Thursday, April 21, 2022

WotLK Classic Mage Raiding Guide

 This post was originally written by Larcix <Haste> Dethecus and was retrieved from the Internet Archive: World of Warcraft - English (NA) Forums -> The Guide for Raiding Mages (archive.org)

I am reposting it here for posterity and in case something happens to the archive copy. Note, it is long.

Also note, this post mentions a tool called Rawr. This was a theorycrafting tool we used back in the day; basically a forerunner of Simcraft. AFAIK it is no longer available, but I am leaving the references to it in the post just in case something becomes available for WotLK Classic.

General numbers useful to a mage

166.66 Intellect yields 1% crit.
26.23 Hit Rating yields 1% hit.
45.91 Crit Rating yields 1% crit.
32.79 Haste Rating yields 1% haste.
Any other numbers wanted, such as all coefficients, can be found in my WotLK Guide post: https://buffmages.blogspot.com/2022/04/wotlk-classic-mage-guide.html



The haste "cap"
Disclaimer: This is to be used to determine proper cooldown staggering during heavy cooldown usage, NOT points at which you should stop gearing for haste.


Fire: With every haste increasing buff I could find (besides things like Hodir) active at one time (Normal raid buffs, Bloodlust, 2pc T10, BM, Engineering Gloves, Speed Potion) it would take 1878.25 haste rating to GCD cap a fireball. Completely impossible. There are NO haste caps for fire.

Frost: With every haste buff fire had + Icy Veins, you would be 30.63 Haste Rating past the GCD cap with Frostbolt. I think very few people are actually at this point however, and if you actually cared enough to pop all of these cooldowns simultaneously, then you probably aren't raiding Frost.

Arcane: With every haste buff Frost used, you would be 276.16 Haste Rating past the GCD cap with Arcane Blast. That means that with zero Haste Rating, you would already need to stagger cooldown usage. Here is some helpful math to let you adjust your cooldown usage based on your current gear/available cooldowns.

Table of common haste modifiers:

ABILITY    | haste % | haste rating


Bloodlust    | 30          |


IV / PI        | 20      |


Speed pot   |         | 500


2 piece T10| 12      |


Engin Glovs|         | 340


Black Magic|         | 250


Passive    | 1       | 32.79



To find the haste required to cap Arcane Blast, use the formula (7151/x-3279); for Frostbolt, use (7580/x-3279); for fireball, use (9096/x-3279). If an ability adds haste rating just adjust the final number, if it gives haste %, place it at the x. 

Examples, using arcane:
Just normal raid buffs: 7151-3279=3872
Just IV/BL: 7151/(1.2*1.3)-3279=1305
IV/BL + SoF(432 haste): (7151/(1.2*1.3)-3279)-432=873
IV/BL + 2pc T10 + EngGlovs: (7151/(1.2*1.3*1.12)-3279)-340=473.8
IV/BL + 2pc T10 + EngGlovs + BlckMgc: (7151/(1.2*1.3*1.12)-3279)-340-250=224

The hard cap is unattainable, but many soft caps exist in perfectly attainable situations with heavy CD usage. I had 872 haste, and incidentally that gets my Abl cast time to exactly 1 second(lol) with Scale of Fates and IV/Bl: 2.5/1.1464/1.2/1.3/(1+(432+872)/3279)=1.00016 second cast time. Once I get 2pc T10 I'll save SoF until IV drops, because of the haste cap.



The hit cap

For all mage specs hit is the most valuable stat you can have, period. It can not be stacked indefinitely like Spell Power however and is capped at a very specific value for each spec. 

Reaching the hit cap should be the first thing on all new mages minds, which spec you choose determines what value of hit you need. Arcane has the lowest requirement at 210, followed by FFB at 289 and taking up the rear is the all mighty TtW-fb spec that requires 368. Actually, to be exact its 367.24, but because that last point of hit is only covers up a final .24, the effectiveness of the hit rating is essentially cut in a quarter, so point for point, at 367 hit, it would be more beneficial to get some other stat.

It is recommended that you have two gear sets; one gear set has the above numbers which assume that you have a Moonkin or Shadow Priest to supply the necessary 3% hit debuff to the boss; the second gear set doesn't assume this and can be used on some trash pulls(most trash aren't level 83, so the hit cap vs them is only 6%, not the bosses 17% ) and/or if you don't have a Moonkin or Shadow Priest in the raid or group, usually happens in a 10 man, shouldn't be a problem in a 25 man raid.

As a side note, the hit cap for heroics is only 6%, not 17%, because the bosses are only level 82, not 83. Because of this, a gear-less arcane mage is already hit capped and a FFB mage can be hit capped by the mere presence of a Moonkin or Shadow Priest and/or with only 79 Hit Rating.



Enchants

While many things change between specs, enchants are not one of them. Each slot that can be enchanted has fairly obvious enchants. Haste for cloak, spell power for weapon/wrist/gloves/etc, stats for chest, the various reputation enchants for helm and shoulders. Not much info to give on this topic. There are three exceptions.

Legs: The leg enchant has 50 SP and 30 spr or 30 stm, dps or survivability, most mages will choose DPS as a we are a DPS class.

Feet: Tuskars Vitality vs Icewalker; the added run speed can be amazing in even moderately movement intensive fights which there are plenty of in Ulduar/ICC. Pre Ulduar/TOC and/or under the hit cap always use Icewalker though.

Weapon: Black Magic vs +SP; for a staff, +81 SP almost always comes out ahead. For a 1H'er, it can change based on your current haste rating. Check rawr to see if you should use BM vs +SP.



Gems

Gems are another example of something about the mage class that is quite straight forward to all specs. Which are the best gems to use depends a lot on the spec, and sometimes even more on the gear level. The following is a general guide on mage geming in PvE. Note that you can use the rare quality gem or the epic quality depending on your need.

META
Chaotic Skyflare Diamond (The currently accepted BiS mage Meta gem)

RED
Runed (19/23 Spell Power)

YELLOW
Rigid (16/20 Hit Rating). (If you are short on hit)
Veiled (9/12 Spell Power, 8/10 Hit Rating) (If you only need ~8/10 for the hit cap)
Potent (9/12 Spell Power, 8/10 Crit Rating)
Reckless (9/12 Spell Power, 8/10 Haste Rating)

BLUE
Purified (9/12 Spell Power, 8/10 Spirit) (Generally, only use these for the meta requirement)

Notes on geming:
There are critical points where which gem is best for a socket swaps dramatically. Like going from crit to haste, or going from Runed's in blue, to Purified's. Creating a list of "general rules" to gemming is just more confusing then helpful, because there would be 30 exceptions. I advise simply plugging your char into rawr and having it spit out your gemming.


