Page 1 of 4
1
2
3
... LastLast
  1. #1

    Cataclysm - Build 12479 - Mage

    Mage



    New Skills
      Spell Level Description
    Time Warp
    85 Warp the flow of time, increasing melee, ranged, and spell casting speed by 30% for all party and raid members, as well as granting the casting mage 30% increased movement speed. Lasts 40 sec.
    Allies receiving this effect will become Sated and be unable to benefit from Bloodlust or Time Warp again for 10 min.

    26% of base mana, Instant cast, 5 min cooldown
    Curtain of Frost
    83 Summon a Curtain of Frost for 10 sec. Movement through the curtain by enemies will cause 367.62 to 427.24 frost damage and slow movement speed by 50% for 8 sec.
    7% of base mana, 20 yd range, Channeled, 30 sec cooldown
    Curtain of Frost
    83 Summon a Curtain of Frost for 10 sec. Movement through the curtain by enemies will cause 367.62 to 427.24 frost damage and slow movement speed by 50% for 8 sec.
    100 yd range, Instant
    Flame Orb
    81 Launches a Flame Orb forward from the Mage's position, dealing 228.01 Fire damage every second to the closest enemy target for 15 secs.
    6% of base mana, 40 yd range, 1.5 sec cast / Channeled, 1 min cooldown
    Flame Orb
    81 Inflicts Fire damage to an enemy.
    100 yd range, Instant, 6 sec cooldown


    Complete Skill List


      Spell Level Description
    Time Warp
    85 Warp the flow of time, increasing melee, ranged, and spell casting speed by 30% for all party and raid members, as well as granting the casting mage 30% increased movement speed. Lasts 40 sec.
    Allies receiving this effect will become Sated and be unable to benefit from Bloodlust or Time Warp again for 10 min.

    26% of base mana, Instant cast, 5 min cooldown
    Invisibility
    78 ( Prismatic Cloak : Fades the caster to invisibility over 3 sec, reducing threat each second / Instantly makes the caster invisible, reducing all threat ). The effect is cancelled if you perform any actions. While invisible, you can only see other invisible targets and those who can see invisible. Lasts 20 sec.
    16% of base mana, Instant cast, 3 min cooldown
    Spellsteal
    76 Steals a beneficial magic effect from the target. This effect lasts a maximum of 2 min.
    20% of base mana, 35 yd range, Instant cast
    Portal: Dalaran
    74 Creates a portal, teleporting group members that use it to Dalaran.
    18% of base mana, 10 yd range, 10 sec cast, 1 min cooldown, Reagents: Rune of Portals
    Teleport: Dalaran
    72 Teleports the caster to Dalaran.
    8% of base mana, 10 sec cast, Reagents: Rune of Teleportation
    Ritual of Refreshment
    70 Begins a ritual that creates a refreshment table. Raid members can click the table to acquire Cconjured mana food. The tables lasts for 3 min or 50 charges. Requires the caster and 2 additional party members to complete the ritual. In order to participate, all players must right-click the refreshment portal and not move until the ritual is complete.
    80% of base mana, Channeled, 5 min cooldown, Reagents: Arcane Powder x 2
    Portal: Shattrath
    66 Creates a portal, teleporting group members that use it to Shattrath.
    18% of base mana, 10 yd range, 10 sec cast, 1 min cooldown, Reagents: Rune of Portals
    Portal: Shattrath
    66 Creates a portal, teleporting group members that use it to Shattrath.
    18% of base mana, 10 yd range, 10 sec cast, 1 min cooldown, Reagents: Rune of Portals
    Mage Armor
    64 Increases your resistance to all magic by 44.99 and causes you to regenerate 3% of your maximum mana every 5 sec. In addition, the duration of all harmful Magic effects used against you is reduced by 50%. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.
    26% of base mana, Instant cast
    Teleport: Shattrath
    62 Teleports the caster to Shattrath.
    8% of base mana, 10 sec cast, Reagents: Rune of Teleportation
    Teleport: Shattrath
    62 Teleports the caster to Shattrath.
    8% of base mana, 10 sec cast, Reagents: Rune of Teleportation
    Arcane Barrage
    60 Launches several missiles at the enemy target, causing 933.02 to 1140.36 Arcane damage and activating Arcane Missiles. Casting Arcane Barrage does not consume the effect of Arcane Blast.
    18% of base mana, 35 yd range, Instant cast, 6 sec cooldown
    Polymorph
    Pig
    60 Transforms the enemy into a pig, forcing it to wander around for up to 50 sec. While wandering, the pig cannot attack or cast spells but will regenerate very quickly. Any damage will transform the target back into its normal form. Only one target can be polymorphed at a time. Only works on Beasts, Humanoids and Critters.
    7% of base mana, 30 yd range, 1.5 sec cast
    Polymorph
    Rabbit
    60 Transforms the enemy into a harmless rabbit, forcing it to scamper around for up to 50 sec. While wandering, the rabbit cannot attack or cast spells but will regenerate very quickly. Any damage will transform the target back into its normal form. Only one target can be polymorphed at a time. Only works on Beasts, Humanoids and Critters.
    7% of base mana, 30 yd range, 1.5 sec cast
    Polymorph
    Turtle
    60 Transforms the enemy into a turtle, forcing it to wander around for up to 50 sec. While wandering, the turtle cannot attack or cast spells but will regenerate very quickly. Any damage will transform the target back into its normal form. Only one target can be polymorphed at a time. Only works on Beasts, Humanoids and Critters.
    7% of base mana, 30 yd range, 1.5 sec cast
    Arcane Explosion
    56 Causes an explosion of arcane magic around the caster, causing 190.77 to 206.66 Arcane damage to all targets within 10 yards.
    22% of base mana, Instant cast
    Mana Shield
    52 Absorbs 1325.38 damage, draining mana instead. Drains 1 mana per damage absorbed. Lasts 1 min.
    Instant
    Mirror Image
    50 Creates ( Glyph of Mirror Image : 3/4 ) copies of the caster nearby, which cast spells and attack the mage's enemies. Lasts 30 sec.
    10% of base mana, Instant cast, 3 min cooldown
    Arcane Intellect
    48 Infuses all party and raid members with brilliance, increasing their maximum mana by 2126.4 for 1 hr. If target is in your party or raid, all party and raid members will be affected.
    31% of base mana, 30 yd range, Instant cast
    Conjure Mana Gem
    46 Conjures a mana gem that can be used to instantly restore mana.
    75% of base mana, 3 sec cast
    Portal: Darnassus
    42 Creates a portal, teleporting group members that use it to Darnassus.
    18% of base mana, 10 yd range, 10 sec cast, 1 min cooldown, Reagents: Rune of Portals
    Portal: Exodar
    42 Creates a portal, teleporting group members that use it to Exodar.
    18% of base mana, 10 yd range, 10 sec cast, 1 min cooldown, Reagents: Rune of Portals
    Portal: Ironforge
    42 Creates a portal, teleporting group members that use it to Ironforge.
    18% of base mana, 10 yd range, 10 sec cast, 1 min cooldown, Reagents: Rune of Portals
    Portal: Orgrimmar
    42 Creates a portal, teleporting group members that use it to Orgrimmar.
    18% of base mana, 10 yd range, 10 sec cast, 1 min cooldown, Reagents: Rune of Portals
    Portal: Silvermoon
    42 Creates a portal, teleporting group members that use it to Silvermoon.
    18% of base mana, 10 yd range, 10 sec cast, 1 min cooldown, Reagents: Rune of Portals
    Portal: Stonard
    42 Creates a portal, teleporting group members that use it to Stonard.
    18% of base mana, 10 yd range, 10 sec cast, 1 min cooldown, Reagents: Rune of Portals
    Portal: Stormwind
    42 Creates a portal, teleporting group members that use it to Stormwind.
    18% of base mana, 10 yd range, 10 sec cast, 1 min cooldown, Reagents: Rune of Portals
    Portal: Theramore
    42 Creates a portal, teleporting group members that use it to Theramore.
    850 Mana, 10 yd range, 10 sec cast, 1 min cooldown, Reagents: Rune of Portals
    Portal: Thunder Bluff
    42 Creates a portal, teleporting group members that use it to Thunder Bluff.
    18% of base mana, 10 yd range, 10 sec cast, 1 min cooldown, Reagents: Rune of Portals
    Portal: Undercity
    42 Creates a portal, teleporting group members that use it to Undercity.
    18% of base mana, 10 yd range, 10 sec cast, 1 min cooldown, Reagents: Rune of Portals
    Conjure Refreshment
    38 Conjures mana food providing the mage and his or her allies with something to eat.
    Conjured items disappear if logged out for more than 15 minutes.

