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Mage Talent builds

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Other classes: Warrior, Paladin, Hunter, Rogue, Priest, Shaman, Warlock, Druid

Mages are pure ranged casters with strong AoE, crowd control and burst. Forever adds Arcane Blast (an Arcane talent: each cast stacks spell damage from your Intellect), Ice Lance (a Frost talent: 300% more damage on frozen targets) and Frostfire Bolt (a trainer spell at 40: a frost and fire hybrid bolt with a DoT and slow), plus Missile Barrage, Arcane Wrath, Heating Up and Fingers of Frost in the talent trees.

Arcane: Arcane Blast leveling (level 20)

A solo Arcane build for level 20: the Arcane Blast talent itself, Improved Channeling so a mob hitting you can't cut your Arcane Missiles short, and Arcane Concentration for free spells.

Pull with Arcane Blast from range, add a second Blast if the mob is still far off, then cast Arcane Missiles while the stacks last; Improved Channeling keeps the mob's hits from cutting the channel short. Each stack gives you spell damage equal to 12% of your Intellect but makes the next Blast cost 100% more, so two stacks is usually enough at this level; they fall off 18 sec after your first Blast. When the mob reaches you, Frost Nova it, step back and finish with Fire Blast or your wand. Arcane Concentration gives you Clearcasting on about one hit in ten: spend it on your priciest spell, a stacked Arcane Blast or Arcane Missiles. Ice Lance is a Frost talent an Arcane build can't reach, so for Arcane a freeze is an escape, not a damage window.

Arcane: Arcane dungeon (level 20)

A level 20 group build: Improved Channeling so damage can't cut your Arcane Missiles short, Arcane Subtlety to cut your Arcane threat, three ranks of Arcane Concentration for free spells, and the Arcane Blast talent.

Give the tank a moment, then start Arcane Blast. On bosses, build two or three stacks, then cast Arcane Missiles while they last; on trash that dies fast, one Blast into Missiles is enough. When the tank gathers a pack within 10 yards of you, Arcane Explosion is your AoE, and Arcane Subtlety cuts the threat it causes by 30%. Watch your mana on long fights: each extra Blast stack costs a lot more, so drop back to single stacks when you're low, spend each Clearcasting on a stacked Blast or on Missiles, and save Evocation for when you're nearly empty. Counterspell isn't learned until 24, so handle dangerous humanoid casters with Polymorph for now.

Arcane: Arcane PvP (level 20)

A level 20 PvP build: Improved Channeling so hits can't cut your Arcane Missiles short and usually don't delay Arcane Blast, Arcane Resilience and Magic Absorption to take less damage, and the Arcane Blast talent for burst. It gives up the dungeon build's threat reduction, which matters less against players.

Open from range with one or two Arcane Blasts, then cast Arcane Missiles while the stacks last; Improved Channeling keeps hits from cutting the volley short, and Blizzard's notes say its line of sight is only checked when the channel starts, so a target ducking behind cover still takes it. When melee reaches you, Frost Nova, walk or Blink out, and start again from range. Polymorph a second attacker or a healer, and keep Frost Armor and Mana Shield up against Rogues and Warriors; Arcane Resilience adds Armor on top.

Arcane: Arcane leveling with Missile Barrage (level 30)

The level 20 leveling build carried to 30: Arcane Impact for crits, Arcane Geometry for 6 more yards of range, a point in Missile Barrage for the chance of fast, free Arcane Missiles, Arcane Meditation for mana while casting, and Presence of Mind.

Arcane Blast rank 2 arrives at 30 and more than doubles its damage, so Blast, Blast, Missiles gets much stronger, and Arcane Missiles rank 3 (24) channels for 5 sec. Missile Barrage sometimes turns that volley into a free one that fires twice as fast; if it procs after your first Blast, you can cast Missiles right away. Arcane Meditation keeps some mana coming in while you cast, and Arcane Geometry lets you start from further away. Counterspell (24) shuts a caster mob down, Cone of Cold (26) gives you an instant hit and slow when something reaches you, and Presence of Mind turns a Polymorph or an Arcane Blast into an instant cast when a pull goes wrong. Wear Ice Armor from 30; Mage Armor comes at 34.

Arcane: Arcane dungeon (level 30)

A level 30 group build: Improved Channeling and Arcane Subtlety, Arcane Concentration at 5/5 with Arcane Meditation for long fights, Arcane Impact and Missile Barrage for damage, and Presence of Mind for burst.

On bosses, build three or four Arcane Blast stacks, then cast Arcane Missiles while they last; a Missile Barrage proc makes that volley free and twice as fast. Arcane Meditation lets 50% of your mana regeneration continue while casting, so you can afford higher stacks than at 20, and Clearcasting pays for an expensive Blast now and then. Presence of Mind on a boss pull adds a stack instantly. On packs, use Arcane Explosion within 10 yards, with Arcane Subtlety keeping the threat down. Counterspell (24) finally gives you an interrupt, but it generates a lot of threat, so use it on mobs the tank already holds. Conjure a Mana Agate (28) before long runs.

