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Category: Mage Mumblings

My Warcraft mage-specific thoughts, guides and musings.

Gazimoff the Librarian

Posted on June 7, 2010 by Gazimoff

I’d scarcely believe it myself, but Mana Obscura is now three months old. It’s come a long way in such a time and is an incredible amount of fun to do, but it’s starting to groan at the seams a little now. It needs a careful eye cast over it, a little tweak and clean here and there, a little bit of spit and polish. It also needs a bit of work under the hood.

First things first, I’ve changed the name slightly, dropping the pretentious “the” and just sticking with Mana Obscura. I’ve also procured manaobscura.com as an address on the interwebs, and ManaObscura as a pigeonhole on Twitter. This particular Twitter feed will only contain stuff related to the site and the occasional retweet of good content created by others, so if you’re tired of GamerGaz filling up your tweetstream, here’s an alternative for you. Of course, while you can update your bookmarks there’s no rush – the old one will work just as well for the time being. If you subscribe to the RSS feed, you should be changed over automatically.

I’ve also started seeking out mage strategies and guides from across the interwebs for inclusion in the Mage Resources Guide. There are a ton of really good mage bloggers and writers out there pumping out some really good content, but it never sees the light of day or gets shared around. Rather than trying to rewrite everything, I’m just trying to catalogue and archive links to it, to try and point people in the right direction.  If you see something that you think would help mages or if you’ve written something you’d like to share, drop me note and I’ll add it to the guide.

In fact, the guide is part of the reason why I’m doing a spot of tinkering. There’s some features that I’d like to add to the site, but none of them seem to be sitting smoothly. As a result I’m going to be working away in my underground lair, trying to work out better ways of sharing everything here. It’s possibly going to mean fewer blogposts while I’m breaking and fixing things in my test chamber, but I hope the results will be worth it.

Talking about site work, I’ve been asked to take a look at rebuilding an old realm website and get it fit for Cataclysm. This is a much larger job that’s going to have me working for several weeks, rebuilding a forum, wiki, gallery and other fun stuff for people to use. It’s going to be complicated as the software hasn’t been updated for yonks, but it’s hopefully going to be worth it for them.

So there you have it. A little bit of librarian work, a little bit of tinkering. Still, it’s enough to keep me busy for a few weeks at least. Don’t worry though, I’ll keep you posted on how things progress. And if things seem a little quiet, don’t worry. I’m probably just working inside a machine somewhere, swapping around a few cogs and gears.

My Diamond Shoes are Too Tight

Posted on June 3, 2010 by Gazimoff

Yesterday was fantastic. I’d successfully travelled halfway across the country, got home and managed to get settled in front of the computer. For the first time in a few days I was planning on helping myself to a nice portion of Warcraft goodness. I figured that since the raid lockouts had just reset that there’d be a wide variety of choices available, even at the late hour I logged on. As luck would have it, there definitely was.

I managed to get get myself into an ICC25 PuG being organised by a few people from some of the leading guilds on the server. Everything filled up nicely, we marched in and managed to take down the first four bosses as well as the mini random quest encounter. Thirteen badges in the bag, twenty achievement points and a fair chunk of fun for the evening. We’d have progressed further too if it wasn’t for the double-maintenance whammy we’ve had this week.

The awesome thing that came out of the run though was that I picked up Nibelung from Lady Detahwhisper. I’d heard some great things about this staff, particularly how the Val’kyr that it summons can really ramp up your DPS. The trouble with procs like these though is that you never really know if they’ll be worth it until you gem and enchant the thing and give it a go.

I’m also building up an armoury of weapons that I think I should really start cutting down.  But the stats, procs and so on make it very hard to choose which combo is better. I must have spent about three hours at one point trying to work out which was mathematically superior until I realised I was no longer playing World of Warcraft and instead had somehow logged into MetaCraft: Spreadsheet Theory. It was not a fun place.

Currently I have the following taking up room in my bags:

  • Nibelung (ICC25 normal version)
  • Sister Svalna’s Aether Staff (ICC10 normal version)
  • Abracadaver (ICC10 normal version)
  • Frost Needle and Scourgelord’s Baton (both ICC10 normal)

I know it’s a bit like moaning I have too many pairs of shoes, or that the menu at a restaurant I’m visiting has too many tempting options, but it’s a pain nonetheless. And I really don’t want to go back to spreadsheets and searching forums for definitive answers on the best weapon to get. Sometimes I wish itemisation was easy.

So here’s the plan – go to the target dummies and test each weapon in turn to see which gives the biggest answer. Of course, if you reckon you have an answer for me then feel free to pipe up. If we had a unified Mage resource site, I’d post it there, but we currently don’t.

I’m keeping Nibelung though – being able to have Val’kyr proc from by Blizzard AoE (about all I do in heroics these days) should mean I have a harem of these things following me around…

Mixing Mage Mechanics

Posted on May 24, 2010 by Gazimoff

One of the frequent accusations a Mage suffers from in Warcraft is about our buttons. Apparently we have two of them and we spam them repeatedly. We ignore everything else on the screen – for all we care we could just have a couple of small icons at the bottom, with large yellow numbers appearing when we press them.

As mages we all know there’s more to our class than the robe and the pointy hat. If there wasn’t we’d be little different to Warlocks, except maybe with a better education and less irrational fear of sunlight. But how often have we peeled back the robe and looked at how our class works? When it gets down to fundamentals, do we really have the best game in the world?

The Gatling Gun Mage

If you think of a Warcraft Mage, you’re thinking of this guy. He spends his time casting spells as frequently and as potently as possible. The player can frequently be found mashing buttons, frothing at the mouth and cackling wildly. It’s one of those very pure and raw mechanics that instantly provides you with feedback on how you’re doing. Push Button, Receive Bacon.

It also means that being a mage is directly linked to your performance. If you’re the top of the damage meters you’re good. If you’re somewhere in the middle you need to push your buttons harder. If you’re at the bottom you’re a Warlock. It doesn’t matter what spec you play or what gear you have. If you’re pro it will show.

The Spellweaver

For some mages, a thirst emerged for something more cerebral and involved than just mashing buttons. A further concept emerged, where a mage would start by casting one spell, but would then elaborate on it further by drawing on additional components to make something truly special. Age of Conan was a game that demonstrated this, although it began to become more of a caster version of Dance Dance Revolution than anything else.

There is still this unmet dream of a mage pulling off some incredible spell, the skies going dark and the boss being hit with a column of fire as a devastating finishing move is unleashed. It feels counter-intuitive that the most devastating mage a spell has in his arsenal is the same one he’s been using for the last seventy four levels but just hits harder.

The Master of Buffs

For the real back-seat mage, the concept of dishing out short duration buffs and debuffs is a possibility. Working in a similar way to a healbot, your sole purpose would be to apply damage buffs to your party members and vulnerability debuffs to their target. Your job is then managing and juggling all those buffs to make sure the rest of the group still does shedloads of damage.