    40% of base mana, 3 sec cast
    Arcane Blast
    36 Blasts the target with energy, dealing 1192.17 to 1385.49 Arcane damage. Each time you cast Arcane Blast, the damage of all Arcane spells is increased by 15% and mana cost of Arcane Blast is increased by 175%. Effect stacks up to 4 times and lasts 6 sec or until any Arcane damage spell except Arcane Blast is cast.
    7% of base mana, 35 yd range, 2.5 sec cast
    Slow Fall
    26 Slows friendly party or raid target's falling speed for 30 sec.
    6% of base mana, 30 yd range, Instant cast, Reagents: Light Feather
    Counterspell
    24 Counters the enemy's spellcast, preventing any spell from that school of magic from being cast for 8 sec. Generates a high amount of threat.
    9% of base mana, 35 yd range, Instant cast, 24 sec cooldown
    Teleport: Darnassus
    22 Teleports the caster to Darnassus.
    8% of base mana, 10 sec cast, Reagents: Rune of Teleportation
    Teleport: Exodar
    22 Teleports the caster to Exodar.
    8% of base mana, 10 sec cast, Reagents: Rune of Teleportation
    Teleport: Ironforge
    22 Teleports the caster to Ironforge.
    8% of base mana, 10 sec cast, Reagents: Rune of Teleportation
    Teleport: Orgrimmar
    22 Teleports the caster to Orgrimmar.
    8% of base mana, 10 sec cast, Reagents: Rune of Teleportation
    Teleport: Silvermoon
    22 Teleports the caster to Silvermoon.
    8% of base mana, 10 sec cast, Reagents: Rune of Teleportation
    Teleport: Stonard
    22 Teleports the caster to Stonard.
    8% of base mana, 10 sec cast, Reagents: Rune of Teleportation
    Teleport: Stormwind
    22 Teleports the caster to Stormwind.
    8% of base mana, 10 sec cast, Reagents: Rune of Teleportation
    Teleport: Theramore
    22 Teleports the caster to Theramore.
    8% of base mana, 10 sec cast, Reagents: Rune of Teleportation
    Teleport: Thunder Bluff
    22 Teleports the caster to Thunder Bluff.
    8% of base mana, 10 sec cast, Reagents: Rune of Teleportation
    Teleport: Undercity
    22 Teleports the caster to Undercity.
    8% of base mana, 10 sec cast, Reagents: Rune of Teleportation
    Mage Ward
    20 Absorbs 1008.57 Fire, Frost or Arcane damage. Lasts 30 sec.
    16% of base mana, Instant cast, 30 sec cooldown
    Remove Curse
    18 Removes 1 Curse from a friendly target.
    8% of base mana, 40 yd range, Instant cast
    Blink
    16 Teleports the caster 20 yards forward, unless something is in the way. Also frees the caster from stuns and bonds.
    21% of base mana, Instant cast, 15 sec cooldown
    Polymorph
    14 Transforms the enemy into a sheep, forcing it to wander around for up to 50 sec. While wandering, the sheep cannot attack or cast spells but will regenerate very quickly. Any damage will transform the target back into its normal form. Only one target can be polymorphed at a time. Only works on Beasts, Humanoids and Critters.
    7% of base mana, 30 yd range, 1.5 sec cast
    Evocation
    12 Gain 15% of your mana instantly and another 45% of your total mana over 6 sec.
    Channeled, 4 min cooldown
    Arcane Missiles
    3 Launches Arcane Missiles at the enemy, causing 416.17 Arcane damage every 1 sec for 3 sec.
    30 yd range, Instant
    Arcane Missiles
    3 Launches ( Improved Arcane Missiles : three / four / five ) waves of Arcane Missiles at the enemy, causing 416.17 Arcane damage per wave. Each offensive spell you cast has a 30% chance to activate Arcane Missiles.
    35 yd range, Channeled
      Spell Level Description
    Flame Orb
    81 Launches a Flame Orb forward from the Mage's position, dealing 228.01 Fire damage every second to the closest enemy target for 15 secs.
    6% of base mana, 40 yd range, 1.5 sec cast / Channeled, 1 min cooldown
    Flame Orb
    81 Inflicts Fire damage to an enemy.
    100 yd range, Instant, 6 sec cooldown
    Frostfire Bolt