Arcane: Arcane PvP with Presence of Mind (level 30)

A level 30 PvP build: Presence of Mind for an instant Polymorph or Arcane Blast, Improved Counterspell to silence casters, Arcane Shielding for a cheaper Mana Shield, Arcane Geometry for range and a point in Missile Barrage for the chance of fast Arcane Missiles.

Presence of Mind is your panic and kill button: an instant Polymorph on a healer or a second attacker, or an instant Arcane Blast to finish a burst. Counterspell (24) with Improved Counterspell locks a caster out of a school and silences them for 4 sec. When melee reaches you, Frost Nova, then Blink or walk out, and Cone of Cold (26) slows them if Nova is on cooldown. Two Arcane Blasts into Arcane Missiles is still your burst, and a Missile Barrage proc makes the volley land in half the time. Arcane Shielding makes Mana Shield much cheaper against Rogues and Warriors, who gain Cheap Shot, Vanish, Kidney Shot and Intercept by 30.

Arcane: Arcane leveling with Arcane Power (level 40)

The level 30 leveling build taken to 40: Arcane Mind for Intellect and harder Arcane crits, Arcane Instability for damage and crit, the Arcane Wrath talent and Arcane Power at the bottom of the tree. Level 40 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

Arcane Blast rank 3 (40) and Arcane Missiles rank 5 (40) arrive together, so Blast, Blast, Missiles gets a big step up; Arcane Wrath rank 2 (36) goes between cycles whenever it's ready. Arcane Mind's Intellect makes each Blast stack give more spell damage, and its crit bonus makes Blast and Missiles crits much bigger. Arcane Power and Presence of Mind are for elites and bad pulls: both together, an instant Blast, then spend the 15 sec on Blasts and Missiles. Mage Armor (34) keeps half your regeneration going while you cast, and Arcane Explosion rank 4 (38) with Frost Nova handles packs. Mana Jade (38) and Evocation between big pulls.

Arcane: Arcane dungeon with Arcane Power (level 40)

A level 40 group build: Arcane Mind, Arcane Instability, the Arcane Wrath talent and Arcane Power on top of the level 30 build's Improved Channeling, threat reduction and mana talents. Level 40 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

Open a boss with Arcane Power and Presence of Mind: an instant Arcane Blast, two more, then Arcane Missiles rank 5 (40), all 30% harder for 15 sec. After that, settle into stacks that your mana can pay for, with Arcane Wrath rank 2 (36) whenever it's ready. Arcane Meditation and Mage Armor (34) both let 50% of your regeneration continue while casting. Arcane Subtlety's 30% threat reduction matters most with Arcane Power, so give the tank a few seconds first. On packs, Arcane Explosion rank 4 (38). A Mana Jade (38) helps a long boss.

Arcane: Arcane PvP with Arcane Power (level 40)

A level 40 PvP build: Arcane Mind, Arcane Instability, full Arcane Impact and Arcane Power, which pairs with Presence of Mind for an instant burst, on top of the level 30 build's Improved Counterspell, Arcane Shielding and Arcane Geometry. Level 40 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

Arcane Power and Presence of Mind together are your kill window: an instant Arcane Blast, a second Blast, then Arcane Missiles rank 5 (40), all 30% harder. Out of that window, Presence of Mind is still your panic button for an instant Polymorph rank 3 (40), which now holds for up to 40 sec. Counterspell with Improved Counterspell stops a heal and silences for 4 sec. When melee reaches you, Frost Nova rank 3 (40), Blink, then Cone of Cold; Mana Shield is much cheaper with Arcane Shielding. Arcane Resilience turns Arcane Mind's extra Intellect into Armor.

Arcane: Arcane leveling at 50 (level 50)

The level 40 leveling build at 50: the second rank of Missile Barrage, Wand Specialization for mana-free finishes, Arcane Subtlety against resists, and Arcane Resilience and Arcane Shielding for melee that reaches you. Level 50 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

Arcane Blast rank 4 (50) does 155 to 181 damage, and with Missile Barrage at 2/2 each Blast has a 40% chance to make the next Missiles free and twice as fast, so many cycles are Blast, proc, Missiles. Arcane Wrath rank 3 (48) whenever it's up. Finish low mobs with your wand to save mana. When something reaches you, Frost Nova and step back, or Mana Shield rank 4 (44), much cheaper with Arcane Shielding, and Arcane Resilience turns your Intellect into Armor. Arcane Explosion rank 5 (46) on packs, with Arcane Power for the big ones. A Mana Citrine (48) and Evocation keep you going.

Arcane: Arcane dungeon at 50 (level 50)

The level 40 dungeon build at 50: full Missile Barrage, Arcane Geometry for range, Precision from the Frost tree for hit, and 4 points of Incineration for Arcane Blast crits. Level 50 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

Arcane Blast rank 4 (50) now has a 40% chance per cast to give you a free, fast Arcane Missiles rank 6 (48), so on a boss most cycles go Blast, Blast, Missiles. Arcane Wrath rank 3 (48) between cycles. Improved Channeling at 5/5 means nothing short of a stun stops a volley, and Arcane Geometry's 6 yards keep you out of area attacks. Arcane Power with Presence of Mind on the pull, again when it's back if your mana allows. Arcane Explosion rank 5 (46) on packs the tank holds. A Mana Citrine (48) for long bosses.