Threat Management

Like all DPS classes you should always be watchful of your threat vs any mob that you are attacking. For this purpose I highly recommend (read: must have) a threat meter, normally Omen. You should normally be at ranged when fighting creatures so if you are watching Omen, you will pull agro at 130%, as it shows you. If you hop into melee for whatever reason you will suddenly only need to be at 110% threat to pull agro and if you were sitting between 110% and 130% he will happily turn, one shot you, and continue on his marry little way.

Threat capping. Your tanks threat is an ever increasing number, but some tanks are better at generating threat then others. In 5 man settings threat should be insanely easy to generate for any tank while at higher gear levels DPS scales better then threat and you can start become limited in your DPS because to DPS any more would cause you to pull agro. If there are any adds in the fight you can swap to that mob for a while and back to the boss to continue to dps but still lose relative threat on the boss. If there is no other mob to attack you can use Invisibility or Mirror Image.

Invisibly. Once this spell is used you lose 10% threat per second until after 3 seconds you instantly loose all threat on all mobs, where you should then use a spell or macro to drop out of the Invis effect. I use this on the end of Mirro

Mirror Image. A lot of mages use MI as a DPS boost(and with 4pcT10 that becomes everybody), but one it's most important mechanics is it's Fade ability. Upon use you lose 90 million threat (literally) on all mobs you have threat with. At the end of 30 seconds you gain back that 90 million threat you lost. I use this mainly for when I actually do pull agro I can pop it and the boss runs back to the tank, or sometimes one shotting some of the MI's before getting taunted. Or if you are threat capped you can pop MI, go balls out for 25 seconds and then pop Invis to lose any and all threat, nice combo. 

There are a couple ways to judge MI's duration. I use the following macro that I believe only works if you have an Ace addon installed. (Don't spam the macro though or in 25 seconds you'll spam party chat)


Q u o t e:
#showtooltip
/cast Mirror Image
/in 25 /p Mirror Ending in 5 seconds.



You can also use


Q u o t e:
/dbm timer 30 Mirror Image


but this can be hard to spot on some bosses(rarely).



Dual Specs

Many mages will have two of these specs as their dual specs because some fights work better with one more then the other. For example, I main spec Arcane because I like how it performs and I top damage meters with it right up there with any other class. My offspec is TtW-fb for fights like Hodir and Vezax where the haste brings Fireball to a sub 1 second cast time. If I used Arcane on either of those fights, which I have done when forgetting to respec before the fight, the haste is almost wasted on the short cast times of Abl and AM and my mana becomes an real problem that I find is solved using a fire spec. I've been thinking of use FFB however because I feel more comfortable with the spec and have had better personal experience with it over TtW-fb. We'll see.



Which spec should I be?

To a fresh 80 mage, what spec you should go depends on what you are going to be doing exactly. If you don't plan to raid much then going TtW-frost is a nice way go as it not only is actually good at that gear level but is amazing for heroics. If you want to raid and gear up asap going Arcane or FFB would probably be better. If you go FFB make sure you get the hit cap quickly and really work on your crit so that Hot Streaks are not few and far between, later on getting some more haste. If you go Arcane don't be put out if your numbers aren't that great right off the bat. Arcane takes a little getting used to, but once you figure it out I find it a really rewarding spec. Only try TtW-fb once you have the crit and the hit to support it.

When should I go TtW-fb, or should I ever? TtW-fb is almost an outdated spec at this point. At the lowest gear levels this spec does laughable damage, any other spec would do more. Even in Nax25 gear the damage this spec does would be outstripped by FFB or Arc. The only time you would want to go this spec is in mostly Ulduar+ gear. However, with the changes to Arc in 3.2.2 Arc should out perform TtW-fb at all gear levels in single target DPS. If there are ~3+ mobs that can chain LB on or that LB is exploding on TtW-fb would out DPS Arc, but that only happens on maybe Kologarn or some other fight with multiple high Hp adds.

Try each of the specs and see what your playstyle is. One may appeal to you more even if other people say you can do better as a different spec, but do not limit yourself on preconceptions. Each of the three main spec, even if one is theoretically better then the other, can perform well when played correctly and geared properly. However, to reiterate, using any frost spec to DPS in anything but 5 mans is not the greatest idea except with a few minor exceptions, sorry all you Frosties out there, the truth hurts :(.



Final Thoughts

Most of this information I learned from browsing these same forums. When possible I added my own experience, having played each of the specs a bit myself, and my own theories/thoughts that are mostly backed on my experience and that of others. If you disagree with something or want more information on a topic, whether it's in this guide or not, as long as it revolves around raiding, I will try and answer your questions and update my guide accordingly. This guide is not set in stone, and nothing that I've said is necessarily the gospel truth, much is open for debate and I'll try and show both sides of an issue if possible, letting you decide for yourself. I am just hoping that this information helps raiders new and old be the best they can be. This is also my first real in depth guide I've written, so if you have any suggestions on format or style, don't be afraid to bring it up. Enjoy :)



The rest of this guide goes into more detail about the three main(and one kind-of) raiding specs for a mage; Frostfire Bolt(FFB), Torment the Weak - Fireball(TtW-fb) and Arcane(Arc).

Note: I'm leaving the Wowhead talent links in on the off chance they work when Wowhead releases a WotLK talent calculator. In any case though you can probably get a good idea for the essential talents if you just read the entire section for a build.

Arcane [Arc] spec. (53/3/11 +4)

The default/cookie cutter spec for Arcane: http://www.wowhead.com/?talent#of0Vsz0fzxGuMxedcZbhf0o:Nzio

Variables of the spec: you can get 2/2 Arcane Subtlety, 3/5 Arcane Stability (With imp conc aura, that puts you at 100% interrupt reduction), Student of the Mind (spirit = more mana = more crit), Magic Attunement (extra range is handy) or Slow (just generally a fun/good talent for one point, its often avoid in a purely raid spec, but I like to grab it.). Incanters Absorption is a great talent when used properly but is kind of hard to work into a spec. It works off of all Absorb mechanics and is amazing if you have disc priest to bubble you or in certain fights like TV.