    68 Launches a bolt of frostfire at the enemy, causing [ 680.62 * ( Arctic Winds : 100%/101%/102%/103%/104%/105% ) * ( Piercing Ice : 100%/102%/104%/106% ) ] to [ 790.99 * ( Arctic Winds : 100%/101%/102%/103%/104%/105% ) * ( Piercing Ice : 100%/102%/104%/106% ) ] Frostfire damage, slowing movement speed by 40% and causing an additional 182.78 Frostfire damage over 9 sec. This spell will be checked against the lower of the target's Frost and Fire resists.
    16% of base mana, 40 yd range, 3 sec cast
    Molten Armor
    54 Causes 190.28 Fire damage when hit, increases your critical strike chance by 3%, and reduces the chance you are critically hit by 5%. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.
    28% of base mana, Instant cast
    Flamestrike
    44 Calls down a pillar of fire, burning all enemies within the area for 557.84 to 683.18 Fire damage and an additional 386.18 Fire damage over 8 sec.
    30% of base mana, 35 yd range, 2 sec cast
    Scorch
    32 Scorch the enemy for 559.19 to 663.09 Fire damage.
    8% of base mana, 35 yd range, 1.5 sec cast
    Pyroblast
    20 Hurls an immense fiery boulder that causes 1063.61 to 1350.95 Fire damage and an additional 719.87 Fire damage over 12 sec.
    22% of base mana, 35 yd range, 3.5 sec cast
    Fire Blast
    5 Blasts the enemy for 954.57 to 1131.92 Fire damage.
    21% of base mana, 20 yd range, Instant cast, 8 sec cooldown
    Fireball
    1 Hurls a fiery ball that causes 646.77 to 824.84 Fire damage and an additional 183.72 Fire damage over 4 sec.
    16% of base mana, 35 yd range, 2.5 sec cast
      Spell Level Description
    Curtain of Frost
    83 Summon a Curtain of Frost for 10 sec. Movement through the curtain by enemies will cause 367.62 to 427.24 frost damage and slow movement speed by 50% for 8 sec.
    7% of base mana, 20 yd range, Channeled, 30 sec cooldown
    Curtain of Frost
    83 Summon a Curtain of Frost for 10 sec. Movement through the curtain by enemies will cause 367.62 to 427.24 frost damage and slow movement speed by 50% for 8 sec.
    100 yd range, Instant
    Summon Water Elemental
    50 Summon a Water Elemental to fight for the caster( Glyph of Eternal Water : / for 1 min ).
    16% of base mana, Instant cast, 3 min cooldown
    Ice Block
    34 You become encased in a block of ice, protecting you from all physical attacks and spells for 10 sec, but during that time you cannot attack, move or cast spells. Also causes Hypothermia, preventing you from recasting Ice Block for 30 sec.
    15 Mana, Instant cast, 5 min cooldown
    Ice Lance
    30 Deals 296.61 to 378.27 Frost damage to an enemy target. Causes 200% damage against Frozen targets.
    6% of base mana, 30 yd range, Instant cast
    Cone of Cold
    28 Targets in a cone in front of the caster take [ 751.93 * ( Arctic Winds : 100%/101%/102%/103%/104%/105% ) * ( Piercing Ice : 100%/102%/104%/106% ) ] to [ 822.79 * ( Arctic Winds : 100%/101%/102%/103%/104%/105% ) * ( Piercing Ice : 100%/102%/104%/106% ) ] Frost damage and are slowed by 50% for 8 sec.
    25% of base mana, Instant cast, 10 sec cooldown
    Blizzard
    18 Ice shards pelt the target area doing [ 1792.16 * ( Arctic Winds : 100%/101%/102%/103%/104%/105% ) * ( Piercing Ice : 100%/102%/104%/106% ) ] Frost damage over 8 sec.
    74% of base mana, 30 yd range, Channeled
    Frost Nova
    9 Blasts enemies near the caster for [ 367.62 * ( Arctic Winds : 100%/101%/102%/103%/104%/105% ) * ( Piercing Ice : 100%/102%/104%/106% ) ] to [ 427.24 * ( Arctic Winds : 100%/101%/102%/103%/104%/105% ) * ( Piercing Ice : 100%/102%/104%/106% ) ] Frost damage and freezes them in place for up to 8 sec. Damage caused may interrupt the effect.
    7% of base mana, Instant cast, 25 sec cooldown
    Frostbolt
    8 Launches a bolt of frost at the enemy, causing 538.84 to 687.19 Frost damage and slowing movement speed by 40% for 9 sec.
    13% of base mana, 30 yd range, 2 sec cast
    Frost Armor
    7 Increases armor from items by 20% and Frost resistance by 44.99. If an enemy strikes the caster, they may have their movement slowed by 30% and the time between their attacks increased by 25% for 5 sec. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.
    24% of base mana, Instant cast


