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Mage Builds

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

Mages are pure ranged casters with strong AoE, crowd control and burst. Forever adds Arcane Blast (an Arcane talent: a stacking buff to your other spells), 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, Hot Streak 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 stop your Arcane Missiles, and Arcane Concentration for free spells.

Pull with Arcane Blast from range, add a second Blast if the mob is still far off, then spend the stacks on Arcane Missiles, which Improved Channeling keeps channeling even while the mob hits you. Each stack adds 10% damage to your other spells but makes the next Blast cost 175% more, so two stacks is the usual sweet spot at this level. When the mob reaches you, Frost Nova it, step back and finish with Fire Blast or your wand; both Frost Nova and Fire Blast are damage spells, so they end your Blast stacks. 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: full Arcane Focus for bosses above your level, 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 and spend them on Arcane Missiles; 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 stop your Arcane Missiles and rarely stop 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 hit and threat reduction, which matter less against players.

Open from range with one or two Arcane Blasts, then spend the stacks on Arcane Missiles; Improved Channeling keeps the volley going when you're hit, 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. Frost Nova and Fire Blast are damage spells, so they end your Blast stacks: Nova first, then stack. 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, the current beta cap: Arcane Impact for crits, Arcane Geometry for 6 more yards of range, Missile Barrage for 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 often turns that volley into a free one that fires twice as fast; if it procs after your first Blast, you can spend 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: full Arcane Focus 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 and spend them on Arcane Missiles; Missile Barrage often makes that volley free and twice as fast. Arcane Meditation lets 50% of your mana regeneration continue while casting, so you can hold high stacks longer 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 Missile Barrage for 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 Missile Barrage 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.

Fire: Fireball leveling (level 20)

A solo Fire build for level 20: 0.5 sec off Fireball, Wake of Fire for more frequent Fire Blasts and a likely crit after each kill, 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 Improved Fireball makes 0.5 sec faster, with Fire Blast whenever it's ready. Right after a kill, Wake of Fire makes your next Fire Blast within 30 sec much more likely to crit, so open the next mob with it and let Ignite burn. 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, Wake of Fire and Flame Throwing for a Fire Blast that's ready more often and reaches further, 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 comes back sooner with Wake of Fire: 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, the current beta cap: Incineration for Fire Blast crits, full Ignite, Heating Up to speed up Pyroblast after 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%, so after two or three crits a Pyroblast is a quick, big hit: use it before the 20 sec run out. Incineration and Wake of Fire make Fire Blast crit often, 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 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 a couple of 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 Fireball or Fire Blast 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.

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, 5% more hit with Frost and Fire spells for bosses above your level, 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, the current beta cap: Frost Channeling for cheaper Frost spells, 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, 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 Elemental Precision for hit, Frost Channeling for cheaper Frost spells and less threat, Piercing Ice for more Frost damage, 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. Blizzard rank 2 (28) on packs the tank holds, 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 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. 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.

Checked against WoW Forever beta build 1.60.1.70170.

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

Mage abilities