The problem with this model is that you become a passive and boring symbiote that cannot exist without a group to support you. You give them buffs, they give you loot.

Besides, there are no big yellow numbers. Well, none that you’ll see anyway. And life’s all about big yellow numbers.

The Ritualist

You remember those Warlocks? They have a collection of spells that require others to help them – the common ones being Summoning party members and Soulwells. To be fair though they also have a couple of other tricks up their sleeve – have you ever played Doomguard Roulette for example?

The basic mechanic is that a cluster of mages group together to cast spells in the midst of battle, pooling their power to launch a powerful attack at the enemy. Trouble is it means you’d need to take more than one mage with you into battle. It would also mean that as your mages died (from standing in the bad stuff of course), the amount of power in the pot would drop.

So if you were to build your own mage from scratch which bits would you pick? What would you choose from the jumbled box of parts in order to make the ultimate wielder of spells? What would you avoid completely – what would be the last chocolate left in the box? As always, leave your ideas in the comments.

The Fresh 80 Mage: An Arcane Raiding Guide

Posted on May 10, 2010 by Gazimoff

Levelling a mage to 80 is no mean feat – it takes dedication, patience and practice to pull it off. This is especially true for the last twenty levels in Outland and Northrend, as instance groups are a rarity and solo questing is pretty much all that’s available. But once you’re at level cap there’s nowhere else to go except heroics and raids. This guide is intended to help you get ready to raid as quickly as possible.

Before We Begin

This guide assumes that you’re already a level 80 mage. If you’re currently looking to roll a new mage and level up to 80, I suggest you check out Psynister’s excellent levelling guides. Using these you should get to 80, but you’ll also pick up guidance on how the class works and how the mage talents contribute to the class mechanics.

This guide also focuses exclusively on the Arcane raiding spec. For other raiding specs I’d suggest checking out Empowered Fire’s guide to raiding in 3.3.3, or the  info at Frost is the New Black or Spicytunas. Although Arcane is currently Flavour Of The Month, it’s worth being aware of other specs so that you can swap to them as the buffs and nerfs change things.

The final thing I should mention is that this guide is designed to get you started as a raiding Arcane mage. It doesn’t cover individual raid tactics or advanced strategies. For those, I’d reccomend the resources avaiable at the Elitist Jerks mage forums or the mage section of Epic Answers.

Playstyle

Mages are the typical glass cannon. They do a high amount of damage, but can only take very little punishment before falling over dead. As a result, your job is focused on doing two really simple tasks:

  • Doing as much damage as you can, over as long a time as you can. As a raiding mage, you’re looking for consistency – there’s no point to being able to frontload your damage in the first ten seconds of a fight. Having a consistent DPS rate from the start to the end of the bossfight is what you’re looking for here. You also want to stretch your mana as far as it will go – this means that you need to have a healthy mana pool and know how to keep it topped up.
  • Taking as little damage as possible. This means moving out of the bad stuff quickly and being very aware of what’s going on around you – dead mages don’t DPS. It also means knowing what spells you can use while you’re moving so that your DPS doesn’t plummet as soon as you start running around screaming. I’d also suggest having a good read of the healing tips for DPS, as we’re so fragile that getting on the good side of healers is strongly encouraged.

Setting Up

When getting any new character ready to raid, it’s worth spending time to freshen up the talent spec and glyphs. I’ve included a basic Arcane raiding talent spec below that’ll be useful for most fights. You might also want to have a look at it on the armoury.

From this baseline, there’s a couple of things that you can play around with if you’re feeling adventurous. Incanter’s Absorption can be a little situational, but allows you to use Mana Shield, Fire Ward and Frost Ward to boost your DPS. By dropping the points in Student of the Mind and Slow, you can throw a point in Magic Attunement to get a bit of extra range and throw the rest in Incanter’s Absorption. You can even take the points out of Ice Shards and put them in Frost Warding if you want to make this mechanism even more useful. It’s worth noting though that both wards are being removed in Cataclysm, so this additional technique might not be as viable. Experiment with it though and see how you get on.

For Glyphs, it’s again a bit of a mixed bag. There are four absolute must-haves, but the two leftovers are pretty much up for debate.

  • Glyph of Molten Armor is worth having as it makes all that surplus spirit on your gear more useful. Although crit rating isn’t as useful as haste rating to an arcane mage, the increase to your damage output is still significant.
  • Combining with the Molten Armor boost, the Glyph of Arcane Missiles will increase the damage your missiles do when they crit. It’s a win-win situation.
  • The last major one to go for is Glyph of Arcane Blast, as it works to improve the bonus you get from your spell rotation.
  • If you’re fed up of buying Light Feathers from the Auction House, it’s worth going for Glyph of Slow Fall to remove the annoying reagent requirement.
  • The two remaining minor slots are flexible. Most people tend to use Glyph of Fire Ward and Glyph of Frost Ward, but they’re not essential and depend on your playstyle.

Rotations

Arcane has three basic rotations: a standard one that provides the best balance between DPS and mana consumption, a light one that reduces your DPS but stretches your mana out for long fights, and an all out nuke that ramps up your DPS but drains your mana quickly.

Spam until you have four stacks of buff and procs , then cast

Your standard rotation involves casting Arcane Blast a minimum of four times. You’re trying to get Missile Barrage to proc, but you’re also wanting to make sure that you get the full boost that Arcane Blast gives. If Missile Barrage hasn’t proc’ed by the time you’ve cast Arcane Blast four times, just keep on casting it.

Spam until you have four stacks of buff and procs, up to five times maximum, then cast

This rotation is a halfway-house between doing solid DPS and having your mana stretch out over the duration of a bossfight. In fact, considerign the downtime that you get from Evocation, it can sometimes result in higher DPS. The rule with this rotation is to only cast Arcane Blast a maximum of five times. If Missile Barrage hasn’t proc’ed by your fifth Arcane Blast cast, use Arcane Missiles anyway. The casting time is longer and it’ll cost mana to cast, but it’ll also eat up the Arcane Blast stack and reset it for you.

Spam until procs , then cast straight away

If you’re trying to conserve mana, just cast Arcane Blast until Missile Barrage procs. As soon as it does, cast Arcane Missiles. You’ll lose out on DPS as you’re not get the full benefit of stacking up the Arcane Blast buff, but your mana will stretch much further.

Spam until you run out of mana

You can perform burst damage just by spamming Arcane Blast. This will suck through your mana incredibly quickly though, so only use it when you absolutely have to.

You can also boost your DPS through the use of long-cooldown spells. The key ones for an arcane mage are Mirror Image, Icy Veins and Arcane Power. Use them as soon as they become available on trash and general boss fights, or at the same time for a significant boost in DPS when you need it. Sync their use up with Heroism/Bloodlust for even greater effects.

