Mage PvP Guide for Classic WoW

Here is our full Mage PvP Guide for Classic WoW! Get ready to become the best Mage on your server ;)

Mage PvP guide: Tips & Duels

Posté le 24/10/2019

Mage is the hardest class to master in PvP but is also one of the best once you’ve mastered it. It’s a glass cannon spec, very fragile but dishing tremendous damage.

To help with this survivability issue, mages have many crowd control abilities, allowing them to control the pace of the fight. These CCs also allow him to fight multiple players at the same time. A good mage is mainly limited by his mana pool and his capacity to crowd control his enemies.

Unlike Hunters, who nearly always want to be at max range, Mages want to adapt their distance depending on who they’re facing. No matter you spec, you’ll sometimes want to be in close range, medium range or max range of your enemies. Proper positioning is absolutely key for this very mobile class.

In this guide, we will talk about the mage’s spells, talents, matchups and possible combos in order to teach you how to dominate in the battlefields.
Mage Guide PvP Classic WoW

1. Picking a race for PvP

Here is our recommendation for your Mage’s race for PvP in Classic WoW..


Horde PvP : Undead

Volonté des Réprouvés : Breaks any fear effect.
Cannibalisme: Allows you to quickly regenerate Health after a fight so you can be fully ready for the next one.

Alliance PvP : Gnome

Pensée expansive: +5% intelligence.
The race with the highest base intelligence, perfect for casters both in PvE and PvP.
Maître de l'évasion: Very powerful racial ability that can get you out of dangerous situations.


Gnome is undoubtedly the best race for PvPing as an alliance Mage. While Pensée expansive is nice, the real strength of the race is Maître de l'évasion.
This low cooldown ability significantly increases mages’ already good mobility. When fighting another gnome, this is also quite problematic as they can get out of crowd control and slowing effects such as Nova de givre, or Cône de froid.

Undeads are the iconic mage race, because they look cool and have one of the best racials in the game: it’s THE race you want to pick as a Horde Mage for PvP.

Volonté des Réprouvés makes you immune to charm, fear and sleep spells for 5 seconds, and it can be used while controlled. This gives undead mage a large edge against Priests, Warlocks and Warriors. In Classic WoW, complete loss of control crowd control effects (Charm, Fear, Polymorph…) last for a very long time compared to retail WoW, making that racial significantly stronger. Note that the effect of Insigne de la Horde (same item for Alliance players) depends on your class. For mages, it removes Fear, Polymorph and Slow effects (5 mins CD). This is pretty similar to the undead racial, meaning that racial is essentially an additional PvP trinket.

Cannibalisme is very handy in open world PvP against multiple players: you can control a player, kill another and eat his corpse before going back to the first player. Along with Evocation, you can then regen most of your Health and Mana during a fight. This last spell is also used to mock your opponent after winning.

2. The best PvP Specs

Mages have 3 main PvP specs. There is also some room for customization. We will present the most popular bases for these specs.

Note that an experienced mage can edge out others by using a more atypical spec.
2.1. Frost Spec : 17/0/34
Arcane
Arcane Subtlety

Arcane Subtlety

/

Reduces your target's resistance to all your spells by 5 and reduces the threat caused by your Arcane spells by 20%.

Reduces your target's resistance to all your spells by 5 and reduces the threat caused by your Arcane spells by 20%.

Next level:

Reduces your target's resistance to all your spells by 10 and reduces the threat caused by your Arcane spells by 40%.

Reduces your target's resistance to all your spells by 10 and reduces the threat caused by your Arcane spells by 40%.

Arcane Focus

Arcane Focus

/

Reduces the chance that the opponent can resist your Arcane spells by 2%.

Reduces the chance that the opponent can resist your Arcane spells by 2%.

Next level:

Reduces the chance that the opponent can resist your Arcane spells by 4%.

Reduces the chance that the opponent can resist your Arcane spells by 4%.

Next level:

Reduces the chance that the opponent can resist your Arcane spells by 6%.

Reduces the chance that the opponent can resist your Arcane spells by 6%.

Next level:

Reduces the chance that the opponent can resist your Arcane spells by 8%.

Reduces the chance that the opponent can resist your Arcane spells by 8%.

Next level:

Reduces the chance that the opponent can resist your Arcane spells by 10%.

Reduces the chance that the opponent can resist your Arcane spells by 10%.

Improved Arcane Missiles

Improved Arcane Missiles

/

Gives you a 20% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Gives you a 20% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Next level:

Gives you a 40% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Gives you a 40% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Next level:

Gives you a 60% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Gives you a 60% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Next level:

Gives you a 80% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Gives you a 80% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Next level:

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

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

Wand Specialization

Wand Specialization

/

Increases your damage with Wands by 13%.

Increases your damage with Wands by 13%.

Next level:

Increases your damage with Wands by 25%.

Increases your damage with Wands by 25%.

Magic Absorption

Magic Absorption

/

Increases all resistances by 2 and causes all spells you fully resist to restore 1% of your total mana. 1 sec. cooldown.

Increases all resistances by 2 and causes all spells you fully resist to restore 1% of your total mana. 1 sec. cooldown.

Next level:

Increases all resistances by 4 and causes all spells you fully resist to restore 2% of your total mana. 1 sec. cooldown.

Increases all resistances by 4 and causes all spells you fully resist to restore 2% of your total mana. 1 sec. cooldown.

Next level:

Increases all resistances by 6 and causes all spells you fully resist to restore 3% of your total mana. 1 sec. cooldown.

Increases all resistances by 6 and causes all spells you fully resist to restore 3% of your total mana. 1 sec. cooldown.

Next level:

Increases all resistances by 8 and causes all spells you fully resist to restore 4% of your total mana. 1 sec. cooldown.

Increases all resistances by 8 and causes all spells you fully resist to restore 4% of your total mana. 1 sec. cooldown.

Next level:

Increases all resistances by 10 and causes all spells you fully resist to restore 5% of your total mana. 1 sec. cooldown.

Increases all resistances by 10 and causes all spells you fully resist to restore 5% of your total mana. 1 sec. cooldown.

Arcane Concentration

Arcane Concentration

/

Gives you a 2% 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%.

Gives you a 2% 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%.

Next level:

Gives you a 4% 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%.

Gives you a 4% 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%.

Next level:

Gives you a 6% 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%.

Gives you a 6% 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%.

Next level:

Gives you a 8% 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%.

Gives you a 8% 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%.

Next level:

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%.

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%.

Magic Attunement

Magic Attunement

/

Increases the effect of your Amplify Magic and Dampen Magic spells by 25%.

Increases the effect of your Amplify Magic and Dampen Magic spells by 25%.

Next level:

Increases the effect of your Amplify Magic and Dampen Magic spells by 50%.

Increases the effect of your Amplify Magic and Dampen Magic spells by 50%.

Improved Arcane Explosion

Improved Arcane Explosion

/

Increases the critical strike chance of your Arcane Explosion spell by an additional 2%.

Increases the critical strike chance of your Arcane Explosion spell by an additional 2%.

Next level:

Increases the critical strike chance of your Arcane Explosion spell by an additional 4%.

Increases the critical strike chance of your Arcane Explosion spell by an additional 4%.

Next level:

Increases the critical strike chance of your Arcane Explosion spell by an additional 6%.

Increases the critical strike chance of your Arcane Explosion spell by an additional 6%.

Arcane Resilience

Arcane Resilience

/

Increases your armor by an amount equal to 50% of your Intellect.

Increases your armor by an amount equal to 50% of your Intellect.

Improved Mana Shield

Improved Mana Shield

/

Decreases the mana lost per point of damage taken when Mana Shield is active by 10%.

Decreases the mana lost per point of damage taken when Mana Shield is active by 10%.

Next level:

Decreases the mana lost per point of damage taken when Mana Shield is active by 20%.

Decreases the mana lost per point of damage taken when Mana Shield is active by 20%.

Improved Counterspell

Improved Counterspell

/

Gives your Counterspell a 50% chance to silence the target for 4 sec.

Gives your Counterspell a 50% chance to silence the target for 4 sec.

Next level:

Gives your Counterspell a 100% chance to silence the target for 4 sec.

Gives your Counterspell a 100% chance to silence the target for 4 sec.

Méditation des arcanes

Méditation des arcanes

/

Allows 5% of your Mana regeneration to continue while casting.

Allows 5% of your Mana regeneration to continue while casting.

Next level:

Allows 10% of your Mana regeneration to continue while casting.

Allows 10% of your Mana regeneration to continue while casting.

Next level:

Allows 15% of your Mana regeneration to continue while casting.

Allows 15% of your Mana regeneration to continue while casting.

Presence of Mind

Presence of Mind

/

Instant
3 min cooldown

When activated, your next Mage spell with a casting time less than 10 sec becomes an instant cast spell.

When activated, your next Mage spell with a casting time less than 10 sec becomes an instant cast spell.

Arcane Mind

Arcane Mind

/

Increases your maximum Mana by 2%.

Increases your maximum Mana by 2%.

Next level:

Increases your maximum Mana by 4%.

Increases your maximum Mana by 4%.

Next level:

Increases your maximum Mana by 6%.

Increases your maximum Mana by 6%.

Next level:

Increases your maximum Mana by 8%.

Increases your maximum Mana by 8%.

Next level:

Increases your maximum Mana by 10%.

Increases your maximum Mana by 10%.

Arcane Instability

Arcane Instability

/

Increases your spell damage and critical strike chance by 1%.

Increases your spell damage and critical strike chance by 1%.

Next level:

Increases your spell damage and critical strike chance by 2%.

Increases your spell damage and critical strike chance by 2%.

Next level:

Increases your spell damage and critical strike chance by 3%.

Increases your spell damage and critical strike chance by 3%.

Arcane Power

Arcane Power

/

Instant
3 min cooldown

When activated, your spells deal 30% more damage while costing 30% more mana to cast. This effect lasts 15 sec.

When activated, your spells deal 30% more damage while costing 30% more mana to cast. This effect lasts 15 sec.

Fire
Improved Fireball

Improved Fireball

/

Reduces the casting time of your Fireball spell by 0.1 sec.

Reduces the casting time of your Fireball spell by 0.1 sec.

Next level:

Reduces the casting time of your Fireball spell by 0.2 sec.

Reduces the casting time of your Fireball spell by 0.2 sec.

Next level:

Reduces the casting time of your Fireball spell by 0.3 sec.

Reduces the casting time of your Fireball spell by 0.3 sec.

Next level:

Reduces the casting time of your Fireball spell by 0.4 sec.

Reduces the casting time of your Fireball spell by 0.4 sec.

Next level:

Reduces the casting time of your Fireball spell by 0.5 sec.

Reduces the casting time of your Fireball spell by 0.5 sec.

Impact

Impact

/

Gives your Fire spells a 2% chance to stun the target for 2 sec.

Gives your Fire spells a 2% chance to stun the target for 2 sec.

Next level:

Gives your Fire spells a 4% chance to stun the target for 2 sec.

Gives your Fire spells a 4% chance to stun the target for 2 sec.

Next level:

Gives your Fire spells a 6% chance to stun the target for 2 sec.

Gives your Fire spells a 6% chance to stun the target for 2 sec.

Next level:

Gives your Fire spells a 8% chance to stun the target for 2 sec.

Gives your Fire spells a 8% chance to stun the target for 2 sec.

Next level:

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

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

Ignite

Ignite

/

Your critical strikes from Fire damage spells cause the target to burn for an additional 8% of your spell's damage over 4 sec.

Your critical strikes from Fire damage spells cause the target to burn for an additional 8% of your spell's damage over 4 sec.

Next level:

Your critical strikes from Fire damage spells cause the target to burn for an additional 16% of your spell's damage over 4 sec.

