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Mage PvP guide

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

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: 200% more damage on frozen targets), Frost Blast (a trainer spell at 24: a quick, cheap slow) 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.

Speculation: gear rankings and rotation advice are provisional. Launch availability and results may differ; player observations will refine these recommendations.

Arcane Mage PVP guide

Arcane is the burst spec: each Arcane Blast gives you spell damage equal to 15% of your Intellect for the spells that follow, and Improved Channeling keeps hits from cutting your Arcane Missiles short. Burst needs cast time, so Arcane wins fights where you get the first spells off or someone else holds the enemy's attention. At level 20 your safety comes from the kit every Mage shares, Frost Armor, Frost Nova, Blink and Polymorph, plus Arcane Resilience's Armor and Magic Absorption's resistances.

Burst

Control

Staying alive

Battlegrounds

Arcane is burst damage in battlegrounds. Stay behind your own front line, pick targets your team is already hitting, such as the enemy flag carrier or a healer at a control point, and land two Arcane Blasts into Arcane Missiles. Polymorph is your best team tool: sheep an enemy healer as a fight for a point starts, or the second attacker on your own healer, and ask your team not to hit it. Defending a flag room or a control point suits you: Frost Nova the attackers who reach you, Blink away, and Arcane Explosion hits everyone within 10 yards when they bunch up. Leave flag carrying to sturdier classes; cloth and cast times make you easy to catch, though Blink and Frost Nova help if you must run it a short way. Darkspear Islands, Forever's new 15 vs 15 battleground off the coast of Kalimdor, mixes control points with Arathi Basin-style flag captures and defense, so all of these jobs apply there once it opens for beta testing.

Open-world PvP

On the PvP ruleset, Arcane is at its best when you strike first: against a player busy with a mob, two Arcane Blasts into Arcane Missiles and a Fire Blast can take most of their health before they turn around. When you're the one jumped, Frost Nova, then walk or Blink out of range and fight on your terms, or keep running if the fight is lost. Blink frees you from stuns and immobilizes, so save it for those, and Mana Shield soaks a Rogue's or Warrior's hits for a few seconds. Keep Frost Armor up while questing, since it can slow whoever hits you first. Near quest objectives, remember that Arcane Explosion and Frost Nova hit every enemy around you, mobs included, and that a Warrior's Spearing Strike dismounts you. If two players arrive, Polymorph one and burst the other, and don't start a fight at half mana: Arcane Blast stacks burn through it quickly.

Matchups

Stats

Stamina, Spell Power, Critical Strike, Hit, Intellect, Spirit. Stamina and Spell Power first: in PvP a Mage is often the first target, and surviving the opening seconds is what lets you use Frost Nova, Blink and a full Arcane Blast combo. Critical Strike turns a stacked Blast or Missiles into a kill, and from 30 Arcane Impact adds more. Hit keeps Polymorph and Frost Nova from being resisted. Intellect pays for Arcane Blast stacks and Blink, which costs a big share of your base mana; each Blast stack also turns 15% of it into spell damage, and Arcane Resilience turns it into Armor. Spirit matters least, since you regenerate little mid-fight.

PvP stat weights (ForeverDB's own, not Blizzard's; the same weights pick the Arcane PvP best in slot gear): Stamina 1, spell power 1, spell damage 1, crit 0.9, Arcane Damage Done 0.8, hit 0.8, haste 0.8, Intellect 0.6, mana per 5 sec 0.5, Spell Penetration 0.4, Spirit 0.2, armor 0.02.

Tips

Fire Mage PVP guide

Fire is the spec that stuns and keeps pressure on the move: Impact gives every Fire spell a 10% chance to stun, and Improved Fire Blast and Flame Throwing give you a Fire Blast that's ready more often and reaches much further. Burning Soul starts protecting your casts from pushback. At level 20 the build skips Pyroblast and Ignite; at 30 it adds Heating Up, which turns Pyroblast into a fast finisher, and Blast Wave.

Burst

Control

Staying alive

Battlegrounds

Fire is steady ranged damage in battlegrounds: stand behind your front line, put Fireballs into whoever your team is attacking, and Fire Blast anyone running past you. Burning Soul starts protecting your casts at 20 and reaches 70% at 30, and Impact's stuns can stop an enemy flag carrier for a moment. When the enemy bunches up on a control point or in a flag room, Flamestrike burns everyone in the area, and Arcane Explosion hits everyone within 10 yards of you. Polymorph the enemy healer as a fight for a point starts, and leave flag carrying to sturdier classes. Darkspear Islands, Forever's new 15 vs 15 battleground off the coast of Kalimdor, mixes control points with Arathi Basin-style flag captures and defense, so all of these jobs apply there once it opens for beta testing.

Open-world PvP

On the PvP ruleset, Fire picks fights well: open on a player busy with a mob with Fireball, keep casting (Burning Soul helps a little at 20 and a lot at 30), and finish with Fire Blast. If you're jumped, Frost Nova and Blink get you distance, Frostbolt's slow keeps them from catching up, and Impact may stun them on the way. Cast Fire Ward the moment you see an enemy Fire Mage, Warlock or Shaman. Blizzard's notes say a Rogue's Sap now flags them for PvP when used on a PvP-flagged target, so a Sap means a Rogue is committing to the fight. Near quest objectives, fight away from mobs, since Flamestrike, Arcane Explosion and Frost Nova hit them too, and remember that a Warrior's Spearing Strike dismounts you, so being mounted is no guarantee of escape.

Matchups

Stats

Stamina, Spell Power, Critical Strike, Hit, Intellect, Spirit. Stamina and Spell Power first: you need to live through the opening burst to start casting, and Fireball is your damage. Critical Strike makes Fireball and Fire Blast hit harder, and at 30 each crit also builds Heating Up and refunds mana through Master of Elements. Hit keeps Frost Nova, Polymorph and Fireball from being resisted. Intellect pays for a fight's worth of Fireballs and a Blink; Spirit matters least, since you regenerate little mid-fight.

PvP stat weights (ForeverDB's own, not Blizzard's; the same weights pick the Fire PvP best in slot gear): Stamina 1, spell power 1, spell damage 1, crit 1, Fire Damage Done 0.9, hit 0.8, haste 0.8, Intellect 0.5, mana per 5 sec 0.5, Spell Penetration 0.4, Spirit 0.2, armor 0.02.

Tips

Frost Mage PVP guide

Frost is the control spec: Frostbolt slows, Frost Nova freezes, and Forever's Ice Lance talent deals 200% more damage to Frozen targets, so every freeze is also a burst window. At level 20 the build takes Improved Frost Nova and Frostbite for more freezes and Frost Warding for a sturdier Frost Armor; Cold Snap, Shatter and Ice Block come with the level 30 build. It's the safest Mage spec against melee.

Burst

Control

Staying alive

Battlegrounds

Frost is the battleground controller. On defense, a Frost Mage at a flag room or a control point is hard to move: Frost Nova the attackers who reach you and Ice Lance the Frozen ones; from 30, Cold Snap gives you a second Nova. On offense, Frostbolt's slow and Frost Nova stop the enemy flag carrier or keep defenders off your own carrier, and Polymorph takes an enemy healer out as a fight for a point starts. Blizzard hits everyone in the area, good against bunched defenders. Leave the flag itself to sturdier classes. Darkspear Islands, Forever's new 15 vs 15 battleground off the coast of Kalimdor, mixes control points with Arathi Basin-style flag captures and defense, so all of these jobs apply there once it opens for beta testing.

Open-world PvP

On the PvP ruleset, Frost is the hardest Mage to kill in the open world. If you're jumped, Frost Nova, step out and Frostbolt; Improved Frost Nova brings the freeze back sooner, Blink frees you from stuns and immobilizes, and from 30 Cold Snap gives you a second Nova. Against a player busy with a mob, Frostbolt from range, then Frost Nova and Ice Lance when they come to you. Blizzard's notes say a Rogue's Sap now flags them for PvP when used on a PvP-flagged target, so a Sap means the fight is on. Near quest objectives, remember that Frost Nova and Blizzard hit mobs too, and that a Warrior's Spearing Strike dismounts you. Frostbolt's slow is often all you need to reach your friends or run the fight out.

Matchups

Stats

Stamina, Spell Power, Hit, Critical Strike, Intellect, Spirit. Stamina and Spell Power first: Frost wins by surviving long enough for its freezes to pay off, and Spell Power raises Frostbolt and every Ice Lance. Hit keeps Frost Nova, Frostbolt and Polymorph from being resisted. Critical Strike matters more from 30, when Shatter makes Ice Lance on a Frozen target likely to crit. Intellect and Spirit keep you casting, but a PvP fight rarely lasts long enough for them to matter more.

PvP stat weights (ForeverDB's own, not Blizzard's; the same weights pick the Frost PvP best in slot gear): Stamina 1, spell power 1, spell damage 1, Frost Damage Done 0.9, hit 0.9, crit 0.8, haste 0.7, Intellect 0.5, mana per 5 sec 0.5, Spell Penetration 0.4, Spirit 0.2, armor 0.02.

Tips

Checked against WoW Forever beta build 1.60.1.70658.

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

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 1.60.1.70532

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