Arcane: Arcane PvP at 50 (level 50)

The level 40 PvP build at 50: Arcane Concentration for free spells, the Arcane Wrath talent, the second rank of Missile Barrage, Precision from the Frost tree so Polymorph and Counterspell land, and a point in Arcane Subtlety. Level 50 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

Open with Arcane Wrath rank 3 (48) from range if they haven't seen you, then Blast, Blast and Missiles; Missile Barrage at 2/2 often makes that volley free and twice as fast. Arcane Power with Presence of Mind when their healer is sheeped or Counterspelled. Clearcasting now and then pays for a high-stack Blast. Your defence is unchanged: Frost Nova, Blink, Cone of Cold rank 4 (50) and Mana Shield. Save Blink for after a stun.

Arcane: Arcane leveling at 60 (level 60)

The level 50 leveling build at 60 with full Incineration from the Fire tree for more Blast crits, plus Improved Counterspell, Magic Absorption and a point of Precision from the Frost tree for hit. Level 60, the launch cap, was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

Arcane Blast rank 5 (60), Arcane Missiles rank 8 (56) and Arcane Wrath rank 4 (60) make up the whole loop: two Blasts, Missiles (free and fast on a Barrage proc), Wrath when it's ready. Incineration adds 10% crit to Blast, and Arcane Mind doubles the crit bonus. Fire Blast rank 7 (54) is your instant while moving. Counterspell with Improved Counterspell shuts down a caster mob for 4 sec of Silence. Arcane Explosion rank 6 (54) on packs, Arcane Power for elites, Mana Ruby (58) and Evocation for the long fights.

Arcane: Arcane dungeon at 60 (level 60)

The level 50 dungeon build at 60: full Incineration and Improved Counterspell, and the defensive Arcane talents the deeper build skipped (Magic Absorption, Arcane Shielding and Arcane Resilience). Level 60, the launch cap, was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

Arcane Power and Presence of Mind on the pull, then Arcane Blast rank 5 (60), Arcane Missiles rank 8 (56) and Arcane Wrath rank 4 (60). Watch the stacks: four Blasts cost a lot, so drop to two when you're under half mana, and let Missile Barrage and Clearcasting carry the rest. Counterspell with Improved Counterspell stops a caster mob for good, and Fire Blast rank 7 (54) is your instant while moving. Arcane Brilliance (56) for the group, a Mana Ruby (58) and Evocation for the end of long bosses.

Arcane: Arcane PvP at 60 (level 60)

The level 50 PvP build at 60 with 9 more Frost points: the last rank of Precision, Frost Warding for a stronger Ice Armor, and Improved Frost Nova, Permafrost and a point of Frostbite for more control against melee, plus the second rank of Arcane Subtlety. Level 60, the launch cap, was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

Burst is the same: Arcane Power, Presence of Mind, instant Blast rank 5 (60), Blast, free Missiles on a Barrage proc, Arcane Wrath rank 4 (60) when you have the time. The Frost points are all defence: Frost Nova back 4 sec sooner and more likely to land, Permafrost's longer slows, and a 30% stronger Ice Armor rank 4 (60) against melee (Mage Armor rank 3 (58) against casters). Polymorph rank 4 (60) holds for up to 50 sec. Counterspell with its 4 sec Silence remains the answer to any healer.

Fire: Fireball leveling (level 20)

A solo Fire build for level 20: Accelerant to take 0.5 sec off Fireball, two ranks of Incineration so Fire Blast crits more often, three ranks of Ignite and Pyroblast to open pulls.

Open with Pyroblast from max range while the mob hasn't noticed you; its long cast only works before the fight starts. Then cast Fireball, which Accelerant makes 0.5 sec faster, with Fire Blast whenever it's ready. Incineration makes Fire Blast crit more often, and Ignite adds a burn whenever a Fire spell crits. When a mob reaches you, Frost Nova and step back. Drink between pulls: Fire spends mana quickly, and its mana talent, Master of Elements, comes at 25.

Fire: Fire dungeon (level 20)

A level 20 group build: 0.5 sec off Fireball, Ignite at full strength for the long boss fights where crits add up, and a first point in Burning Soul to cut your Fire threat.

Let the tank hit a mob a few times, then Fireball it, with Fire Blast whenever it's ready. On packs the tank has gathered, Flamestrike burns everything inside for 8 sec, but only one can be active at a time. Fire causes a lot of threat and Burning Soul's first rank only takes off 10%, so pause if a mob turns toward you. Keep Evocation for long boss fights, and Polymorph a dangerous Humanoid or Beast at the start of big pulls.

Fire: Fire PvP (level 20)

A level 20 PvP build: Impact for a 10% stun chance on every Fire spell, Flame Throwing for range, Incineration so Fire Blast crits more often, a faster Fireball and a first point in Burning Soul against pushback.