Your critical strikes from Fire damage spells cause the target to burn for an additional 16% of your spell's damage over 4 sec.

Next level:

Your critical strikes from Fire damage spells cause the target to burn for an additional 24% of your spell's damage over 4 sec.

Your critical strikes from Fire damage spells cause the target to burn for an additional 24% of your spell's damage over 4 sec.

Next level:

Your critical strikes from Fire damage spells cause the target to burn for an additional 32% of your spell's damage over 4 sec.

Your critical strikes from Fire damage spells cause the target to burn for an additional 32% of your spell's damage over 4 sec.

Next level:

Your critical strikes from Fire damage spells cause the target to burn for an additional 40% of your spell's damage over 4 sec.

Your critical strikes from Fire damage spells cause the target to burn for an additional 40% of your spell's damage over 4 sec.

Flame Throwing

Flame Throwing

/

Increases the range of your Fire spells by 3 yards.

Increases the range of your Fire spells by 3 yards.

Next level:

Increases the range of your Fire spells by 6 yards.

Increases the range of your Fire spells by 6 yards.

Improved Fire Blast

Improved Fire Blast

/

Reduces the cooldown of your Fire Blast spell by 0.5 sec.

Reduces the cooldown of your Fire Blast spell by 0.5 sec.

Next level:

Reduces the cooldown of your Fire Blast spell by 1.0 sec.

Reduces the cooldown of your Fire Blast spell by 1.0 sec.

Next level:

Reduces the cooldown of your Fire Blast spell by 1.5 sec.

Reduces the cooldown of your Fire Blast spell by 1.5 sec.

Incinerate

Incinerate

/

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

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

Next level:

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

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

Improved Flamestrike

Improved Flamestrike

/

Increases the critical strike chance of your Flamestrike spell by 5%.

Increases the critical strike chance of your Flamestrike spell by 5%.

Next level:

Increases the critical strike chance of your Flamestrike spell by 10%.

Increases the critical strike chance of your Flamestrike spell by 10%.

Next level:

Increases the critical strike chance of your Flamestrike spell by 15%.

Increases the critical strike chance of your Flamestrike spell by 15%.

Pyroblast

Pyroblast

/

125 Mana
35 yd range
6 sec cast

Hurls an immense fiery boulder that causes (100% of Spell power) Fire damage and an additional (60% of Spell power) Fire damage over 12 sec.

Hurls an immense fiery boulder that causes (100% of Spell power) Fire damage and an additional (60% of Spell power) Fire damage over 12 sec.

Burning Soul

Burning Soul

/

Gives your Fire spells a 35% chance to not lose casting time when you take damage and reduces the threat caused by your Fire spells by 15%.

Gives your Fire spells a 35% chance to not lose casting time when you take damage and reduces the threat caused by your Fire spells by 15%.

Next level:

Gives your Fire spells a 70% chance to not lose casting time when you take damage and reduces the threat caused by your Fire spells by 30%.

Gives your Fire spells a 70% chance to not lose casting time when you take damage and reduces the threat caused by your Fire spells by 30%.

Improved Scorch

Improved Scorch

/

Your Scorch spells have a 33% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases the Fire damage dealt to your target by 3% and lasts 30 sec. Stacks up to 5 times.

Your Scorch spells have a 33% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases the Fire damage dealt to your target by 3% and lasts 30 sec. Stacks up to 5 times.

Next level:

Your Scorch spells have a 66% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases the Fire damage dealt to your target by 3% and lasts 30 sec. Stacks up to 5 times.

Your Scorch spells have a 66% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases the Fire damage dealt to your target by 3% and lasts 30 sec. Stacks up to 5 times.

Next level:

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 3% and lasts 30 sec. Stacks up to 5 times.

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 3% and lasts 30 sec. Stacks up to 5 times.

Improved Fire Ward

Improved Fire Ward

/

Causes your Fire Ward to have a 10% chance to reflect Fire spells while active.

Causes your Fire Ward to have a 10% chance to reflect Fire spells while active.

Next level:

Causes your Fire Ward to have a 20% chance to reflect Fire spells while active.

Causes your Fire Ward to have a 20% chance to reflect Fire spells while active.

Master of Elements

Master of Elements

/

Your Fire and Frost spell criticals will refund 10% of their base mana cost.

Your Fire and Frost spell criticals will refund 10% of their base mana cost.

Next level:

Your Fire and Frost spell criticals will refund 20% of their base mana cost.

Your Fire and Frost spell criticals will refund 20% of their base mana cost.

Next level:

Your Fire and Frost spell criticals will refund 30% of their base mana cost.

Your Fire and Frost spell criticals will refund 30% of their base mana cost.

Critical Mass

Critical Mass

/

Increases the critical strike chance of your Fire spells by 2%.

Increases the critical strike chance of your Fire spells by 2%.

Next level:

Increases the critical strike chance of your Fire spells by 4%.

Increases the critical strike chance of your Fire spells by 4%.

Next level:

Increases the critical strike chance of your Fire spells by 6%.

Increases the critical strike chance of your Fire spells by 6%.

Blast Wave

Blast Wave

/

215 Mana
Instant
45 sec cooldown

A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for (12,9% of Spell power) Fire damage, and dazing them for 6 sec.

A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for (12,9% of Spell power) Fire damage, and dazing them for 6 sec.

Fire Power

Fire Power

/

Increases the damage done by your Fire spells by 2%.

Increases the damage done by your Fire spells by 2%.

Next level:

Increases the damage done by your Fire spells by 4%.

Increases the damage done by your Fire spells by 4%.

Next level:

Increases the damage done by your Fire spells by 6%.

Increases the damage done by your Fire spells by 6%.

Next level:

Increases the damage done by your Fire spells by 8%.

Increases the damage done by your Fire spells by 8%.

Next level:

Increases the damage done by your Fire spells by 10%.

Increases the damage done by your Fire spells by 10%.

Combustion

Combustion

/

Instant
3 min cooldown

When activated, this spell causes each of your Fire damage spell hits to increase your critical strike chance with Fire damage spells by 10%. This effect lasts until you have caused 3 critical strikes with Fire spells.

When activated, this spell causes each of your Fire damage spell hits to increase your critical strike chance with Fire damage spells by 10%. This effect lasts until you have caused 3 critical strikes with Fire spells.

Frost
Frost Warding

Frost Warding

/

Increases the armor and resistances given by your Frost Armor and Ice Armor spells by 15%. In addition, gives your Frost Ward a 10% chance to reflect Frost spells and effects while active.

Increases the armor and resistances given by your Frost Armor and Ice Armor spells by 15%. In addition, gives your Frost Ward a 10% chance to reflect Frost spells and effects while active.

Next level:

Increases the armor and resistances given by your Frost Armor and Ice Armor spells by 30%. In addition, gives your Frost Ward a 20% chance to reflect Frost spells and effects while active.

Increases the armor and resistances given by your Frost Armor and Ice Armor spells by 30%. In addition, gives your Frost Ward a 20% chance to reflect Frost spells and effects while active.

Improved Frostbolt

Improved Frostbolt

/

Reduces the casting time of your Frostbolt spell by 0.1 sec.

Reduces the casting time of your Frostbolt spell by 0.1 sec.

Next level:

Reduces the casting time of your Frostbolt spell by 0.2 sec.

Reduces the casting time of your Frostbolt spell by 0.2 sec.

Next level:

Reduces the casting time of your Frostbolt spell by 0.3 sec.

Reduces the casting time of your Frostbolt spell by 0.3 sec.

Next level:

Reduces the casting time of your Frostbolt spell by 0.4 sec.

Reduces the casting time of your Frostbolt spell by 0.4 sec.

Next level:

Reduces the casting time of your Frostbolt spell by 0.5 sec.

Reduces the casting time of your Frostbolt spell by 0.5 sec.

Elemental Precision

Elemental Precision

/

Reduces the chance that the opponent can resist your Frost and Fire spells by 2%.

Reduces the chance that the opponent can resist your Frost and Fire spells by 2%.

Next level:

Reduces the chance that the opponent can resist your Frost and Fire spells by 4%.

Reduces the chance that the opponent can resist your Frost and Fire spells by 4%.

Next level:

Reduces the chance that the opponent can resist your Frost and Fire spells by 6%.

Reduces the chance that the opponent can resist your Frost and Fire spells by 6%.

Ice Shards

Ice Shards

/

Increases the critical strike damage bonus of your Frost spells by 20%.

Increases the critical strike damage bonus of your Frost spells by 20%.

Next level:

Increases the critical strike damage bonus of your Frost spells by 40%.

Increases the critical strike damage bonus of your Frost spells by 40%.

Next level:

Increases the critical strike damage bonus of your Frost spells by 60%.

Increases the critical strike damage bonus of your Frost spells by 60%.

Next level:

Increases the critical strike damage bonus of your Frost spells by 80%.

Increases the critical strike damage bonus of your Frost spells by 80%.

Next level:

Increases the critical strike damage bonus of your Frost spells by 100%.

Increases the critical strike damage bonus of your Frost spells by 100%.

Frostbite

Frostbite

/

Gives your Chill effects a 5% chance to freeze the target for 5 sec.

Gives your Chill effects a 5% chance to freeze the target for 5 sec.

Next level:

Gives your Chill effects a 10% chance to freeze the target for 5 sec.

Gives your Chill effects a 10% chance to freeze the target for 5 sec.

Next level:

Gives your Chill effects a 15% chance to freeze the target for 5 sec.

Gives your Chill effects a 15% chance to freeze the target for 5 sec.

Improved Frost Nova

Improved Frost Nova

/

Reduces the cooldown of your Frost Nova spell by 2 sec.

Reduces the cooldown of your Frost Nova spell by 2 sec.

Next level:

Reduces the cooldown of your Frost Nova spell by 4 sec.

Reduces the cooldown of your Frost Nova spell by 4 sec.

Permafrost

Permafrost

/

Increases the duration of your Chill effects by 1 sec and reduces the target's speed by an additional 4%.

Increases the duration of your Chill effects by 1 sec and reduces the target's speed by an additional 4%.

Next level:

Increases the duration of your Chill effects by 2 secs and reduces the target's speed by an additional 7%.

Increases the duration of your Chill effects by 2 secs and reduces the target's speed by an additional 7%.

Next level:

Increases the duration of your Chill effects by 3 secs and reduces the target's speed by an additional 10%.

Increases the duration of your Chill effects by 3 secs and reduces the target's speed by an additional 10%.

Piercing Ice

Piercing Ice

/

Increases the damage done by your Frost spells by 2%.

Increases the damage done by your Frost spells by 2%.

Next level:

Increases the damage done by your Frost spells by 4%.

Increases the damage done by your Frost spells by 4%.

Next level:

Increases the damage done by your Frost spells by 6%.

Increases the damage done by your Frost spells by 6%.

Cold Snap

Cold Snap

/

Instant
10 min cooldown

When activated, this spell finishes the cooldown on all of your Frost spells.

When activated, this spell finishes the cooldown on all of your Frost spells.

Improved Blizzard

Improved Blizzard

/

Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by 30%. Lasts 1.5 sec.

Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by 30%. Lasts 1.5 sec.

Next level:

Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by 50%. Lasts 1.5 sec.

Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by 50%. Lasts 1.5 sec.

Next level:

Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by 65%. Lasts 1.5 sec.

Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by 65%. Lasts 1.5 sec.

Arctic Reach

Arctic Reach

/

Increases the range of your Frostbolt and Blizzard spells and the radius of your Frost Nova and Cone of Cold spells by 10%.

Increases the range of your Frostbolt and Blizzard spells and the radius of your Frost Nova and Cone of Cold spells by 10%.

Next level:

Increases the range of your Frostbolt and Blizzard spells and the radius of your Frost Nova and Cone of Cold spells by 20%.