    Masteries


      Mastery Description Per point Max (51)
      Spell Damage Increases spell damage. 0.155% 8.01%
      Spell Haste Increases spell haste. 0.155% 8.01%
    Mana Adept Increases damage at high mana. 0.235 12.04
      Mastery Description Per point Max (51)
      Spell Damage Increases spell damage. 0.155% 8.01%
      Spell Critical Chance Increases spell critical chance. 0.155% 8.01%
    Flashburn All direct damage spells gain a DoT component. 0.09% 4.7%
      Mastery Description Per point Max (51)
      Spell Damage Increases spell damage. 0.155% 8.01%
      Spell Critical Damage Increases spell critical damage. 0.355% 18%
    Deathfrost Casting Frostbolt places a buff on the mage that increases the damage for all frost, fire, and arcane spells except Frostbolt. 0.235 12.04


    Talents


      Talent Tier Col Description
    Arcane Power
    Rank 1-2
    7 2 [Wh/Cr]e[n activ/]ate[d, your spell/]s [d/Dusky L]ea[l/ther] [20%/Ar]mor[e damage while costing 20% more mana to cast/].[ This effect lasts 15 sec./]
    Instant, 2 min cooldown
    Focus Magic
    Rank 1
    6 1 Increases the target's chance to critically hit with spells by 3%. When the target critically hits the caster's chance to critically hit with spells is increased by 3% for 10 sec. Cannot be cast on self.
    6% of base mana, 30 yd range, Instant cast
    Improved Mana Gem
    Rank 1-3
    6 3 Mana gained from your Mana Gem also increases your spell power by [1%/2%/3%] of your maximum mana for 10 seconds.
    Incanter's Absorption
    Rank 1-2
    5 1 When your Mana Shield or Mage Ward absorbs damage your spell damage is increased by [10%/20%] of the amount absorbed for 10 sec.
    Slow
    Rank 1
    5 2 Reduces target's movement speed by 60%, increases the time between ranged attacks by 60% and increases casting time by 30%. Lasts 15 sec. Slow can only affect one target at a time.
    12% of base mana, 30 yd range, Instant cast
    Arcane Flows
    Rank 1-2
    5 3 Reduces the cooldown of your Presence of Mind, Arcane Power and Invisibility spells by [15%/30%] and the cooldown of your Evocation spell by [1/2] min.
    Improved Polymorph
    Rank 1-2
    4 1 When a target you've polymorphed is damaged, that target is stunned for [1.5/3] sec.
    Arcane Tactics
    Rank 1-2
    4 2 [Incr/R]e[a/]s[/tor]es [the/30] [dam/R]age[ of all party/] and [raid memb/En]er[s within 100/g]y[ds by 3%/].
    Invocation
    Rank 1-2
    4 3 You gain a [10%/5%] damage bonus for 8 sec after successfully interrupting a spell.
    Prismatic Cloak
    Rank 1-4
    3 1 Re[duc/duc/duc/stor]es [all/all/all/30] [dam/dam/dam/R]age[ taken by 2%/ taken by 4%/ taken by 6%/] and [reduces the fade time of your I/reduces the fade time of your I/reduces the fade time of your I/E]n[visibility sp/visibility sp/visibility sp/]e[ll b/ll b/ll b/rg]y[ 1 sec/ 2 sec/ 3 sec/].
    Presence of Mind
    Rank 1
    3 2 When activated, your next Mage spell with a casting time less than 10 sec becomes an instant cast spell.
    Instant, 2 min cooldown
    Missile Barrage
    Rank 1-4
    3 3 [Your Arcane Missiles spell will fire its missiles every .8 sec./Your Arcane Missiles spell will fire its missiles every .65 sec./Your Arcane Missiles spell will fire its missiles every .5 sec./]
    Improved Counterspell
    Rank 1-2
    3 4 Your Counterspell also silences the target for [2/4] sec.
    Arcane Potency
    Rank 1-2
    2 1 Increases the critical strike chance of your next two damaging spells by [7%/15%] after gaining Clearcasting or Presence of Mind.
    Arcane Repulsion
    Rank 1-3
    2 2 Your Mage Armor spell causes a successful melee attack to knock the attacker back [4/8/12] yds and be slowed by 50% for [2/4/6] sec. This cannot occur more than once every minute.
    Improved Arcane Missiles
    Rank 1-2
    2 3 Increases the number of missiles fired by your Arcane Missiles spell by [1/2].
    Improved Blink
    Rank 1-2
    2 4 Increases your speed by [70%/35%] for 3 sec after casting the Blink spell.
    Arcane Concentration
    Rank 1-2
    1 1 Gives you a [5%/10%] chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.
    Torment the Weak
    Rank 1-3
    1 2 Your Frostbolt, Fireball, Frostfire Bolt, Pyroblast, Arcane Missiles, Arcane Blast, and Arcane Barrage abilities deal [2%/4%/6%] more damage to snared or slowed targets.
    Netherwind Presence
    Rank 1-3
    1 3 Increases your spell haste by [1%/2%/3%].
      Talent Tier Col Description
    Living Bomb
    Rank 1
    7 2 The target becomes a Living Bomb, taking 1383.5 Fire damage over 12 sec. After 12 sec or when the spell is dispelled, the target explodes dealing 345.87 Fire damage to all enemies within 10 yards.
    22% of base mana, 35 yd range, Instant cast
    Critical Mass
    Rank 1-3
    6 3 Increases the damage done by your Fireball, Frostfire Bolt, and Pyroblast by [1%/2%/3%] per Fire damage over time effect on the target, up to a maximum of [3%/6%/9%].
    Improved Flamestrike
    Rank 1-2
    5 1 Increases the damage dealt by your Flamestrike spell by [10/20]. Your Pyromania effect also reduces the casting time of your Flamestrike spell by 1 sec.
    Dragon's Breath
    Rank 1
    5 2 Targets in a cone in front of the caster take 1194.77 to 1388.51 Fire damage and are Disoriented for 5 sec. Any direct damaging attack will revive targets. Turns off your attack when used.
    7% of base mana, Instant cast, 20 sec cooldown
    Molten Fury
    Rank 1-2
    5 3 Increases damage of all spells against targets with less than 35% health by [6%/12%].
    Pyromaniac
    Rank 1-2
    4 1 Increases spell haste by [5%/10%] if 3 or more targets are taking Fire damage over time from your spells.
    Combustion
    Rank 1