There are times when you need to move around, like getting out of the Bad Stuff or changing fight phase. During these times, switch to using Arcane Barrage instead of Arcane Blast as it’s an instant cast that you can use while moving. You can also use Presence of Mind to make an Arcane Blast instant cast if you’re doing a lot of dancing.

It’s worth going to a target dummy and practicing all of these rotations so that you can get a feel for their nuances and build up some muscle memory. Being able to switch gears during a fight is incredibly useful, especially if several people are floor-tanking and you have a healthy mana pool to give you options.

Gearing Up

At this late stage in the expansion, your quickest way of gearing up is running heroics till you’re blue in the face. Get as many Emblems of Triumph as you can from running heroic instances and pick up the five pieces of Tier 9 gear. You’re going to need 220 emblems for the full set, needing roughly 37 instance runs to collect so it’ll take anything between three days and a week to complete. Surplus badges will end up going towards gap items (belts, rings, trinkets etc) or gems, so every extra badge is worth getting.

It’s also worth keeping a careful eye out for any other gear upgrades that might come your way. Chances are that any loot that drops will be yours if it’s an upgrade. The RatingBuster addon does help, but in order to do a quick comparison, there’s a couple of simple rules to follow:

  • Spell power is the most important stat, with haste rating being a very close second. If an item has less spellpower but much more haste, grab it. point for point they work out very similar.
  • Crit rating is the third stat to look out for, but each point of critrating is only worth about half a point of spellpower. It’s usually not worth going for if you’re going to lose a lot of spellpower or haste.
  • Reaching the hit cap is important for raiding, but don’t downgrade gear purely for the sake of getting more hit. You already get 6% hit through your talents, meaning that in order to be self-reliant you’ll need about 289 hit rating to be capped. Depending on the raid composition though, you might be able to increase it to as much as 10%. You might find you can get away with as little as 184. There’s a good comparison table on Wowwiki’s Spell Hit page.

When gemming your gear, there’s only four to consider. For your headpiece the Chaotic Skyflare Diamond is undoubtedly the best choice. Red or no-colour (belt buckle) sockets are best suited to using a Runed Cardinal Ruby. The orange Reckless Ametrine is the best one for your yellow sockets, while the Purified Dreadstone is the best for your blue sockets.

It’s also important to keep your gear enchanted, particularly when you pick up an epic quality item. It’s worth having an Arcanum of Burning Mysteries, a Greater Inscription of the Storm and a Brilliant Spellthread ready for any outstanding gear that you pick up. You might also want to do the same with enchanting scrolls – spellpower boosts, hit/crit boosts or overall stat boosts are the ones to look for here.

Managing Consumables

Apart from the obvious need for a large stack of Arcane Powder, you’re going to need to bring a hefty amount of consumables. As you start out raiding your performance won’t be as good as that of more seasoned mages, it’s very important to make sure that you’re prepared for the raid. Part of this is making sure that the gear you have is optimised, but part of it means that you have the right consumables with you.

Fish Feasts are pretty much the standard buff food, but a cheaper alternative might be Firecracker Salmon, particularly if you’re in a PuG. Either way, you can’t guarantee that there will always be a fish feast for you to use, so it’s worth keeping a stack of these in your bag.

Make sure you have a stack of Runic Mana and Runic Health potions, as you never know when you’ll need them. To avoid using mana potions, make sure you create a Mana Sapphire at the start of every raid, and replace it if you think you’ll exhaust the charges. Also make frequent use of Evocation to keep your mana topped up.

A good number of Flask of the Frost Wyrm are essential for raiding. There’s no need to drink a flask at the start of the raid, but make sure that you’re under the effects of one during every boss fight.

Further Reading

As I mentioned at the start, this guide is designed to get you in a position to raid as quickly as possible. If you feel that there’s something worth adding, please feel free to shout about it in the comments.

For those of you after some further detail on Arcane mages and raiding specs, the following sources are worth checking out. If you think that there’s something worth adding here, let me know.

  • The Arcane Mage, a Video Guide
  • Tachyon’s PvE Arcane Mage Guide

Mage Playstyles in Cataclysm

Posted on April 13, 2010 by Gazimoff

The dust is beginning to settle following the almighty stack of class changes that came out last week. While Paladins are still waiting for theirs, the rest of the Warcraft population has been trying to work out what the changes mean for them. Mages are no exception – I wrote up an initial assesment shortly after the changes came out. There are a whole bucketload of opinions out there though that are worth digging through.

  • Euripedes starts off with a squee over the changes, following it up with a rant about the loss of Wards, the crappiness of Mana Shield and the Shaman hate.
  • Arioch has a desire to dance the Time Warp everywhere, but hates the Arcane Missiles changes.
  • Gnomeageddon is trying to be inspired by the changes, but struggling.
  • Krizzlybear is also doing the Time Warp and savouring the flavour of the changes.
  • Tarinae thinks the gains are pretty positive for mages.
  • Aurdon got crit by the wall of text and is still trying to recover.
  • ArcaneTinkerTank says the changes make him go hmmmmm.
  • Archaius thinks it’s Christmas with all the presents mages are getting.
  • Empowered Fire are excited by the changes.
  • WoW.Com has some initial reactions from their resident mage.
  • River is still waiting for more teleports. Oh, and he wants Blink fixed.

Now that the changes are out and the initial analysis done, what do the they actually mean? Can we start to work out how the typical mage will play, how the talent trees will play out and what each spec will bring to the table? Based on the information we currently have, I’ve done a rough sketch-out of how the three mage types will work.

Frost

The Deathfrost mechanic is probably the most interesting – cast Frostbolt on a mob and gain a damage buff. Now you could just carry on spamming Frostbolt, but then you wouldn’t take advantage of the Deathfrost bonus. Remember though that you’ll get random free Arcane Missiles procs, which will take advantage of Deathfrost.

But hang on – we’ve already got a spell that will make use of most of our Frost talents and it’ll take advantage of the Deathfrost bonus. Yes, Frostfire Bolt will live again in endgame raiding. In fact, as you gain more gear with the Mastery stat, this spell will do even more damage. Add into the mix talents like Brain Freeze and you have a setup that will allow you to cast high-damage spells that are instant cast, have no mana cost and benefit from Mastery.

The crucial bit is how Deathfrost will work. Is it a stacking buff that you ramp up, or a buff that sticks at the same level after you’ve cast Frostbolt once? Either way, you’ll end up with a rotation that has Frostbolt, Frostfire Bolt and the occasional Arcane Missiles proc. As the Deathfrost mastery bonus ramps up, you might even switch from one rotation to another, depending on how much bonus Frostfire Bolt gets. It could easily come out on top as the raiding spec of choice purely on the strength of Mastery

PVP as a Frost mage will be similar, except I’m expecting a lot more battleground play. There are bound to be talents that give you a boost to Wall of Fog, which are going to be incredible in rated battlegrounds. What I’d like to see though are two Wall of Fog bonuses – one in Fire and the other in Frost. The Frost one increases snaring duration, while the Fire one would increase the damage component of the Wall. Freezing Fog/Choking Fog.