Increases the range of your Frostbolt and Blizzard spells and the radius of your Frost Nova and Cone of Cold spells by 20%.

Frost Channeling

Frost Channeling

/

Reduces the mana cost of your Frost spells by 5% and reduces the threat caused by your Frost spells by 10%.

Reduces the mana cost of your Frost spells by 5% and reduces the threat caused by your Frost spells by 10%.

Next level:

Reduces the mana cost of your Frost spells by 10% and reduces the threat caused by your Frost spells by 20%.

Reduces the mana cost of your Frost spells by 10% and reduces the threat caused by your Frost spells by 20%.

Next level:

Reduces the mana cost of your Frost spells by 15% and reduces the threat caused by your Frost spells by 30%.

Reduces the mana cost of your Frost spells by 15% and reduces the threat caused by your Frost spells by 30%.

Shatter

Shatter

/

Increases the critical strike chance of all your spells against frozen targets by 10%.

Increases the critical strike chance of all your spells against frozen targets by 10%.

Next level:

Increases the critical strike chance of all your spells against frozen targets by 20%.

Increases the critical strike chance of all your spells against frozen targets by 20%.

Next level:

Increases the critical strike chance of all your spells against frozen targets by 30%.

Increases the critical strike chance of all your spells against frozen targets by 30%.

Next level:

Increases the critical strike chance of all your spells against frozen targets by 40%.

Increases the critical strike chance of all your spells against frozen targets by 40%.

Next level:

Increases the critical strike chance of all your spells against frozen targets by 50%.

Increases the critical strike chance of all your spells against frozen targets by 50%.

Ice Block

Ice Block

/

15 Mana
Instant
5 min cooldown

You become encased in a block of ice, protecting you from all physical attacks and spells for 10 sec, but during that time you cannot attack, move or cast spells.

You become encased in a block of ice, protecting you from all physical attacks and spells for 10 sec, but during that time you cannot attack, move or cast spells.

Improved Cone of Cold

Improved Cone of Cold

/

Increases the damage dealt by your Cone of Cold spell by 15%.

Increases the damage dealt by your Cone of Cold spell by 15%.

Next level:

Increases the damage dealt by your Cone of Cold spell by 25%.

Increases the damage dealt by your Cone of Cold spell by 25%.

Next level:

Increases the damage dealt by your Cone of Cold spell by 35%.

Increases the damage dealt by your Cone of Cold spell by 35%.

Winter's Chill

Winter's Chill

/

Gives your Frost damage spells a 20% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Gives your Frost damage spells a 20% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Next level:

Gives your Frost damage spells a 40% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Gives your Frost damage spells a 40% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Next level:

Gives your Frost damage spells a 60% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Gives your Frost damage spells a 60% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Next level:

Gives your Frost damage spells a 80% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Gives your Frost damage spells a 80% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Next level:

Gives your Frost damage spells a 100% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Gives your Frost damage spells a 100% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Ice Barrier

Ice Barrier

/

305 Mana
Instant
30 sec cooldown

Instantly shields you, absorbing 438 damage. Lasts 1 min. While the shield holds, spells will not be interrupted.

Instantly shields you, absorbing 438 damage. Lasts 1 min. While the shield holds, spells will not be interrupted.

Mage
0 / 0 / 0
Level required: -

This is the most popular spec for beginners and veterans both: lots of control thanks to frost spells and good survivability thanks to Bloc de glace and Barrière de glace. The shatter combo also gives you significant burst. This combo relies on Fracasser, which increases your chance to critically strike with your spells by 50% when their targets are frozen (rooted by a frost spell). The goal is to cast Eclair de givre followed immediately by an instant spell: preferably Cône de froid if you’re close to your target or Trait de feu if you’re not.  You then gain 50% chance to critically strike on BOTH spells. Any damage taken by a frozen enemy has a chance to remove the frozen debuff, so the spells have to land at the same time. On profite ainsi de 50% de critique sur l’éclair et le sort instantané à l’impact.

Beware: chilling effects are slows applied Eclair de givreCône de froid, Blizzard amélioré and Armure de glace. The « frozen »effect is only applied by Nova de givre or a Morsure de givreproc.

Spell critical strikes in Classic WoW deal 150% damage unlike physical damage crits which deal 200%. Thanks to the Eclats de glace talent however, your spell criticals with frost spells deal 200% damage.  

Bloc de glace (IB) is one of the hardest spells to master because it can be used offensively or defensively.

Offensively : IB removes ALL debuffs, allowing you to reactively double clicking the spell to remove your debuffs and immediately get out of the Ice Block, in order to resume attacking your target.
Defensively : IB can let you play for time while you wait for some spell CDs or for enemy CDs to fall off (Divine Shield…), or to prevent a powerful attack from hitting you (Pyroblast, Aimed Shot…) .

Many beginners will use it wrong, like a Paladin’s divine shield for example, once you’re very low on health. That’s a bad call in solo play. If there’s a healer nearby, this can be a good decision however.

Mage Guide PvP Classic WoW

Contresort is normally a reactive spell: a very powerful silence locking the affected school of magic for 10 seconds, which can be lethal against healers’ Holy or Nature specs.
However, you will regularly want to use 
Contresort amélioré preventively in order to control a target more easily. This works very well with shatter combos, for example:  
Nova de givre > Contresort amélioréEclair de givre > Cône de froid
This causes the frozen enemy to be unable to react, and therefore always be the victim of your follow-up combo.

Note that Counterspell is not on the Global Cooldown (GCD) and can be used on Warriors to prevent them from charging you.

Morsure de glace is often used to cast a second Bloc de glace during fights. However it is recommended you use it to reset Nova de givre, Cône de froid and Barrière de glace : this allows you to use 2 shatter combos in a row, which can often dramatically shorten the duration of a fight.

2.2. Elemental Spec: 0/24/27

Arcane
Arcane Subtlety

Arcane Subtlety

/

Reduces your target's resistance to all your spells by 5 and reduces the threat caused by your Arcane spells by 20%.

Reduces your target's resistance to all your spells by 5 and reduces the threat caused by your Arcane spells by 20%.

Next level:

Reduces your target's resistance to all your spells by 10 and reduces the threat caused by your Arcane spells by 40%.

Reduces your target's resistance to all your spells by 10 and reduces the threat caused by your Arcane spells by 40%.

Arcane Focus

Arcane Focus

/

Reduces the chance that the opponent can resist your Arcane spells by 2%.

Reduces the chance that the opponent can resist your Arcane spells by 2%.

Next level:

Reduces the chance that the opponent can resist your Arcane spells by 4%.

Reduces the chance that the opponent can resist your Arcane spells by 4%.

Next level:

Reduces the chance that the opponent can resist your Arcane spells by 6%.

Reduces the chance that the opponent can resist your Arcane spells by 6%.

Next level:

Reduces the chance that the opponent can resist your Arcane spells by 8%.

Reduces the chance that the opponent can resist your Arcane spells by 8%.

Next level:

Reduces the chance that the opponent can resist your Arcane spells by 10%.

Reduces the chance that the opponent can resist your Arcane spells by 10%.

Improved Arcane Missiles

Improved Arcane Missiles

/

Gives you a 20% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Gives you a 20% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Next level:

Gives you a 40% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Gives you a 40% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Next level:

Gives you a 60% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Gives you a 60% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Next level:

Gives you a 80% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Gives you a 80% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Next level:

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

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

Wand Specialization

Wand Specialization

/

Increases your damage with Wands by 13%.

Increases your damage with Wands by 13%.

Next level:

Increases your damage with Wands by 25%.

Increases your damage with Wands by 25%.

Magic Absorption

Magic Absorption

/

Increases all resistances by 2 and causes all spells you fully resist to restore 1% of your total mana. 1 sec. cooldown.

Increases all resistances by 2 and causes all spells you fully resist to restore 1% of your total mana. 1 sec. cooldown.

Next level:

Increases all resistances by 4 and causes all spells you fully resist to restore 2% of your total mana. 1 sec. cooldown.

Increases all resistances by 4 and causes all spells you fully resist to restore 2% of your total mana. 1 sec. cooldown.

Next level:

Increases all resistances by 6 and causes all spells you fully resist to restore 3% of your total mana. 1 sec. cooldown.

Increases all resistances by 6 and causes all spells you fully resist to restore 3% of your total mana. 1 sec. cooldown.

Next level:

Increases all resistances by 8 and causes all spells you fully resist to restore 4% of your total mana. 1 sec. cooldown.

Increases all resistances by 8 and causes all spells you fully resist to restore 4% of your total mana. 1 sec. cooldown.

Next level:

Increases all resistances by 10 and causes all spells you fully resist to restore 5% of your total mana. 1 sec. cooldown.

Increases all resistances by 10 and causes all spells you fully resist to restore 5% of your total mana. 1 sec. cooldown.

Arcane Concentration

Arcane Concentration

/

Gives you a 2% 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%.

Gives you a 2% 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%.

Next level:

Gives you a 4% 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%.

Gives you a 4% 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%.

Next level:

Gives you a 6% 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%.

Gives you a 6% 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%.

Next level:

Gives you a 8% 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%.

Gives you a 8% 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%.

Next level:

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%.

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%.

Magic Attunement

Magic Attunement

/

Increases the effect of your Amplify Magic and Dampen Magic spells by 25%.

Increases the effect of your Amplify Magic and Dampen Magic spells by 25%.

Next level:

Increases the effect of your Amplify Magic and Dampen Magic spells by 50%.

Increases the effect of your Amplify Magic and Dampen Magic spells by 50%.

Improved Arcane Explosion

Improved Arcane Explosion

/

Increases the critical strike chance of your Arcane Explosion spell by an additional 2%.

Increases the critical strike chance of your Arcane Explosion spell by an additional 2%.

Next level:

Increases the critical strike chance of your Arcane Explosion spell by an additional 4%.

Increases the critical strike chance of your Arcane Explosion spell by an additional 4%.

Next level:

Increases the critical strike chance of your Arcane Explosion spell by an additional 6%.

Increases the critical strike chance of your Arcane Explosion spell by an additional 6%.

Arcane Resilience

Arcane Resilience

/

Increases your armor by an amount equal to 50% of your Intellect.

Increases your armor by an amount equal to 50% of your Intellect.

Improved Mana Shield

Improved Mana Shield

/

Decreases the mana lost per point of damage taken when Mana Shield is active by 10%.

Decreases the mana lost per point of damage taken when Mana Shield is active by 10%.

Next level:

Decreases the mana lost per point of damage taken when Mana Shield is active by 20%.

Decreases the mana lost per point of damage taken when Mana Shield is active by 20%.

Improved Counterspell

Improved Counterspell

/

Gives your Counterspell a 50% chance to silence the target for 4 sec.

Gives your Counterspell a 50% chance to silence the target for 4 sec.

Next level:

Gives your Counterspell a 100% chance to silence the target for 4 sec.

Gives your Counterspell a 100% chance to silence the target for 4 sec.

Méditation des arcanes

Méditation des arcanes

/

Allows 5% of your Mana regeneration to continue while casting.

Allows 5% of your Mana regeneration to continue while casting.

Next level:

Allows 10% of your Mana regeneration to continue while casting.

Allows 10% of your Mana regeneration to continue while casting.

Next level:

Allows 15% of your Mana regeneration to continue while casting.

Allows 15% of your Mana regeneration to continue while casting.

Presence of Mind

Presence of Mind

/

Instant
3 min cooldown

When activated, your next Mage spell with a casting time less than 10 sec becomes an instant cast spell.

When activated, your next Mage spell with a casting time less than 10 sec becomes an instant cast spell.

Arcane Mind

Arcane Mind

/

Increases your maximum Mana by 2%.

Increases your maximum Mana by 2%.

Next level:

Increases your maximum Mana by 4%.

Increases your maximum Mana by 4%.

