Mage PvE

Rotations & Guide · PvE · PvP · Builds · Abilities · Talent Calculator · Changes vs Classic

Mages are pure ranged casters with strong AoE, crowd control and burst. Forever adds Arcane Blast (stacking buff to your other spells), Ice Lance (300% more damage on frozen targets) and Frostfire Bolt (a frost and fire hybrid bolt with a DoT and slow), each feeding its tree's talents.

Arcane Mage PvE guide

Arcane is the Forever Mage's Arcane Blast spec. Each Blast makes your other spells hit harder and the next Blast cost more, so you build a few stacks and spend them on Arcane Missiles. At level 20 the dungeon build adds Arcane Impact for crits and Arcane Subtlety for lower threat. It shines on long boss fights, as long as you watch your mana.

Your job in a group

Ranged damage, best on bosses: build Arcane Blast stacks and spend them on Arcane Missiles, and use Arcane Explosion on packs the tank gathers near you. Arcane Subtlety cuts the threat of your Arcane spells, so you can push harder than a Fire Mage at this level. Like every Mage you bring Arcane Intellect for the group, conjured food and water between pulls, Polymorph to take a Humanoid or Beast out of a big pull, and Remove Lesser Curse, which clears a Curse or a Bane from the tank or healer. You have no interrupt until Counterspell at 24, so Polymorph dangerous casters instead, and if a mob gets loose, Frost Nova holds it in place until the tank picks it up.

Opener

Cooldowns

Stats

Hit, Spell Power, Intellect, Critical Strike, Arcane Damage, Spirit, Mana per 5 sec. Hit comes first because dungeon bosses are often above your level and a missed Arcane Blast wastes an expensive cast; Arcane Focus covers part of it. Spell Power and Arcane Damage raise every Blast and Missile. Intellect is your mana pool, and stacking Arcane Blast gets expensive fast. Critical Strike works with Arcane Impact now and Arcane Mind at 30. Spirit and Mana per 5 sec shorten your drinking breaks.

Tips

Fire Mage PvE guide

Fire is steady Fireball damage with instant Fire Blasts in between, and every Fire crit leaves an Ignite burn. At level 20 the dungeon build takes a faster Fireball, Ignite, Wake of Fire, Flame Throwing and one point of Elemental Precision for hit. Fire has no threat reduction at 20, so it needs the most care on pulls.

Your job in a group

Ranged damage: Fireball on the tank's target with Fire Blast whenever it's ready, and Flamestrike on packs the tank has gathered. Fire has no threat reduction at 20 (Burning Soul is in the level 30 build), so let the tank build threat first and stop casting if a mob turns toward you. Like every Mage you bring Arcane Intellect for the group, conjured food and water between pulls, Polymorph to take a Humanoid or Beast out of a big pull, and Remove Lesser Curse, which clears a Curse or a Bane from the tank or healer. You have no interrupt until Counterspell at 24; Impact's stun chance and Frost Nova handle mobs that get loose.

Opener

Cooldowns

Stats

Hit, Spell Power, Fire Damage, Critical Strike, Intellect, Spirit. Hit first: dungeon bosses are often above your level, and a missed Fireball is a whole cast wasted; Elemental Precision covers part of it. Spell Power and Fire Damage raise every Fireball and every Ignite burn. Critical Strike feeds Ignite now, and at 30 Master of Elements refunds mana on crits too. Intellect and Spirit keep you casting between drinks.

Tips

Frost Mage PvE guide

Frost is the steadiest dungeon Mage: Frostbolt is your main spell, its slow keeps loose mobs off the healer, and Frost Nova into Ice Lance handles emergencies. At level 20 the dungeon build takes faster Frostbolts, Elemental Precision for hit, Ice Shards for harder crits and Piercing Ice. Frost has no threat reduction until Frost Channeling at 25, so give the tank a head start.

Your job in a group

Single-target damage with Frostbolt, pack damage with Blizzard, and the group's best emergency control: Frostbolt slows anything that runs at the healer, and Frost Nova freezes it in place until the tank picks it up. Like every Mage you bring Arcane Intellect for the group, conjured food and water between pulls, Polymorph to take a Humanoid or Beast out of a big pull, and Remove Lesser Curse, which clears a Curse or a Bane from the tank or healer. You have no interrupt until Counterspell at 24, and no threat reduction until Frost Channeling at 25, so start a little after the tank.

Opener

Cooldowns

Stats

Hit, Spell Power, Frost Damage, Critical Strike, Intellect, Spirit. Hit first: dungeon bosses are often above your level, and Elemental Precision covers part of the gap. Spell Power and Frost Damage raise Frostbolt, Blizzard and Ice Lance. Critical Strike pays off through Ice Shards, which makes Frost crits hit much harder. Intellect and Spirit keep Blizzard affordable between drinks.

Tips

Checked against WoW Forever beta build 1.60.1.70009.

Mage abilities