    4 2 When activated, this spell increases the critical strike chance on your next non-periodic Fire damage spell by 100%. In addition, when that critical strike lands, all of your existing Fire periodic damage effects will be merged into the Combustion effect, burning at the same rate but over 10 sec.
    Instant, 2 min cooldown
    Hot Streak
    Rank 1-3
    4 3 Your Fire spells no longer trigger Arcane Missiles. Instead, any time you score 3 critical strikes with fire spells within 6 sec of each other, you have a [33%/66%/100%] chance the next Pyroblast spell cast within 10 sec will be instant cast.
    Fire Power
    Rank 1-2
    3 1 Increases the damage of your Fire based damage over time effects by [5%/10%].
    Blast Wave
    Rank 1
    3 2 A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for 1134.1 to 1336.7 Fire damage, knocking them back and dazing them for 6 sec.
    7% of base mana, Instant cast, 30 sec cooldown
    Blazing Speed
    Rank 1-2
    3 3 Gives you a [5%/10%] chance when hit by a melee or ranged attack to increase your movement speed by 50% and dispel all movement impairing effects. This effect lasts 8 sec.
    Improved Scorch
    Rank 1-2
    3 4 Increases your chance to critically hit with Scorch by an additional [10%/20%] and your damaging Scorch spells have a [33%/66%] chance to cause your target to be vulnerable to spell damage, increasing spell critical strike chance against that target by 5% and lasts 30 sec.
    Ignite
    Rank 1-3
    2 1 Your critical strikes from Fire damage spells cause the target to burn for an additional [13%/26%/40%] of your spell's damage over 4 sec.
    Burning Soul
    Rank 1-3
    2 2 Reduces the casting time lost from taking damaging attacks by [23%/46%/70%].
    Impact
    Rank 1-2
    2 3 Gives your damaging spells a [4%/7%] chance to cause the next Fire Blast you cast to stun the target for 2 sec.
    Molten Shields
    Rank 1-2
    2 4 Your Molten Armor gains a 50% chance to affect ranged and spell attacks.
    Master of Elements
    Rank 1-3
    1 1 Your spell criticals will refund [10%/20%/30%] of their base mana cost.
    Improved Fire Blast
    Rank 1-2
    1 2 Reduces the cooldown of your Fire Blast spell by [2/4] sec and increases the range by [5/10] yards.
    Incineration
    Rank 1-3
    1 3 Increases the critical strike chance of your Fireball, Frostfire Bolt, Arcane Missiles and Ice Lance spells by [1%/2%/4%].
      Talent Tier Col Description
    Deep Freeze
    Rank 1
    7 2 Stuns the target for 5 sec. Only usable on Frozen targets. Deals [ 1206.23 * ( Arctic Winds : 100%/101%/102%/103%/104%/105% ) * ( Piercing Ice : 100%/102%/104%/106% ) ] to [ 1512.03 * ( Arctic Winds : 100%/101%/102%/103%/104%/105% ) * ( Piercing Ice : 100%/102%/104%/106% ) ] damage to targets permanently immune to stuns.
    9% of base mana, 30 yd range, Instant cast, 30 sec cooldown
    Frostfire Orb
    Rank 1-3
    6 3 Converts your Flame Orb into a Frostfire Orb and increases your frostfire damage by [10%/20%/30%].
    Shattered Barrier
    Rank 1-2
    5 1 Gives your Ice Barrier spell a 100% chance to freeze all enemies within 10 yds for [4/8] sec when it is destroyed.
    Ice Barrier
    Rank 1
    5 2 Instantly shields you, absorbing 1762.18 damage. Lasts 1 min. While the shield holds, spellcasting will not be delayed by damage.
    21% of base mana, Instant cast, 30 sec cooldown
    Cold as Ice
    Rank 1-2
    5 3 Reduces the cooldown of your Cold Snap, Ice Barrier and Summon Water Elemental spells by [10%/20%].
    Enduring Winter
    Rank 1
    4 1 Your Frostbolt spell has a 100% chance to grant up to 10 party or raid members mana regeneration equal to 1% of their maximum mana per 5 sec for 15 sec. This effect cannot occur more often than once every 6 sec.
    Cold Snap
    Rank 1
    4 2 When activated, this spell finishes the cooldown on all Frost spells you recently cast.
    Instant, 8 min cooldown
    Piercing Chill
    Rank 1-2
    4 3 Your Frostbolt criticals apply the chill effect to [1/2] additional nearby targets.
    Brain Freeze
    Rank 1-3
    4 4 Your Frost spells and Fireball no longer trigger Arcane Missiles. Instead, your Frost damage spells with chilling effects have a [5%/10%/15%] chance to cause your next Fireball or Frostfire Bolt spell to be instant cast and cost no mana.
    Ice Shards
    Rank 1-2
    3 1 Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by [25%/40%]. Lasts 1.5 sec. In addition, increases your Ice Lance spell damage by [7%/15%].
    Icy Veins
    Rank 1
    3 2 Hastens your spellcasting, increasing spell casting speed by 20% and reduces the pushback suffered from damaging attacks while casting by 100%. Lasts 20 sec.
    3% of base mana, Instant cast, 3 min cooldown
    Fingers of Frost
    Rank 1-3
    3 3 Gives your Chill effects a [5%/0%/15%] chance to grant you the Fingers of Frost effect, which causes Ice Lance and Deep Freeze to act as if your target were frozen. Fingers of Frost has 2 charges and lasts 15 sec.
    Ice Floes
    Rank 1-2
    2 1 Reduces the cooldown of your Frost Nova, Cone of Cold, Ice Block and Icy Veins spells by [10%/20%].
    Permafrost
    Rank 1-3
    2 2 Increases the duration of your Chill effects by [1/2/3] sec[/s/s], reduces the target's speed by an additional [4%/7%/10%], and reduces the target's healing received by [8%/16%/25%].
    Piercing Ice
    Rank 1-3
    2 3 Increases the critical strike chance of your spells by [1%/2%/3%].
    Early Frost
    Rank 1-2
    2 4 Reduces the cast time of your Frostbolt spell by [0.25/0.5] secs. This effect becomes inactive for 15 sec after use.
    Frost Channeling
    Rank 1-3
    1 1 Reduces the mana cost of all spells by [4%/7%/10%].
    Frostbite
    Rank 1-3
    1 2 Gives your Chill effects a [5%/10%/15%] chance to freeze the target for 5 sec.
    Shatter
    Rank 1-2
    1 3 Multiplies the critical strike chance of all your spells against frozen targets by [2/3].