Next level:

Increases your maximum Mana by 6%.

Increases your maximum Mana by 6%.

Next level:

Increases your maximum Mana by 8%.

Increases your maximum Mana by 8%.

Next level:

Increases your maximum Mana by 10%.

Increases your maximum Mana by 10%.

Arcane Instability

Arcane Instability

/

Increases your spell damage and critical strike chance by 1%.

Increases your spell damage and critical strike chance by 1%.

Next level:

Increases your spell damage and critical strike chance by 2%.

Increases your spell damage and critical strike chance by 2%.

Next level:

Increases your spell damage and critical strike chance by 3%.

Increases your spell damage and critical strike chance by 3%.

Arcane Power

Arcane Power

/

Instant
3 min cooldown

When activated, your spells deal 30% more damage while costing 30% more mana to cast. This effect lasts 15 sec.

When activated, your spells deal 30% more damage while costing 30% more mana to cast. This effect lasts 15 sec.

Fire
Improved Fireball

Improved Fireball

/

Reduces the casting time of your Fireball spell by 0.1 sec.

Reduces the casting time of your Fireball spell by 0.1 sec.

Next level:

Reduces the casting time of your Fireball spell by 0.2 sec.

Reduces the casting time of your Fireball spell by 0.2 sec.

Next level:

Reduces the casting time of your Fireball spell by 0.3 sec.

Reduces the casting time of your Fireball spell by 0.3 sec.

Next level:

Reduces the casting time of your Fireball spell by 0.4 sec.

Reduces the casting time of your Fireball spell by 0.4 sec.

Next level:

Reduces the casting time of your Fireball spell by 0.5 sec.

Reduces the casting time of your Fireball spell by 0.5 sec.

Impact

Impact

/

Gives your Fire spells a 2% chance to stun the target for 2 sec.

Gives your Fire spells a 2% chance to stun the target for 2 sec.

Next level:

Gives your Fire spells a 4% chance to stun the target for 2 sec.

Gives your Fire spells a 4% chance to stun the target for 2 sec.

Next level:

Gives your Fire spells a 6% chance to stun the target for 2 sec.

Gives your Fire spells a 6% chance to stun the target for 2 sec.

Next level:

Gives your Fire spells a 8% chance to stun the target for 2 sec.

Gives your Fire spells a 8% chance to stun the target for 2 sec.

Next level:

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

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

Ignite

Ignite

/

Your critical strikes from Fire damage spells cause the target to burn for an additional 8% of your spell's damage over 4 sec.

Your critical strikes from Fire damage spells cause the target to burn for an additional 8% of your spell's damage over 4 sec.

Next level:

Your critical strikes from Fire damage spells cause the target to burn for an additional 16% of your spell's damage over 4 sec.

Your critical strikes from Fire damage spells cause the target to burn for an additional 16% of your spell's damage over 4 sec.

Next level:

Your critical strikes from Fire damage spells cause the target to burn for an additional 24% of your spell's damage over 4 sec.

Your critical strikes from Fire damage spells cause the target to burn for an additional 24% of your spell's damage over 4 sec.

Next level:

Your critical strikes from Fire damage spells cause the target to burn for an additional 32% of your spell's damage over 4 sec.

Your critical strikes from Fire damage spells cause the target to burn for an additional 32% of your spell's damage over 4 sec.

Next level:

Your critical strikes from Fire damage spells cause the target to burn for an additional 40% of your spell's damage over 4 sec.

Your critical strikes from Fire damage spells cause the target to burn for an additional 40% of your spell's damage over 4 sec.

Flame Throwing

Flame Throwing

/

Increases the range of your Fire spells by 3 yards.

Increases the range of your Fire spells by 3 yards.

Next level:

Increases the range of your Fire spells by 6 yards.

Increases the range of your Fire spells by 6 yards.

Improved Fire Blast

Improved Fire Blast

/

Reduces the cooldown of your Fire Blast spell by 0.5 sec.

Reduces the cooldown of your Fire Blast spell by 0.5 sec.

Next level:

Reduces the cooldown of your Fire Blast spell by 1.0 sec.

Reduces the cooldown of your Fire Blast spell by 1.0 sec.

Next level:

Reduces the cooldown of your Fire Blast spell by 1.5 sec.

Reduces the cooldown of your Fire Blast spell by 1.5 sec.

Incinerate

Incinerate

/

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

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

Next level:

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

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

Improved Flamestrike

Improved Flamestrike

/

Increases the critical strike chance of your Flamestrike spell by 5%.

Increases the critical strike chance of your Flamestrike spell by 5%.

Next level:

Increases the critical strike chance of your Flamestrike spell by 10%.

Increases the critical strike chance of your Flamestrike spell by 10%.

Next level:

Increases the critical strike chance of your Flamestrike spell by 15%.

Increases the critical strike chance of your Flamestrike spell by 15%.

Pyroblast

Pyroblast

/

125 Mana
35 yd range
6 sec cast

Hurls an immense fiery boulder that causes (100% of Spell power) Fire damage and an additional (60% of Spell power) Fire damage over 12 sec.

Hurls an immense fiery boulder that causes (100% of Spell power) Fire damage and an additional (60% of Spell power) Fire damage over 12 sec.

Burning Soul

Burning Soul

/

Gives your Fire spells a 35% chance to not lose casting time when you take damage and reduces the threat caused by your Fire spells by 15%.

Gives your Fire spells a 35% chance to not lose casting time when you take damage and reduces the threat caused by your Fire spells by 15%.

Next level:

Gives your Fire spells a 70% chance to not lose casting time when you take damage and reduces the threat caused by your Fire spells by 30%.

Gives your Fire spells a 70% chance to not lose casting time when you take damage and reduces the threat caused by your Fire spells by 30%.

Improved Scorch

Improved Scorch

/

Your Scorch spells have a 33% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases the Fire damage dealt to your target by 3% and lasts 30 sec. Stacks up to 5 times.

Your Scorch spells have a 33% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases the Fire damage dealt to your target by 3% and lasts 30 sec. Stacks up to 5 times.

Next level:

Your Scorch spells have a 66% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases the Fire damage dealt to your target by 3% and lasts 30 sec. Stacks up to 5 times.

Your Scorch spells have a 66% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases the Fire damage dealt to your target by 3% and lasts 30 sec. Stacks up to 5 times.

Next level:

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 3% and lasts 30 sec. Stacks up to 5 times.

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 3% and lasts 30 sec. Stacks up to 5 times.

Improved Fire Ward

Improved Fire Ward

/

Causes your Fire Ward to have a 10% chance to reflect Fire spells while active.

Causes your Fire Ward to have a 10% chance to reflect Fire spells while active.

Next level:

Causes your Fire Ward to have a 20% chance to reflect Fire spells while active.

Causes your Fire Ward to have a 20% chance to reflect Fire spells while active.

Master of Elements

Master of Elements

/

Your Fire and Frost spell criticals will refund 10% of their base mana cost.

Your Fire and Frost spell criticals will refund 10% of their base mana cost.

Next level:

Your Fire and Frost spell criticals will refund 20% of their base mana cost.

Your Fire and Frost spell criticals will refund 20% of their base mana cost.

Next level:

Your Fire and Frost spell criticals will refund 30% of their base mana cost.

Your Fire and Frost spell criticals will refund 30% of their base mana cost.

Critical Mass

Critical Mass

/

Increases the critical strike chance of your Fire spells by 2%.

Increases the critical strike chance of your Fire spells by 2%.

Next level:

Increases the critical strike chance of your Fire spells by 4%.

Increases the critical strike chance of your Fire spells by 4%.

Next level:

Increases the critical strike chance of your Fire spells by 6%.

Increases the critical strike chance of your Fire spells by 6%.

Blast Wave

Blast Wave

/

215 Mana
Instant
45 sec cooldown

A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for (12,9% of Spell power) Fire damage, and dazing them for 6 sec.

A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for (12,9% of Spell power) Fire damage, and dazing them for 6 sec.

Fire Power

Fire Power

/

Increases the damage done by your Fire spells by 2%.

Increases the damage done by your Fire spells by 2%.

Next level:

Increases the damage done by your Fire spells by 4%.

Increases the damage done by your Fire spells by 4%.

Next level:

Increases the damage done by your Fire spells by 6%.

Increases the damage done by your Fire spells by 6%.

Next level:

Increases the damage done by your Fire spells by 8%.

Increases the damage done by your Fire spells by 8%.

Next level:

Increases the damage done by your Fire spells by 10%.

Increases the damage done by your Fire spells by 10%.

Combustion

Combustion

/

Instant
3 min cooldown

When activated, this spell causes each of your Fire damage spell hits to increase your critical strike chance with Fire damage spells by 10%. This effect lasts until you have caused 3 critical strikes with Fire spells.

When activated, this spell causes each of your Fire damage spell hits to increase your critical strike chance with Fire damage spells by 10%. This effect lasts until you have caused 3 critical strikes with Fire spells.

Frost
Frost Warding

Frost Warding

/

Increases the armor and resistances given by your Frost Armor and Ice Armor spells by 15%. In addition, gives your Frost Ward a 10% chance to reflect Frost spells and effects while active.

Increases the armor and resistances given by your Frost Armor and Ice Armor spells by 15%. In addition, gives your Frost Ward a 10% chance to reflect Frost spells and effects while active.

Next level:

Increases the armor and resistances given by your Frost Armor and Ice Armor spells by 30%. In addition, gives your Frost Ward a 20% chance to reflect Frost spells and effects while active.

Increases the armor and resistances given by your Frost Armor and Ice Armor spells by 30%. In addition, gives your Frost Ward a 20% chance to reflect Frost spells and effects while active.

Improved Frostbolt

Improved Frostbolt

/

Reduces the casting time of your Frostbolt spell by 0.1 sec.

Reduces the casting time of your Frostbolt spell by 0.1 sec.

Next level:

Reduces the casting time of your Frostbolt spell by 0.2 sec.

Reduces the casting time of your Frostbolt spell by 0.2 sec.

Next level:

Reduces the casting time of your Frostbolt spell by 0.3 sec.

Reduces the casting time of your Frostbolt spell by 0.3 sec.

Next level:

Reduces the casting time of your Frostbolt spell by 0.4 sec.

Reduces the casting time of your Frostbolt spell by 0.4 sec.

Next level:

Reduces the casting time of your Frostbolt spell by 0.5 sec.

Reduces the casting time of your Frostbolt spell by 0.5 sec.

Elemental Precision

Elemental Precision

/

Reduces the chance that the opponent can resist your Frost and Fire spells by 2%.

Reduces the chance that the opponent can resist your Frost and Fire spells by 2%.

Next level:

Reduces the chance that the opponent can resist your Frost and Fire spells by 4%.

Reduces the chance that the opponent can resist your Frost and Fire spells by 4%.

Next level:

Reduces the chance that the opponent can resist your Frost and Fire spells by 6%.

Reduces the chance that the opponent can resist your Frost and Fire spells by 6%.

Ice Shards

Ice Shards

/

Increases the critical strike damage bonus of your Frost spells by 20%.

Increases the critical strike damage bonus of your Frost spells by 20%.

Next level:

Increases the critical strike damage bonus of your Frost spells by 40%.

Increases the critical strike damage bonus of your Frost spells by 40%.

Next level:

Increases the critical strike damage bonus of your Frost spells by 60%.

Increases the critical strike damage bonus of your Frost spells by 60%.

Next level:

Increases the critical strike damage bonus of your Frost spells by 80%.

Increases the critical strike damage bonus of your Frost spells by 80%.

Next level:

Increases the critical strike damage bonus of your Frost spells by 100%.

Increases the critical strike damage bonus of your Frost spells by 100%.

Frostbite

Frostbite

/

Gives your Chill effects a 5% chance to freeze the target for 5 sec.

