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WotLK Mage Builds

Posted on 2008-12-17 by adminNo comments


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Here are the top WoW Mage Builds for level 80 but there is not a lot known in World of Warcraft about new builds and how they work out but I have provided the best builds known for level 80 Mages. This covers both PvE and PvP aspects and is described in detail about why that build is chosen for the situation. It use to be mostly fire builds were PvP and frost builds were PvE but that has all changed in Wrath of the Lich King.   PvE Builds Cover me, I’m Sheeping! Do you get tired of your raid leader yelling at you for not holding your own in a raid? Maybe you constantly hear, “Are you even trying?”, well say bye bye to the wipes and hello to the epics. The builds below are for pure mage ownage, and by that I mean, down a raid in 10minutes. (not really) Frost [11/10/50] - This build consists of spamming Frostbolt till you soil yourself and make sure you pop out the Water Elemental whenever your cooldown is ready and while doing this stack up your Icy Veins. If this build is executed correctly you should see a major improvement in dps along with survivability even though we all know how much a Mage loves his healer. Fire [18/51/0] (+2) - If you do this build you will be spamming Fireball just like you would Frostbolt in the previous build while casting Scorch every 30 seconds to keep up the Improved Scorch debuff on the monsters you are attacking. When you have Hotstreak be sure to shoot out the infamous Pyroblast. There are two points left over in this build allowing you to personalize it to your needs, after you have set it up how you like it this build is golden, or should I say, slightly burned? (bad humor) Arcane [53/18/0] - This is a pattern build as I like to call it, which means of course you will repeat a pattern throughout the fight in the same order over and over, but it will have great success. In this build you will alternate between Arcane Barrage and Fireball but make sure you Scorch the enemy 5 times at the begining and then throughout the fight every 5 seconds.   PvP Builds Eat the Mega OP Pyroblast Noob! Behold, these are the greatest PvP Mage builds across all the land, and looking deep into them may cause cancer or some form of headache! Well, that isn’t very scary but your enemy will practically run in fear or stay in one place while he is sheeped! I have taken the liberty to lay out the techniques to use against every class in any form of PvP and how to handle the situations in this guide but anyways, here are the best PvP builds and stuff. Ring of Fire [All Fire] - Yes as gruesome as the title sounds this is a full Mage Fire build which wreaks havoc and conquers cities with flames of your right hand! You will spend all your points in this building acquring all talents except Improved Fireball, Burning Soul, and Empowered Fire. Along with this specific build it is highly recommended you wear high stamina gear as this fight will be heated up! (I need to get better in humor) Ice,Ice Baby [7/0/54] - Good thing this is the last section of the builds as my titles are getting worse each time. As you can see this build consists of deep Frost talents with a hint of Arcane talent points, making the ultra Frost PvP build known. This build will allow improved snares with Permafrost and Chilled to the Bone, and your burst damage will be helped by Fingers of Frost and Brain Freeze.
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Titans grip warrior does wotlk instance Old Kingdom.

Posted on 2008-12-07 by yufan.xNo comments


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YouTube Preview Image Let me start by saying, in the video I have 40-800 latency(was spiking bad). Im level 73 doing Old kingdom, I have 2 quest blues, and brutal/veng glads gear, 94 hit rating and about 40% crit in combat. If anyone likes the videos Ill keep making them, im working on a 71-80 montage. Our group had 1 CC'er, So I did a lot of Cleaving and Whirlwinding, putting out a lot of dps and is a good example of what TG/Fury Warriors can do in Wotlk. at the end is a clip of my pally friend who just dinged 80 dueling me, as you can see he wrecked me in one stun. Our group combo was: Me - 73 Fury warrior 75 ret pally 74 holy pally - healer 80(unknown spec) warrior - tank 78 mage
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World of Warcraft Videos, WoTLK Guides, WoW Mage Guides, WoW Warrior Guides | 271 views read more ...

