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
- Arcane Intellect: Before the pull, on yourself and every other mana user in the group.
- Frost Armor: Keep it on all run; the Armor and the slow on attackers matter when a loose mob reaches you.
- Polymorph: As the pull starts, sheep a dangerous Humanoid or Beast; rank 2 holds it for up to 30 sec.
- Arcane Blast: Once the tank has the mob, cast two or three. Each adds 10% to your other spells' damage and raises the next Blast's cost by 175%.
- Arcane Missiles: Spend the stacks before they drop; rank 2 channels for 4 sec, and Improved Channeling helps it finish if you're hit.
Cooldowns
- Arcane Concentration: Its tooltip gives a 100% chance of Clearcasting after a damage spell hits. Spend each Clearcasting on your priciest spell: a stacked Arcane Blast or Arcane Missiles.
- Evocation: When you're nearly dry mid-fight: your mana regeneration is active and 1500% higher while you channel for 8 sec. It has a long cooldown, so save it for bosses.
- Frost Nova: A mob loose on you or the healer: freeze it for up to 8 sec so the tank can collect it.
- Blink: If a mob is on you and Frost Nova is down, Blink 20 yd toward the tank; it also frees you from stuns and immobilizes.
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
- Arcane Blast's stacks end as soon as you cast any other damage spell, and that includes Frost Nova, Fire Blast and Arcane Explosion. Pick your spender before you start stacking.
- On trash that dies fast, one Blast into Arcane Missiles is enough. Save three or four stacks for bosses, where the extra damage pays for the mana.
- Blizzard's patch notes say Arcane Missiles checks line of sight only once, when the channel starts, so a caster that steps behind a pillar mid-channel still takes every missile.
- Remove Lesser Curse clears a Curse or a Bane in Forever. Watch the tank and the healer on caster-heavy pulls.
- Keep area spells away from a Polymorphed mob: any damage turns it back, and the sheep regenerates very quickly while it's out.
- Conjure water and food for the group before the run. Conjured items disappear if you're logged out for more than 15 minutes.
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
- Arcane Intellect: Before the pull, on yourself and every other mana user in the group.
- Polymorph: As the pull starts, sheep a dangerous Humanoid or Beast; rank 2 holds it for up to 30 sec.
- Fireball: Start after the tank has hit the mob a few times; the hit is followed by a burn over 8 sec.
- Fire Blast: Instant: weave it in whenever it's ready. Wake of Fire shortens its cooldown.
- Flamestrike: On packs the tank has gathered: it burns everything inside for 8 sec, and only one can be active at a time.
Cooldowns
- Wake of Fire: After a kill, your next Fire Blast within 30 sec gets 50% more crit chance, so open the next mob with it.
- Evocation: When you're nearly out of mana mid-fight: your regeneration is active and 1500% higher while you channel for 8 sec. Save it for bosses.
- Frost Nova: A mob loose on you or the healer: freeze it for up to 8 sec until the tank takes it back.
- Impact: Your Fire spells have a 10% chance to stun for 2 sec, which can stop a loose mob before it reaches the healer.
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
- Ignite burns for 40% of a crit's damage over 4 sec. Blizzard's notes say Ignite no longer double-dips on percentage damage increases, so buffs raise it once, not twice.
- Blizzard raised Wake of Fire's after-kill buff to 30 sec (from 20), long enough to drink briefly and open the next pull with a Fire Blast that's likely to crit.
- Fire Blast's range is only 20 yd; Flame Throwing adds 6 yards, so you can use it from your normal casting spot.
- If your tank struggles to hold threat, move the Elemental Precision point into Burning Soul, which cuts your Fire threat by 30%.
- Keep Flamestrike and Arcane Explosion away from a Polymorphed mob; any damage turns it back.
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
- Arcane Intellect: Before the pull, on yourself and every other mana user in the group.
- Polymorph: As the pull starts, sheep a dangerous Humanoid or Beast; rank 2 holds it for up to 30 sec.
- Frostbolt: Start once the tank has the mob. Rank 4 slows by 40% for 7 sec, so a mob that turns to you takes longer to arrive.
- Blizzard: On a pack the tank is holding; it hits everything inside over 8 sec. It's expensive at rank 1, so save it for real packs.
Cooldowns
- Frost Nova: A mob loose on you or the healer: freeze it for up to 8 sec so the tank can collect it.
- Improved Frost Nova: 4 sec off Frost Nova's cooldown, so it's ready more often for loose mobs.
- Ice Lance: A Frozen mob takes 300% more damage from it; finish a loose mob that's nearly dead instead of waiting for the tank.
- Evocation: When you're nearly dry mid-fight: your regeneration is active and 1500% higher while you channel for 8 sec. Save it for bosses.
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
- Blizzard costs 320 mana at rank 1. On trash that dies fast, Frostbolt the kill target instead and save Blizzard for real packs.
- Damage may break Frost Nova's freeze. Throw your Ice Lances before the group's area spells land, or leave the freeze alone so the tank can pick the mob up.
- Frostbite's freezes are a bonus: the client doesn't confirm that Frostbolt's slow counts as a Chill, so watch for Frozen mobs rather than planning around them.
- Keep Blizzard away from a Polymorphed mob; any damage turns it back.
- Elemental Precision covers Fire spells too, so Fire Blast finishers on the move get the extra hit.
Checked against WoW Forever beta build 1.60.1.70009.
Mage abilities
- Fire Vulnerability
- Arcane Intellect (level 1)
- Chilled (level 1)
- Fireball (level 1)
- Frost Armor (level 1)
- Conjure Water (level 4)
- Frostbolt (level 4)
- Conjure Food (level 6)
- Fire Blast (level 6)
- Arcane Missiles (level 8)
- Polymorph (level 8)
- Clearcasting (level 10)
- Frost Nova (level 10)
- Dampen Magic (level 12)
- Slow Fall (level 12)
- Arcane Explosion (level 14)
- Flamestrike (level 16)
- Amplify Magic (level 18)
- Remove Lesser Curse (level 18)
- Arcane Blast (level 20)
- Blink (level 20)
- Blizzard (level 20)
- Evocation (level 20)
- Fire Ward (level 20)
- Ice Lance (level 20)
- Mana Shield (level 20)
- Teleport: Ironforge (level 20)
- Teleport: Orgrimmar (level 20)
- Teleport: Stormwind (level 20)
- Teleport: Undercity (level 20)
- Frost Ward (level 22)
- Scorch (level 22)
- Counterspell (level 24)
- Cone of Cold (level 26)
- Conjure Mana Agate (level 28)
- Ice Armor (level 30)
- Teleport: Darnassus (level 30)
- Teleport: Thunder Bluff (level 30)
- Mage Armor (level 34)
- Conjure Mana Jade (level 38)
- Frostfire Bolt (level 40)
- Portal: Ironforge (level 40)
- Portal: Orgrimmar (level 40)
- Portal: Stormwind (level 40)
- Portal: Undercity (level 40)
- Conjure Mana Citrine (level 48)
- Portal: Darnassus (level 50)
- Portal: Thunder Bluff (level 50)
- Teleport: Dalaran (level 50)
- Arcane Brilliance (level 56)
- Conjure Mana Ruby (level 58)
- Felfire (level 60)
- Polymorph: Cow (level 60)