Win a WoW 60 Day Pre-Paid Game Time Card!
For Details Click Here!
For Suggested Level 70 Talent Builds Click Here.
Level - Talent
10 - 1/5 Impact
11 - 2/5 Impact12 - 3/5 Impact
13 - 4/5 Impact
14 - 5/5 Impact
15 - 1/5 Ignite
16 - 2/5 Ignite
17 - 3/5 Ignite
18 - 4/5 Ignite
19 - 5/5 Ignite
20 - 1/1 Pyroblast (Great Fire Damage Spell)
21 - 1/2 Burning Soul
22 - 2/2 Burning Soul
23 - 1/2 Incinerate
24 - 2/2 Incinerate
25 - 1/3 Master of Elements
26 - 2/3 Master of Elements
27 - 3/3 Master of Elements
28 - 1/3 Improved Scorch
29 - 2/3 Improved Scorch
30 - 3/3 Improved Scorch
31 - 1/1 Blast Wave
32 - 1/3 Critical Mass
33 - 2/3 Critical Mass
34 - 3/3 Critical Mass
35 - 1/5 Fire Power
36 - 2/5 Fire Power
37 - 3/5 Fire Power
38 - 4/5 Fire Power
39 - 5/5 Fire Power
40 - 1/1 Combustion
41 - 1/2 Molten Fury
42 - 2/2 Molten Fury
43 - 1/3 Pyromaniac
44 - 2/3 Pyromaniac
45 - 3/3 Pyromaniac
46 - 1/5 Empowered Fireball
47 - 2/5 Empowered Fireball
48 - 3/5 Empowered Fireball
49 - 4/5 Empowered Fireball
50 - 1/1 Dragon's Breath (Awesome Damage Spell)
51 - 5/5 Empowered Fireball
52 - 1/5 Improved Arcane Missiles
53 - 2/5 Improved Arcane Missiles
54 - 3/5 Improved Arcane Missiles
55 - 4/5 Improved Arcane Missiles
56 - 5/5 Improved Arcane Missiles
57 - 1/2 Frost Warding
58 - 2/2 Frost Warding
59 - 1/3 Elemental Precision
60 - 2/3 Elemental Precision
61 - 3/3 Elemental Precision
62 - 1/2 Frost Nova
63 - 2/2 Frost Nova
64 - 1/3 Permafrost
65 - 2/3 Permafrost
66 - 3/3 Permafrost
67 - 1/3 Improved Blizzard
68 - 2/3 Improved Blizzard
69 - 3/3 Improved Blizzard
70 - Cold Snap
1) Here is where I really weighed the benefits. Each set of talents has a great benefit to the mage. I stuck with Fire for the damage capacity and the damage per second aspects. I did not choose frost because the water elemental is nice it only lasts 45 seconds and you may need help longer than that. This will allow you to solo and do massive amounts of damage quickly. I'm not saying the frost abilities are worthless they are a great help in slowing down the enemy or holding them in place for a short period of time.
2) At low levels it will be difficult to solo, but as you gain your spells you will throw some nasty spell damage. You will be a great solo at high levels and a great supporting damage person if you decide to group.
3) For your profession I suggest to go with Herbalism/Alchemy. You will get some great buffs that way and healing potions. In the early levels I would drink a Elixir of Minor Defense, Elixir of Lion's Strength, and Weak Troll's Blood Potion before questing. These will last for an hour or until you die. It's a great buff for a mage, and the potions get really good as you improve your profession. If you don't want to do that, go with Tailoring/Enchanting. I wouldn't suggest it, but it won't hurt you. As you follow the guide you will be able to improve the herbalism ability. I improved herbalism very quickly in the Dun Morogh/Ironforge area. Of all places the frozen area had the most plants? I know it seemed funny to me too.
4) Use the conjured food and water between fights. You will need it. In a fight you will find you burn a lot of mana a take a bit of damage. So build you cooking ability and either stock food and water or conjure what you need. Keep the best drink available as you go on long quests. Also build your first aid for those quick bandaging moments between mobs.
5) For low level fights the best pattern is as follows:
6) Frost Blast -> Arcane Missiles or Fireball -> Fire Blast -> Frost Nova -> Move out of melee range -> Arcane Missile or Fireball -> Frost Blast
7) This kept the mobs away from me until I was able to take a few hits.
8) If you get more mobs than you can handle use polymorph or frost nova and run out of the area. For example if you get a bad pull and five murlocs head your way use Frost Nova when they get too close and run out of their aggro range. Try to avoid running past other mobs when doing this or they will pull aggro as well.Insert your comment