    Official Class Preview
    Originally Posted by Bashiok (Blue Tracker)
    In World of Warcraft: Cataclysm, we.ll be making lots of changes and additions to class talents and abilities across the board. In this preview, you.ll get an early look at what's in store for the mage class, including a rundown of some of the new spells, abilities, and talents, and an overview of how the new Mastery system will work with the different talent specs.

    New Mage 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.

    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.

    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.


    Changes to Abilities and Mechanics

    In addition to introducing new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.

    • 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.
    • 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.
    • 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.
    • 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.


    New Talents and 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.
    • The talent Playing with Fire will reduce the cooldown of Blast Wave when hit by a melee attack, instead of its current effect.
    • Pyromaniac will grant Haste when three or more targets are getting damaged by the effects of your damage-over-time (DoT) fire spells.
    • The Burnout talent will allow mages to cast spells using health when they run out of mana.


    Mastery Passive Talent Tree Bonuses

    Arcane
    • Spell damage
    • Spell Haste
    • Mana Adept

    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.

    Fire
    • Spell damage
    • Spell Crit
    • Ignite

    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.

    Frost
    • Spell damage
    • Spell Crit damage
    • Deathfrost

    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.

    We hope you enjoyed this preview, and we.re looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.



    Blue Posts
    Originally Posted by Blizzard Entertainment
    Flame Orb
    Flame Orb is not channeled. It may have a cast time, but after that is fire and forget. We want to try the line idea because there aren.t any spells that work that way currently. Giving it a target to follow makes it feel more like a fancy dot . useful perhaps, but nothing that feels really new. It will be balanced for single-target damage, but if you can launch it in such a way that it will hit multiple targets, then you.re just being awesome. (Source)

    Wall of Fog
    Wall of Fog is not channeled. We don.t know yet how wide it will be, but wide enough so that it feels more like a trip-wire than an area like Frost Trap. (Source)

    Hot Streak
    We like the basic gameplay of Hot Streak. With lower crit rates all around, we hope that it will feel more like a bonus when it.s up rather than a penalty when it refuses to stay up. We may lower the magnitude overall for the same reason. (Source)

