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Trinitis
06-13-2005, 03:48 PM
Posting this here for CT due to it being easier then trying to do it through IM's. If anyone has some imput, feel free to share it.

Fire Mastery -

Improved Fireball
Rank 5/5
Reduces the casting time of your Fireball spell by 0.5 sec.

Impact
Rank 5/5
Gives your Fire spells a 10% chance to stun the target for 2 sec.

Flame Throwing
Rank 2/2
Increases the range of your fire spells by 6 yards.

Incinerate
Rank 2/2
Increases the critical strike chance of your Fire Blast and Scorch spells by 4%.

Pyroblast
Rank 1/1
125 Mana 41 yd range
6 sec cast 1 min cooldown
Hurls an immense fiery boulder that causes 148 to 195 Fire damage and an additional 56 Fire damage over 12 sec.

Improved Scorch
Rank 5/5
Your Scorch spells have a 100% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases the Fire damage dealt to your target by 2% and lasts 15 sec. Stacks up to 5 times.

Improved Fire Ward
Rank 2/2
Causes your Fire Ward to reflect 35% of the Fire damage absorbed back to the caster.

Critical Mass
Rank 3/3
Increases the critical strike chance of your fire spells by 6%.

Fire Power
Rank 5/5
Increases the damage done by your fire spells by 10%.

Combustion
Rank 1/1
Instant 5 min cooldown
When activated, this spell gives your next Fire damage spell a 100% critical strike chance.

Fire Total: 31

Arcane Mastery -

Improved Arcane Missiles
Rank 5/5
Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Arcane Concentration
Rank 5/5
Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.

Improved Arcane Explosion
Rank 5/5
Reduces the casting time of your Arcane Explosion spell by 1.5 sec.

Evocation
Rank 1/1
Instant 10 min cooldown
While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8 sec.

Arcane Meditation
Rank 4/5
Allows 12% of your Mana regeneration to continue while casting.

Arcane Total: 20

Total
Total Points Spent: 51
Level Required: 60

[Edited on 6-13-2005 by Adredrin]

crazymage
06-13-2005, 03:54 PM
im all fire, its basically damage end for a mage. but dont get any good defensive shit

crazymage
06-13-2005, 03:59 PM
i dont have impact its pretty lame, 2 second stun? who cares

Trinitis
06-13-2005, 04:01 PM
Tips for grinding/leveling the mage :

Do not use missles or ice bolt when grinding, it is not worth the mana cost. Your typical kill vrs mobs should go something like this.

Get into range for fireball.

Hit with 2 or 3 fireballs, depending on speed of creature.

Once in range, frost nova to freeze creature into place.

STRAFE left or right, don't back away. Backing away you move at 50% speed. If you Strafe you move at 100% speed. You will get your timing down with some pratice to know how far to run and be just in range for a fireball.

Fireball 2 more times, then as the creature gets close, finish off with fireblast/scorch.

Trinitis
06-13-2005, 04:01 PM
Originally posted by crazymage
i dont have impact its pretty lame, 2 second stun? who cares

on a pvp server, that 2 seconds can save your life :)

crazymage
06-13-2005, 04:03 PM
not really.

Trinitis
06-13-2005, 04:07 PM
It's saved my life more then once. That 2 second stun may seem like its worthless, but it plays into a lot of things.

PvE thats basicly a free cast of fireball. Between the stun, the creatures having to get back up to full speed, and the short "lag" second or two it takes the creature to understand it's not stunned anymore, you've thrown another fireball with another chance to stun.

On PvP, it works in a few different ways. That stun stops someone fleeing dead in their tracks and gives you time to catch up. If you are with a group, you just stopped the person and your group can now swarm and finish. If you are trying to get away, that's a two second head start. Remeber, impact is not just for fireballs. Scorch and fireblast can both also stun, and they are instant casts.

crazymage
06-13-2005, 04:08 PM
putting the points into flamestrike and gettin burning wave wich is basically nova with fire, is better.

Trinitis
06-13-2005, 04:09 PM
That's the joys of being able to alter a training plan. She just wanted an idea of how I'd train. Personally, a fire nova does me little good, as my main point is to be nowhere near the people I am killing.

Doyle Hargraves
06-13-2005, 04:17 PM
Originally posted by crazymage
not really.

You're ignorant.


putting the points into flamestrike and gettin burning wave wich is basically nova with fire, is better.

Perhaps depending on your playstyle, but I still say you're ignorant. Also, it's Blast Wave.


Tips for grinding/leveling the mage :

Do not use missles or ice bolt when grinding, it is not worth the mana cost. Your typical kill vrs mobs should go something like this.

Get into range for fireball.

Hit with 2 or 3 fireballs, depending on speed of creature.

Once in range, frost nova to freeze creature into place.

STRAFE left or right, don't back away. Backing away you move at 50% speed. If you Strafe you move at 100% speed. You will get your timing down with some pratice to know how far to run and be just in range for a fireball.

Fireball 2 more times, then as the creature gets close, finish off with fireblast/scorch.