I think there’s also a lot of chance for elemental mages to double-team as Frost and Fire, the Frost mage uses Wall of Fog, while the Fire mage uses Flame Orbs to send fiery death down the line from one end to the other. Depending on setup, it could easily hurt a whole group of players depending on how many get snared by the wall. A couple of classical AoEs and it’s all over.

Fire

It’s already been said that Fire Mages will play like Affliction Warlocks in Cataclysm, and the Ignite Mastery mechanic will make this even moreso. A Fire mage’s rotation is likely to shift from Living-Bomb-Scorch-Fireball then Pyroblast on Hot Streak, and change into something that focuses on maintaining DoTs and only casting Fireball or Pyroblast when you’re not reapplying a DoT or a debuff. Again, I think we’ll see a shift from one rotation to another as you accumulate Mastery bonus and the DoT element of the spell becomes more significant.

Burnout’s going to be a boon for Fire mages in raiding scenarios, as it’ll mean that they can continue casting even when out of mana. I’d like to see how this dynamic works – will it be a Life-tap style health to mana conversion, or will spells start consuming HP instead of MP? It’s also another way Mages can kill themselves, as if spell reflection and standing in the bad weren’t enough.

A Fire mage in PvP will be largely the same as it is now – great in battlegrounds where there is a chance to ramp up some serious damage against a single target or small groups. There’s also going to be comedy gold available when applying Living Bomb to multiple targets, triggering the haste buff from Pyromaniac and laying down some very quck cast Flamestrikes. I would like to see some kind of talent that will either cause Living Bomb to infect nearby targets, or that pushes all fire DoTs on additional targets.

In Arenas I expect the Fire mage to struggle. There’s no burst damage and little utility there, areas that the Arcane and Frost trees have always been good at. Let’s be honest though – Fire mages will play fine, I’d just be surprised to see them in the very top brackets of PvP. I don’t think the new Playing with Fire mechanic will help that much either – with Rogues able to stunlock a player completely, being able to AoE knockback, snare and get away is going to be tough to perform.

Arcane

I think that the Arcane spec is going to be possibly the only one that gets more annoying to play as the Mastery bonus becomes more relevant. The Mana Adept bonus basically means that in order to do the most damage you need a full mana pool. Great if you only need a short burst of damage to nuke someone down (arenas) or where you’re doing relatively short fights (solo or 5-man work). As soon as you have fights that stretch out and require you to start playing around with Mana gems and similar, it’s going to become more of a pain. Trying to keep your mana pool as full as possible when you’re in the last 30% of a bossfight is going to become a pain.

In fact, the only time I think Arcane is going to be reasonable is when you’re still gearing up at 85 and you still miss regularly in boss fights. A miss means that Arcane Focus triggers and you’ll get a small amount of mana back. With this mechanic it might make the mana management game easier, but it’s only going to be until you have enough good quality gear to hit bosses on a regular basis.

The other loss is in the three different rotations that Arcane has in Wrath. Currently there are three traditional rotations that are swapped when mana conservation, overall DPS or burst damage are required. I think that the Mana Adept bonus will upset this balance, meaning that just a single rotation becomes usable.

That said they may yet pull it back, particularly if there are talents that adjust the new Time Warp spell in some way. Currently the Exhaustion debuf lasts 10 minutes, meaning that you can’t fire off both a Heroism and a Time Warp in the same fight. If the Arcane mage is able to talent a way around this, either by reducing the duration of Exhaustion or increasing the duration of the warp, they may become much more useful.

The final kick-them-when-they’re-down for Arcane Mages is the final nerf of Incanter’s Absorption with the removal of the fire and frost wards. Euripedes pointed out on his rant (see link at the top) that Mana Shield is just not useful to mages at the moment – we have other ways of getting out of the bad stuff or avoiding damage. I agree that it really needs serious work to become useful again in order for this mechanic to become useful.

PvP as Arcane will still be doable – all the burst damage you know and love will still be there. As that fuel gauge moves from Full to Empty though the damage output will drop. It goes back to the old Three Minute Mage back from vanilla, where an arcane mage would pop Zandalarian Hero Charm and Talisman of Ephemereal Power along with your other cooldowns to do an obscene amount of damage for a whole fifteen seconds. They might rock in Arenas, but battlegrounds might be more of a sniper rather than Gatling gun affair.

Overall

If there’s one thing that’s clear from this arrangement of talents, it’s that mages will need to work with eachother and other classes moreso than ever in order to optimise their abilities. This isn’t just the Focus Magic round-robin that we currently have going, this is about syncing our crowd control and AoE together in order to deliver the best result. It’s about making sure that there’s a Scorch on the boss so that the Frostfire-bolt casting frostmage can take advantage of it as well as the fire mage. It’s about hitting Time Warp when it’s needed for the raid, and not when you need the 40% speed boost to Get Out Of The Bad.

It’s going to take some raw numbers to see how these stack up, followed by a bunch of people coding some spreadsheets, but you can see how the principles will pan out. It’s also early, but my feel is that it’ll be a close battle between Fire and Frost, with Arcane losing out as the spec of choice. It’s partly because of the mastery bonus being hard to take advantage of, but also because of the change to Arcane Missiles and how it’ll affect the spec’s rotation.

I’m also struggling to see how Time Warp will help that much. Don’t get me wrong, it means that a Shaman no longer has an automatic spot in a raid, but it also means that you’ll have a lot of Heroism shaped abilities and a huge cooldown in which to use them. Without reducing the duration of Exhaustion or allowing more than one to be used during a boss fight, there seems to be little practical purpose in spreading the ability around more.

For now though it’s a case of pulling up a chair and waiting until Beta is announced. When it opens, you can be sure that a lot of questions about the Mage mechanics will be answered by those with access to it. I think there’s something for all mages to look forward to, either in terms of how the Mastery bonuses will actually play out or in terms of how the new rotations will shape up. Either way, it’s a good time to be playing.

In the meantime, if you have your own insight into how the mechanics will play out, or want to share your own insights, feel free to sound off in the comments.

(Image Source: Poster for the stage magician Alexander Conlin)

Mage Cataclysm Preview

Posted on April 10, 2010 by Gazimoff

On the early hours of Saturday Morning, Bashiok unveilled the planned changes for Mages in Cataclysm. Some of them represent light touch changes, while others are fundamental changes to the way the class will work. As a response, I’ve stepped through each of the key changes and highlighted the changes that they’ll bring to the class.

New Spells:

Flame Orb (available at level 81): Inspired by Prince Taldaram’s abilities in Ahn’kahet and Icecrown Citadel, this spell allows the mage to cast a flaming orb that travels in front in a straight line, sending beams that cause fire damage to passing targets. Once it’s cast, the mage is free to begin casting other spells as the Flame Orb travels. While the spell will be useful to any spec, Fire mages will have talents that improve it, possibly causing the Flame Orb to explode when it reaches its destination.

