid build that can suit their needs. I personally would never suggest relying solely on a pure arcane build for PvP as most of the talents wont be that helpful by themselves. You can think of the arcane tree as a supplement to another tree even though you'll most likely have more points spent in arcane as you'll see later in this guide. Arcane Barrage is an Arcane Mage's newest toy, an instant casted spell dealing as much damage as a Fireball. As of Wrath of the Lich King and the following Patches, Arcane Mages are a force to be reckoned with. But not without flaws. Mana is still a problem, Arcane spells still cost a hefty amount. Missile Barrage, a talent that can proc off of your Arcane Blast, Arcane Barrage, Frostbolt, Fireball, and Frostfire Bolt, is a talent that reduces the cast time of Arcane Missiles by 2.5 seconds and having each missile fire every .5 seconds. This is deadly to anything caught in its path.
This tree is thought of to be for raiding and other group oriented activities and should be avoided for PvP. Not true at all as most of the time I play with a deep fire build that I use for raiding. If you're a fire build fan realize that you'll be most effective when you travel in a group of players on your own team. With that being said, a deep fire build is not very effective in most arena settings. Fire builds revolve around you being able to use fireball and scorch. A fire mage's fireball will seriously damage any class, but it's a slower cast spell and PvP is fast paced so it should only be used when your opponents aren't focused on you. Otherwise, they'll most likely interrupt your cast and that wastes time you could have used to get shorter cast spells off on your target. The tier 4 (2) set bonus gives your fireball and frostbolt a 100% chance to avoid interruption which is great to prevent push back on your cast timer, but most close quarter combat classes will jump behind you before the spell casts, leaving you probably hurt and your opponent undamaged. Scorch is amazing as it does a considerable amount of damage considering it's fast cast time and you can fire them off before your opponent can interrupt or duck behind you. Scorch also, if you have the talent, adds a debuff that increases the target's damage taken from ALL fire spells. Burning Soul also gives you a 70% chance to avoid spell pushback. Fire also gives you unique instant damage spells that have their own unique effect: Dragon's Breath (disorientates enemies for 3 seconds), Blast Wave (potent fire aoe that dazes all affected targets) and lets not forget Ignite. Ignite is an amazing talent that cause your fire spell critical strikes to burn your target for 40% of the critical strike's damage. Ignite will even stack with other ignites and can cause a target to burn for an additional 2000(ish) damage while taking a pounding from your direct damage spells. This build certainly dishes out some nasty damage, but you need to be able to have a lot of freedom to do so, which most opponents won't allow for. However, 1v1 situations tend to not work in favor of a fire mage as they're quite frail.
All of the frost damage spells are very weak in comparison to arcane and fire spells, but they offer slowing effects and a pet who will do 900 damage a shot (2.5 sec) and provide a second frost nova.
However, what they lack in damage, they make up for in snare effects and lower cast time. Frostbolt and Cone of Cold both have an amazing snare attached to them. Simply hitting with one of these two spells will slow your opponent to a crawl, which doesn't matter so much to a caster class but it cripples melee based classes. This is essential for winning fights as a frost mage. Snaring your opponents will prevent them from catching you and crushing your cloth defenses. If you can effectively keep them snared, they wont be able to do much damage to you and you can take your time taking down their health. Assuming they cant negate that movement impairing effect.
Shatter and Ice Shards are the single most important talents in your frost build. Shatter increases the chance that frozen targets will be critically struck by 50%, which means they'll almost always take critical strike damage while frozen. Ice Shards adds 100% more critical strike damage which is what frost mages rely on to quickly subdue enemies.
Ice Lance works beautifully with these two. Ice Lance does horrible damage unless it's target is frozen. On a frozen target, it does triple damage and with shatter it will most likely critically hit doubling its damage. Ice Lance is a mage's 'ace in the hole' as it is an instant cast and recast spell that will do 2000+ damage on frozen targets it critically hits and costs almost no mana. Assuming you can get two ice lances off that both critically hit your target, you'll do over 4000 damage in about 2 seconds which drastically increases the chance you'll win.
Frostbite gives a chance that ALL your spells (including ice shield) will freeze your target in place for 1.5 seconds, enough to get an ice lance off, and Frostbite occurs frequently too.
Ice Barrier absorbs damage and prevents spell interruptions without draining mana like Mana Shield. This is essential to your survival most of the time.
Water Elemental is also nifty as it not only gives another source of decent damage output as well as another enemy for your opponent, but it also allows you to use another frost nova that can freeze your enemy in place while your own frost nova is on cool-down.
All mages learn ice block at level 30 regardless of talent build. Another big survival talent. Ice Block makes you completely immune to everything (short of it being dispelled by a priest's Mass Dispel) and removes all damaging effects or snare that are on your character. A good tactic is to summon your water elemental right before you cast ice block so it takes some health off your opponent while they try to figure out their next move. Frost Mages slightly lack in overall damage but excel in survivability and ability to control the fight.
Arcane/Fire (POM Pyro)Quite possibly one of the most effective arena 2v2 or 3v3 builds, it relies heavily on burst damage and eliminating a player from the opposing arena team. This build requires the talents Presence of Mind (When activated your next damage spell is an instant cast) and Pyroblast. Now, you can already see where this is going. An instant cast pyroblast? Yeah, it's nasty alright as Ive seen them hit up to 7k on a debuffed target which then proceeds to trigger Ignite for a 2500 DoT. However, it wont always result in a critical strike but it is nonetheless very deadly because it leaves the target little time to respond before you finish them off, assuming they arent already dead. The cooldown on this combo is 3 minutes which leaves the mage left with Slow, Arcane Missiles, Fire Blast, and Arcane Explosion to deal with what remains. Arcane Missiles is a very nice PvP damage spell. It shoots missiles in bursts while you channel it and has a 100% chance to avoid interruption while you channel (yes you need the improved arcane missiles talent), and even if your target runs away your character will automatically keep them in front of you so they can't run behind you while you channel. Another bonus is that even if they break LoS, you usually will shoot an extra two missiles after your target hides. The damage output is high, but costly in mana. Slow snares your opponent and increases their casting time and decreases movement speed allowing you more time to kill them before they can react or catch you. Arcane Build also increases spell damage of not only arcane spells, but ALL schools of spells. I personally have found this build to be very effective in almost any PvP situation.