Nice. Almost sounds like you wrote that yourself :P

http://www.0kuntz.ca/ego/mage.htm

[Edited on 6-13-2005 by Doyle Hargraves]

Trinitis
06-13-2005, 04:22 PM
Never once claimed I wrote the book on playing mages. I did inform CT that I've done a ton of research on them and was willing to help her. :)

CrystalTears
06-13-2005, 04:23 PM
Thanks you guys.

:heart: Adredrin

Trinitis
06-13-2005, 04:24 PM
Originally posted by crazymage
putting the points into flamestrike and gettin burning wave wich is basically nova with fire, is better.

Mind explaining your thoughts on this? :)

Doyle Hargraves
06-13-2005, 04:25 PM
Originally posted by Adredrin
Never once claimed I wrote the book on playing mages. I did inform CT that I've done a ton of research on them and was willing to help her. :)

I was only joking, hence the :P

Trinitis
06-13-2005, 04:34 PM
Running the numbers in my head, I can't see how flamestrike crit bonus, and blast wave can be a boon to a mage really.

Flamestrike end game takes 3 seconds to cast, and costs almost 1000 mana, just to do 700-800ish damage.

With an build where Arcane Explosion is talented, one can spam the spell (0 cast time, and only the "forced" cooldown). This spell only costs 390 mana, and does roughly 250 damage a hit.

Mana to damage, they do roughly the same ammount. But AE has no chance of being interupted, and can be cast on the move.

Now Blast wave does fairly good damage at end game (450-550). But at 550 mana, and a 45 second cooldown, I don't forsee it being anymore useful then the Explosion tactic. :shrug:

[Edited on 6-13-2005 by Adredrin]

Doyle Hargraves
06-13-2005, 04:46 PM
Combustion + Blastwave can be pretty deadly.

Flamestrike gets the full +damage bonus, assuming you're wearing damage gear. Arcane Explosion doesn't since it's instant cast if you have it trained down, which most do. The DOT from flamestrike is nice too.

Overall though if you wanna be more AOE based, frost/arcane spec is better.

Trinitis
06-13-2005, 04:48 PM
Right, which the training plan I outlined above is clearly a long range mage :)

Though, I am thinking about tweeking it so that one could get Combustion AND Presence of Mind on the same spell.

Polymorph, Fireball, Cumbustion and Presence of mind, pyroblast. That shit would hurt.

Trinitis
06-13-2005, 04:59 PM
Originally posted by Adredrin
Right, which the training plan I outlined above is clearly a long range mage :)

Though, I am thinking about tweeking it so that one could get Combustion AND Presence of Mind on the same spell.

Polymorph, Fireball, Cumbustion and Presence of mind, pyroblast. That shit would hurt.

Nix the above idea. Damn blizzard, ruining all my fun :(

Hips
06-13-2005, 05:03 PM
My mage has pretty much the same setup, once I hit the age for end-game instances I'm switching from fire to ice though.

Aesur
06-14-2005, 04:59 PM
Pure Frost for the win.

I've got 40 in Frost now at 49, will end up 40/11 Frost/Arcane at 60. I switched to frost around 40 I think and it took a lot of getting used to at first, but I *love* it.

~Elestus (Argent Dawn)

Trinitis
06-14-2005, 05:08 PM
I've seen a level 60 fire mage, and a level 60 frost mage in action for pvp. They are both nice, but knowing CT's play style, I view her doing better as the fire mage.

CrystalTears
06-29-2005, 10:31 AM
I think I'm going to end up training with the following:

Arcane Talents (21 points)

# Improved Arcane Missiles - 5/5 points
Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane Missiles.

# Arcane Concentration - 5/5 points
Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.

# Improved Arcane Explosion - 5/5 points
Reduces the casting time of your Arcane Explosion by 1.5 seconds.

# Evocation - 1/1 point
While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8 seconds.

# Improved Counterspell - 2/2 points
Gives your Counterspell a 100% chance to silence the target for 4 seconds.

# Improved Mana Shield - 2/2 points
Decreases the mana lost per point of damage taken when Mana Shield is active by 20%.

# Presence of Mind - 1/1 point
When activated, your next Mage spell with a casting time less than 10 seconds becomes an instant cast spell.



Fire Talents (30 points)

# Impact - 5/5 points
Gives your fire spells a 10% chance to stun the taget for 2 seconds.

# Improved Fireball - 5/5 points
Reduces the casting time of your Fireball by 0.5 seconds.

# Ignite - 5/5 points
Your critical strikes from fire damage spells cause the target to burn for an additional 40% of your spell's damage over 4 seconds.

# Flame Throwing - 2/2 points
Increases the range of your fire spells by 6 yards.

# Pyroblast - 1/1 point
Hurls an immense fiery boulder that causes 148 to 195 fire damage and an additional 56 damage over 12 seconds.

# Improved Flamestrike - 3/3 points
Increases the critical strike chance of your Flamestrike spell by 15%.

# Critical Mass - 3/3 points
Increases the critical strike chance of your fire spells by 6%.

# Blast Wave - 1/1 point
A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for 160 to 192 fire damage, and dazing them for 6 seconds.

# Fire Power - 5/5 points
Increases the damage done by your fire spells by 10%.


Thanks for your help. It gave me a starting point to work with. If I'm wrong, I can always change it later. :)