Gives your Chill effects a 5% chance to freeze the target for 5 sec.

Next level:

Gives your Chill effects a 10% chance to freeze the target for 5 sec.

Gives your Chill effects a 10% chance to freeze the target for 5 sec.

Next level:

Gives your Chill effects a 15% chance to freeze the target for 5 sec.

Gives your Chill effects a 15% chance to freeze the target for 5 sec.

Improved Frost Nova

Improved Frost Nova

/

Reduces the cooldown of your Frost Nova spell by 2 sec.

Reduces the cooldown of your Frost Nova spell by 2 sec.

Next level:

Reduces the cooldown of your Frost Nova spell by 4 sec.

Reduces the cooldown of your Frost Nova spell by 4 sec.

Permafrost

Permafrost

/

Increases the duration of your Chill effects by 1 sec and reduces the target's speed by an additional 4%.

Increases the duration of your Chill effects by 1 sec and reduces the target's speed by an additional 4%.

Next level:

Increases the duration of your Chill effects by 2 secs and reduces the target's speed by an additional 7%.

Increases the duration of your Chill effects by 2 secs and reduces the target's speed by an additional 7%.

Next level:

Increases the duration of your Chill effects by 3 secs and reduces the target's speed by an additional 10%.

Increases the duration of your Chill effects by 3 secs and reduces the target's speed by an additional 10%.

Piercing Ice

Piercing Ice

/

Increases the damage done by your Frost spells by 2%.

Increases the damage done by your Frost spells by 2%.

Next level:

Increases the damage done by your Frost spells by 4%.

Increases the damage done by your Frost spells by 4%.

Next level:

Increases the damage done by your Frost spells by 6%.

Increases the damage done by your Frost spells by 6%.

Cold Snap

Cold Snap

/

Instant
10 min cooldown

When activated, this spell finishes the cooldown on all of your Frost spells.

When activated, this spell finishes the cooldown on all of your Frost spells.

Improved Blizzard

Improved Blizzard

/

Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by 30%. Lasts 1.5 sec.

Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by 30%. Lasts 1.5 sec.

Next level:

Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by 50%. Lasts 1.5 sec.

Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by 50%. Lasts 1.5 sec.

Next level:

Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by 65%. Lasts 1.5 sec.

Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by 65%. Lasts 1.5 sec.

Arctic Reach

Arctic Reach

/

Increases the range of your Frostbolt and Blizzard spells and the radius of your Frost Nova and Cone of Cold spells by 10%.

Increases the range of your Frostbolt and Blizzard spells and the radius of your Frost Nova and Cone of Cold spells by 10%.

Next level:

Increases the range of your Frostbolt and Blizzard spells and the radius of your Frost Nova and Cone of Cold spells by 20%.

Increases the range of your Frostbolt and Blizzard spells and the radius of your Frost Nova and Cone of Cold spells by 20%.

Frost Channeling

Frost Channeling

/

Reduces the mana cost of your Frost spells by 5% and reduces the threat caused by your Frost spells by 10%.

Reduces the mana cost of your Frost spells by 5% and reduces the threat caused by your Frost spells by 10%.

Next level:

Reduces the mana cost of your Frost spells by 10% and reduces the threat caused by your Frost spells by 20%.

Reduces the mana cost of your Frost spells by 10% and reduces the threat caused by your Frost spells by 20%.

Next level:

Reduces the mana cost of your Frost spells by 15% and reduces the threat caused by your Frost spells by 30%.

Reduces the mana cost of your Frost spells by 15% and reduces the threat caused by your Frost spells by 30%.

Shatter

Shatter

/

Increases the critical strike chance of all your spells against frozen targets by 10%.

Increases the critical strike chance of all your spells against frozen targets by 10%.

Next level:

Increases the critical strike chance of all your spells against frozen targets by 20%.

Increases the critical strike chance of all your spells against frozen targets by 20%.

Next level:

Increases the critical strike chance of all your spells against frozen targets by 30%.

Increases the critical strike chance of all your spells against frozen targets by 30%.

Next level:

Increases the critical strike chance of all your spells against frozen targets by 40%.

Increases the critical strike chance of all your spells against frozen targets by 40%.

Next level:

Increases the critical strike chance of all your spells against frozen targets by 50%.

Increases the critical strike chance of all your spells against frozen targets by 50%.

Ice Block

Ice Block

/

15 Mana
Instant
5 min cooldown

You become encased in a block of ice, protecting you from all physical attacks and spells for 10 sec, but during that time you cannot attack, move or cast spells.

You become encased in a block of ice, protecting you from all physical attacks and spells for 10 sec, but during that time you cannot attack, move or cast spells.

Improved Cone of Cold

Improved Cone of Cold

/

Increases the damage dealt by your Cone of Cold spell by 15%.

Increases the damage dealt by your Cone of Cold spell by 15%.

Next level:

Increases the damage dealt by your Cone of Cold spell by 25%.

Increases the damage dealt by your Cone of Cold spell by 25%.

Next level:

Increases the damage dealt by your Cone of Cold spell by 35%.

Increases the damage dealt by your Cone of Cold spell by 35%.

Winter's Chill

Winter's Chill

/

Gives your Frost damage spells a 20% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Gives your Frost damage spells a 20% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Next level:

Gives your Frost damage spells a 40% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Gives your Frost damage spells a 40% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Next level:

Gives your Frost damage spells a 60% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Gives your Frost damage spells a 60% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Next level:

Gives your Frost damage spells a 80% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Gives your Frost damage spells a 80% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Next level:

Gives your Frost damage spells a 100% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Gives your Frost damage spells a 100% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Ice Barrier

Ice Barrier

/

305 Mana
Instant
30 sec cooldown

Instantly shields you, absorbing 438 damage. Lasts 1 min. While the shield holds, spells will not be interrupted.

Instantly shields you, absorbing 438 damage. Lasts 1 min. While the shield holds, spells will not be interrupted.

Mage
0 / 0 / 0
Level required: -

The elemental spec is all about maximizing the fact that mages are glass cannons. It deals massive damage very fast but is significantly more fragile than Frost Mages, largely because it doesn’t have Ice Barrier. For this reason, we recommend only well-geared veteran mages use this spec. This is a medium and short range spec, eager to use instant spells as much as possible and able to do shatter combos with either Boule de feu or Eclair de givre.

This spec is focused on instant spells, which is why you grab Vague explosive and Cône de froid talents at the 5th level of, respectively, the fire and frost trees. Variants exist such as spending points in Trait de feu amélioré ort going for Boule de feu améliorée instead of Impact for an alternative source of damage. In our version however, your main damage spell will be Brûlure with the Brûlure améliorée talent. Using Frostbolt is less important and you’ll often only want to use it at rank 1 for the slow or shatter combos.

Enflammer is the talent enabling the Fire spec to deal massive damage in PvP as in PvE.  It’s similar to Eclats de glace but significantly more powerful. Every critical strike with a fire spell will leave a DoT effect on their target, which can be refreshed by another critical hit that also adds a portion of its damage to it. Scorch is therefore great to refresh this DoT thanks to its low cast time and high critical strike chance thanks to Incinérer, Masse critique and Fracasser.
Mage Guide PvP Classic WoW

Ideally, you want to start the fight with Explosion pyrotechnique on a player you’ve already sheeped, allowing you to begin the fight with a massive critical strike. “Pyro” is one of the mage’s signature spells. Few people use the Fire spec at release however, it is unpopular at low gear levels and the first few raids are filled with enemies that are resistant or immune to fire damage, and most players don’t want to respec much so they use a similar spec for PvE and PvP.  

Ame ardente allows you not to waste time with your spellcasting when you take damage. This is a massive problem in Vanilla WoW. Hunters often use very high attack speed pets, making casting a Fireball or a Frostbolt nigh impossible. Because you don’t have Ice Barrier (which has a similar effect), this talent is 100% mandatory for this spec.

As you lack Barrière de glace, you can use Bouclier de mana, but it only absorbs physical damage in Classic WoW, and costs a lot of mana to sustain. It’s important to use it well, along with Gardien de feu and Gardien de givre.

2.3. PoM Pyro Spec: 21/30/0

Arcane
Arcane Subtlety

Arcane Subtlety

/

Reduces your target's resistance to all your spells by 5 and reduces the threat caused by your Arcane spells by 20%.

Reduces your target's resistance to all your spells by 5 and reduces the threat caused by your Arcane spells by 20%.

Next level:

Reduces your target's resistance to all your spells by 10 and reduces the threat caused by your Arcane spells by 40%.

Reduces your target's resistance to all your spells by 10 and reduces the threat caused by your Arcane spells by 40%.

Arcane Focus

Arcane Focus

/

Reduces the chance that the opponent can resist your Arcane spells by 2%.

Reduces the chance that the opponent can resist your Arcane spells by 2%.

Next level:

Reduces the chance that the opponent can resist your Arcane spells by 4%.

Reduces the chance that the opponent can resist your Arcane spells by 4%.

Next level:

Reduces the chance that the opponent can resist your Arcane spells by 6%.

Reduces the chance that the opponent can resist your Arcane spells by 6%.

Next level:

Reduces the chance that the opponent can resist your Arcane spells by 8%.

Reduces the chance that the opponent can resist your Arcane spells by 8%.

Next level:

Reduces the chance that the opponent can resist your Arcane spells by 10%.

Reduces the chance that the opponent can resist your Arcane spells by 10%.

Improved Arcane Missiles

Improved Arcane Missiles

/

Gives you a 20% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Gives you a 20% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Next level:

Gives you a 40% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Gives you a 40% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Next level:

Gives you a 60% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Gives you a 60% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Next level:

Gives you a 80% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Gives you a 80% chance to avoid interruption caused by damage while channeling Arcane Missiles.

Next level:

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

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

Wand Specialization

Wand Specialization

/

Increases your damage with Wands by 13%.

Increases your damage with Wands by 13%.

Next level:

Increases your damage with Wands by 25%.

Increases your damage with Wands by 25%.

Magic Absorption

Magic Absorption

/

Increases all resistances by 2 and causes all spells you fully resist to restore 1% of your total mana. 1 sec. cooldown.

Increases all resistances by 2 and causes all spells you fully resist to restore 1% of your total mana. 1 sec. cooldown.

Next level:

Increases all resistances by 4 and causes all spells you fully resist to restore 2% of your total mana. 1 sec. cooldown.

Increases all resistances by 4 and causes all spells you fully resist to restore 2% of your total mana. 1 sec. cooldown.

Next level:

Increases all resistances by 6 and causes all spells you fully resist to restore 3% of your total mana. 1 sec. cooldown.

Increases all resistances by 6 and causes all spells you fully resist to restore 3% of your total mana. 1 sec. cooldown.

Next level:

Increases all resistances by 8 and causes all spells you fully resist to restore 4% of your total mana. 1 sec. cooldown.

Increases all resistances by 8 and causes all spells you fully resist to restore 4% of your total mana. 1 sec. cooldown.

Next level:

Increases all resistances by 10 and causes all spells you fully resist to restore 5% of your total mana. 1 sec. cooldown.

Increases all resistances by 10 and causes all spells you fully resist to restore 5% of your total mana. 1 sec. cooldown.

Arcane Concentration

Arcane Concentration

/

Gives you a 2% 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%.

Gives you a 2% 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%.

Next level:

Gives you a 4% 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%.

Gives you a 4% 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%.

Next level:

Gives you a 6% 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%.

Gives you a 6% 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%.

Next level:

Gives you a 8% 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%.

Gives you a 8% 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%.

Next level:

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%.

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%.

Magic Attunement

Magic Attunement

/

Increases the effect of your Amplify Magic and Dampen Magic spells by 25%.

Increases the effect of your Amplify Magic and Dampen Magic spells by 25%.

