Mages bend arcane, fire and frost to their will and prefer to strike from a distance. They are fragile in a cloth robe, but few things survive long enough to reach them. They conjure their own food and water, open portals to the capital cities and can turn an enemy into a harmless sheep.
Good first class? Yes, if you like careful play. Mages hit hard but break easily, so you learn to keep your distance and control the fight.
Arcane builds up power with Arcane Blast, new in Forever, then spends it on the rest of your spells. It rewards players who like setting up their next cast and keeping an eye on their mana.
Fire
Ranged damage
Fire is all about big critical hits and burning enemies. In Forever its critical hits also speed up your next Pyroblast, so timing your spells pays off.
Frost
Ranged damage
Frost slows, freezes and chills, keeping enemies from ever reaching you. Its new Ice Lance hits frozen targets hard, and Frost is still the safest way to play a Mage and a favorite for leveling.
Plan your talents
Try out talents before you spend them in game. You get one point per level from 10 to 60, 51 in all.
Tap a talent to see what it does and add points.
Points left 51 of 51Level needed —
Arcane
0 points
Arrow keys move between talents. Enter adds a point, Delete removes one.
Fire
0 points
Arrow keys move between talents. Enter adds a point, Delete removes one.
Frost
0 points
Arrow keys move between talents. Enter adds a point, Delete removes one.
The Legacy perk Talented starts your points up to five levels earlier. Plan your Legacy perks
Leveling and groups
Mages level well because they never pay for food or water and can freeze enemies in place, then step back and keep casting. Pulling too many enemies at once can still go wrong fast, so playing a Mage teaches you to read a fight.
In a group the Mage deals damage at range, keeps one enemy out of the fight as a sheep, and hands out food and water to everyone. Portals to the cities make a Mage welcome in any group.
What you bring to a group
As in Classic unless Blizzard’s development notes changed them.
Whole raid
Arcane BrillianceRaises the Intellect of everyone in the raid at once.
One player per cast
Arcane IntellectMore Intellect, and so more mana.
Remove Lesser CurseRemoves a curse.
Handed out to anyone
Conjure WaterFree water, and food too, for the group between fights.
New in WoW Forever
From Blizzard’s own announcements.
Frostfire Bolt at level 40
Every Mage learns Frostfire Bolt, a spell that counts as both Fire and Frost. It hits hard, burns the target over time and slows it, and talents from both trees make it stronger.
Arcane Blast
Arcane gets Arcane Blast as its 11-point talent. Each cast adds spell damage for 18 seconds and makes the next one cost more, up to four times, so you build it up and then spend it on your other spells.
Ice Lance and Fingers of Frost
Frost gets Ice Lance, an instant spell that deals far more damage to frozen targets, and Fingers of Frost, which lets your chill effects treat a target as frozen.
Comprehension
Mages get a minor tradeskill of their own. With Comprehend Scroll they can read scrolls that creatures drop around the world, and what those scrolls do is left for you to find out.
Less mass kiting
Cone of Cold slows a big pack for less time, though the first four enemies it hits are slowed harder and longer, and Improved Blizzard slows less. Dragging huge packs of enemies around for gold and experience no longer works as it did.
Talents and Dual Specialization
A new milestone at 16 points, such as Arcane Wrath or Ice Block, joins the ones at 11, 21 and 31. You change talents at a trainer in a major city, and Dual Specialization comes at level 40.
Races that can play Mage
Your faction decides who you can play with, so if your friends are on one side, pick a race from that side. New in WoW Forever: Orc and High Order Mages.