The Key talents/points to this build:

Precision + Arcane Focus. These two talents with the MK/SP buff gives Arc mages the lowest hit cap of all the specs at 8%. Will be talked about more in the Hit Cap section.
Icy Veins + Arcane Power. These two talents used in tandem during a Bloodlust/Heroism is an insane amount of damage and if you watch the meter you can normally see your place jump up, especially if you get a few Mbarr procs during it.
Missile Barrage. This talent turns your slow and clunky Arcane Missiles into a machine gun. This is the RNG of Arcane and this talent can single-handedly ruin your mana pool or skyrocket your dps.
Focus Magic. Not exactly a deal breaker, but it's something that you should watch for and make sure you keep it up on some one who crits enough to have you keep your 3% crit buff on you at all times. On more healing intensive fights putting it on a healer, like a Holy Paladin because they crit a lot, is a good choice for this buff. However, swapping it with another mage (So you each get 6% crit) is a common scenario.
Arcane Flows. This talent is what let Arc mages succeed in PvE. Giving evocation a 2 minute cooldown allows the Arcane mage to keep his mana up, even when going full out.



Arcane is a very interesting spec and played quite differently then TtW-fb or FFB. You need to watch your mana and how the fight progresses and use your mana in the best way possible, making constant judgment calls, however all the work is worth it, once you get it down your DPS is amazing.

Threat. If you specced 2/2 Arcane Subtlety you should almost never pull agro unless you get a lot of chain crits/Mbarr procs at the very beginning of a fight and the tank doesn't crit with you. A lot of mages drop one point in AS because agro is so little of a problem that can spare that point somewhere else in the bloated Arcane tree, it's still good to have for fights like Twin Valkyr's.

Mobility. Many people think that Arcane has the best mobility of the specs because of Abarr, but in the highest DPS rotations Abarr isn't even used, so you are left with zero mobility. However, when you do need to move you have plenty of options with Abarr and Fire Blast to maximize your damage done. Not even Mimi hard mode requires enough movement that a well timed blink and some Abarrs can't let you be on the GCD at all times as Arc when played well.

AoE. When it comes to AoE, Arcane is definitely not left behind. If you pop Arcane Power + Icy Veins + other cooldowns, blizzard will normally dip below 4 seconds and under great conditions under 3 seconds for the entire channel, on top of that, Arcane has the most Spell Power of the three specs and with Arcane Power amping up blizzard even more, you can double the next person in damage in any AoE pull for the duration of the cooldowns. Without the cooldowns the AoE is lackluster, but AP has such a low cooldown, it's up almost whenever you want it. Keeping the ground dots from Flamestrike ranks 8 and 9 rolling is an aoe DPS increase. You need to make sure the mobs are close together (small radius) and won't move for the duration, or I would say that blizzard would still be better.



Gearing

Reach the hit cap of 210 Hit Rating. If you are below the hit cap, gem, eat hit food, whatever is needed to reach the cap. After that you mainly want Spell Power. Choosing between crit and haste is more delicate. At all gear levels, Haste Rating will be better for you then Crit Rating, Spirit or Intellect, point for point. The hard part is finding the gear with only Spell Power and Haste on it. Neither Intellect or Spirit are very good, but neither are very bad either.



The Rotation

Arcane has a very intricate rotation depending on the fight, your current mana and mana regening cooldowns. Abilities: Evocation(Evo), Arcane Blast(Abl), Arcane Missiles(AM), Missile Barrage(Mbarr), Arcane Barrage(Abarr).

Abl has a very distinct mechanic which is what gives Arcane such an interesting rotation. As you cast Abl you receive a stacking debuff which increases all Arcane spells damage by 15% and Abl's mana cost by 175%. What starts as a 5000 nuke for 215 mana, quickly turns into an 8600 nuke costing 1720 mana. Once any other Arcane spell BESIDES Abl is cast the debuff is reset and Abl is instantly turned from the worst damage/mana ratio spell in the game to the best. The problem with the Arcane rotation is finding the happy medium between stacking the debuff for more damage and removing the debuff for more mana efficiency. As an important thing to note, you should never clear the debuff using Abarr unless movement or some phase transition requires it. Always use a none hasted AM.

The various rotations and their ups and downs, going from most mana intensive and highest DPS to least are as follows. The format is "Rotation; in words: info on the rotation"

Abl x[Infinity]; Just spam Abl: this is purely a burn rotation. Can be used at the end of a fight to burn mana, or a lot during heroic bosses because the fight lasts 20 seconds.

Abl x[Low Mana / Mbarr]; You simply spam Abl until Mbarr procs, where you use AM and then repeat: this is your standard rotation. If while spamming Abl you realize your mana is dipping too low and your mana CD's are taking too long, then clear it with a none hasted AM and repeat.

Abl x[number less then 4] -> AM; Casting Abl two to three times before using AM to clear the debuff: The Abl x2 + AM rotation is as low as you should go in your mana saving endeavor, in a proper raid environment you should actually gain mana following this rotation.

2pc T10 makes Abl spam not worth it, ever. MBAM increasing your haste by 12% puts using MBAM ahead of just using Abl.

An aspect of the Arcane rotation I haven't touched on that is very important is cooldowns and Bloodlust. You want to take the most advantage as possible with your CD usage. Almost all boss fights have a time when they take increased damage or where you get a buff, even if it's only a trinket proc; you want to try and time your CD usage to line up with this moment. While your CDs are popped it is advisable to go to Abl spam to maximize your damage output. This is often times not possible because of bad evo's, bad luck or just a low gear level, but it's a goal. As for Presence of Mind, once it's off CD, wait for the next time you are casting your 4th Abl (you have 3 stacks), then PoM the next Abl, which will be a 4 stacker. This gives the extra crit chance to the single attack that does the most damage. If you need to create your mana gem during a fight, using PoM then is recommended.

A key point to being able to pull off Arcane spec in a raid is proper mana management. You should use your mana gem as soon as you hit the popper deficient so that none of the mana gets wasted. Evo is a trickier subject though. While Mana Gem costs you zero dps time, you must stop outputting damage to use evocation, so if possible you want to try and avoid it. Pre 3.2.2 you would need to use Evo on CD, but now it is much more flexible. I find myself using evo occasionally anyways, even just following the basic rotation, but don't worry about it, using evo is definitely better then backing off to some really low MPS rotation.