    Arcane Missiles
    On Arcane Missiles, the basic spell is pretty cool. The problem is the way the spell works makes the current design hard to balance. It.s either too expensive and low damage or the opposite problem. This is particularly true at low level, and meanwhile we think the mage experience at low level is also a little too repetitive. The change is that you can.t hit Arcane Missiles whenever you want. The icon is just grayed out. However, when you deal damage, you have a chance to get Arcane Missiles to light up and then you definitely want to hit it. At higher levels Fire and Frost may eventually phase it out in preference for other spells, or if we like the mechanic, it may be something even Fire and Frost do, just less often than Arcane. (Source)

    Mastery Bonuses
    On the topic of mastery bonuses, understand that this is a new design for us and very few people have seen them in action yet. We run the risk of specific masteries being so generic that the mastery stat isn.t interesting or so complex that what players really like about playing a certain spec gets turned on its head. This is the kind of thing that will require a lot of iteration and the reason we.re trying to cover the whole gamut of relatively complex to relatively simple to see what feels right. (Source)

    Deathfrost
    The reason behind Deathfrost (Frost mastery) isn.t to get Frost to spam Frostbolt more. It.s to get mages to spam Frostbolt less. If you hit nothing but Frostbolt, you.re wasting the Deathfrost bonus. (Source)

    Food and Water
    We.re shifting food and water to higher level because we don.t want players to have so much down time at lower level. We.re not trying to make it harder to level; we.re reducing the need to drink or eat so we.re bumping the actual food and water (though it.s really foodwater in the case of mages) higher. (Source)

    Mana Adept
    The intent behind Mana Adept (Arcane mastery) is that Arcane currently has a pretty fun mana management game going, at least at relatively high level. We thought it would be fun to extend that concept even further to where Arcane mages that use the mechanics to keep their mana high would do higher dps. I find many of the predictions that Arcane is doomed in PvE based on the very limited information you have at the moment to be quite premature. (Source)

    Time Warp vs Bloodlust
    On Time Warp vs. Bloodlust, we are really trying to give groups flexibility in who they bring to 10 player raids to an even greater extent than we did in Lich King. We heard over and over that shaman still felt like the one mandatory class in any raid. The more we hear .now there will be no reason to take me over X class / spec. the happier we will be. The reason should be that you.re a good player, not that your mere presence makes everyone else perform better. It.s fun to feel more powerful in a group . we get that, and we aren.t going to completely marginalize group synergy. But it needs to come secondary to the skill of the players involved. (Source)

    Fire Ward / Dampen Magic
    I understand some mages really like Fire Ward or Dampen Magic. Perhaps .no clear role. wasn.t the best choice of words, but we are trying to remove mechanics from the game that we think aren.t really cutting it. When asking players to put more buttons on their action bars from these new spells, we only think it.s fair to try and get some bar space back from the least interesting spells. Don.t worry so much about balance at this stage. Many things will need to be tweaked. Worry more about whether it ever felt like a fun decision to use these spells. (Source)

    Rogue/Mage/Priest Arena Comp
    For everyone focusing on the RMP Arena comp, I really think you.re going to see a shift to more PvP concerns in Cataclysm being about Battleground balance. There will still be players playing Arenas for sure, but a lot of the players currently doing Arenas are going to shift to rated BGs instead. (Source)

    Healing reduction effects in Cataclysm
    "All equivalent debuffs" means if you have the debuff today, you will have it in Cataclysm, but at 20% healing received. To avoid further confusion, we are talking about Mortal Strike, Furious Strikes, Wound Poison, Aimed Shot, Permafrost and Improved Mind Blast.

    We are also strongly considering having all of these effect cause the same debuff, called Mortal Wounds, which is a physical effect and therefore undispellable. This allows the behavior to be more consistent regardless of who is applying it and lets us consider things like how easy it should be to dispel poisons (since Mortal Wounds would not be affected).

    Heals will be smaller and health pools will be larger in Cataclysm, so we don't expect Mortal Wounds to feel as mandatory as it does today, but this is clearly the kind of thing that will require a lot of playtesting and feedback. (Source)

  2. #2
    Ok, can someone plz explain the new Combustion? The tooltip doesn't help at all, i think.
    What does it mean:
    "In addition, when that critical strike lands, all of your existing Fire periodic damage effects will be merged into the Combustion effect, burning at the same rate but over 10 sec."

    This "merged" really confuses me. And also, what combustion effect is it talking about?
    Any thoughts?
    Last edited by Nashori; 2010-07-14 at 06:36 AM. Reason: MMO-ing at work,bad for your typing!

  3. #3
    For me, it sounds like a new DoT, that ticks every second for the combined damage of all your fire-DoTs.
    Imagine Living Bomb, Ignite, Fireball DoT, Pyroblast DoT and Flashburn ticking for twice the damage for 10 seconds.

  4. #4
    Does someone knows what abilities will we getting for selecting the tree?

    Pyroblast is a Level 20 ability everyone gets, Arcane Blast is the level 60 ability, and Water Elemental is the Level 50 one. So my guess those will not be the mastery bonus spells.

    Permanent water elemental also does not make much sense as we only get the spell at level 50. So I think the Eternal Water glyph stays.

    Also it makes possible PoM Pyroblast again, as Arcane mages get Pyroblast at level 20 anyway.

    ---------- Post added 2010-07-14 at 07:31 AM ----------

    Now I saw this pic, so I guess that the Complete Skill list portion of the first post have some bugs.

    http://wowcataclysmnews.com/images/trees/mage.jpg

  5. #5
    Stood in the Fire gathanasiou's Avatar
    Join Date
    May 2010
    Location
    Arabasta Kingdom
    Posts
    422
    Duh things still need to be a bit clarified. Pyroblast at 20 lvl etc. but fire specialization says u get Pyroblast.