Attunement to Dalaran

Posted on 2008-11-26 by adminNo comments


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WARNING: THE FOLLOWING GUIDE IS FOR MAGES ONLY. THE REST OF YOU POOR FOOLS ARE FLAT OUT OF LUCK. HAHAHAHAHA! Welcome to Northrend! Now git yer lazy arse to Dalaran so you can summon all your friends there. Step one is to nab yourself a self teleport to the place. You need to be level 71. Then you do a relatively simple little quest, and then you’re done. That’s it. No other prerequisites. At 71, hussle over to Dragonblight (the middle southern zone in Northrend), and head to the place located on the map below. Alliance, head to the western orange dot. Horde, head to the orange northeast dot. There, you will find a hologram… err, image, of an archmage who will give you a quest to attune yourself to the leylines of Northrend. questlocation2 The place you want to go to is marked by the red dot. You are looking for a giant floating thing in the sky. The eastern most orange dot is a second possible location for the alliance quest giver. That’s where she was when I went through, and upon double-checking, she seems to be in both places. Star’s Rest seems to be the most correct location; though even wowhead cannot agree on where, precisely, she is. You have been duly noted. There are lots of minions of the blue dragonflight around, and they will expend a great deal of effort to destroy you. Things called “mage hunters” with all sorts of nasty abilities like frostfire bolt, spell reflects, and mana burns. The landmark you are looking for is kinda large and sticks out like a naked tauren in ironforge. Nonetheless, it looks like this: needlething Directly below that is where you need to be. No need to sneak down there, slipping past mobs. Just bullrush through them, hit Slow Fall, and throw yourself off the edge. They’ll de-aggro soon enough. Once there, make your way to the sparkly center of the pit. Use the crystal thingy the hologram mage gave you. At some point, you may need to fight this guy. arcanimus He is immune to arcane spells, so you are limited to frost and fire for this fight. He is stunnable, though frost mages will be unable to actively root or slow him, as he is immune to both of those mechanics. However, frostbite procs root him just fine. Slightly over 9k health; a fairly easy kill. He is on a rapid respawn timer, as there is a quest to kill him. If someone else kills it, you can get the attunement quest done without fighting him. You can get the quest “End Arcanimus” from Ethenial Moonshadow. It’s the second quest in a very short quest chain. Anyways. Grab the attunement, grab the portal, zip to Dalaran, snag your level 71 spells. Did I mention that Dalaran the only class trainer in Dalaran is a mage class trainer? Enjoy your port, the envy of your friends, and an entire city built and inhabited by mages, for mages. Note that this entire process can be skipped if you head to Dalaran by a different means. If, say, another mage portals you there, you can simply go to the trainer, learn the spell, and have no need of doing the quest. I will frown at you and be disappointed if you go that route, however. Beware. My disappointment knows no bounds.
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WOW Mage Guide