Start Fireball from max range, which Flame Throwing extends, before they close the gap. Fire Blast is instant, and Incineration makes it crit more often: use it while you move and to finish a runner. Impact's stuns can't be planned, but when one lands on a melee player, step away and start another Fireball. Frost Nova when melee reaches you, then walk or Blink out. Polymorph breaks on any damage, including Fireball's burn, so sheep someone you aren't burning. Pyroblast waits for the level 30 build, where Heating Up makes it fast enough for PvP.

Fire: Heating Up leveling (level 30)

The level 20 leveling build carried to 30: Incineration for Fire Blast crits, full Ignite, Heating Up to speed up Pyroblast after Fire Blasts and crits, Master of Elements for mana back on crits and Blast Wave for mobs that reach you.

Open with Pyroblast from range, then Fireball and Fire Blast. Each crit from Fireball, Fire Blast or Scorch gives a Heating Up stack that cuts your next Pyroblast's cast by 25%, and every Fire Blast that hits adds one too, so after a Fire Blast and a crit or two a Pyroblast is a quick, big hit: use it before the 20 sec run out. Incineration makes Fire Blast crit more often and Improved Fire Blast has it ready sooner, which feeds Ignite, Master of Elements and Heating Up at once. When mobs reach you, Blast Wave hits them all and slows them by half; walk away and keep casting, with Frost Nova as the backup.

Fire: Fire dungeon (level 30)

A level 30 group build: Burning Soul's full threat reduction, Improved Scorch so bosses take more Fire damage from you, Heating Up for faster Pyroblasts and a first point in Critical Mass.

On bosses, Scorch until Improved Scorch reaches 5 stacks, then Fireball, and refresh the stacks with a Scorch before they run out. Crits and Fire Blasts give Heating Up stacks; with two or three, cast Pyroblast. On trash that dies fast, skip Scorch and just Fireball; on packs the tank has gathered, Flamestrike. Burning Soul's 30% threat reduction helps, but Pyroblast and Ignite crits can still pull, so give the tank a head start. Counterspell (24) gives you an interrupt, and a Mana Agate (28) helps in long fights.

Fire: Fire PvP with Blast Wave (level 30)

A level 30 PvP build: Burning Soul at full strength against pushback, Heating Up so Fire Blasts and crits turn Pyroblast into a fast finisher, Master of Elements for mana and Blast Wave as a second escape.

Fireball from range, Fire Blast on the move, and watch for Heating Up: every Fire Blast that hits and every Fireball crit stacks it, and with two or three stacks Pyroblast is quick enough to finish a target. Blast Wave is your second escape: hit and slow everyone near you when Frost Nova is on cooldown, then walk out. Burning Soul keeps most hits from delaying your casts, and Impact may stun them on the way back in. Cone of Cold (26) and Counterspell (24) join your kit, and by 30 Rogues have Cheap Shot and Vanish and Warriors have Intercept, so fights get faster.

Fire: Fire leveling with Combustion (level 40)

The level 30 leveling build taken to 40: full Critical Mass and Incineration for more crits, Fire Power for more damage while your burns are ticking, a point of Burning Soul and Combustion at the bottom of the tree. Level 40 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

Pull with Pyroblast rank 4 (36) from range, then Fireball rank 7 (36) and Fire Blast rank 5 (38) whenever it's ready. With Critical Mass and Incineration full, crits come often enough that Heating Up stacks build quickly; at two or three, cast another Pyroblast before the 20 sec run out. Fire Power adds 3% for each of your Fire effects on the mob, so the Pyroblast burn, Fireball's burn and Ignite all count. Save Combustion for elites and big pulls. Blast Wave rank 2 (36) and Frost Nova rank 3 (40) handle mobs that reach you. Frostfire Bolt (40) gets Accelerant's 0.5 sec, but Fire Power doesn't count it as a Fire effect.

Fire: Fire dungeon with Combustion (level 40)

A level 40 group build: full Critical Mass and Master of Elements, two ranks of Incineration for Scorch crits, Fire Power for more damage while your burns and Scorch stacks are up, and Combustion for boss burns. Level 40 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

On bosses, Scorch rank 4 (40) until Improved Scorch has 5 stacks, then Fireball rank 7 (36), and refresh the stacks with a Scorch before 30 sec. Fire Power counts each of your Fire effects on the boss, so the Scorch stacks, Fireball's and Pyroblast's burns and Ignite all add to it. Crits and Fire Blasts build Heating Up; at two or three stacks, Pyroblast. Combustion once the tank has a solid lead: three quick crits with Ignite behind them. On packs, Flamestrike rank 4 (40). Burning Soul cuts your Fire threat by 30%, but Combustion's crits can still pull, so watch the meter.

Fire: Fire PvP with Combustion (level 40)

A level 40 PvP build: full Critical Mass and Accelerant, Fire Power, a third rank of Incineration and Combustion, on top of Impact, Burning Soul, Heating Up and Blast Wave from the level 30 build. Level 40 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

Fireball from range, Fire Blast whenever it's up, and Pyroblast once Heating Up has two or three stacks. Combustion is your kill button: pop it, then Fire Blast, Scorch and the shortened Pyroblast, and each crit leaves more stacks behind. Blast Wave and Frost Nova are your two escapes; use one, walk away, and keep the other. Impact may stun them on the way back in, and Burning Soul keeps most hits from delaying your casts. Polymorph rank 3 (40) holds a healer for up to 40 sec. By 40 an Arms Warrior can have Mortal Strike and Rogues have Blind (34).