As a final tip, try and use evo at the very end of a haste affect(BL / IV / 2pcT10 / etc). Whether you are casting damaging spells or evocation in the middle of the haste boost doesn't mater, but using evo at the very end essentially increases the haste buff's duration, giving you a net increase in DPS. If possible, it's good to pop IV when your evo has ~18 seconds left on CD and then just evo as soon as it comes up. This is often not possible however just because of when CDs are blown or not blown, your current mana issues, etc.



Hit Cap

One of the best things about arcane is it's amazingly low hit cap. With both Elemental Precision and Arcane Focus on your side each giving you a free 6% hit and with an assumed Moonkin or Shadow Priest, you only need 8% hit to reach the cap, which is 8% * 26.23 hit per % = 209.84 hit rating. This low hit cap is a god send for many beginning mages as it's fairly easy to get even in just heroic gear. Without a MK/SP you need 289 hit rating to be capped. With a Dranny, you need 184 Hit Rating.

In heroics however, an arcane mage needs zero Hit Rating to be hit capped on all creatures, very handy. But this also means that any gear with hit on it is just wasted itemization for a heroic; but this is a raiding guide, and in raids you still need your Hit Rating above all else.


Glyphs

I could write a bit more on this subject probably, but the nuts and bolts is that the three glyphs any raiding Arc mage will use are Glyph of Arcane Blast, Glyph of Arcane Missiles and Glyph of Molten Armor. Using the Glyph of Molten Armor also means that you will be using Molten Armor as well. As far as I can tell, there are no exceptions, you really should not run out of mana as an Arc mage in 3.2.2


Frostfire Bolt [FFB] spec. (0/53/18)

The default/cookie cutter spec for FFB is: http://www.wowhead.com/?talent#oZfVcbRhIhVubhctbIccoc

Variables of the spec: If you find that range is a non issue you can drop one or both points in Flame Throwing and pick up BW or DrB for some extra aoe-ness and mild raid utility in some scenarios. Most mages like the range however and find some extra AoE behavior to not mater in anything that does mater.

The Key talents/points to this build:

Ignite + Ice Shards + Burnout. FFB is effected by all three of these talents giving a default crit modifier of 315%. With set bonuses (4pc T7.5) and metas (Chaotic Skyflare) your crits become massive and these three talents working together is what makes this spec as good as it is.
Master of Elements + Frost Channeling + FFB's low mana cost. This spec is very mana efficient and is the most mana efficient spec available for an end game mage.
Hot Streak. This talent allows for some massive burst DPS when it procs when you start sending out multiple instant cast Pyroblasts, especially fun if you ever PvP with this spec :)
Combustion + Ice Veins. These are your only cooldowns besides 2pc T7.5 + Mana Gem and/or trinkets. These cooldowns can be a huge boost when used along side BL/heroism etc.


The main idea of the spec is to grab every talent in the fire and frost trees which amplify your FFB ability. FFB is effected by nearly all talents that don't specify a specific ability:

Fire
- Ignite
- Impact
- Burning Soul
- Master of Elements
- Playing with Fire
- Critical Mass
- Fire Power
- Pyromaniac
- Combustion
- Molten Fury
- Empowered Flame
- Hot Streak
- Burnout

Frost
- Frostbite
- Ice Shards
- Permafrost
- Elemental Precision
- Piercing Ice
- Frost Channeling
- Winters Chill
- Arctic Winds
- Fingers of Frost
- Chilled To the Bone


This spec doesn't hit that hard if you didn't crit, but once the crits start rolling you get absolutely massive crit numbers from the 324.45% crit modifier and Hot Streak(HS) procs.

Threat. Both fire specs cause a very large amount of threat. If you chain crit 2 or so Pyros at the very beginning of a fight you will probably pull agro. Watching Omen closely at the beginning of a fight can save you life as you can see the tank's current threat and see how much room you have to be crit happy. Popping Mirror Image at the beginning of a fight can be very useful too.

Mobility. FFB can use their instant Pyro's from Hot Streak and Living Bomb refreshes to move a short distance with zero dps lost. If that isn't enough and you are in range then Fire Blast and even Ice Lance, in a pinch, can both be used while moving to try and do as most damage as possible during the course of a boss fight.

AoE. This spec also has decent AoE abilities from the points in the frost tree amping up Blizzard along with the fire tree amping up Flamestrike. Using those two spell along with Combustion and IV can give some really high dps numbers on AoE pulls.



Gearing
Reach the hit cap of 289 Hit Rating. If you are below the hit cap, gem, eat hit food, whatever is needed to reach the cap. After that you mainly want Spell Power. Choosing between crit and haste is more delicate. At lower gear levels you need to get your crit up. You want at least 300 crit rating before really trying to get some haste. After you get a lot of crit rating, haste will start to be better then crit. At that point a fine balance is reached where dropping one makes the other better, so you want an even mix of both. Rawr can give you your stat values if you want to see how your stats stack up in any given item set.



The Rotation

For this spec your rotation is less of a set order and more about watching procs and times. Excluding the very beginning of the fight, you will simply spam FFB over and over, keeping Living Bomb up on all targets you want it up on, using Hot Streak procs as available and keeping scorch up if needed. Use the above addons to keep track of the scorch/LB duration and for when HS procs.

If LB or scorch are about to expire and you just got HS, cast the other then HS to avoid Ignite Munching (Two crits happening at one time, causing one of the ignites to cause no damage). If LB and scorch come up at the same time, which you use first depends on how selfish you are. Up your own damage; cast LB. Up your raid's damage; cast scorch. Personal preference more then anything, but most would say scorch first for the betterment of the raid.

At the beginning of a boss or when you are switching to an add/different mob then cast LB first, followed by scorch, and then continue with the normal "rotation."

For trash, use LB on all targets that won't die in 12 seconds, and just go at it, not much to say.



Hit Cap

Frostfire Bolt is effected by Elemental Precision giving it an extra 3% hit from talents. That means that including the 3% hit gained from a Moonkin or a Shadow Priest (If they aren't doing it, go /slap them) you need 11% hit. 11% hit * 26.23 hit per % = 288.53 Hit Rating required to reach the hit cap for a Frostfire Bolt mage. Without a MK/SP you need 367 hit to be capped. With a Dranny, you need 262 Hit Rating.