In this copy of a raid boss mechanic, I’m hoping that this will be a targetable spell. I’m also hoping that the augmenting targets will increase the damage it causes while passing as well as the final damage it does when it arrives. I’d also really like to see some interaction between this and Living Bomb.

Time Warp (level 83): Grants a passive Haste effect much like Bloodlust or Heroism to party or raid members. It also temporarily increases the mage’s own movement speed. Time Warp will be exclusive with Bloodlust and Heroism, meaning you can’t benefit from both if you’ve got the Exhaustion debuff, though the movement-speed increase will still work even when under the effects of Exhaustion.

Although this initially feels useful, it’s essentially a tweaked copy of a Shaman’s Heroism or Bloodlust abilities. It’s also a copy of the Chrono Lord Deja’s ability in Culling of Stratholme. It’s unfortunate that it’s further ability homogenisation – unless there’s a reduction to the duration of Exhaustion we’re unlikely to see both Time Warp and Heroism being used at the same time.

Wall of Fog (level 85): Creates a line of frost in front of the mage, 30 yards from end to end. Enemies who cross the line are snared and take damage. The mana cost will be designed to make Wall of Fog efficient against groups, not individuals. This spell is intended to give mages a way to help control the battlefield, whether the mage is damaging incoming enemies (Blizzard can be channeled on top of Wall of Fog) or protecting a flag in a Battleground. 10-second duration. 30-second cooldown.

This feels like a situational spell more than anything else. I can see this being used heavily in battleground PVP (as will Fire Orb), but the raid uses aren’t as clear at present. If anything I feel that it brings back an old Mage role of add management – snaring, kiting and bringing errant adds back to the main or offtank. These old-school skills used by Hunters and Mages seem to have been dropped in favour of off-tanking.

Changes to Abilities:

Arcane Missiles is being redesigned to become a proc-based spell. Whenever the mage does damage with any spell, there is a chance for Arcane Missiles to become available, similar to how the warrior’s Overpower works. The damage and mana cost of this spell will be reworked to make it very desirable to use when available. This change should make gameplay more dynamic for the mage, particularly at low levels.

This is an interesting standout – in essence it’s extending the arcane endgame raiding rotation. It also means that there will need to be a replacement for the primary Arcane nuke for mages to use as they level up. If anything I think that this will make playing a mage more entertaining – having this mechanic interact with a Fire Hot Streak spec or Frost Deathfrost spec (I’ll touch on this later). I’m also expecting the Arcane Tree to act as a modifier on this proc chance.

We are planning to remove spells that don’t have a clear purpose. Amplify Magic, Dampen Magic, Fire Ward, and Frost Ward are being removed from the game, and we may remove more.

This seems a little dissapointing – I’d prefer to have more buttons than less, and have an increased use for this. The biggest knock-on effect for this will be Incanter’s Absorption, which will struggle to remain viable. I’m also dissapointed to see Amplify/Dampen Magic go – in pure physical fights Amplify Magic was a huge boost to healing, while Dampen Magic was a great help to the solo mage farming spellcaster mobs. The biggest resistance to using these was the duration and application of the buff – if it was party or raid-wide I think it would have seen a much higher use.

The ability to conjure food and water will not become available until higher levels (likely around level 40), as we’re making changes to ensure mages generally won’t run out of mana at lower levels. Once mages learn how to conjure food and water, the conjured item will restore both health and mana.

This is another dissapointing touch – seeing a core mage mechanic being pushed out to the middle levels. One of the appealing aspects of playing a mage is the strong level of self-sufficiency, and this changes push this aspect to one side. I’ll wait to see how a new mage levels before making a final judgement, but I’m not convinced by the mention of mana regen at low levels.

Scorch will provide a damage bonus to the mage’s fire spells. Our goal is for Scorch to be part of the mage’s rotation and a useful damage-dealing ability, even if someone else is supplying the group with the spell Critical Strike debuff. Scorch will provide the mage with more specific benefits, which can also be improved through talents.

This seems to be a hark back to the original scorch mechanic, where you had multiple Fire mages ramping up the Scorch debuff on a target. I’m also hoping for some use of this by Destro warlocks as well. The two specs used to complement eachother well, and I’d like to see a return to it. I’m hoping that it’ll work by applying a debuff to the target, rather than the debuff on the player that Arcane Blast creates.

New Talents & Talent Changes:

Arcane Focus will now return mana for each spell that fails to hit your target, including Arcane Missiles that fail to launch. We want Arcane mages to have several talents that play off of how much mana the character has and give the player enough tools to manage mana.

I like this change, mainy because it ditches the +hit component of the original. I’m hoping that we’ll see Precision go the same way, either by being modified or removed completely. Depending on it’s location in the Arcane Tree, it might be something that mages with other specs will pick up.

The talent Playing with Fire will reduce the cooldown of Blast Wave when hit by a melee attack, instead of its current effect.

Blast Wave is currently one of the spells that tanks hate mages using, mainly because of the knockback effect. Having said that, it’ll be great in PVP. It’ll also be great to augment with a Frost Nova->Blink, particularly by players with an elementalist spec.

Pyromaniac will grant Haste when three or more targets are getting damaged by the effects of your damage-over-time (DoT) fire spells.

This is a really interesting mechanic change. Currently Blizzard rules the roost when it comes to applying AoE to packs of targets. This will bring the Living Bomb Tab Flamestrike back into play, with multiple targets being dotted up before dropping the big AoE. I’m also hoping that mages will benefit from haste on DoTs in the same way that Warlocks and Shadowpriests will.

The Burnout talent will allow mages to cast spells using health when they run out of mana.

This is another steal, this time from the Warlock Lifetap. It’s going to be interesting to see how the health-mana conversion works. It’ll probably best be used while waiting for an evocation or mana gem cooldown to pop, but it also presents Mages with a new way to kill themselves. As if Spell Reflection and Standing In The Bad wasn’t enough to worry about…

Mastery Bonuses:

Mana Adept: Arcane will deal damage based how much mana the mage has. For example, Arcane mages will do much more damage at 100% mana than at 50% mana. If they begin to get low on mana, they will likely want to use an ability or mechanic to bring their mana up to increase their damage.

This is going to hit Arcane Mages hard, and probably push them back into the Arena PVP role of burst damage. In a raiding situation the Arcane Mage is going to be running out of mana towards the end of a fight, and with that drop in mana we’ll see a drop in damage. When you have players warming the floor and only a few left standing, this will not help.

Ignite: All direct-damage fire spells will add a damage-over-time (DoT) component when cast. The flavor will be similar to how Fireball works; however, the DoT component will be much stronger.

This will work brilliantly with the Pyromaniac change. I’m hoping for some stacking DoTs, so that we won’t see clashes between more than one mage. I’d also like to see these interact positively with other DoT enhancing abilities.