Fire: Fire leveling with Impact (level 50)

The level 40 leveling build at 50: full Burning Soul so hits don't delay your Fireballs, Impact for stuns, Flame Throwing for range and full Improved Flamestrike for Blast Wave and Flamestrike pulls. Level 50 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

Single mobs: Pyroblast, Fireball rank 9 (48), Fire Blast rank 6 (46), and a quick Pyroblast once Heating Up has two or three stacks. Flame Throwing's 6 yards let you open from further away, and Impact may stun a mob on the way in. For packs, gather three or four, Flamestrike rank 5 (48) where they'll stand, then Blast Wave rank 3 (44) and Frost Nova when they reach you, and Arcane Explosion rank 5 (46) to finish; Improved Flamestrike crits spread Ignite through them. Burning Soul at 3/3 means a mob hitting you rarely pushes back a cast. Combustion and a Mana Citrine (48) on the big pulls.

Fire: Fire dungeon at 50 (level 50)

The level 40 dungeon build at 50: full Incineration for Scorch and Fire Blast crits, full Improved Flamestrike for packs, Blast Wave, a point in Improved Fire Blast and Precision from the Frost tree for hit. Level 50 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

Scorch to 5 Improved Scorch stacks, then Fireball rank 9 (48), with Scorch to refresh; with Incineration those Scorches crit more and feed Heating Up and Ignite. Pyroblast rank 6 (48) on two or three Heating Up stacks, Combustion on the boss once the tank is set. Trash packs: Flamestrike rank 5 (48), with 15% more crit from Improved Flamestrike, then Blast Wave rank 3 (44) on anything that comes back to you. Precision's 6% hit matters most against bosses above your level. A Mana Citrine (48) for long fights.

Fire: Fire PvP with Ignite (level 50)

The level 40 PvP build at 50: full Ignite and Incineration, Improved Fire Ward to reflect Fire spells, and a point in Precision. Level 50 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

The same loop, with every crit leaving an Ignite: Fire Blast rank 6 (46) and Scorch rank 5 (46) crit more with Incineration, and each feeds Heating Up for a fast Pyroblast rank 6 (48). Combustion turns that into three crits in a row. Fire Ward rank 4 (50) with Improved Fire Ward can reflect a Fire Mage's Pyroblast or a Warlock's Immolate. Blast Wave, Frost Nova and Blink keep melee off you, and Cone of Cold rank 4 (50) slows them when both are down.

Fire: Fire leveling at 60 (level 60)

The level 50 leveling build at 60 with 10 Frost points: Precision for hit, Frost Warding for a sturdier Ice Armor, Improved Frost Nova and Permafrost for more control. Level 60, the launch cap, was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

Pyroblast rank 8 (60) to open, Fireball rank 12 (60), Fire Blast rank 7 (54), and a fast Pyroblast on two or three Heating Up stacks. Combustion on elites. On packs, Flamestrike rank 6 (56), then Blast Wave rank 5 (60) and Frost Nova as they arrive; Improved Frost Nova has the freeze back 4 sec sooner and Permafrost makes Cone of Cold's slow last longer. Precision means fewer resisted Fireballs on mobs above your level. Ice Armor rank 4 (60) with Frost Warding for solo play, or Mage Armor (58) if you'd rather drink less.

Fire: Fire dungeon at 60 with Arcane Concentration (level 60)

The level 50 dungeon build plus 10 Arcane points at 60: Missile Barrage so Fireballs can give free, fast Arcane Missiles, Improved Channeling to protect those volleys, and three ranks of Arcane Concentration for free spells. Level 60, the launch cap, was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

Scorch rank 7 (58) to stack Improved Scorch, then Fireball rank 12 (60), with a Pyroblast rank 8 (60) on two or three Heating Up stacks and Combustion on the boss. A Missile Barrage proc makes your next Arcane Missiles free and twice as fast, and Clearcasting makes a spell free: spend it on Pyroblast or Flamestrike. Flamestrike rank 6 (56) and Blast Wave rank 5 (60) on packs. Fire threat climbs fast with Combustion, so let the tank build a lead. Arcane Brilliance (56) for the group, a Mana Ruby (58) and Evocation for the long bosses.

Fire: Fire PvP at 60 (level 60)

The level 50 PvP build at 60 with 10 more Frost points: full Precision so fewer spells are resisted, Frost Warding for a stronger Ice Armor and Frost Ward, and Improved Frost Nova, Permafrost and a point in Frostbite for more control. Level 60, the launch cap, was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

Fireball rank 12 (60) and Fire Blast rank 7 (54) for pressure, Pyroblast rank 8 (60) on Heating Up stacks, Combustion when the target is low or their healer is sheeped. Frost Nova now comes back 4 sec sooner, and Permafrost makes Cone of Cold's slow last longer, so with Blast Wave you have three ways to keep melee off you. Ice Armor rank 4 (60) with Frost Warding against melee, Frost Ward or Fire Ward against casters. Polymorph rank 4 (60) holds a healer for up to 50 sec.