A note on the hit cap: a lot of people, even if there is some piece of gear that would net more dps but doesn't offer the hit cap, would choose the hit cap because they do not want LB or scorch to miss. That is not only a DPS loss but throws off the "rotation" and in LB's case costs you a lot of extra mana.



Glyphs

The one glyph to have if you could have no others is Glyph of Living Bomb(GoLB). From there you will normally use Glyph of Molten Armor(GoMA) and Glyph of Frostfire Bolt(GoFFB). If you don't have a warlock and need to provide the imp Scorch debuff, then dropping ether GoFFB or GoMA would be the way to go. With really low spirit levels it's better to drop GoMA, with more gear it's better to drop GoFFB (as MA scales, FFB doesn't). If you can keep the imp scorch debuff on the target for the duration of a fight then not having Glyph of Improved Scorch(GoIS) would be better, but that just means you need to prioritize scorch over other abilities in the last 3-4 seconds of the debuff, do not let it drop.

In an ideal situation you have a warlock Imp Shadowbolt'ing for the debuff and you have GoLB +GoMA + GoFFB.


Torment the Weak - Fireball [TtW-fb] spec. (18/51/0 +2)

The default/cookie cutter spec for TtW-fb is: http://www.wowhead.com/?talent#of0Vck0cZ0Ec0RhIhVubhct

Variables of the spec: Those +2 can be put in Student of the Mind (more spirit), Flame Throwing (extra range) and/or Blast Wave/Dragon's Breath. Play around with the spec a little and get your own feel for it. It's mostly personal preference.

The Key talents/points to this build:

Torment the Weak. As the name of this entire spec suggests, this is an important talent. Many people do not understand how it works vs bosses, but each tank provides an attack speed slow which counts for this talent. So the net effect is that these 3 talent points give you 12% more damage from all sources, pretty amazing.
Focus Magic. Not exactly a deal breaker, but it's something that you should watch for and make sure you keep it up on some one who crits enough to have you keep your 3% crit buff on you at all times. On more healing intensive fights putting it on a healer, like a Holy Paladin because they crit a lot, is a good choice for this buff. However, swapping it with another mage (So you each get 6% crit) is a common scenario.



This spec is more of the iconic fire spec making use of the old standby, Fireball. This spec doesn't dish out the amazing crits quite as well as FFB, but fireballs hitting a bit stronger lets it surpass FFB in total damage done. In an ideal situation, this spec will out dps FFB by a marginal amount, usually player skill or even a couple small item upgrades can make or break that dominance though.

TtW-fb is a noticeably less mana efficient then FFB spec. Fireball costs substantially more after talents and in the longer boss fights a FB mage vs a FFB mage will have noticeably less mana and need to use evocation and mana gems more often and intelligently. A messed up evocation, or forgetting a mana gem on a long boss fight could spell disaster if mana isn't managed well.

Threat. Both fire specs cause a very large amount of threat. If you chain crit 2 or so Pyros at the very beginning of a fight you will probably pull agro. Watching Omen closely at the beginning of a fight can save you life as you can see the tank's current threat and see how much room you have to be crit happy. Popping Mirror Image at the beginning of a fight can be very useful too.

Mobility. As with FFB, this spec has HS procs along with LB that are instant casts already in the rotation that can be used for movement with zero DPS lost. If that is not enough you can use Fire Blast or, in a pinch, Ice Lance to do as much damage as possible while on the move.

AoE. This spec is not that good at AoE compared to Arcane or FFB. With no ways to amp up Blizzard nor any real cooldowns to pop during AoE pulls, it lags behind. It does it's job however and a completely unbuffed blizzard while weaving in some Flamestrikes and a LB will still net respectable damage on AoE pulls.



Gearing

Your should not go this spec if you do not have enough hit to reach the hit cap of 367 Hit Rating. That means start as FFB or Arcane and stock pile some gear, and once you have enough Hit Rating then go for TtW-fb. For fire, haste is a very good stat, but make sure your crit isn't too low, or Crit will surpass Haste. Spirit is almost as good as crit, per point, but Intellect is pretty bad. Use rawr for specific questions.



Glyphs and Rotation

Fireball uses the exact same glyphs as FFB spec(except Glyph of Fireball, not Glyph of Frostfire Bolt), the same gear (besides that which is noted in the Hit Cap section) and nearly the exact same rotation. Please refer to the FFB section for that information.

The one difference between the specs is where FFB generally has zero mana issues in any length fight, fireball can become mana intensive near the end of longer fights with bad mana management. If this happens it can be better to stop using Pyroblast and/or LB and just spam fireball as fireball is more mana efficient than the rest of the rotation. This is a large DPS loss however, and hopefully can be avoided at all costs.



Hit Cap

The hit cap is one of the main reasons that people don't want to/can't go TtW-fb. This spec gains zero hit from talents and only receives the 3% hit from a Moonkin or Shadow Priest. Because of this it has the largest hit cap required of any mage spec, sitting at 14% * 26.23 hit per % = 367.22. Because of this high hit cap it turns down most new mages and they ether go Arcane or FFB. If you have the gear to meet the 368 hit rating cap however, it can be a good idea to go TtW-fb as it should, theoretically, increase your dps in a raid setting.

If you don't have a MK/SP in your raid, then you'll need an insane 446 hit rating for the cap which is quite hard to do without full raid gear and while not gimping yourself in all other stats. With a Dranny, you need 341Hit Rating.

A note on the hit cap: a lot of people, even if there is some piece of gear that would net more dps but doesn't offer the hit cap, would choose the hit cap because they do not want LB or scorch to miss. That is not only a DPS loss but throws off the "rotation" and in LB's case costs you a lot of extra mana.


Torment the Weak - Frost [TtW-fs] spec. (18/0/51+2)

Now that 3.3 is live, Frost got some pretty good buffs and is now an all right spec for PvE! Go bliz! With these updates Frost should be the clear winner in maximum damage done in an average 5 player instance at any gear level. You give up a small amount of damage (5% to 10%) to gain substantial survivability. In 10 mans, and especially 5 mans, this could become important.

The default/cookie cutter spec for TtW-fs is: http://www.wowhead.com/?talent#of0w0u0cZZqIcckfu0fzgbot:nRiz0o

Variables of the spec: The above spec has everything you could want for dealing the most damage you can, so you get 2 free points to place where you wish. You can max Frostbite, that's what most people do. You can max Arcane Concentration, but frost has zero mana problems. You can take 2/3 Brain Freeze, but in a patchwerk type fight, the instant fireball is a DPS loss. Fireball is your only good ability to use while moving though, so it might be good to take anyways.