  6. #6
    I am going frost pve right away and as second hmm i think arcane pve

  7. #7
    [Wh/Cr]e[n activ/]ate[d, your spell/]s [d/Dusky L]ea[l/ther] [20%/Ar]mor[e damage while costing 20% more mana to cast/].[ This effect lasts 15 sec./]


    Uhmwhat?

  8. #8
    Mechagnome Lord Lichfury's Avatar
    Join Date
    Jun 2010
    Location
    A homely cottage in Icecrown
    Posts
    517
    Once again Mages and rogues aren't nerfed. I should really consider rolling these classes by now.
    "What can be asserted without proof, can be dismissed without proof."

  9. #9
    Wow we really seem to be getting the mage master of cc feel back! talents like when breaking polymorph you're stunned for 3 secs, when melee hits mage armour they are pushed back and slowed, frostbolt that can freeze the closest 2 targets...I'm excited.
    And changing fire to be more "dependant" on dots? the last time I played the fireball dot was a joke lol I guess they changed it.
    Last edited by LemonCha; 2010-07-14 at 12:17 PM.

  10. #10
    Hello , plz i don't have understand the think With Elemental Water , AB and Pyroblast.
    Do We receive it when we up a level or we have to spend for exemple 10 point talent in frost to have water elemental ? or another thing

    thank's

  11. #11
    I believe it's the number of points spent on the tree.

  12. #12
    As far as I know you only get them bonuses if you are specialized in that specific tree, and you can only be specialized in one tree. When you use 31 points in main tree you gain 10 bonus points to spend in the other trees.


    Pure, Alliance Turalyon EU 8/8 25 HC

  13. #13
    Quote Originally Posted by zuraxe View Post
    Hello , plz i don't have understand the think With Elemental Water , AB and Pyroblast.
    Do We receive it when we up a level or we have to spend for exemple 10 point talent in frost to have water elemental ? or another thing

    thank's
    If I'm correct, you get those skills upon spending your first talent point in the tree (and you can only get one tree's bonus, so don't think you can spec arcane and then subspec frost and end up with Abarr and a water ele )

  14. #14
    Can someone in beta clarify the cast time on high level frostbolt/fireball/pyro in this build? The op has 2.0/2.5/3.5 with clearly high level damage listed, and the mouseover just has the live server level 1 live version. Pretty big change if it's real.
    Last edited by gpizza; 2010-07-14 at 11:59 PM.

  15. #15
    Mhh no "Imp. CS" for Frost Pvp anymore. I don´t relly understand the reason behind that...
    And how does the new Hotstreak works out in practice? 3 Crits in a row within 6 seconds with downscaled crit rates sound like it wouddnt be that good :>

  16. #16
    Quote Originally Posted by Potato Bus View Post
    If I'm correct, you get those skills upon spending your first talent point in the tree (and you can only get one tree's bonus, so don't think you can spec arcane and then subspec frost and end up with Abarr and a water ele )

    This ^

    You get the spells/skills upon spending your first point when u reach lvl10.At that point you choose your specialization, which lasts till you have spend 31 points in said tree.Of course, from what i understand you can always and at any time go to a trainer and unlearn your talents, putting then the point to a different tree.

    ---------- Post added 2010-07-14 at 03:11 PM ----------

    Quote Originally Posted by WoOmbat View Post
    And how does the new Hotstreak works out in practice? 3 Crits in a row within 6 seconds with downscaled crit rates sound like it wouddnt be that good :>
    From what i've read in a different thread and it sounds logical, they removed the "non-periodic crits" limitation from HS. Thus, DoT crits will also count towards the 3 crits necessary for it to proc.So, for example, you may crit with Fireball, crit with Ignite and crit with the previous Pyroblast DoT, all within 6 seconds, and end up with another HS proc.

  17. #17

    Scorch

    Do you think the tool tip is wrong, or is scorch debuff not going to be 100% application chance?

  18. #18
    So if I'm correct, you can put your first talent point into the frost tree, then go and spec Arcane and still get the elemental and say screw you to Abarr? That would be cool having a perma pet as an arcane mage.

  19. #19
    Quote Originally Posted by mcjuicybooty View Post
    So if I'm correct, you can put your first talent point into the frost tree, then go and spec Arcane and still get the elemental and say screw you to Abarr? That would be cool having a perma pet as an arcane mage.
    once you spec into a tree, you may NOT put points outside it till you've spent 31 points in the primary.

    ---------- Post added 2010-07-14 at 04:02 PM ----------

    Quote Originally Posted by Nashori View Post
    This ^

    You get the spells/skills upon spending your first point when u reach lvl10.At that point you choose your specialization, which lasts till you have spend 31 points in said tree.Of course, from what i understand you can always and at any time go to a trainer and unlearn your talents, putting then the point to a different tree.

    ---------- Post added 2010-07-14 at 03:11 PM ----------



    From what i've read in a different thread and it sounds logical, they removed the "non-periodic crits" limitation from HS. Thus, DoT crits will also count towards the 3 crits necessary for it to proc.So, for example, you may crit with Fireball, crit with Ignite and crit with the previous Pyroblast DoT, all within 6 seconds, and end up with another HS proc.
    there is no chance in hell they would let ignite crit, and they've already stated as such.

  20. #20
    Quote Originally Posted by rainCZ View Post
    every cool talent is gone
    Examples please, the (BETA) trees look pretty good to me

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •