igen, de mivel azt írta floodoljam a spellt, próbáltam kis humort vinni a hozzászólásomba...
ice floesre kene tenni amugy...
btw ezt a guidet követem atm...
nem merem linkelni az oldalt...
Introduction
Updated for the 4.0 patch and Cataclysm
Mages are a tricky class in which to gauge performance, particularly in leveling speed. Put a mage with the best gear possible in the hands of an amateur and you have one of the worst levelers in the game. On the flip-side, with an experienced player behind the class it becomes a pretty efficient leveling machine.
A large amount of the blame for this can be placed on the relatively complicated talent trees. Unlike many other classes where the choice for each tier is quite obvious in general, mages have quite a few talents that *sound* good and *look* good but are most definitely not good.
Some skills in "kiting" and manipulating multiple mobs are also necessary. Sheep are your friends, at least until you kill them
So, that’s why this guide is here to help. In addition to overcoming the hump of what talent build and general progression to follow, I’ll also be covering what statistics you want to aim for to truly maximize efficient damage output.
Buffs and Nerfs: With the 4.0 patch Mages received a lot of love and were doing crazy damage. Natrually a hotfix changed that. Raiders are concerned about spell usage and mana-efficiency. This week's answers will be different from next week's answers to the "What's best?" questions, so the builds here don't reflect the current "what's hot, what's not" buff or nerf and will reflect basic builds to work with.
Talents and 4.0 Mage leveling builds
At level 10 you get to pick your first talent. When you do you are locked into your choice of specialization. There's no more of this fire playing with frost nonsense. Until you spend 31 talent points (at level 69) you will be fire or frost or arcane. After you have spent those 31 points you are free to branch out into other areas. Note that you don't actually have to buy the top tier talent to branch out, you just need to spend the 31 points.
Obviously this means that 31/10/0 or 31/5/5 is about as far as you're going to get into any hybrid builds, assuming that you have any interest in hybrid builds.
Mastery is a trainable skill that you have access to upon achieving level 80. Gear will come with Mastery Rating, which will increase the Mastery effect much like Crit Rating does now. Whether stacking lots of Mastery is really worthwhile, compared to crit or anything else, remains to be seen and we won't say much about it on this page.
You no longer learn several levels of spell. You buy the spell once and it scales as you level.
Glyphs: You get one each of Prime, Major, and Minor at levels 25, 50, and 75, for nine total. Primes tend to be direct assistance to Damage, Major are utility glyphs, Minors are more situational utility. See the builds for suggested glyphs. See the gear section for suggested enchants and buffage.
Glyphs are now permanently learned. You buy your glyph, right click it, and you've learned it. It's added to your glyph list. This means that you can swap glyphs depending on the situation or what you want to experiment with. You need Vanishing Dust to swap glyphs and you can get that from your Inscription Supplies vendor.
Glyphs are nice, but not essential for leveling. If they're overpriced for your available gold stash then don't worry about them. Speaking of gold, if you need more than check our gold guide for some tips that should help increase your character's cash flow.
4.0 Fire Leveling Build - For when you just have to burn things.
Burn baby, burn. Pure flaming damage, scorched earch, and all that. Fire has periodic effects, is intended for multiple targets, and has movements buff. Run and burn, baby!
You get Pyroblast early on, Fire Specialization increases the damage of your spells by 25%, and Mastery: Flashburn increases the damage from all your periodic effects by a fair amount.
(click to view this build - note that glyph calculator doesn't agree with the glyph pane on your character sheet.)
2/2 Improved Fire Blast - more range and more crits, all in one.
2/2 Master of Elements - your crits refund mana
1/3 Burning Soul - reduces the casting time lost from attacks against you.
3/3 Fire power - A bit more fire damage and an exploding orb
2/3 Ignite - Your crits cause the target to burn for a short time
Blastwave - Area Effect burnination
Hot Streak- spell crits have a chance to make yor next Pyroblast instant and free.
2/2 Improved Scorch - Eliminates the mana cost of Scorch
1/2 Cauterize - shots that would kill you, don't
Combustion - Consumes all of the periodic effects on your target, blows them up, and reapplies another periodic effect.
Firestarter - Your Molten Armor spell allows you to cast scorch while moving
2/2 Improved Hot streak - any time you crit twice in a row with your non-periodic spells you have a chance to trigger Hot Streak
1/2 Blazing Speed - A chance that damaging effects against you increase your movement speed and remove movement inhibiting effetcs.
Dragon's Breath - Shoots flames in a cone and stuns targets, further damage to those targets will revive them.
3/3 Molten Fury - increases damage against low health targets
1/2 Improved Flamestrike - Reduces Flamestrike casting time and give Blastwave a chance to trigger Flamestrike
3/3 Critical Mass - Living Bomb and Flame Orb do more damage, Pyroblast and Scorch cause your opponent to become a bit more vulnerable to spell damage
2/2 Pyromaniac - Increases spell haste by a small amount if three or more targets are suffering from your periodic damage
Living Bomb - Your target takes periodic damage, then explodes, damaging up to three nearby targets
You are level 69 and you can now take talents from the other trees
3/3 Piercing Ice - Increases crit chance of spells by 3%
2/3 Netherwind Presence - increases spell haste by 3%
The next talent points are received at 81+
3/3 Netherwind Presence
3/3 Arcane Concentration - Chance for your next spell to cost no mana
1/3 Improved Blink - Increases your movement speed after casting Blink
Glyphs:
Level 25:
(prime) Pyroblast or Mage Armor, depending on whether or not you need more mana.
(major) Fireball
(minor) Armors
Level 50 and above - Pick whichever fits your playstyle.
Skip down to the gear & leveling section or check out our recommended 1-85 leveling guide.
Frost Leveling for 4.0
Freeze your enemies and shatter them. Plenty of survival here as well as controlling the opposition, via slows and freezes. Less damage than fire, but more control. Your special abilities for going Frost are:
Summon Water Elemental - You get this as soon as you pick Frost
Frost Specialization - You'll pick this up immediately and it gives you +25% to Frost damage
Mastery: Frostburn: trainable at level 80, all your spells deal increased damage to frozen targets. Additional Mastery Rating increases this damage.
When you have spent 31 talent points you will be able to branch out into the other trees, until then you're locked into the Frost tree.
4.0 Frost Leveling Build
(click to view this build - note that glyph calculator doesn't agree with the glyph pane on your character sheet.)
3/3 Piercing Ice: Increases the crit chance of your spells
2/2 Shatter: Multiplies your crit chance against frozen targets by three, adds 20% to Frostbolt damage against frozen targets.
2/2 Improved Cone of Cold: Targets are frozen for 4 seconds
2/2 Piercing Chill: Frostbolt crits chill two nearby targets
1/3 Permafrost: Among others things your Elemental is healed when you do damage.
Icy Veins: Faster spell casting for 20 seconds.
3/3 Fingers of Frost: Your Chill effects have a chance to make your next Ice Lance or Deep Freeze spell to act as if the target were frozen.
1/3 Improved Freeze - Your Water Elemental's Freeze spell has a chance to grant two charges of the Fingers of Frost effect.
Cold Snap: finishes the cooldowns on recently cast spells
3/3 Brain Freeze: Chance for next Fireball or Frostbolt to be instant, plus other effects.
1/3 Enduring Winter: reduces mana costs
Ice Barrier: Shields you from damage for 1 minute. Required for the next two barrier enhancements
2/2 Shattered Barrier: When Ice Barrier is destroyed it freezes nearlby enemies for 6 seconds.
2/2 Reactive Barrier: on taking damage that drops you below 50% health your Ice Barrier will be automatically cast, with no mana cost.
2/2 Frostfire Orb: Your Fire Orb becomes a Frostfire Orb and now benefits from talents that enhance chill effects. It gains a chill effect and slows opponenets.
3/3 Improved Freeze
2/3 Enduring Winter
Deep Freeze: Stuns the target for 5 seconds, only usable on frozen targets.
You're level 69 and have spent 31 points. You can now branch out into the other trees.
3/3 Arcane Concentration: Chance for your next spell to cost 0 mana.
3/3 Netherwind Presence: 3% spell haste
2/2 Improved Blink: increases your speed after casting Blink
2 points into whatever fits your game
Skip down to the gear & leveling section or check out our recommended 1-85 leveling guide.
Arcane Leveling
Arcane Barrage - Your base ability, which launches bolts at the opposition
Arcane Specialization - Increases damage of Arcane spells by 25%
Mastery: Mana Adept: Increases spell damage by the amount of mana you have not spent. The more mana unspent, the more damage. Mastery Rating increases this percentage of extra damage.
Arcane leveling build for 4.0
3/3 Netherwind Presence - Increases spell casting speed by a small amount.
2/3 Arcane Concentration - Chance for your next spell to cost 0 mana.
2/2 Improved Arcane Missiles - More missiles
3/3 Torment the Weak - More damage to your snared/slowed targets
Presence of Mind: When activated your next spell becomes instant. Put this in a macro with any of your "workhorse" spells.
2/2 Arcane Flows - Reduces the cooldowns of Presence of Mind, Arcane Power, Invisibility, and Evocation
2/3 Prismatic Cloak - Reduces damage taken by a small amount and reduces the fade time of Invisibility
Arcane Tactics - Increases the damage of the entire party or raid by 3%
2/2 Incanter's Absorbtion - Damage taken to your shields increases you\r own damage. In addition, nearby enemies are knocked back when the shield is destroyed.
2/2 Improved Arcane Explosion - faster cooldown and a lot less threat
2/2 Arcane Potency - 15% greater crit chance for your next two damage spells after gaining Clearcasting or Presence of Mind
Slow - slows movement speed, ranged attack speed, and casting speed.
2/2 Nether Vortex - (requires Slow) Your Arcane Blast now applies Slow if no other target is already slowed.
2/2 Improved Mana Gem - Use of Mana Gem also increases Spell Power
Focus Magic - Increases the target'schance to crit by 3%. When the target crits then your chance to crit is increased for 10 seconds. Cannot be cast on self.
2/2 Improved Polymorph - When your polymorphed target takes damae it will be stunned for a short time.
Arcane Power - more damage at a higher mana cost.
You are now level 69 and can branch out onto the other trees.
3/3 Piercing Ice - chance to crit with spells is increased by 3%
2/3 Burning Soul - reduced the time lost (when casting) from damaging attacks by 70%
The next talent points are at level 81
3/3 Burning Soul
3/3 Prismatic Cloak
Spend the last points whereever they provide the most utility
Skip down to the gear & leveling section or check out our recommended 1-85 leveling guide.
Gear, stats, etc.
The most important statistics for any mage are intellect and stamina. These two stats improve two things that no mage is ever satisfied with: health and mana. Thankfully, it isn’t too hard to find numerous cloth pieces that contain at least one, and often both, of these stats in ample levels.
With 4.0 your Int also determines your Spellpower, and influences your Crit Rating, not just your mana pool.
You have Arcane Int as a nice Int buff and you can get scrolls and foods to buff your Stamina. Stam scrolls are generally dirt cheap these days, so buy a bunch or talk to your friendly, neighborhood Inscription expert. With 4.0 the Stam/Int scrolls do not stack with the potions, so choose whichever suits your needs at the moment.
Strength? For what? To hold up a heavy staff? Skip it. Same for Agility. Agility does add to dodge and armor, but not enough to be worth looking for.
Spirit, with 4.0, has pretty much zero use.
To repeat - at low levels skip evrerything except Int and Stam. If you're not getting killed and you find an item with +damage, then go for it.
Fire does have a number of talents that proc off Crit Rating so this is also something that fire mages should look for.
At somewhat higher levels...
We come to the more complicated stats: Spell Power, Spell Critical, and Spell Hit. Of all these Spell Power is the most common, as well as generally the best to stack once you’ve hit 40+. Prior to this, Stamina and Intellect are both more prevalent and more useful.
Past 40 you can start searching for increased Spell Power gear as well as picking up a few spell crit items if possible. It’s just that all of these are extremely rare and difficult to find unless you deliberately prepare them ahead of time (as in before leveling your mage,) and keep them in the bank or something.