Frost: Frostbolt and Ice Lance leveling (level 20)

A solo Frost build for level 20: 0.5 sec off Frostbolt, Improved Frost Nova so your freeze comes back 4 sec sooner, Frostbite for surprise freezes, and the Ice Lance talent to punish every one of them.

Pull with Frostbolt from range; its 40% slow means you land several casts before the mob arrives. When it reaches you, Frost Nova it and throw Ice Lance while it's Frozen: it's instant and deals 300% more damage. Damage can break the freeze, so throw the Lances right away, or walk out and go back to Frostbolt. If Frostbite freezes a mob, that's a free Ice Lance window too. Finish a nearly dead mob with Fire Blast or your wand. Cold Snap is a level 30 talent in Forever, so at 20 your only help with Frost Nova's cooldown is Improved Frost Nova.

Frost: Frost dungeon (level 20)

A level 20 group build: 0.5 sec off Frostbolt, 6% more hit with all your spells for bosses above your level, 2 points of Ice Shards for harder Frost crits, and the Ice Lance talent for Frozen mobs.

Frostbolt the tank's target once the tank has it; its slow keeps a mob that turns toward you or the healer from getting there quickly. Blizzard is expensive at rank 1 (320 mana), so save it for real packs the tank is holding. If a mob gets loose, Frost Nova it where it stands; Ice Lance deals 300% more damage while it's Frozen, so finish it if it's nearly dead, or leave it for the tank. This build has no threat reduction (Frost Channeling comes in the level 30 build), so start a little after the tank.

Frost: Frost PvP (level 20)

A level 20 PvP build: Frost Warding for a sturdier Frost Armor, Improved Frost Nova so your freeze comes back 4 sec sooner, Frostbite for surprise freezes and Ice Lance to punish every freeze.

Keep Frostbolt's slow on melee players and Frost Nova them when they reach you; while they're Frozen, throw Ice Lance for 300% more damage, then step out. Damage may break the freeze early, so Lance first and walk away after. Blink frees you from stuns and immobilizes, and Mana Shield soaks physical hits while you get away. Frost Warding makes Frost Armor sturdier, and Frost Armor's slow on attackers helps too. Cold Snap and Ice Block wait for the level 30 build.

Frost: Frost leveling with Shatter (level 30)

The level 20 leveling build carried to 30: Frost Channeling for cheaper Frost spells, Improved Blizzard so Blizzard counts as a Chill, Shatter so Ice Lance on a Frozen mob usually crits, Ice Block for emergencies, and Fingers of Frost for Ice Lances without a freeze.

Frostbolt from range, Frost Nova when a mob arrives, then Ice Lance while it's Frozen; with Shatter it usually crits. A Fingers of Frost proc does the same without a freeze, so throw an Ice Lance when you see it. Frost Channeling makes every Frost spell 15% cheaper, which matters most for Blizzard rank 2 (28) on packs, where Improved Blizzard's Chill gives Frostbite and Fingers of Frost a chance to proc, and Cone of Cold (26) hits and slows everything in front of you. Ice Block is your emergency: 10 sec of immunity when a pull goes wrong. Ice Armor (30) replaces Frost Armor.

Frost: Frost dungeon (level 30)

A level 30 group build: full Precision for hit, Ice Shards for harder Frost crits, Frost Channeling for cheaper Frost spells and less threat, and Shatter with Fingers of Frost so Ice Lance lands as if the target were Frozen.

Frostbolt is still your main spell, now 15% cheaper with Frost Channeling. When Fingers of Frost procs, throw an Ice Lance: the target counts as Frozen, so the Lance gets its 300% bonus and Shatter's crit, and Ice Shards makes the crit hit harder. Blizzard rank 2 (28) on packs the tank holds, where Improved Blizzard's Chill can give you that proc, Cone of Cold (26) on mobs that reach you, and Counterspell (24) for casters. Frost Channeling cuts your Frost threat by 30%, but a Blizzard on a fresh pack can still pull, so let the tank gather it first.

Frost: Frost PvP with Ice Block (level 30)

A level 30 PvP build: Shatter so Ice Lance crits on Frozen players, Ice Shards so those crits hit harder, Ice Block for 10 sec of immunity, Cold Snap to reset Frost Nova and Ice Block, and Arctic Reach for a wider Frost Nova.

Frost Nova, Ice Lance while they're Frozen, step out, Frostbolt; with Shatter the Lances usually crit, and Ice Shards makes the crits bigger. When they break free and Frost Nova is on cooldown, Cone of Cold (26) slows everyone in front of you, and Cold Snap gives you a second Nova. Ice Block is 10 sec of immunity: use it inside a stun combo or a burst, then Nova as it ends; Cold Snap also resets Ice Block. Counterspell (24) locks a healer's school. By 30 Rogues have Cheap Shot, Vanish and Kidney Shot and Warriors have Intercept, so fights get faster.