The Key talents/points to this build:

Water Elemental. With the Glyph of Water Elemental this pet becomes permanent. This is one of the main reasons that Frost is now viable in 3.3.
Focus Magic. Not exactly a deal breaker, but it's something that you should watch for and make sure you keep it up on some one who crits enough to have you keep your 3% crit buff on you at all times. On more healing intensive fights putting it on a healer, like a Holy Paladin because they crit a lot, is a good choice for this buff. However, swapping it with another mage (So you each get 6% crit) is a common scenario.
Magic Absorption + Ice Barrier. One of the main points to this spec is high survivability and these two talents are really what gives it. Without these talents you might as well spec anything else.


As a random note, Fingers of Frost (FoF) with always proc together with Frostbite. This comes into play while AoE'ing. For AoE just spam blizzard, with this many points in Frost, blizzard is amazing. With the above spec blizzard should be proccing FoF (imp bliz + frostbite) and these procs can be used with Cone of Cold(CoC) for some good damage, although blizzard spam is still probably better damage and is much easier because you don't need to be in melee range.



Gearing

Reach the hit cap of 289 Hit Rating. If you are below the hit cap, gem, eat hit food, whatever is needed to reach the cap. After that you mainly want Spell Power. Besides Spell Power, you want to stack haste. Lots of haste. Get some crit too, but haste will always be better.



The Rotation

Frostbolt xForever + (more)cooldowns. Slightly more exciting, isn't it? Make sure your pet is always alive.

Deep Freeze: Use this on CD as soon as you can. Use the DF on the 3rd ghost charge by spamming DF while the second FoF'ed FB is being cast.

Fingers of Frost: Unless DF is coming off CD during the next 2 FB's, you should just spam FB, ignoring the fact you even got FoF.

Brain Freeze: BF is normally not even taken in builds but can be good for low gear levels and fights that require high mobility as it adds another GCD that can be used for movement.

Besides those three things, all there is to cover is proper use of cooldowns. All cooldowns should generally be front loaded and used as often as possible. I'm not sure if the WE dynamically adjusts it's attributes as yours change, or if it takes certain stats or all of it's stats from you the instant it's summoned.



Hit Cap

Having taken Elemental Precision, this spec gains 3% hit from talents. That means that including the 3% hit gained from a Moonkin or a Shadow Priest (If they aren't doing it, go /slap them) you need 11% hit. 11% hit * 26.23 hit per % = 288.53 Hit Rating required to reach the hit cap for a TtW-fs mage. Without a MK/SP you need 367 hit to be capped. With a Dranny, you need 262 Hit Rating.



Glyphs

You will us Glyph of Frostbolt, Glyph of Eternal Water and Glyph of Molten Armor. Not really any options here, those are just what you should be using.

 


WotLK Classic Mage Guide

This is taken from my old forum sticky I had back in the day on the WoW forums. It is from the beginning of Wrath and so it lacks a lot of WotLK specific things that would be learned later in the expansion, but it still serves well as a general introduction to the Mage class. 

The WotLK specific things I will be filling in with information from others. I went on a decade long hiatus from WoW at the end of WotLK and overall was not very active raiding in the expansion, especially later in the expansion, so I am forced to rely on the work of others for more specifcs.

I. Basics 

The role of a Mage:

The mage is best described as a ranged, direct-damage, support class. Mages can deal damage through 3 separate schools of magic: Fire, Arcane, and Frost, which means that mages can deal damage to almost any type of creature (mob) in the game. Mages also have the best AoE, or area of effect damaging spells in the game. Your main support function as a mage will be Polymorph, which is the best single target crowd control (cc) ability in the game; because of this ability mages are highly sought after for instances and other groups. Mages are also the only class in the game that can conjure food and drink for their allies, which saves a great deal of cash for not only the mage, but other group members as well. 

Mages bring a lot to a group, but we are also highly effective soloers because of our high damage output and kiting abilities. Generally speaking: 

Any mob whose level appears green or yellow is safe to kill. Mobs whose level appear gray offer no experience and you should not waste your time with them while leveling.

Any mob whose level appears orange is also killable, but will cost you a significant amount of health and mana.

Any mob whose level appears red will probably kill you before you kill it, so stay away from them!

 

Mage Stats:

Primary Stats

There are two primary stats that are important to a mage, intellect and stamina. Intellect is important because it increases the size of your mana pool and when you have more mana you can deal more damage to a boss, or kill more mobs before drinking while leveling. Stamina is also important because it adds to your survivability by increasing the size of your health pool, and since mages have very low health to begin with making sure you have enough of this stat is essential to your success in PvP and PvE. 

There is one last stat this is of limited use to mages, spirit. Spirit regenerates your mana and health, which sounds good at first, but you will not start regenerating that mana unless you haven't casted anything for 5 seconds. So since mages are usually constantly casting during a fight we don't get much use out of this stat by itself. Before you dismiss spirit as useless though keep in mind that talents like Arcane Meditation and spells like Mage Armor will allow some of your mana regeneration to continue while you are casting spells, which comes from spirit.

 

Secondary Stats

Spell power is a very important stat for mages since it is the primary way we increase the damage of our spells, and the only way after reaching level 80. The amount of spell power that a spell receives varies from spell to spell, but generally speaking the longer the cast time the more benefit it receives, this is called it's coefficient. Listed below are the coefficients for some mage spells:

 

142.9% = Arcane Missiles (28.57% per wave)

115% = Pyroblast (DoT = 5% per tick)

114.3% = Blizzard (14.2% per wave)

100.0% = Fireball

85.71% = Arcane Barrage

85.71% = Frostfire Bolt

81.43% = Frostbolt (unaffected by glyph)

80.53% = Mana Shield, Fire/Frost Ward, Ice Barrier

71.4% = Arcane Blast

42.86% = Scorch

42.86% = Fireblast

23.57% = Flamestrike (DoT = 12.2% per tick)

21.4% = Arcane Explosion

 

Hit rating is another very important stat to a mage, but only to a certain point. Hit rating increases the chance for you spells to hit, so if you plan on raiding or doing other end-game PvE content you will need to make sure you have enough. Hit rating does not affect resistances, if you do not land a spell due to hit it will show up as 'miss'. For raid bosses you will need a 17% chance to hit, for PvP you will only need 4%.