For leveling purposes look for stats more or less in this order:
Intelligence - For your mana pool, spellpower, and spell crit chance
Stamina - Until you can survive fights
Spellpower is now based off your Int and will only make a rare appearance otherwise.
Spell Crit
Spell hit - Has much more value in PvP and Raids
Spell Haste - More useful in raiding than leveling
Resilience- Only useful for PvP
Resistance - Only useful for raids
60+ is when you start rolling in the Spell Power, Crit, it, etc. All of these are present in some form or another on almost every piece of mage gear throughout Outland and Northrend, in addition to lavish amounts of Stamina and Intellect. Spell Power is pretty much going away with Cataclysm.
Basically, prior to 60 you’ll hit many dry spots in terms of gear, but after that level you’ll be hard pressed to avoid it.
Reforging
Find a piece of gear that look great, but has those icky points in the wrong rating? Reforge it. Reforging lets you take 40% from rating A and change it to rating B.
Buffs
The better buffed you are the faster your leveling will go. Keep your Armor and Int spells up along with any other buffs appropriate to the situation (such as Fire Ward.)
Foods of certain types buff your Stamina at low levels and other stats at higher levels. Get cooking or keep an eye on the Auction House for interesting foods. Check Thottbot.com for current recipes appropriate to your level. Also, prices and availablility on the Ah vary wildly, so keep that in mind when shopping.
Scrolls add to your Stam or Int and are generally very cheap to buy, but with 4.0 they are now considered "battle elixers" and won't stack with various other battle elixers or potions.
Potions can add to various stats as well as recover health and/or mana. Consider Herbalism and Alchemy to keep yourself in Pots as you level.
Quest Rewards - Every now and then a quest reward will provide a buff or buffing item. An example is the troll in the cage in Camp Taurajo, who will give you a buff in echange for blood shards. In Tranquillen (Ghost Lands) one of the quest givers will give you potions Vs undead in return for undead parts.
Leveling Tips
The general routine is this: Keep the opposition at maximum range wherever possible and blast away. Use Frost Nova when the mob gets too close, get some range and blast away. You will probably want to have a wand handy for those rare times when you are low on mana, and use the wand when the mob is running away from you or your partner is tanking it.
Food - Keep well stocked. Regular foods are great if you need to recover a lot of HP. Beverages keep your mana up. Your Create Water & Create Food are free, use them. You can usually find beverages that will recover more mana than the spell in certain level ranges, so grab those when appropriate, but again... the spell is free.

First Aid - An essential skill, too bad there isn't a "first aid for Mana." Keep it maxed.
Crafting- skip the crafting professions unless you have a ton of cash. If you want to go for it, and you don't need to gather stuff to sell, then there are a couple of good combiniations:
Herbalism and Alchemy - You'll be able to create lots of very useful potions with the stuff that you gather, this keeps your costs way down.
Skinning and Mining (or Herbalism) - not that you have use for the pieces, but it's a great money making combo. Builds Stam and Crit rating, too.
Tailoring and Enchanting - Enchanting is very expensive to level (that's why there are so many 'chanters in chat offering their services with your mats.)You can use it here, though, to disenchant many of the surplus items that you make with tailoring. The mats created will sell for more than the items. Or save the mats and use them for the enchants. By the way, some clothes sell for nice prices. Check them out before junking them.
Wands - these aren't quite as useful as with other caster classes, since they mobs will usually be running towards you, rather than away from you (fear spells,) but if your tank is holding aggro and you're low on mana, then wands are great.
Gear - Stam, stam, and more stam. With some Int if it comes with the Stam. Get the biggest bags you can afford. Carry plenty of food and bandaids and beverages.
Bank alt- make a bank alt so you can mail your stuff and get back to leveling. Yes, you can 'port to the city, but 'porting back to your leveling area isn't quite so easy.
Develop eyes in the back of your head, especially on PvP servers. It's not that you can't do damage up close, it's that you can't take it. See what's coming before it surpirses you and learn to love the Frost Nova, especially when sneaky things are about.
Learn to love the Frost Nova and Blink combo.