Posted on 2008-11-26 by adminNo comments


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The sizzle as a firebolt snaps through the air and explodes against my enemies brings me pleasure. Few things electrify my blood more than chaining a group of my enemies to the ground in shackles of ice and then scorching that very same ground with molten fire. My name is Meritus Bayle and I deal in death.   Being a mage is unlike any other profession; you must be nimble and ready to maneuver yourself out of harms way and into victory. You must be thoughtful in how you manage crowds when in groups and most importantly you must be careful how angry you make your enemies. After all, if you unleash your full fury of magic mayhem in one quick volley, it will become evident to your prey very quickly who the biggest threat is.   Mano y Mano The best place to solo is wide open terrain. When you can dart around the battlefield without picking up adds, you can be most effective with your hit and run spells. Cramped confines like dungeons where you must plant your feet and fight can be much more difficult. I Am Invincible! When fighting an enemy in the open, your level or a few above is child’s play for a good mage. Death only comes to those mages who are overly confident and are rarely cautious. Frost nova is your exit pass and conjured water is the refreshment to get you back in the game. Begin your assault on your unwitting victim with a frost bolt; with its slowing affect you can get off an extra spell as it crawls toward you. Pull out a fireball as your second spell. Its rocking impact will please you as will the slow burn that its heat leaves on your target. By now your victim is enraged and within striking distance. At this point you drop the instant cast fireblast followed by a quick frost nova. Depending on your level and level of your target, the damage you have inflicted will leave him at around half his health. Your frost nova has left him chained in ice staring at you blankly as you pull back. At this point most mages flee to the full distance that they can retreat while their nova holds. I find that it is best to drop just out of melee range and lay another frost bolt on them. If you have invested your talents enough in arcane, you an now lay down an arcane bolt on them that will end their misery. With five points spent in arcane bolt you can cast 5 bolts without a chance of being interrupted (as of push 3). This will almost always leave your quarry dead, unless you are hunting well above your level. Even a few levels above you and they will be near dead. At this point your fireblast will be cooled down (so use it again) and your frost nova will be ready as well. If pulled off right, you should have only been hit once and still have some mana left over in case any of his buddies joined up. Guess Who Is Coming to Dinner? Mages hold power enough to drop an entire party of enemies. However, we wither like flame before water when more than one enemy focuses its attention upon us. In fact even a summoned snake, capable of being killed in a single crack of your staff, can cause you to die when fighting your enemies. Additional enemies or “adds” have two negative effects cards they bring to the table. The first is naturally “more damage” in that as a soft and squishy mage, you can not take much of it. The second is “interrupts”. Each time you are struck by a melee attack it slows down your casting of a spell. If it is one enemy pounding on you, you will get the spell off in time, but two or more and you may never get it off at all. This is why a couple low level creatures can be more deadly than one big mean sumuvabich to a mage. When fighting solo, adds are deadly. They essentially separate the great mages from the good mages. A great mage can juggle polymorph (turning the add in to a sheep) and then dealing with the original. A good mage can frost nova his way out of the fight and live to fight another day and the bad mage sits there trying to cast a fireball as they both pound him back to the graveyard. The Walls Are Closing In Dungeons are not the best place for mages to solo. If you find yourself needing to solo in the cramped confines of a dungeon, be sure that you can handle two or more at the same time of whatever is inside. The reason being is that either you, or your prey is bound to wander into some of his buddies. Polymorphed sheep like to wander. Mages trying to get some distance to get off a spell do to. Avoid dungeons solo. They can be done, but will likely result in a trip or two through Black and White land. Group Therapy A good mage is always welcome but there are enough bad mages out there that many groups would rather pass on us. Bad mages end up dead once things get ugly. They act like teenagers with their first chance to score, by blowing their mana all over the room in one big clumsy act of inept exuberance. Then, because the healers cast a half dozen heals on them to keep the mage alive, the healers go next and so the cookie crumbles. However, a good mage will save a group every time. I think of a good mage like a multiplier. If your group can take 2-3 mobs in an area with only a few nukes from you, then when the going gets tough you should be able to take 4-6. It takes a lot of practice to get good at but when done right you can truly lay some serious hurt on your enemies. In a group there are three basic roles for you to play. A good group that is balanced for the area you are in will allow you to play which ever one you want. However, if you are under or overpowered for the area it will push you in one direction or another. Say Hello to My Little Friend Your basic role is to simply be around to lay some good thump spells on the pulls that have been laid before you. If you give your tank a few seconds to build some agro before laying the smack down, then you should never be attacked when getting solo pulls. In groups like these, you generally have mana to spare and life or death doesn’t hang with every pull. Two’s Company Three’s a Crowd When your group really has a tough time with two, then you need to put yourself on crowd control duty. Or “Sheep Herding” as I call it. This puts you near the front of the group, just behind the puller and its your job to watch the pull and make sure that if three or more is incoming, that you are going to turn the most dangerous one in to a sheep. Some argue that you should pick the weakest, but I disagree. Let your party drop the easy ones quickly, otherwise you may have to sheep the little guys longer and they could wander in to trouble. Some times when on sheep patrol you can be tempted to blast the unsheeped enemy however, usually this will be right as sheep number one poofs back in to the raging mob whose pride you’ve just wounded. If that second or third mob is too much to handle keep your attention on keeping him sheeped, even if it means not laying a spell or two on the other guy. I am a Mushroom Cloud Laying Mother…… If you are in a group in which your group outclasses the enemies and a few adds can be handled here and there, then you can really have some fun. Area of Effect spells gain a ton of agro and consequently you can’t go buck wild with them as all that agro needs to be gathered by others or all the mobs will keep coming after you. So if you want to play this role routinely in your group you need to be in a group where the others have the ability to bring them down quickly. With effective use of mana shield and frost nova, you can get through all your mana before taking serious damage. You may also have delivered around 300 damage to every foe in your vicinity with a Flame Strike/ Blizzard combo. Ask your priest to give you a damage shield each time he sees your Blizzard go off and you can really spread the pain around. The Voodoo That You Do So Well I am not going to go over all the spells as many are self explanatory. I will go over the ones I feel should be staples of all mage diets. Also keep in mind that I spent ALL my talent points in Arcane up to level 25 so you may find arcane missile and explosion less effective. Frost Bolt Frost Bolt does a decent amount of damage but it is worth more for its ability to slow your target. Use it to pull and you can have your enemy down to half before it even gets to you or your group. Also is great to land right as an enemy gets to a point where it might run as it will keep them from getting very far. Arcane Missile This spell sends off a number of missiles to strike the target doing a moderate amount of damage with each strike. The combined effect is generally as much as your fireball. When solo Arcane Missile is not the most effective spell. It takes a while to cast and is interrupted with any melee damage. However, in a group it does come in handy. Missile is a great way of doing damage early in the fight. Because it goes off slow and then hits in bursts, it allows you to do damage slowly while your tank or other members gain some agro. It also is loud and flashy which when I played a tank made a good impression as I would say “oh yeah the mage is doing something” (since often I would only remember seeing them sitting and drinking). Think of it as a reminder to everyone that yes, you are indeed attacking and not just guzzling conjured water and running around frost novaing everything. Polymorph Polymorph is just like you remember from Warcraft 3. Cast it and your enemy goes “poof” and is turned in to a sheep. You may think it means you can forget about him, however that would be folly. The sheep can’t attack but he can wander AND when wandering, his friends may very well notice him and say “hey…doesn’t that sheep look a lot like Uk’thor Crusher of Moons?”. Once they recognize Uk’thor or whatever his name is, they will remember what they learned in Monster 101 which is “Mages like to turn your buddies in to sheep” that or they just get curious when mutton wanders near them. At this point the entire cave or camp will come looking for your scrawny robe wearing butt. The main function of polymorph is crowd control or “cc”. In a dungeon where there are few mobs that wander around or “roamers” or “patrols”, your puller should be able to pull one to three with little difficulty. Depending on the make up of your group will determine when polymorph should be used. See Grouping for details. Frost Nova Frost Nova allows you to root in place all enemies in a given radiance in shackles of ice. It will gather agro from everything you hit, but not enough that most attacks by other classes won’t get the critters off you. Coupled with mana shield and you can do some decent damage. Frost Nova is by far your most useful spell. In solo combat it will by you time to maneuver or flee. In groups it will tie up your enemies and give your healers breathing room or your tank time to gain agro, in PvP it can frustrate a whole gaggle of enemies. In short, Frost Nova is your best friend. Give it the same hotkey spot on every bank you use for combat. Mine is number seven so I always know to hit lucky 7 when things get hairy. Mana Shield A near instant cast spell,. Mana Shield exchanges melee damage for mana. By casting it, you can absorb about 1/3 of your hit points with the shield at the expense of some of your mana. This robs you of offensive power over the course of a nasty fight, however, you also save your healer from needing to heal you over and over and thus gain agro on them as well. I have met mages who don’t use this spell. Why, is a question I can not answer. This spell is critical in groups. Normally mages are the first to die when things get real ugly. The reason is, as a mage you see a big group and you think “time to bust out the big guns” and so, you go buck wild with AE (area effect) spells. Well as we stated earlier if mobs see all their buddies getting hurt as bad as they are, you become the honorary guest at the mage bashing. However, with mana shield you can get off more Area Effect spells than you might think. Frost Armor Frost Armor raises your armor AND slows down most enemies that hit you. If you do not have Frost Armor activated at all times you are a bad baaaaaaad mage and should be spanked vigorously by a large angry woman with a wooden spoon of some sort. Blizzard Blizzard is a brilliant translation of the WC3 (And WC2) spell in that it kicks serious tail, but also enemies do everything they can to try and stop it. It does great damage and has a wiiiiide radius. The trick with Blizzard is to give yourself as much time as possible to use it. Frost Nova first, find a safe spot drop a mana shield and then Blizz till they make you stop. If you do it right you can do 200-300 damage to every mob around you. Keep in mind that they will all want to get to the crunchy red stuff hidden in your bones once you’ve done all that damage. Arcane Intellect It gives you more mana to kill stuff with. Always have it on….always. Always give it to your casters…always. Be sure and spend points to increase its effectiveness in the Arcane Talents. Conjure Food and Water As a mage you will begin to take for granted what it means to have good food and water handy at all times. Try not to do this. Whenever you group hand your buddies food for the melees, water to the casters and both to the combos. Most of the time they wont need it in a good group but if they know they got a ton of it, you can speed up a dungeon trip by having folks chow or gulp down some conjured goodness between fights instead of a slow gain sit down. Arcane Explosion A quick AE spell that does a little damage to everyone but not enough to get massive agro like Blizzard. Usefull when you know that one or two are stuck on a warrior or rogue and you can shoot off a few without fear of getting a bunch on you. If you spend talent points on this you can get it to a near instant cast and lower its mana cost. With about ¼ of my mana I can drop a frost nova and then hit 3-4 Arcane Explosions that will do around 100+ damage to each critter. Remove Lesser Curse It does what it says. This is one of those spells you rarely use but when you do, it can save your group. This little spell saves groups thirty minutes in dungeons like Shadowfang Keep where some of Arugal’s Sons can curse a DoT that makes your teeth hurt it hits so hard. The same go for fire and ice ward. Know when to use em. She’s Crafty And She Gets Around Alchemy and Herbalism are great skills for a mage. Health potions will keep your frail butt alive and being able to do some decent buffs via potions helps add a little more to your resume. Tailoring can be useful as well but as it is now, the better high end stuff requires objects that many folks don’t hang on to or sell at vendors. I have been looking for an iridescent pearl for four levels to make a cloak….only to find out that I just got a cloak that was better than the one I was trying to make. However, if you get tailoring get skinning as well since many items require some leather. Word of warning though, if you get skinning, get it EARLY. If you out level your skinning ability you may find it hard to find the time to go back to hunt stuff that does not give you xp, only to try and get your skinning up.
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World of Warcraft Guide – Using a lvl 60 Mage To Farm Gold in Scarlet Monastery