Universal Tactic? Don't let them get near you. Whether it being burning them down to the ground before they see you, or slowing them and snaring them enough to kill them.
Another simple Universal Tactic, is obviously staying as far away as possible from your target, but also keeping that distance. Meaning if they come running toward you, back away, or close the gap and Frost Nova, or what I like to do is charge towards them and blink when i'm about 10-5yds from them, this is not only funny, but it confuses them and also gives you time to continue running (Because you'll now be facing away from them, and running forward is faster than stepping backwards :)) NOTE: This humerus little trick should be used on Living Enemies, meaning if you try this on a Boar, he'll turn around right as you've blink - Computers are like that..
Keep in mind that if you're forced to be on the move, you do have spells like Cone of Cold, Arcane Explosion, and Fire Blast that do not have cast times.
(All) Cone of Cold - regardless of spec, if someones in hot pursuit (assume you're close enough) take a jump, swing your mouse around, cast, and resume your escape. This spell slows your target by 60%, dealing a nice amount of damage, instantly.
(All) Arcane Explosion - This is simply an amazing spell. Simply spamming arcane explosion will cut down any type of opponent as it's an instant cast and almost instant recast. I recommend this course of action if you find yourself unable to gain distance from your enemy. Hunters are especially vulnerable to this.
(All) Blink - Goes without saying. You'll be surprised at how many people will be caught off guard if you disappear behind them and it puts distance between the two of you, but I'll suggest that you dont get greedy and try to get a fireball or frostbolt off before they catch up, stick to the fast cast stuff.
(All/Frost) Frost Nova/Ice Lance - If you're frost this is what you'll be doing anyways, but this combo is useful for any build because you can consider it free 900 damage with no mana or cooldown cost yet no one but frost mages seem to ever use ice lance. Ice lance can sometimes break frost nova, due to this i tend to use a more damaging spell, arcane missles or fireball (at the expense of mana).
(All) Sheep - Always sheep someone at the beginning of a fight. They'll be forced to use a trinket to escape and that's one less cooldown they'll have to escape any other effects you throw at them. Not to mention it prevents warriors from charging if they already havent. Note: NOT Completely useless against druids as is commonly thought.. sheep can be used to interrupt heal (or any cast in general) if counterspell and dragon's breath is still on cooldown. Also ( preferrably only if druid is at or close to full health) sheep can save a fleeing teammate as you'd be surprised it can take a druid up to a couple seconds to realize they've been sheeped and shapeshift out of it buying your teammate time to escape.
(All/Arcane) Invisibility - For you Arcane Mages, specing into Prismatic Cloak not only reduces the damage you take, but turns your Invisibility spell into the likeness of a Rogue's Vanish! Works wonders for getting out of a bad situation. A pretty overlooked ability but it's extremely useful for sneaking behind enemies before the start of a match or battle but once your cover is blown you're screwed when attention is shifted to you unless you can blink through them (after you get a few spells/AoEs off) and get back to the safety of your teammates.
(Arcane) Prismatic Cloak (Talent) - This being the Tactic section, I felt I could share a little trick that saves your butt in a bad situation: Ice Block followed by a Mage Vanish. Ice Block will remove everything that would normally knock you back into the visible world. Gives you a good 15 seconds to make a run for it, or get to a less conspicuous place (Assuming no one drops an AoE and finds you. NOTE: You are invisible, not stealthed, which means unless they have a Warlocks Detect Invisibility, they will never know.)
(Frost) Shatter Combo - Having Fingers of Frost proc'd and assuming you've time to cast, using both charges on Frostbolts' you can cast, if timed right, Ice Lance to also benefit from the Fingers of Frost. Another Shatter Combo is simply Frost Nova + Frostbolt + Ice Lance. Using your Water Elemental's Freeze (Frost Nova) you can give yourself a wide variety of Shatter Combos.
(Arcane) Improved Counterspell (Talent) - A Silence! Turns casters into critters for 4 seconds. The cooldown on Counterspell itself is 24 seconds. If you see a caster, be sure to cast this top priority, and as soon as that cooldown is up, cast it again. A Tactic i've done as Arcane is this: Presence of Mind + Polymorph instantly sheeps your enemy. At this point I cast my Combo Macro which Activates Icy Veins (Frost Talent Tree) and Arcane Power. Then I begin casting Arcane Blast, as soon as Arcane Blast lands and hurts the target, they'll pop out of Polymorph in which case i'll Silence them (Counterspell), giving myself some time to get another Arcane Blast and Arcane Barrage off. Even a Missile Barrage. This works nicely on enemies who don't use Mana, just Substitute Counterspell for Slow.
(Arcane) Slow (Talent) - A nice spell that can turn a tough enemy into an equal foe. This spell causes your victim to move 60% slower, his ranged attacks are slowed by 60%, and his cast time is increased by 30% (Meaning he'll cast 30% slower). Having them slowed you've got a little more time to think. Slience? Sheep? Shield? Ice Block? Or simply to escape!
Deep Fire:Click
Frost: Click
POM Pyro: (Arcane/Fire):Click
Boom! Arcane: Click