Deathfrost: Casting Frostbolt places a buff on the mage that increases the damage for all frost, fire, and arcane spells. The only damage spell that won’t be affected by this buff is Frostbolt.

Again, this looks like an interesting spec. I’m hoping that this will play well with Brain Freeze and Master of Elements, and that the new Arcane Missiles proc will work well with this. I’m also hoping this will encourage more Elementalist specs, bringing Frostfire Blot back into play. Having a spell that would benefit from Frost talents as well as being affected by Deathfrost will be incredibly useful.

All in, it’s a mixed bag for mages. Some good, some bad, but mostly a step in the good direction. As always though, the devil is in the detail, and we won’t see that until Beta. Till then, it’s all theory, guesswork and conjecture.

Patch 3.3.3: Twisted Firestarter?

Posted on March 23, 2010 by Gazimoff

For us over in Europe tomorrow is Patch Day, while those players in the US are already downloading, installing and waiting for servers to come back online. Regardless, the theorycrafters have been out in force, pouring over every talent change and glyph update. But while some classes get some interesting updates, the changes for mages seem bland by comparison.

Before I get into my opinions though, let’s look at what’s been changed in the patch.

Arcane

  • Arcane Empowerment: This effect is now passive instead of being a proc off of critical strikes. The self damage buff remains unchanged.
  • Incanter’s Absorption: This talent now only grants additional spell power when damage is absorbed by Mana Shield, Frost Ward, Fire Ward, or Ice Barrier. The limit of 5% of the mage’s health on the spell power buff has been removed.

Fire

  • Burning Soul: Threat reduction is now 10/20%, up from 5/10%.
  • Combustion: The cooldown on this spell is now 2 minutes, down from 3 minutes.
  • Empowered Fire: This talent now also applies to Pyroblast damage.
  • Torment the Weak: This talent now also applies to Pyroblast damage.

Frost

  • Frostbolt: Spell power scaling on this spell has been increased by approximately 5%.
  • Brain Freeze: This talent now allows your next Fireball or Frostfire Bolt to be instant and cost no mana. There is a small internal cooldown to keep the Frostfire Bolt from immediately triggering Brain Freeze again.

Glyphs

  • Glyph of Fireball: No longer increases critical strike chance of Fireball. Instead, it now reduces the cast time of Fireball by 0.15 seconds.

Bug Fixes

  • Arcane Empowerment: Fixed a bug preventing Rank 3 from granting 3% damage.
  • Burning Determination: This talent will no longer sometimes have its effect removed by the same spell that triggered it.
  • Dragon’s Breath: Druids can no longer remove the disorientation effect from this spell by canceling their current shapeshift.
  • Enduring Winter: Tooltip corrected to match actual Replenishment mana regeneration numbers.
  • Fingers of Frost: Mages with Molten Armor active who have the Shatter talent will no longer lose Fingers of Frost charges when Molten Armor causes reactive damage. In addition, the effect from this talent now displays the number of charges on the buff icon.

In a nutshell, Arcane mages get a flat-rate buff instead of one that relied on crits, but lose out on the Incanter’s Absorption trick. Let’s be fair though, only the high-end mages were using this trick – for the average mage it’s no great loss. Fire mages get some interesting changes in the form of threat reduction, more crits and more damage when they crit often. It means that hitting the Hot Streak proc and getting that Instant-cast Pyroblast is becoming even more important. Frost mages get some slight love, mainly from the Fingers of Frost bug fix and the Frostbolt scaling changes.

Will this change anything? I’m seeing a lot of talk from the high-end about Arcane mages going back over to Fire, but the difference I’m seeing is marginal at best. I’m more worried about the practical rather than the theory, and how it’ll translate into bossfight combat.

While theory is great for when you’re standing still and just tapping your hotkeys, most Wrath bossfights involve some kind of movement or rhythm. Looking at the relative casting time of Arcane Blast versus Fireball, I think that Arcane will still win out for most fights where movement is important. It might be that the extra range from Flame Throwing will compensate for some of it, but I’m thinking more about encounters like Blood Princes or Marrowgar.

I also think that a fair chunk of mages just won’t bother. We ditched a ton of hit gear when Arcane became the spec to have and I reckon that there are several who can’t be bothered to collect the additional hit gear again just to go back. This is another one of those reasons why Hit modifiers really need to come out of the talent trees.

Frost will still be the spec for PVP mages, but the buffs still don’t push it up next to Arcane and Fire for raid suitability. It also feels like the tweaks and bugfixes are tinkering around the edges. I don’t think that Frost players will be on a level playing field until much later.

I think the real excitement will hit with 3.9, when the talents get their full revamp along with the Cataclysm stat changes. Until then, it feels like we’re just waiting for people to run the numbers before we go out, change our specs and regem our gear.

The Crutches, They Do Nothing!

Posted on March 22, 2010 by Gazimoff

Over the last few days I’ve been raiding slightly more than usual. I’ve been back into Icecrown a couple more times, where it feels that we’re around the Festergut-Rotface level of progression. I’ve also been back to ToC10 in order to pick up more badges and test out my new UI. It’s been a pretty interesting experience, as I’ve suddenly realised a couple of things.

The first thing that struck me was how I didn’t miss my boss mods, although it feels a bit weird playing without them. I had it drummed into me after blowing up the raid on Baron Geddon in Molten Core that I needed to download CT RaidAssist and pay attention to the pings. As I progressed through content, I moved to BigWigs then DeadlyBossMods, but I’ve always had something installed. I thought that it was one of those essentials, like raidframes.

Back in the day of Baron Geddon, you needed the boss mods. The debuff was a subtle effect, so unless you were watching out for it the first thing you’d know about it would be when everyone yells at you on Vent. Nowadays it’s like a giant Christmas bauble has landed on your head, making it blatantly obvious that Something is Wrong. Even The Bad is more blatant now – Blizzard famously changed the flooring in the Koralon encounter to make the flames easier to see.

As a mage it’s even easier – you don’t need to watch for when the boss is doing his Super Special Ability as he’ll usually shout it to make it blatantly obvious. The XT-001 fight is a typical example – you have plenty of time to prepare for the heart to drop, pop your trinkets and nuke your face off. The only time I was missing things slightly was during the Lord Jaraxxus Fight, and that’s only because I was missing out on some great spellsteals.

I know it’s different for healers. When I’m on my priest I like to pre-empt the nasty AOE ith a precast AoE heal. I’m not doubting that it’s different for other classes as well, who either struggle to see The Bad from their perspective, or need to track debuff stacks etc. But even though I’ll probably get round to reinstalling DeadlyBossMods, I don’t think I’ll rely on it much unless the fights change drastically later in Icecrown.

The other thing that rebuilding my UI has brought out is this incessant need in me to tessellate everything. The action bars must be square, which must line up with Recount and Omen. Everything must be the same colour, and have the same style, and fit together.