Next level:

Increases the effect of your Amplify Magic and Dampen Magic spells by 50%.

Increases the effect of your Amplify Magic and Dampen Magic spells by 50%.

Improved Arcane Explosion

Improved Arcane Explosion

/

Increases the critical strike chance of your Arcane Explosion spell by an additional 2%.

Increases the critical strike chance of your Arcane Explosion spell by an additional 2%.

Next level:

Increases the critical strike chance of your Arcane Explosion spell by an additional 4%.

Increases the critical strike chance of your Arcane Explosion spell by an additional 4%.

Next level:

Increases the critical strike chance of your Arcane Explosion spell by an additional 6%.

Increases the critical strike chance of your Arcane Explosion spell by an additional 6%.

Arcane Resilience

Arcane Resilience

/

Increases your armor by an amount equal to 50% of your Intellect.

Increases your armor by an amount equal to 50% of your Intellect.

Improved Mana Shield

Improved Mana Shield

/

Decreases the mana lost per point of damage taken when Mana Shield is active by 10%.

Decreases the mana lost per point of damage taken when Mana Shield is active by 10%.

Next level:

Decreases the mana lost per point of damage taken when Mana Shield is active by 20%.

Decreases the mana lost per point of damage taken when Mana Shield is active by 20%.

Improved Counterspell

Improved Counterspell

/

Gives your Counterspell a 50% chance to silence the target for 4 sec.

Gives your Counterspell a 50% chance to silence the target for 4 sec.

Next level:

Gives your Counterspell a 100% chance to silence the target for 4 sec.

Gives your Counterspell a 100% chance to silence the target for 4 sec.

Méditation des arcanes

Méditation des arcanes

/

Allows 5% of your Mana regeneration to continue while casting.

Allows 5% of your Mana regeneration to continue while casting.

Next level:

Allows 10% of your Mana regeneration to continue while casting.

Allows 10% of your Mana regeneration to continue while casting.

Next level:

Allows 15% of your Mana regeneration to continue while casting.

Allows 15% of your Mana regeneration to continue while casting.

Presence of Mind

Presence of Mind

/

Instant
3 min cooldown

When activated, your next Mage spell with a casting time less than 10 sec becomes an instant cast spell.

When activated, your next Mage spell with a casting time less than 10 sec becomes an instant cast spell.

Arcane Mind

Arcane Mind

/

Increases your maximum Mana by 2%.

Increases your maximum Mana by 2%.

Next level:

Increases your maximum Mana by 4%.

Increases your maximum Mana by 4%.

Next level:

Increases your maximum Mana by 6%.

Increases your maximum Mana by 6%.

Next level:

Increases your maximum Mana by 8%.

Increases your maximum Mana by 8%.

Next level:

Increases your maximum Mana by 10%.

Increases your maximum Mana by 10%.

Arcane Instability

Arcane Instability

/

Increases your spell damage and critical strike chance by 1%.

Increases your spell damage and critical strike chance by 1%.

Next level:

Increases your spell damage and critical strike chance by 2%.

Increases your spell damage and critical strike chance by 2%.

Next level:

Increases your spell damage and critical strike chance by 3%.

Increases your spell damage and critical strike chance by 3%.

Arcane Power

Arcane Power

/

Instant
3 min cooldown

When activated, your spells deal 30% more damage while costing 30% more mana to cast. This effect lasts 15 sec.

When activated, your spells deal 30% more damage while costing 30% more mana to cast. This effect lasts 15 sec.

Fire
Improved Fireball

Improved Fireball

/

Reduces the casting time of your Fireball spell by 0.1 sec.

Reduces the casting time of your Fireball spell by 0.1 sec.

Next level:

Reduces the casting time of your Fireball spell by 0.2 sec.

Reduces the casting time of your Fireball spell by 0.2 sec.

Next level:

Reduces the casting time of your Fireball spell by 0.3 sec.

Reduces the casting time of your Fireball spell by 0.3 sec.

Next level:

Reduces the casting time of your Fireball spell by 0.4 sec.

Reduces the casting time of your Fireball spell by 0.4 sec.

Next level:

Reduces the casting time of your Fireball spell by 0.5 sec.

Reduces the casting time of your Fireball spell by 0.5 sec.

Impact

Impact

/

Gives your Fire spells a 2% chance to stun the target for 2 sec.

Gives your Fire spells a 2% chance to stun the target for 2 sec.

Next level:

Gives your Fire spells a 4% chance to stun the target for 2 sec.

Gives your Fire spells a 4% chance to stun the target for 2 sec.

Next level:

Gives your Fire spells a 6% chance to stun the target for 2 sec.

Gives your Fire spells a 6% chance to stun the target for 2 sec.

Next level:

Gives your Fire spells a 8% chance to stun the target for 2 sec.

Gives your Fire spells a 8% chance to stun the target for 2 sec.

Next level:

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

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

Ignite

Ignite

/

Your critical strikes from Fire damage spells cause the target to burn for an additional 8% of your spell's damage over 4 sec.

Your critical strikes from Fire damage spells cause the target to burn for an additional 8% of your spell's damage over 4 sec.

Next level:

Your critical strikes from Fire damage spells cause the target to burn for an additional 16% of your spell's damage over 4 sec.

Your critical strikes from Fire damage spells cause the target to burn for an additional 16% of your spell's damage over 4 sec.

Next level:

Your critical strikes from Fire damage spells cause the target to burn for an additional 24% of your spell's damage over 4 sec.

Your critical strikes from Fire damage spells cause the target to burn for an additional 24% of your spell's damage over 4 sec.

Next level:

Your critical strikes from Fire damage spells cause the target to burn for an additional 32% of your spell's damage over 4 sec.

Your critical strikes from Fire damage spells cause the target to burn for an additional 32% of your spell's damage over 4 sec.

Next level:

Your critical strikes from Fire damage spells cause the target to burn for an additional 40% of your spell's damage over 4 sec.

Your critical strikes from Fire damage spells cause the target to burn for an additional 40% of your spell's damage over 4 sec.

Flame Throwing

Flame Throwing

/

Increases the range of your Fire spells by 3 yards.

Increases the range of your Fire spells by 3 yards.

Next level:

Increases the range of your Fire spells by 6 yards.

Increases the range of your Fire spells by 6 yards.

Improved Fire Blast

Improved Fire Blast

/

Reduces the cooldown of your Fire Blast spell by 0.5 sec.

Reduces the cooldown of your Fire Blast spell by 0.5 sec.

Next level:

Reduces the cooldown of your Fire Blast spell by 1.0 sec.

Reduces the cooldown of your Fire Blast spell by 1.0 sec.

Next level:

Reduces the cooldown of your Fire Blast spell by 1.5 sec.

Reduces the cooldown of your Fire Blast spell by 1.5 sec.

Incinerate

Incinerate

/

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

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

Next level:

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

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

Improved Flamestrike

Improved Flamestrike

/

Increases the critical strike chance of your Flamestrike spell by 5%.

Increases the critical strike chance of your Flamestrike spell by 5%.

Next level:

Increases the critical strike chance of your Flamestrike spell by 10%.

Increases the critical strike chance of your Flamestrike spell by 10%.

Next level:

Increases the critical strike chance of your Flamestrike spell by 15%.

Increases the critical strike chance of your Flamestrike spell by 15%.

Pyroblast

Pyroblast

/

125 Mana
35 yd range
6 sec cast

Hurls an immense fiery boulder that causes (100% of Spell power) Fire damage and an additional (60% of Spell power) Fire damage over 12 sec.

Hurls an immense fiery boulder that causes (100% of Spell power) Fire damage and an additional (60% of Spell power) Fire damage over 12 sec.

Burning Soul

Burning Soul

/

Gives your Fire spells a 35% chance to not lose casting time when you take damage and reduces the threat caused by your Fire spells by 15%.

Gives your Fire spells a 35% chance to not lose casting time when you take damage and reduces the threat caused by your Fire spells by 15%.

Next level:

Gives your Fire spells a 70% chance to not lose casting time when you take damage and reduces the threat caused by your Fire spells by 30%.

Gives your Fire spells a 70% chance to not lose casting time when you take damage and reduces the threat caused by your Fire spells by 30%.

Improved Scorch

Improved Scorch

/

Your Scorch spells have a 33% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases the Fire damage dealt to your target by 3% and lasts 30 sec. Stacks up to 5 times.

Your Scorch spells have a 33% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases the Fire damage dealt to your target by 3% and lasts 30 sec. Stacks up to 5 times.

Next level:

Your Scorch spells have a 66% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases the Fire damage dealt to your target by 3% and lasts 30 sec. Stacks up to 5 times.

Your Scorch spells have a 66% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases the Fire damage dealt to your target by 3% and lasts 30 sec. Stacks up to 5 times.

Next level:

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 3% and lasts 30 sec. Stacks up to 5 times.

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 3% and lasts 30 sec. Stacks up to 5 times.

Improved Fire Ward

Improved Fire Ward

/

Causes your Fire Ward to have a 10% chance to reflect Fire spells while active.

Causes your Fire Ward to have a 10% chance to reflect Fire spells while active.

Next level:

Causes your Fire Ward to have a 20% chance to reflect Fire spells while active.

Causes your Fire Ward to have a 20% chance to reflect Fire spells while active.

Master of Elements

Master of Elements

/

Your Fire and Frost spell criticals will refund 10% of their base mana cost.

Your Fire and Frost spell criticals will refund 10% of their base mana cost.

Next level:

Your Fire and Frost spell criticals will refund 20% of their base mana cost.

Your Fire and Frost spell criticals will refund 20% of their base mana cost.

Next level:

Your Fire and Frost spell criticals will refund 30% of their base mana cost.

Your Fire and Frost spell criticals will refund 30% of their base mana cost.

Critical Mass

Critical Mass

/

Increases the critical strike chance of your Fire spells by 2%.

Increases the critical strike chance of your Fire spells by 2%.

Next level:

Increases the critical strike chance of your Fire spells by 4%.

Increases the critical strike chance of your Fire spells by 4%.

Next level:

Increases the critical strike chance of your Fire spells by 6%.

Increases the critical strike chance of your Fire spells by 6%.

Blast Wave

Blast Wave

/

215 Mana
Instant
45 sec cooldown

A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for (12,9% of Spell power) Fire damage, and dazing them for 6 sec.

A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for (12,9% of Spell power) Fire damage, and dazing them for 6 sec.

Fire Power

Fire Power

/

Increases the damage done by your Fire spells by 2%.

Increases the damage done by your Fire spells by 2%.

Next level:

Increases the damage done by your Fire spells by 4%.

Increases the damage done by your Fire spells by 4%.

Next level:

Increases the damage done by your Fire spells by 6%.

Increases the damage done by your Fire spells by 6%.

Next level:

Increases the damage done by your Fire spells by 8%.

Increases the damage done by your Fire spells by 8%.

Next level:

Increases the damage done by your Fire spells by 10%.

Increases the damage done by your Fire spells by 10%.

Combustion

Combustion

/

Instant
3 min cooldown

When activated, this spell causes each of your Fire damage spell hits to increase your critical strike chance with Fire damage spells by 10%. This effect lasts until you have caused 3 critical strikes with Fire spells.

When activated, this spell causes each of your Fire damage spell hits to increase your critical strike chance with Fire damage spells by 10%. This effect lasts until you have caused 3 critical strikes with Fire spells.

Frost
Frost Warding

Frost Warding

/

Increases the armor and resistances given by your Frost Armor and Ice Armor spells by 15%. In addition, gives your Frost Ward a 10% chance to reflect Frost spells and effects while active.

Increases the armor and resistances given by your Frost Armor and Ice Armor spells by 15%. In addition, gives your Frost Ward a 10% chance to reflect Frost spells and effects while active.