Your chance to hit is as follows: 

Your level -3 99%

Your level -2 98%

Your level -1 97%

Your level 96%

Your level +1 95%

Your level +2 94%

Your level +3 83% (87% if it is a player) 

All raid bosses are considered 3 levels above the max, which is why you need a 17% chance to hit if you plan on fighting them. If you do not have enough hit you are severely limiting your damage potential in PvE and your overall effectiveness in PvP. At level 80 a 26.2 hit rating equals a 1% chance to hit with spells. 

Spell penetration basically lowers the amount of resistance that a mob has, namely raid bosses. See most raid bosses have resistances that will decrease the amount of damage your spells will do due to resistance, called partial resists. Any spell with a damage component can be resisted in this manner. 

Hit and spell penetration work together in the game, sort of. Basically when you cast a spell the game does a series of calculations, or “rolls” if you will. The first roll is to determine whether or not your spell will hit, which you can improve with hit rating as described above. The second roll is to determine how much, if any, resistance will occur, which you improve with spell penetration. 

Haste rating is also a very important stat for a mage, and is much more plentiful in WotLK than in BC. Basically what haste does is increase your casting speed and reduces the global cooldown of your spells, which translates to shorter cast times for your spells. At level 80 a 32.8 haste rating equals 1% haste, which means 0.025 seconds off your cast times and global cooldown. That might not sound like much, but when chain casting on a boss, and when casting anything in PvP, those extra tenths of a second make a difference. 

Haste: How It Works (by Lhivera)

Q: I have 25% haste, so why is my Fireball cast time 2.4 seconds instead of 2.25 seconds? Is haste working properly?

A: 25% Haste does not decrease cast time by 25%; it increases casting speed by 25%. What this means is that you can get 25% more spells cast in the same amount of time. With zero haste, you could cast four Fireballs in twelve seconds (12 / 3 = 4). With 25% haste, you can cast five Fireballs in twelve seconds (12 / 2.4 = 5). Five is 25% more than four.

It may help to think of the extreme case of having 100% haste (this can happen in raids with stacked haste effects). If haste reduced cast times, then 100% haste would make all of your spells instant-cast, which obviously does not happen. Instead, it increases your casting speed by 100%, allowing you to cast twice as many spells in the same amount of time.

Crit rating is also useful for mages since virtually all of our spells can crit, but how much you need depends on your build and whether you are doing PvE or PvP. Crit rating increases the chance that your spells will do more damage than normal, or critically strike. At level 80 a 45.9 crit rating equals a 1% chance to crit with spells. 

Resilience is a very important stat for PvP mages since it helps increase our survivability in PvP situations. Resilience reduces the chance to be critically struck and reduces the damage of critical strikes on you. At level 80 a 81.9 resilience rating equals a 1% less chance of being critically struck and reduces critical strike damage by 2.2%. You cannot achieve greater than a 33% critical strike damage reduction.

Armor, Weapons, Professions and More!:

Armor

Mages wear cloth, always and forever. We cannot learn any additional armor types.

Weapons

Mages start out with proficiency in Staves and we can learn to wield daggers and 1 handed swords. You should train to use both daggers and 1 handed swords at some point, to do so see the weapon masters in Undercity or near Silvermoon City.

Professions

Mages, like all classes, can learn 2 primary professions and all secondary ones. Tailoring has traditionally been a very popular profession for mages, but not all choose to go tailoring. Generally speaking gathering professions like mining, herbalism and skinning are better for making money, while crafting professions like tailoring, enchanting, and jewelcrafting benefit other players more. You can still make good money from a crafting a profession though. Secondary professions include fishing, cooking, and first aid. First aid is highly useful because it is one of the few ways we have of healing ourselves, and with cooking you can make food that provides nice buffs to yourself and other players.

New spells

New spells are available for mages on every even numbered level: 2, 4, 6, 8, etc up to level 60. After level 60 new spells become available on every level. As soon as new spells become available to you be sure to visit a mage trainer as soon as possible, it will be more difficult for you to fight mobs without updated spells.

Portals

Mages can learn teleport (level 20) and portal (level 30) spells from portal trainers located near the mage trainers in the major cities. These spells allow you to transport just yourself (teleport) or group (portal) to any major city of your faction from anywhere.

Glyphs

Glyphs are enhancements to the abilities and/or spells of a player and are divided into major and minor glyphs; major glyphs are often more powerful than minor glyphs. At level 1 all your glyph slots are locked and as you level you will unlock more glyphs slots until you have 3 major and 3 minor glyph slots available to you at level 80. To add a glyph simply open your spell book (default key is 'p') and click the glyphs tab at the bottom. You must also be near a Lexicon of Power to add a glyph, which can be found in the cities, ask a guard for directions.

Major glyphs are going to be the most consequential. For the most part minor glyphs are inconsequential. 

See the raiding guide for the "best" glyphs at endgame: https://buffmages.blogspot.com/2022/04/wotlk-classic-mage-raiding-guide.html

II. Talents


Once you reach level 10 you will earn something called a talent point that can use to improve your spells and/or abilities. To access your talents you can click the icon on your action bar or use the default 'N' key to view your talents and spend your points. Be careful when you spend your talent points because once they are spent the only way you can unlearn them is by talking to a mage trainer and paying them gold. You will earn 1 talent point per level from level 10 through 80 for 71 talents point total at level 80.

Talent Trees:

Mages have 3 different talent trees that we can train in, Arcane, Fire and Frost.

Arcane – This tree improves your arcane based spells, such as Arcane Missiles and Arcane Blast. Arcane based spells usually aren't a good source of damage until you reach level 80 due to their high mana cost, but this tree also offers improvements to mana efficiency, so don't write it off right away.

Popular talents: Improved Counterspell, Presence of Mind, Arcane Power, Slow, Arcane Barrage

Fire – As you might suspect the fire tree improves your fire based spells, such as Fireball and Scorch. Fire spells are arguably the best source of damage for a mage, but the fire tree offers very little for survivability. If you prefer more damage than survivability then fire might be the tree for you.
Popular talents: Ignite, Pyroblast, Improved Scorch, Blastwave, Combustion

Frost – The frost tree improves your frost based spells, such as Frostbolt and Frost Nova. Frost spells allow mages to control a fight better than any other tree. If you prefer more survivability than damage then frost might be the tree for you.
Popular Talents: Improved Frostbolt, Ice Shards, Icy Veins, Shatter, Summon Water Elemental


Talent Builds:

Most of the time you will see talent builds stated something like 0/53/18 or 20/51/0, what this is referring to is how the talent points are alloted across the 3 trees. The mage trees are organized as Arcane/Fire/Frost, so a 0/53/18 build would be expected to have 0 points in Arcane, 53 in Fire, and 18 in Frost, if the talent point allotment does not follow this pattern then it should be specified which trees the points are in.