And there must be NO GAPS

Which causes a problem when the minimap is round, but I want it in the bottom corner with my other stuff. I could make it square to fit neatly, but then it doesn’t look all shiny. But with it being round there are gaps, which wastes space, which drives me nuts. Still, I’ll relax. I’ll go and flick through the Warcraft Ikea Catalogue that is Curse Gaming’s addon site, and find something that works and fits.

Finally, I’ve promised that if I ever get the Argent Resolve on my priest, I’ll race-change him to Gnome as soon as Cataclysm launches. People will hate me for it.

More on Mastery

Posted on March 9, 2010 by Gazimoff

In what feels like a healthy dose of rumour control, Blizzard today released a huge update on how Mastery will work in Cataclysm. While there are no mage specifics, there’s a ton of information available to allow us to predict how Mastery will work. It’s also worth looking at what problems Mastery won’t solve for mages and other DPS caster classes.

A key disclaimer though: while I’ve covered the basics of Mastery, the impact on mages is largely educated guesswork. Where I talk about a specific stats or spells these are just examples rather than official intended changes. For the official line, read the blue post.

Mastery will be made up of three bonuses:

  • A boost related to the role we play. Since our single purpose in life is to deal damage, this will probably be a straight increase in spell damage. It also means that our spell damage can scale outside of intellect, which will be the main contributor to spell damage in Cataclysm. Even mages with sub-optimal gear should have a solid baseline from this bonus.
  • A boost related to the stats we look for in gear. Bearing in mind that spell damage is only going to appear on weapons in Cataclysm, this will probably be stats like Haste or Crit. I’m really hoping that we don’t end up with a Hit bonus, but I have a feeling it’ll creep in somewhere.
  • A boost related to the tree that we spec into, in order to provide funky additional affects. For arcane this might be a play on Arcane Concentration, Fire will probably get an increase to the DoT affect of their spells and Frost is likely to get some kind of boost to slowing or snaring abilities.

There’s also some important information about how these bonuses will grow as you develop your character:

  • The first two bonuses (the generics) will increase as you sink talent points into the various trees. It’s not yet clear if you’ll get the same level of bonus if you sink all 71 points into a single tree or if you spread them across all three.
  • The third bonus (Spec Mastery) will increase based on the gear that you’re wearing. Some of it will come from come from wearing gear relevant to your class – this means moonkin in leather, holy paladins in plate and elemental shamans in mail. If they start downgrading (wearing cloth gear) then they lose the mastery bonus. In addition, new gear in Cataclysm will have a further +Mastery stat on it. This stat will go directly to the Spec Mastery bonus – as long as it’s your armour type. Moonkin wearing cloth with +Mastery on it will be wasting the stat points

With all that in mind, what does it mean for mages?

  • Hopefully this will mean the end of bland “increases this stat by x%” talents like Precision, Arcane Focus and Piercing Ice. The Generic Mastery bonuses can take care of sliding scale stat boosts such as these instead of players feeling forced to take “mandatory” talents. I’m also hoping that “pop” talents like Arcane Power and Icy Veins still remain, as they provide the opportunity for burst damage when needed.
  • We should get a bit more free talent spend to help with picking up playstyle-based talents, and there should be more wiggle room for experimentation.
  • Mages that focus on PvE and PVP should be able to dualspec comfortably, as Spec Mastery gear bonuses will apply to both specs, with each tree specialisation providing it’s bonus when that spec is active. Of course, resilience is another issue entirely. It might also mean that just as you have Discipline/Holy dualspec priests, you might end up with dualspec mages that use different specs depending on the shape of the raiding encounter (static fight versus constant movement).

What questions still exist?

  • There’s still the question of how the Spec Mastery bonus will scale with the number of talent points in the tree, if at all. Will it be something that’s activated purely on whichever tree has the most points? Will we have to hit a 51 point talent in order to select it? I’m nervous about ending up with 76 point Arcane mages, purely because it’s the only way to maximise the Spec Mastery stat.
  • With a number of talents being eliminated, will we end up with thinner talent trees in Cataclysm? If that happens, will the number of points in our talent pool go down, or will we end up with more spread between trees?
  • Are we throwing away the idea of hybrid specs such as Frostfire?

All in, the further detail is making me quite excited for mages in Cataclysm. I’m hoping that it’ll mean that more of the stuff that we need to do our job will be built into our class as standard instead of being chosen by our spec. I’m also hoping that with the changes to how stats affect each class (e.g. mages no longer benefiting from Spirit) that we’ll see an easing of the loot competition that’s plagued a lot of Burning Crusade and Wrath.

On the other hand, I’m expecting to see a lot of gear that “could” be useful to someone with current itemisation end up being sharded or junked in the expansion. Also, depending on how Reforging works, you may end up with only those characters with skills such as Tailoring or Blacksmithing being able to re-tool a soulbound item and make it useful. I’m hoping that it’ll work in a similar way to Enchanting, but we’ll have to see.

An Architect of Archetypes

Posted on March 7, 2010 by Gazimoff

I’ve recently joined the Blog Azeroth community in order to get advice and guidance as a fledgling Warcraft blogger. There’s a seasonal topic currently running called the Blogger Elder Project, in which a writer tries to impart advice, information or expertise to their readers. I’d been thinking about it for a few days, but was really struggling to find something to write about. There are already some fantastic guides on the Mage class written by others, with everything from gear selection to talent choices covered.

It was when I came across Tamarind’s idea for a Bloggers Guild that I finally got an idea. Single Abstract Noun is a fresh guild on the Argent Dawn roleplay server in the EU cluster. I rolled a blood-elf mage, joined the guild and started chatting to other bloggers and readers. A common theme that emerged was about the roleplay server itself, how refreshing the experiences were compared to other server types and how much fun it was to watch others roleplay.

Now maybe I’ve been spoiled by my own server choices – I rolled my first character on a roleplay server because that’s what I was used to. I’d been a fan of pencil and paper roleplay games for some time and enjoyed them as much for the roleplay aspects as the social and gaming aspects. I figured that roleplay would be just another facet of the game like questing, instancing, raiding, crafting and so on.

One of the integral parts of almost any character I create is it’s archetype – how the character fits in the game world, how it perceives others and how those others view him. I tend to do this regardless of the server type I’m playing on because it helps to differentiate what would otherwise be a long list of Mage. It means I can match my play to my mood – if I’m feeling chaotic and bouncy, rebellious and anti-establishment or generally old  and cranky. The character I pick is also a clue to my guildmates and server friends about what kind of mood I’m in. You can even use this kind of technique on non-roleplay servers – just by having a character with an archetype or backstory helps to make it feel more real than just a sprite on a screen, helping you remember why he’s cool even once every quest is completed and every achievement has been earned.

As a result, I figured that a list of the major mage archetypes would be a useful thing to have. So here it is! Although each class has several archetypes to suit it (there are even several archetypes that would suit several different classes) I’ll be focusing on the ones suitable for mages.