Posted on 2008-11-26 by adminNo comments


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Here is another guide that I have found very useful. As many of you know it is extremely difficult to find great guides on the internet and this is a great one to add to the site. Most guides you find out there are pretty good if you want to only make 20-30 gold per hour. This guide is pretty easy to do as long as you are a Level 60 Mage, and it can net you at least 60-80 gold per hour. Great guide. Check it out below! Level 60 Frost Talent Spec Mage (enchanting profession is a bonus)   I have 10 Arc/ 0 Fire/ 41 Frost spec, but Ice block and Cold Snap are most important for this little run. Go to Scarlet Monastery Cathedral. Run all the way to main Boss Chamber. Will be easy to dodge aggro as you are level 60. Kill pats if you can’t get around. With a little practice you can get there with only 1-2 fights tops. Once inside you need to move down right or left side and dodge pats so that you are standing close to Mograine without aggroing him. Now the fun begins. But first… Make sure you have all you spell cooldowns up so you can use everything at your disposal. Make a Mana Ruby for backup mana. You can use potions but these cost money and counter your profit. Your decision. Ok, now that you are ready you can start the fight. Put up Ice Barrier and pop Mograine with a frostbolt and he will rush you and aggro the whole cathedral to come kill you. Take hits from Mograine until your barrier is removed. You will see the other mobs rushing you from all directions. When Barrier is gone pop Ice Block. This is the focal point of this run. Ice Block gives you 10 full seconds for all the mobs to gather around you without damaging you. Now they are all nice and packed for some Area of Effect(AoE) blasting! Ok, as soon as Ice Block expires you want to pop Frost Nova and Ice Barrier again as you strafe (don’t backup, slower movement speed) out of the groups melee range. Now commence to laying on the AoE damage. Remeber that Mograine can’t be Frost Nova’d so that is why you put your Ice Barrier back up since he will be beating on you while you are AoE killing his minions. Once all the minions are dead, Mograine should be less than 50% so finish him off. Immediately pop Evocation to refill mana because Whitemane is on her way. As long as you didn’t end up close to her spawn point when you killed Mograine (practice will show you to finish Mograine towards the middle of the chamber) then you will get off a full Evocation for plenty more mana. Now kill Whitemane and Mograine again when she resurrects him. You’re done!   This little run nets me 6-8g in change not to mention any vendor trash, greens, blues and cloth that drop off all the mobs you just killed. Plus if you are an enchanter you can DE the Boss blues from Scarlet Commander Mograine and HIgh Inquisitor Whitemane sell the shards in AH. This run take a whopping 10 minutes tops after you run it a few times to get patrol behaviors memorized and I average 12-16g after counting all the change, cloth, random greens and blues, plus shards. My AoE spell order tends to go like this: Frost Nova (and strafe away about 8-10 yards) Flamestrike (immediately followed by) Cone of Cold Cold Snap Frost Nova (and strafe away about 8-10 yards) Flamestrike (immediately followed by) Cone of Cold Blink (away from mobs obviously) Blizzard Arcane Explosion (repeat till all dead except Mograine) Kill Mograine and Whitemane as explained above. Most of them die in the Blizzard and Arcane Explosion gets the stragglers. And since it will take a little time to get back to the Boss Room again all your cooldowns should be up so you can start fresh! As far as gear goes, obviously the better your gear the easier this is. Mine is not that great so any 60 mage can pull this off. I have 5/8 Magister, 3/8 Sorcerer, Orb of the Darkmoon, and 2 Freezing Band. So many folks will have better.
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WoW Mage PvP Guide – Frost Mage PvP Spec