Frost: Frost leveling with Ice Barrier (level 40)

The level 30 leveling build taken to 40: full Ice Shards so Shattered Ice Lances hit harder, Improved Cone of Cold, the second rank of Fingers of Frost and Cold Snap, which leads to Ice Barrier at the bottom of the tree. Level 40 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

Cast Ice Barrier before a pull: it soaks hits, boosts your Frost damage and keeps your casts from being pushed back, and it's ready again after 30 sec, so you can have it up for most fights. Then Frostbolt from range, Frost Nova when the mob arrives and Ice Lance while it's Frozen; with Shatter it usually crits, and Ice Shards makes the crit much bigger. A Fingers of Frost proc now gives you two Ice Lances. On packs, Blizzard rank 3 (36) with Improved Blizzard's Chill, then Frost Nova and Cone of Cold rank 2 (34) as they reach you. Frost Nova rank 3 and Ice Armor rank 2 come at 40; Mage Armor (34) is the one to wear if you'd rather drink less than soak hits. Frostfire Bolt (40) is checked against the lower of a mob's Frost and Fire resistance, so it's the spell for mobs that shrug off Frostbolt, though Improved Frostbolt doesn't speed it up.

Frost: Frost dungeon with Ice Barrier (level 40)

A level 40 group build: full Ice Shards, Arctic Reach for range, Fingers of Frost at 2/2 for two Ice Lances per proc, and Ice Barrier, which here is mostly a damage buff. Winter's Chill fills the points Ice Barrier needs. Level 40 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

Ice Barrier between pulls: while it holds, your Frost damage is 6% higher and the tank's misses can't push back your Frostbolts. Frostbolt rank 7 (38) is still your main spell, 15% cheaper with Frost Channeling. On a Fingers of Frost proc, throw two Ice Lances: the target counts as Frozen, so both get the Frozen bonus and Shatter's crit. On packs the tank holds, Blizzard rank 3 (36), whose Chill is the surest way to get a proc, and Cone of Cold rank 2 (34) on trash in front of you, harder with Winter's Chill stacks. Counterspell casters. Frost Channeling cuts your Frost threat by 30%, but let the tank gather a fresh pack before your first Blizzard.

Frost: Frost PvP with Ice Barrier (level 40)

A level 40 PvP build: Ice Barrier on top of Ice Block and Cold Snap, Permafrost for longer and stronger slows, full Ice Shards for bigger Shatter crits and Fingers of Frost for Ice Lances without a freeze. Level 40 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

Ice Barrier before you engage and again whenever it's back: it soaks the opening hits and keeps your casts from being pushed back. Frost Nova, two or three Ice Lances while they're Frozen, step out, Frostbolt; Permafrost makes each slow last longer and bite harder. A Fingers of Frost proc gives two Ice Lances that count as if the target were Frozen. When they break free and Nova is down, Cone of Cold, then Cold Snap for a second Nova and a second Ice Barrier. Ice Block is 10 sec of immunity for a stun combo or a burst. Polymorph rank 3 (40) holds a healer for up to 40 sec. By 40 an Arms Warrior can have Mortal Strike and Rogues have Blind (34), so save Blink for after a stun.

Frost: Frost leveling with Permafrost (level 50)

The level 40 leveling build at 50: Permafrost for longer, stronger slows, full Improved Blizzard so a pack in your Blizzard is slowed by 40%, Precision for hit and the last ranks of Arctic Reach and Improved Cone of Cold. Level 50 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

The rhythm is the same: Ice Barrier up, Frostbolt, Frost Nova, Ice Lance on the Frozen mob. Permafrost makes every Chill last 33% longer and slow harder, so a single mob often dies before it reaches you. For packs, pull several, drop Blizzard rank 4 (44) on them and walk backwards through it: full Improved Blizzard holds them at 40% speed, Frostbite and Fingers of Frost proc off the ticks, and Frost Nova plus Cone of Cold rank 4 (50) finish them. Frostbolt rank 9 (50) and Ice Lance rank 5 (48) keep single kills quick. Mana Citrine (48) and Evocation cover the big pulls, and Cold Snap gives you a second Nova and Ice Block when a pull goes badly.

Frost: Frost dungeon at 50 (level 50)

The level 40 dungeon build at 50: full Winter's Chill and Improved Cone of Cold for trash, full Improved Blizzard so loose mobs crawl, Improved Frost Nova for the healer's sake and Frost Warding for a stronger Ice Barrier. Level 50 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

Bosses: Ice Barrier, then Frostbolt rank 9 (50), with two Ice Lances on every Fingers of Frost proc. Trash: Blizzard rank 4 (44) on the pack once the tank has it, Frostbolts on the kill target, and when mobs come your way, Cone of Cold rank 4 (50) with Winter's Chill stacks on it. Full Improved Blizzard holds anything in your Blizzard at 40% speed, so a mob that turns to the healer has to cross it first, and Improved Frost Nova gives you the freeze back 4 sec sooner. Frost Channeling still matters: Blizzard is your most expensive spell and it causes 30% less threat. Mana Citrine (48) for long fights.