Don’t think that you have to pick one in isolation – you may feel that your character can use a combination of archetypes. Be wary about choosing too many though, as it can make your character directionless. It’s better to have a clear focus than wide coverage, much like talent specs.

Also, don’t feel that Mages=Dalarani or Kirn Tor. As you can see from the list below, there’s a huge spectrum to choose from.

  • Dalarani – These are probably the most popular type of mage, particularly for Alliance roleplayers. Formal training and rigorous academic trials are all hallmarks of a Dalaran Mage. Magical research and experimentation are also elements of a Dalarani, although not as common. Subgroups such as the Kirin Tor may also provide inspiration for players of this type. Dalarani tend to wear their power on their sleeve, wearing violet robes and tabards to show their allegiance. Items such as the Dalaran Wizard’s Robe or the Tabard of the Kirin Tor are essential in this regard.
  • Hedge-mage – Traditionally mages that have had no formal training from Dalaran, the hedge-mages used to be rounded up and either forced into Dalarani academies, stripped of their magical ability or even killed. Today they remain mistrustful of the motives of the Kirin Tor, and are strongly anti-establishment. For players that like to be rebellious or those that don’t like Dalaran, this is a good choice.
  • Techno mage – There are mages out there with a proficiency in engineering, augmenting their machines and gadgets with arcane powers. They conduct research in how to make their latest creations even more powerful through the use of their arcane ability. Mages with Engineering and Enchanting professions are ideally suited for this archetype, especially Gnomes and Goblins.
  • Runemaster – Drawing power from arcane runes and symbols tattooed all over their body, the Runemaster wears little armour and carries only the most basic weapons. Ideally suited for melee combat, their physical blows are empowered by the arcane runes that decorate them. Ideally suited to Hordeside players, but can equally be used by players that haven’t rolled a mage. As an example, a Tauren warrior or enhancement shaman would be able to pull off being a Runemaster. Professions such as Enchanting and Inscription are also a good fit.
  • Noble mage – These characters are traditionally aristocracy first and a mage second. They may have been sent to a Dalaran academy for an education, but wield little magical power and are unlikely to have seen combat. This type is ideally suited to low level mages, particularly Blood Elves or Humans due to their strict social structures. Professions are optional – if you’re a noble why do things yourself?
  • Highborne -The original ruling class of the Night Elves, their use of primitive magic from the Well of eternity gradually changed them into a distinct racial group. During the War of the Ancients, many Highborne either fled to Dire Maul, or were transformed into naga or satyr. Other remnants formed High Elven societies or joined Kael’thas Sunstrider to form the Blood Elves. Although Highborne can be played by both Night Elves and Blood Elves, it is ideally suited for those planning to play a Night Elf mage in Cataclysm.
  • Felblood – Essentially Blood Elves that have fed on demon blood and been transformed into demonic hybrids as a result. Usually Kael’thas’s closest mages, the offer of demon blood was seen as a reward for their loyalty. Would typically be played by Blood Elves, although it would need to be handled with care.
  • Wretched – Blood Elves that have failed to control their magical addiction. By drawing on fel energies, they have started to undergo a physical transformation. Wretched can be seen all over the Eversong Woods. Although this would typically suit a Blood Elf mage struggling to maintain control on his addiction, it could theoretically apply to a mage of any race.
  • Warlock – A class in it’s own right, Warlocks are usually seen as mages that gave up on their academic training in pursuit of even more powerful sources of magic. Drawing upon demonic fel energies and shadow magic, the Warlock is interested in inflicting pain and suffering as well as damage to their enemies. A warlock does not grant foes a merciful death, and instinctively is interested in his own affairs rather than the greater good. Some warlocks seek to hide their demonic pacts from others, remaining integrated in mage societies. Others are open about who they are, feeling that anyone who disagrees with them can eat shadowbolt.
  • Bookworm – Another one for low level mages, this is the mage that studies the theory of magic but has little to no practical ability. If having discussions and debates about magical lore, theory and uses sounds like your cup of tea, this one is for you.
  • Battle mage (Warmage) – Usually armed and well trained in melee combat, the Battle Mage is usually part of a royal or senior guard. Using their magic to fight alongside warriors and rogues, their use of magic has been refined to a collection of simple gestures and rituals that gets traded between a close group. The battle mage is ideal for a raiding mage seeking a background, or for those playing part of a city guard.
  • Necromancer – From the depths of Scholomance, the Cult of the Damned have been training former mages in the arts of Necromancy. Some mages such as Ras Frostwhisper have since gone on to become Liches, further aiding the Lich King. The Necromancer role would suit any mage looking to play one of the bad guys. Equally, a former member of the Cult might be a suitable concept. The Cult are not particularly fussy, so this would suit any race.
  • Shadow hunter – One for the trolls! The Shadow hunter is a practitioner of voodoo magics, being neither good nor evil. They draw on the power of dark gods to help themselves and their allies. A lot of their power is surrounded by ritual and ceremony, and as such makes a great concept for a roleplayer. Items such as the Bad Mojo Mask make great props  for someone choosing this archetype.
  • Witch doctor – Another one suitable for trolls, the witch doctor uses their magic combined with alchemy to twist nature to his bidding. Not just suitable for mages, this can also be played by shaman or druid alchemists of the Horde.
  • Ley walker – Rather than drawing their powers from the undead or the Twisting Nether, the Ley Walker seeks to use the streams of power that cross the world, pulling on them like threads in a loom and weaving them to create their spells. Usually outcasts or outsiders, the Ley walker is comfortable in solitude and their place in the world around them. Not exclusive to mages, this archetype is also a good fit to priests, druids and shamen.
  • Blue Dragonsworn – The forces of Malygos have many mages that are allied to them, seeking to control and regulate the use of magic in the world. As with Necromancers and Felblood, this is essentially a case of being able to play the part of the enemy. That said, there are examples of those who have been captured, coerced or manipulated into fighting for the Blue Dragonflight. A character could also play a dragonsworn of a different dragonflight, although there would need to be care in ensuring that the ethos of the dragonflight is aligned with that of the character. Most characters tend to be secretive about any relationship they may have with a particular dragonflight.

This is by no means an exhaustive list, nor does it contain everything that there is available on each archetype. If a particular one inspires you, it’s worth having a look for further information on WoWWiki.

Also, bear in mind that most roleplay servers have their own roleplay community. It’s worth getting in contact on either the realm forums or the general roleplay forum before creating the character, in order to ensure that the concept works and is a good fit with the server. They also might be able to offer advice and guidance on how you can improve the concept further.

Don’t forget, if you’ve got anything to add or have any questions, feel free to post it in the comments!

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  3. Peter Parker on Final Fantasy XIV: A Realm Reborn – The Latecomer Review
  4. Ami on Final Fantasy XIV: A Realm Reborn – The Latecomer Review
  5. Slesliat on Final Fantasy XIV: A Realm Reborn – The Latecomer Review

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