Next level:

Increases the armor and resistances given by your Frost Armor and Ice Armor spells by 30%. In addition, gives your Frost Ward a 20% chance to reflect Frost spells and effects while active.

Increases the armor and resistances given by your Frost Armor and Ice Armor spells by 30%. In addition, gives your Frost Ward a 20% chance to reflect Frost spells and effects while active.

Improved Frostbolt

Improved Frostbolt

/

Reduces the casting time of your Frostbolt spell by 0.1 sec.

Reduces the casting time of your Frostbolt spell by 0.1 sec.

Next level:

Reduces the casting time of your Frostbolt spell by 0.2 sec.

Reduces the casting time of your Frostbolt spell by 0.2 sec.

Next level:

Reduces the casting time of your Frostbolt spell by 0.3 sec.

Reduces the casting time of your Frostbolt spell by 0.3 sec.

Next level:

Reduces the casting time of your Frostbolt spell by 0.4 sec.

Reduces the casting time of your Frostbolt spell by 0.4 sec.

Next level:

Reduces the casting time of your Frostbolt spell by 0.5 sec.

Reduces the casting time of your Frostbolt spell by 0.5 sec.

Elemental Precision

Elemental Precision

/

Reduces the chance that the opponent can resist your Frost and Fire spells by 2%.

Reduces the chance that the opponent can resist your Frost and Fire spells by 2%.

Next level:

Reduces the chance that the opponent can resist your Frost and Fire spells by 4%.

Reduces the chance that the opponent can resist your Frost and Fire spells by 4%.

Next level:

Reduces the chance that the opponent can resist your Frost and Fire spells by 6%.

Reduces the chance that the opponent can resist your Frost and Fire spells by 6%.

Ice Shards

Ice Shards

/

Increases the critical strike damage bonus of your Frost spells by 20%.

Increases the critical strike damage bonus of your Frost spells by 20%.

Next level:

Increases the critical strike damage bonus of your Frost spells by 40%.

Increases the critical strike damage bonus of your Frost spells by 40%.

Next level:

Increases the critical strike damage bonus of your Frost spells by 60%.

Increases the critical strike damage bonus of your Frost spells by 60%.

Next level:

Increases the critical strike damage bonus of your Frost spells by 80%.

Increases the critical strike damage bonus of your Frost spells by 80%.

Next level:

Increases the critical strike damage bonus of your Frost spells by 100%.

Increases the critical strike damage bonus of your Frost spells by 100%.

Frostbite

Frostbite

/

Gives your Chill effects a 5% chance to freeze the target for 5 sec.

Gives your Chill effects a 5% chance to freeze the target for 5 sec.

Next level:

Gives your Chill effects a 10% chance to freeze the target for 5 sec.

Gives your Chill effects a 10% chance to freeze the target for 5 sec.

Next level:

Gives your Chill effects a 15% chance to freeze the target for 5 sec.

Gives your Chill effects a 15% chance to freeze the target for 5 sec.

Improved Frost Nova

Improved Frost Nova

/

Reduces the cooldown of your Frost Nova spell by 2 sec.

Reduces the cooldown of your Frost Nova spell by 2 sec.

Next level:

Reduces the cooldown of your Frost Nova spell by 4 sec.

Reduces the cooldown of your Frost Nova spell by 4 sec.

Permafrost

Permafrost

/

Increases the duration of your Chill effects by 1 sec and reduces the target's speed by an additional 4%.

Increases the duration of your Chill effects by 1 sec and reduces the target's speed by an additional 4%.

Next level:

Increases the duration of your Chill effects by 2 secs and reduces the target's speed by an additional 7%.

Increases the duration of your Chill effects by 2 secs and reduces the target's speed by an additional 7%.

Next level:

Increases the duration of your Chill effects by 3 secs and reduces the target's speed by an additional 10%.

Increases the duration of your Chill effects by 3 secs and reduces the target's speed by an additional 10%.

Piercing Ice

Piercing Ice

/

Increases the damage done by your Frost spells by 2%.

Increases the damage done by your Frost spells by 2%.

Next level:

Increases the damage done by your Frost spells by 4%.

Increases the damage done by your Frost spells by 4%.

Next level:

Increases the damage done by your Frost spells by 6%.

Increases the damage done by your Frost spells by 6%.

Cold Snap

Cold Snap

/

Instant
10 min cooldown

When activated, this spell finishes the cooldown on all of your Frost spells.

When activated, this spell finishes the cooldown on all of your Frost spells.

Improved Blizzard

Improved Blizzard

/

Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by 30%. Lasts 1.5 sec.

Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by 30%. Lasts 1.5 sec.

Next level:

Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by 50%. Lasts 1.5 sec.

Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by 50%. Lasts 1.5 sec.

Next level:

Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by 65%. Lasts 1.5 sec.

Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by 65%. Lasts 1.5 sec.

Arctic Reach

Arctic Reach

/

Increases the range of your Frostbolt and Blizzard spells and the radius of your Frost Nova and Cone of Cold spells by 10%.

Increases the range of your Frostbolt and Blizzard spells and the radius of your Frost Nova and Cone of Cold spells by 10%.

Next level:

Increases the range of your Frostbolt and Blizzard spells and the radius of your Frost Nova and Cone of Cold spells by 20%.

Increases the range of your Frostbolt and Blizzard spells and the radius of your Frost Nova and Cone of Cold spells by 20%.

Frost Channeling

Frost Channeling

/

Reduces the mana cost of your Frost spells by 5% and reduces the threat caused by your Frost spells by 10%.

Reduces the mana cost of your Frost spells by 5% and reduces the threat caused by your Frost spells by 10%.

Next level:

Reduces the mana cost of your Frost spells by 10% and reduces the threat caused by your Frost spells by 20%.

Reduces the mana cost of your Frost spells by 10% and reduces the threat caused by your Frost spells by 20%.

Next level:

Reduces the mana cost of your Frost spells by 15% and reduces the threat caused by your Frost spells by 30%.

Reduces the mana cost of your Frost spells by 15% and reduces the threat caused by your Frost spells by 30%.

Shatter

Shatter

/

Increases the critical strike chance of all your spells against frozen targets by 10%.

Increases the critical strike chance of all your spells against frozen targets by 10%.

Next level:

Increases the critical strike chance of all your spells against frozen targets by 20%.

Increases the critical strike chance of all your spells against frozen targets by 20%.

Next level:

Increases the critical strike chance of all your spells against frozen targets by 30%.

Increases the critical strike chance of all your spells against frozen targets by 30%.

Next level:

Increases the critical strike chance of all your spells against frozen targets by 40%.

Increases the critical strike chance of all your spells against frozen targets by 40%.

Next level:

Increases the critical strike chance of all your spells against frozen targets by 50%.

Increases the critical strike chance of all your spells against frozen targets by 50%.

Ice Block

Ice Block

/

15 Mana
Instant
5 min cooldown

You become encased in a block of ice, protecting you from all physical attacks and spells for 10 sec, but during that time you cannot attack, move or cast spells.

You become encased in a block of ice, protecting you from all physical attacks and spells for 10 sec, but during that time you cannot attack, move or cast spells.

Improved Cone of Cold

Improved Cone of Cold

/

Increases the damage dealt by your Cone of Cold spell by 15%.

Increases the damage dealt by your Cone of Cold spell by 15%.

Next level:

Increases the damage dealt by your Cone of Cold spell by 25%.

Increases the damage dealt by your Cone of Cold spell by 25%.

Next level:

Increases the damage dealt by your Cone of Cold spell by 35%.

Increases the damage dealt by your Cone of Cold spell by 35%.

Winter's Chill

Winter's Chill

/

Gives your Frost damage spells a 20% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Gives your Frost damage spells a 20% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Next level:

Gives your Frost damage spells a 40% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Gives your Frost damage spells a 40% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Next level:

Gives your Frost damage spells a 60% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Gives your Frost damage spells a 60% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Next level:

Gives your Frost damage spells a 80% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Gives your Frost damage spells a 80% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Next level:

Gives your Frost damage spells a 100% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Gives your Frost damage spells a 100% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Ice Barrier

Ice Barrier

/

305 Mana
Instant
30 sec cooldown

Instantly shields you, absorbing 438 damage. Lasts 1 min. While the shield holds, spells will not be interrupted.

Instantly shields you, absorbing 438 damage. Lasts 1 min. While the shield holds, spells will not be interrupted.

Mage
0 / 0 / 0
Level required: -

We’re mentioning this spec because it’s a famous gimmick, but it’s not recommended as a competitive PvP spec. Its goal is mainly people looking to do huge numbers once every 3 minutes. Mainly used by PvE Mages in Ahn’Qiraj, it can be devastating in duels if you’re well geared, but it’s not very interesting to play.

This spec evolved in later patches leading to Présence spirituelle and Pouvoir des arcanes sharing a 1 minute cooldown, meaning you can’t use both at the same time. The Classic version is therefore a nerfed version.

Your goal is to weaken your opponent with instant spells and Scorch casts, then to use an instant Explosion pyrotechnique with Présence spirituelle, after having activated a damage-increasing trinket such as the notorious Talisman de pouvoir éphémère.

Mage Guide PvP Classic WoW

If the Pyro crits, and if your gear is good enough, you’ll straight up one-shot your opponent. After you used PoM, the gameplay is similar to typical fire mage gameplay.

Be careful however, an experienced opponent with good reflexes can be waiting for you to cast this spell, especially because PoM makes a recognizable sound effect and your trinkets usually have a recognizable visual effect as well. This gives them the possibility of using Ice Block or engineering trinkets such as Réflectoflamme hyper-radiant which reflects spells toward their caster.

3. PvP Tips

You can’t play a mage competitively in PvP without keyboard or mouse binds. You need to be able to easily access many spells in order to use them reactively and gain the advantage during fights. Here is a non-exhaustive list of the 13 main spells and abilities that you absolutely need to bind. (* depending on your spec)

Offensive Spells:

Eclair de givre (or Boule de feu *)
Brûlure
Trait de feu (instant)
Cône de froid (instant)
Explosion des arcanes (AoE instant)

Defensive Spells :
Transfert
Bloc de glace *
Barrière de glace * (and/or Bouclier de mana)
Gardien de feu/Gardien de givre
Insigne de la Horde or  Insigne de l'Alliance or Volonté des Réprouvés

Crowd Control Spells:
Contresort
Métamorphose
Nova de givre


Note : If you own an « MMO mouse » with 12 buttons (highly recommended for mages), you could try a setup like this to optimize your binds for a 17/0/34 Frost Spec:

Mage PvP Wow Classic

Don’t Panic!