Posted on 2008-11-26 by adminNo comments


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This guide is really a cookie cutter build for all you PvP mages out there that want to own a lot in Arena and Battlegrounds. With Frost Mage PvP you really want to focus on a 0/5/56 build (0 in Arcane, 5 in Fire, 56 in Frost). Below I will outline what talents will help you out a lot with it as well. Fire Tree Impact (5 points) - This talent spell will give all your Fire spells a 10% chance to stun the target for 2 seconds. This is extremely valuable tool for PvP due to the fact it helps keep your enemy slowed down enough to do some major damage to them before they can reach you.   Frost Tree Improved Frostbolt (5 points) - This talent will decrease the casting time of your frostbolt spell by a half a second. Who wouldn’t want to cast this faster? :) Elemental Precision (3 points) - This talent reduces mana cost and chance targets resists your Frost and Fire spells by 3%. Ice Shards (5 points) - Increases the critical strike damage bonus of your Frost spells by 100%. Frost Bite (3 points) - Gives your Chill effects a 15% to freeze the target for 5 seconds. Improved Frost Nova (2 points) - Reduces the cooldown of your Frost Nova spell by 4 seconds. Permafrost (3 points) - This increases the duration of your Chill effects by 3 seconds and reduces the target speed by an additional 10%. You can start to see the power of this build especially against any melee attacker (Warriors tend to come to mind here). Keep them CC’ed and blast away at them. Can bring you in a pretty quick win against them. Piercing Ice (3 points) - This increases the damage of all your Frost spells by 6%. Coldsnap (1 point) - This is an extremely useful instant spell which when used it finishes the cooldown on all your frost spells. The only downside with this is that it has a 10 minute cooldown itself, but then again if it didn’t have such a long cooldown Mage PvP would be even more overpowered than it currently is. Artic Reach (2 points) - Increases the range of your Frostbolt and Blizzard spells and the radius of your Frost Nova and Cone of Cold spells by 20%.   Frost Channeling (3 points) - Reduces the mana cost of your Frost spells by 15% and reduces the threat caused by your Frost spells by 10%. Shatter (5 points) - Increases the critical strike chance of all your spells against frozen targets by 50%. Ice Block (1 point) - This spell is the equivalent to the Paladin’s bubble and can save you from death by protecting you from all physical attacks for 10 seconds but you can not attack, use spells, or move. You can only use this once every 30 seconds. Improved Cone of Cold (3 points) - Increases the damage dealt by your Cone of Cold spell by 35%. Winter’s Chill (5 points) - Gives your Frost damage spells a 100% chance to apply the Winter’s Chill effect which increases the chance a Frost spell will critically hit the target by 2% for 15 seconds. It can stack up to 5 times. Ice Barrier (1 point) - Instantly shields you absorbing 454 damage at rank 1 but it is trainable to be able to absorb 1003 damage at rank 5. It lasts for 1 minute and the spells you cast will not be interrupted while the shield is on you. Artic Winds (5 points) - Increases all Frost damage you cause by 5% and reduces the chance melee and ranged attacks will hit you by 5%. Empowered Frostbolt (5 points) - Your Frostbolt spell gains an additional 10% of your bonus spell damage effects and an additional 5% chance to critically strike. Summon Water Elemental (1 point) - This is kinda what makes it so useful with all the slowing abilities as well as the Frost Nova spells. This spell summons a Water Elemental to fight for you for 45 seconds. The Water Elemental is very useful in Arenas since 45 seconds really can be a long time in an arena match. Keep your opponent slowed down or Frost Nova’d and let your Water Elemental do a lot of the damage while you work towards keeping your opponent CC’ed the whole time. It does take some practice but can be very hard to beat with an experienced player with tons of mage pvp practice behind the wheel. If you play a World of Warcraft Mage and have a guide (PvP or PvE) that you have written and you would like to see it on this website please feel free to drop me an e-mail to get it listed on this site.
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