Frost: Frost PvP with Winter's Chill (level 50)

The level 40 PvP build at 50: full Winter's Chill and Improved Cone of Cold, so a few Frostbolts turn Cone of Cold into a burst hit, and 2 points of Precision so fewer freezes and sheep are resisted. Level 50 was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

Kite with Frostbolt rank 9 (50); each one stacks Winter's Chill, and when the melee player arrives, Cone of Cold rank 4 (50) hits with all of it. Then Frost Nova, Ice Lances, step out and start again. Ice Barrier keeps your casts safe while you do it, and Cold Snap gives you a second Nova, Cone, Barrier or Ice Block. Against casters, Counterspell the heal, Polymorph the healer and Frostbolt from range.

Frost: Full Frost leveling at 60 (level 60)

All 48 Frost points plus 3 in Incineration for level 60: Winter's Chill turns your Frostbolts into a bigger Cone of Cold, Frost Warding strengthens Ice Armor and Ice Barrier, and Incineration adds Ice Lance crit. Level 60, the launch cap, was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

Ice Barrier before every pull, Frostbolt, Frost Nova, Ice Lance: the same loop as at 30, with much bigger numbers. Winter's Chill stacks on every Frostbolt, so two or three bolts into a mob, then Cone of Cold as it arrives, hits hard: each stack adds 20% damage taken and 7% of your spell damage to that Cone. Blizzard rank 6 and Frostbolt rank 11 come at 60, Cone of Cold rank 5 at 58 and Ice Lance rank 6 at 56. Frost Warding gives Ice Armor rank 4 (60) and Ice Barrier 30% and 20% more, so you can take a few hits while you kite. Mana Ruby (58) and Evocation cover long fights.

Frost: Frost dungeon at 60 with Arcane Concentration (level 60)

The level 50 dungeon build plus 10 Arcane points at 60: Missile Barrage so Frostbolts can give free, fast Arcane Missiles, Improved Channeling to protect those volleys, and three ranks of Arcane Concentration for free spells over a long run. Level 60, the launch cap, was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

Frostbolt rank 11 (60) on bosses, with Ice Barrier up and two Ice Lances on every Fingers of Frost proc. When Missile Barrage procs after a Frostbolt, the next Arcane Missiles is free and fires twice as fast, so cast it before your next bolt; Clearcasting makes a spell free too, best spent on Blizzard. Blizzard rank 6 (60) on packs, Cone of Cold rank 5 (58) on trash in front of you after a few Frostbolts have stacked Winter's Chill. Arcane Brilliance (56) covers the whole group's Intellect in one cast, and a Mana Ruby (58) and Evocation see you through a long boss.

Frost: Frost PvP at 60 (level 60)

The level 50 PvP build at 60 with full Precision and Frost Channeling, plus 6 Arcane points: Arcane Resilience for Armor, two ranks of Improved Channeling, and a point of Missile Barrage for a free volley now and then. Level 60, the launch cap, was never playable in the beta (it stopped at 30), so this is planned from the client data and untested in play.

The kit is complete: Ice Barrier, Frost Nova, Cone of Cold, Ice Block and Cold Snap to reset them, Ice Lance on every freeze and Fingers of Frost proc, and Winter's Chill to make Cone of Cold a finisher. Polymorph rank 4 (60) lasts up to 50 sec on a healer; Precision helps it and Counterspell land. A Missile Barrage proc after a Frostbolt is a quick free Arcane Missiles while they run back to you. Frost Channeling keeps your mana up over a long battleground. Ice Armor rank 4 (60) with Frost Warding is the armour against melee; switch to Mage Armor (58) against casters.

Checked against WoW Forever build 1.60.1.70862.

Popular builds

Seen in WoW Forever: 3 players (3 characters). How it works: signed-in players upload their Companion addon file (its Your talent builds setting records each character’s talents). Each character counts once per level range, at most 2 of one player’s, and no names are shown. A spec appears once 5 characters from 3 different players at that level range have uploaded, and a build once 2 players run it.

Levels 10–19

2 Mage characters at Levels 10–19.

Levels 20–29

1 Mage character at Levels 20–29.

Best in slot gear at any level: Arcane, Fire, Frost

Mage abilities

No longer trainer abilities in the live client

Common questions

What's the best caster ring for a Mage at level 20?

Speculation: Calling it the best rests on ForeverDB's gear scoring, not Blizzard, and other rings may suit depending on spec and what you can obtain.

A strong caster ring for a level 20 Mage is Lorekeeper's Ring, a rare ring usable from level 18. It gives +2 Stamina, +5 Spell Power and restores 2 mana every 5 seconds.

The +5 Spell Power is the draw: it lifts Fireball, Frostbolt and Arcane Missiles at a level where spell power is hard to come by. See the Mage class page for the rest of a level 20 caster set.

Sources: Lorekeeper's Ring · Mage in WoW Forever · checked on build 1.60.1.70862

The whole FAQ

Data from the WoW Forever client, build 1.60.1.70862, extracted .