See the raiding guide for talent builds. The links I had in this originally do not work probably because they are old and Wowhead doesn't have a WotLK talent calculator up yet anyway.

https://buffmages.blogspot.com/2022/04/wotlk-classic-mage-raiding-guide.html


III. Leveling


Unlike other classes there really isn't a right or wrong way to level a mage, just different ones, fire is not superior to frost nor is frost superior to fire; each has advantages and disadvantages. If you choose fire to level you will be killing mobs much faster than you would be with frost, but you will also have less survivability and more downtime than frost. If you choose frost you will be killing things slower, but you will have more survivability and less downtime than you would as fire.

Most mages will use a fire build to start with and then if they want to will switch to frost in the level 40-50 range.

Leveling Builds

Again, due to broken links and lack of a functioning WotLK talent calculator there are no links to exact builds in this section. It is possible I will update this should I get the motivation, but don't count on it.

Frost

The main thing while leveling as frost is to get to shatter as quickly as possible and make sure you pick up 3/3 Ice Shards before getting there. Also remember to pick up Elemental Precision and Frost Channeling for the mana reduction to spells. After this you can pretty much do whatever you want. Most just continue down the frost tree, but you can dip into arcane or even fire depending on how you want to play.

Arcane and Fire

In terms of leveling arcane and fire builds are basically the same. In either case your first 10 points should go into Arcane Stability and Arcane Concentration, then your next 10 into Improved Fireball and Ignite. Where they differ is where you go after those first 20 points. An arcane build will go back to the arcane tree while a fire build will continue going down the fire tree. Either build will be using fire based spells for the most part. There is also a trick with this build should you want to try it out, whenever you gain the 'Clearcasting' effect use Arcane Missiles instead of Fireball, using this method is not necessary though.

Leveling using arcane spells is probably inadvisable because you likely won't have the gear to make them mana efficient enough for leveling purposes. If you really, really, really like arcane you are welcome to try, but there are reasons why basically no one leveled using arcane spells back in the day.

Whether you choose frost, fire, or arcane for leveling: once you have reached your 51 point talent where you go from there is really up to you. Some mages will prefer to put some points into the arcane tree. Some mages will go for an elementalist build and instead of investing in arcane will invest in points in fire if they are frost, or frost if they are fire. You could also just continue putting points into whatever tree you are already investing points into.

Leveling Stats

The primary stat you will want to focus on while leveling is intellect, the more mana you have the more mobs you can kill before drinking. Spell power is also a useful stat while leveling, but there isn't a whole lot of it available until you reach Outland, so focus more on stamina as your secondary priority until you reach Outland. Spirit can also be useful while leveling because it will help regenerate your mana between pulls, or while casting if you use Mage Armor or have Arcane Meditation. Glyphing mage armor can also increase the usefulness of spirit while leveling, but do not make spirit a priority over intellect.

Leveling Strategy

The basic sequence is this:

bolt, bolt, bolt, frost nova, strafe to max range, bolt till low hp. Once the mob is at low hp use your wand to finish off the mob and not Fireblast, especially not Fireblast, or any other mana using ability if you can avoid it

To use a wand open your character pane (default shortcut key is 'c') and drag the wand from your inventory to the ranged slot, then open your spell book (default key is 'p'), click the general tab, and drag the “shoot” ability from the spell book onto your action bar. You will now be able to click that action bar icon to use your wand attack. More on UI set up later.

Bolt is your bolt of choice, so if you were fire then bolt would be Fireball, and if you were frost then bolt would be Frostbolt.

Be sure to use mage armor while leveling and make sure you glyph it as well.

Questing

The easiest way to level is to simply complete quests. The best questing strategy is to accept every quest from an area, complete as many as you can, turn them all in at once, then repeat until you have completed all the quests that you can from that area before moving onto the next area. If a quest is too hard don't be afraid to skip it completely or save it for later.

Instances

Instances can be fun and can provide good loot to players who do them, but they are not required content for leveling. Instances will help you learn your role in a group setting and how to play well with other classes. Usually in an instance your most important role is providing crowd control through polymorph, then damage, then buffs and food/water. All these roles are important however and if you neglect any of them you are not fulfilling your role as a mage in an instance.

Grinding

Back in the day grinding alone was not the most efficient way to level a mage, or any class. Grinding is when you simply kill mobs in an area over and over again in order to level. As you might imagine this can become very boring very quickly, which is the main reason why it is not efficient (boredom quickly leads to quitting). Good mobs to grind for mages, single target or AoE, are melee mobs that have no ranged attacks, abilities that affect spell casting speed, or abilities that can prevent you from kiting them, like knock down.

V. Miscellaneous


This section contains interesting, weird, strange, and other things that really don't fit anywhere else. It is possible that a lot of things listed here are bugs and have been fixed since I originally wrote this guide. In any case, here they are:

Improved Blizzard will not proc FoF (Fingers of Frost) unless you also have specced Frostbite.

Torment the Weak will only work on bosses when the "Slow" spell works.

Frostfire Bolt may or may not receive 6% hit from Elemental Precision depending on the patch.
Frostfire Bolt does not get pushback protection from Icy Veins.

If you are unable to cast spells when the explosion from Living Bomb is supposed to go off, it will not. Like if you are silenced, counterspelled, dead, ice blocked, etc..

Arcane Potency can be consumed by non-damage spells like counterspell, slow, etc...

Higher ranks of Molten Armor will proc Ignite

The cast time for lower ranks of Flamestrike are now 2 seconds, higher ranks still 3, and the DoTs from multiple ranks will stack.

FoF charges are consumed by Molten Armor
You can get a 3rd spell under the FoF buff if you cast an instant cast spell right after your 2nd spell under the FoF effect.

Arcane Missiles rank 11 and Blizzard rank 6 will not proc Master of Elements

AoE spells with a knockback effect (Blastwave) are quite disruptive in a raid setting and have already been banned by many raid leaders.