It can be stressful to decide which spells to use when and new players will often panic. Try to remain calm and instead of casting long spells that will probably not work out, keep these few tips in mind for tense situations:

  • If your opponent is full HP or you’re in a bad spot, use Métamorphose (« sheep »). Remember that being in sheep forms grants a major health regeneration to the target. This gives you enough time to bandage and use evocation to be in better shape for combat.
  • Use Nova de givre to temporize and think about the situatio n against melee opponents, but also against Hunters to stay in their dead zone. You can then choose between doing a shatter combo, use a bandage or use Evocation, or sheep the target again.
  • Use your instant offensive spells every time they’re available. If you’re not sure what to do and you can’t really cast a long spell, spam Explosion des arcanes.
Using Rank 1 spells:

Rank 1 spells often come in handy and some should probably be bound:

  • Eclair de givre: to slow your opponent with a very fast cast. Can also proc Morsure de givre.
  • Blizzard: Very useful to force stealthed enemies to appear. This spell’s max rank costs 1400 mana which is between 15 and 30% of your total mana at level 60, depending on your gear. One point in Blizzard amélioré is recommended for Frost mages. This also benefits from Gel prolongé.
  • Explosion des arcanes: Can be spammed to prevent Rogues from harassing you freely or keep pressure on your opponent.
  • Boule de feu : Can be used to DoT a rogue in case he vanishes.
Some other rank 1 spells can be helpful because they cost little mana, such Nova de givre. Against a Shaman who will dispel a lot, using Armure de givre can be a good idea. Overall though, this isn’t very important. This isn’t an exhaustive list however; feel free to test things yourself.
Good to know:
  • For an easier usage of rank 1 spells, use SHIFT shortcuts. For example, if your max rank Frostbolt is on « 1 », using « Shift+1 » will be the bind to cast a rank 1 Frostbolt.
  • Transfert gets rid of stun effects, making it a useful spell against Rogues and Paladins. It also gets rid of roots, but not slows. Finally, it can be useful to blink behind an enemy to cancel his spell cast. Indeed, most spells require you to be facing your target.
  • Gardien de feu is more useful than Gardien de givre. Gardien de givre’s 5th rank is first learnt via a tome that isn’t necessarily available immediately (which means 300 damage absorbtion you’ll be missing) and fire damage is a lot more common than frost damage.
  • Bouclier de mana only absorbs physical damage, unlike in BC. It uses up a lot of mana and must be used sparingly. It can be a good idea to use it to absorb some damage from a Rogue’s opener.
  • Projectiles des arcanes goes through walls if the cast started with the enemy in line of sight. It will do full damage even behind walls as long as its target remains in range.
  • Warriors, Hunters and Shamans can’t use Insigne de la Horde/Insigne de l'Alliance to get rid of Polymorph. Druids can’t either but they can simply change forms which cancels the polymorph.
  • If you lack Spell Hit Chance, some talents such as Précision élémentaire can come in handy. Enemy players have a 4% chance to resist spells in PvP against a target of their level. They always have a minimum of 1% chance to resist a spell. See the chart below:
Tableau mage pvp wow classic
  • Engineering is the best profession for PvP because of its exclusive Grenades, Trinkets and Items. Some trinkets can be a big issue if your enemies have them, notably Réflectoflamme hyper-radiant and Réflectoglace gyrogivre. If you’re not paying attention and miss its visual effect (which looks like Gardien de feu or Gardien de givre), it can lead to catastrophe.
  • Some potions can turn the tide of a fight, notably Potion de libre action.Very effective for and against mages.
  • Métamorphose is a « magical » spell effect, meaning it can be dispelled by multiple classes. It can be useful in some cases to cast Détection de la magie (which is also a « magical » debuff) on a target after sheeping it. That way, there’s a 50% chance the dispel will be used up on the either spell.
  • In duels,  it’s considered bad form to drink, eat or use potions. Try discussing it beforehand to avoid problems. Say “GG” after a duel to show respect, no matter if you win or lose.

4. Items & Consumables :

Potions and consumables shouldn’t be used in duel because they’re not Fair Play. They’re very powerful items that can easily turn the tide of any fight. Before any duel, talk to your opponent and decide on a rule for consumables. If you cheat you’ll end up with a bad reputation.

Potions:

Consumables:

Items:

5. PvP Macros :

Your most essential reactive spells can be used with a script that cancels your current cast. We recommend you use it for Blink, Counterspell and Ice Block.
/script SpellStopCasting()
/cast Blink

/script SpellStopCasting()
/cast Counterspell

/script SpellStopCasting()
/unbuff Ice Block
/cast Ice Block 

You can hide « error » messages such as « not enough mana » or « target out of range » with this macro, that you need to use every time you log in:
/script UIErrorsFrame:Clear();
/script UIErrorsFrame:Hide();


To cancel that macro, use
/script UIErrorsFrame:Clear();
/script UIErrorsFrame:Show();

To get rid of the error messages that make a sound, there’s a toggle in the System tab.

6. Dueling as a mage

In this part, hybrid classes will be considered to be playing their DPS spec. If you’re fighting a healer, do as much damage as possible and hit a 10 second lock counterspell when they try to heal themselves to finish them off. The fight must be short or you’ll go oom before your opponents. Not much else to say about this so we won’t get into more details.

Usually, mages want to follow their opponent’s movement: if they move back, move in and vice versa. Mages are good at mobility and hindering their opponents’ mobility, which should make you able to stay at the range you’re most comfortable with, which should be short or medium in most cases.

This part of the guide is about tips and specific gameplay elements you need to know before fighting certain classes. Every duel is different so nothing is guaranteed to work. Here are our dueling tips:

Against Shamans :

Shamans have many tools to counter Mages. They can dispell mages’ buffs and shields with Expiation, have a « kick » with Horion de terre (used at max rank or rank 1) with a low cooldown, and have Totem de Glèbe which redirects spells to it until it’s destroyed.

You will usually want to fight at mid-range against shamans. Don’t hesitate to use rank 1 spells if Totem de Glèbe  is used so you don’t waste mana. Focus on instant spells since shamans will interrupt most of your casts. Try to start the fight with a powerful cast after sheeping them.

Be wary of Insigne de la Horde which can remove polymorph, chill & freeze effects. Shatter combos with improved Counterspell are the best way to deal with them. It means that Shamans will be able to heal themselves shortly after however.

Against Hunters :

If you’re both low-geared, hunters will have the advantage because Morsure de vipère will devastate your small mana pool. This is why you want a short fight, and have to play very offensively. Your goal is to stay close to Hunters, in their dead zone where they can’t hit you. You can try to force him to Flèche de dispersion as soon as possible, after which he will be helpless against shatter combos from his dead zone. He can still use Feindre la mort however. Be ready to click on his « corpse » and try the combo again if there is time.

The elemental and PoM Pyro specs are more effective against Hunters at low gear levels because you need the fight to be short so you don’t run out of mana. Ice Block must be used offensively so you can stay on the hunter and not let him get in max range (41m) or it will be difficult to win, especially in open world areas. If he moves out of range, he can then keep his distance with Aspect du guépard and you will need to blink, use a trinket or some feature of the environment to regain some control. It is important to focus on instant spells and keep the Hunter slowed. Rank 1 Frostbolts are an excellent choice here.  

Against Warlocks :

Warlocks will most likely be using their felhunter against you, in order to use Verrou magique, their silence, and Dévorer la magie, their dispell. Succubi are also a possibility for their charm effect, Séduction. In that case, avoid long casts and focus on Scorch. Prevent them from casting Peur. You can use Ice Block defensively (against a shadowbolt) or offensively if you’re feared or charmed.

Keep in mind that Ice Block removes all DoTs. Against some opponents it can sometimes be okay to get silenced so you can be free to cast for the rest of the fight. Ideally you want your Scorch casts to be the ones interrupted. Warlocks have Drain de mana but, being a channeled spec, it won’t be used as much as Hunters’ Morsure de vipère.

Against Druids :

Druids can be polymorphed but their ability to change form and cancel this effect makes it mostly pointless. Polymorph’s main use here is to cancel long healing spells if Counterspell isn’t available.

Changing Form also removes freeze effects. You have to focus on instant spells, try blinking if you get hit by Traquenard early on, or to gain some distance and cast a longer spell.

We recommend you only use blink this aggressively if the Druid already used Sonner.Druids will often use Bear Form to take advantage of Régénération frénétique. This is a good time to cast longer spells but be wary of Charge farouche which can interrupt your cast. As per usual, if one of your spells is countered, try to make sure it’s Scorch.

Against Warriors :

Warriors hate Mages. Indeed, without their trinkets, racials or potions, Warriors are very likely to lose the fight. If the Mage survives the initial engagement and can maintain some distance and stay out of range of Interception he’ll be in good shape. Allonge arctique can increase Frostbolt’s range to 36m. Use Nova de givre after the Warrior’s Charge then move away or sheep him to force the Interception. After he used that, you can Transfert.

By breaking the warrior’s mobility loop like this, you should win the fight easily because he won’t be able to catch up with you. If things go wrong, Polymorph him.

Warriors can’t deal with sheep with their PvP trinkets. Some items can help Warriors deal with this issue like a Helm allowing them to charge or a left-handed weapon helping to deal with sheep, but early on they’re unlikely to have these items.

Against Mages :

Mage duels are the summit of PvP complexity in WoW. At high level, these duels are more strategic than reactive. Only practice will help. Here are some starter tips:

Starting the fight with Métamorphose isn’t necessarily the best way to start the fight. It’s better to start the fight at short range and use as many instant as you can, followed by a shatter + Counterspell combo. Keep in mind that everything you use is available for your opponent to use. If you use Counterspell for a shatter combo, you won’t get another for 30 seconds, meaning the other mage will be free to cast.

Bloc de glace can be used to prevent a shatter combo. This is why not getting your Frost spells locked is important. The complexity of the duel will highly depend on your respective skill levels. Remember that even if you’re a Frost mage, you want to use Brûlure, and Explosion des arcanes in order not to have your most important school of magic locked out for 10 seconds. Transfert can be used to break the opponent’s Ice Nova or to get behind him and cancel a cast. Similarly, being in melee range and running behind the enemy mage as he’s casting can cancel his cast, making him lose precious seconds.

Against Paladins :

Paladins’ main aces in the hole are Bouclier divin and Bénédiction de liberté.
Play for time when these spells are active.
You don’t have Spellsteal (BC spell) so you can’t remove Bénédiction de liberté which means it’s basically a built-in Potion de libre action. It also synergizes with Poursuite de la justice which means you’ll have trouble getting some distance. This is one of the rare situations where Bloc de glace can be used to play for time for its entire duration. Transfert must be used to cancel Marteau de la justice.  Finally, paladins won’t be able to use Divine Shield if you’ve interrupted one of their casts. Be wary of fake casts however.

Without Bouclier divin and Bénédiction de liberté, the fight becomes even easier than against warriors. Paladins don’t have any mobility or slows, at most they can use the talent Repentir to gain some ground or cast a heal. In this case you can use Ice Block offensively. This can be enough to win the duel.  Finally, keep in mind that Retribution Paladins have Oeil pour oeil which can be a big problem if your health pool i slow.

Against Priests :

Shadow Priests are not mobile at all because they need to channel spells like Fouet mental. They will mostly move to Cri psychique. Reactively Counterspell, preferably shadow spells. If you do that, the priest has to get out Forme d'Ombre and can only heal himself or use Châtiment.

Priests have Silence which can be removed with Ice Block. Once they’ve used this, you can do shatter combos freely. Keep the pressure up when the priest heals himself. Ideally, never stop casting spells. Keep in mind that priests have Brûlure de mana. This spell isn’t as strong as Hunters’ Morsure de vipère because it has a cast time. You’re more likely to see this spell used in Battlegrounds than in duels.

Against Rogues :

A Rogue with no CDs is a dead rogue. This should be a long fight however, and one of the most technical. Every duel is different but here are some tips: Your goal is to force the Rogue to blow all his cooldowns, leaving him helpless and out of options. Try staying at mid-range and using instants immediately as they become available. If you’re panicking, use Explosion des arcanes. Try using Blizzard or Explosion des arcanes to get them out of stealth. Use Transfert once the Rogue has stunned you.

Because of some popular PvP videos, some rogues think it’s okay to eat and drink during a duel. If they do that, use Ice Block to counter Cécité. Conversely, this is often the first ability the rogue will use when you get out of Ice Block. You can then use Morsure de glace to reset its CD. You can also use Barrière de glace and Bouclier de mana to be more resilient, but you’re probably going to end up out of mana. In battlegrounds, rogues usually won’t have all their CDs, making them significantly less threatening. Try using Boule de feu if you can to DoT the rogue so they can’t Disparition properly.

7. Battlegrounds

Mages have the best mobility of all casters. This mobility can be used both defensively and aggressively.

Unlike Hunters who will want to keep at max range, mages want to get in close to finish off their opponents, especially in longer group fights. They need to in order to use most of their instant and crowd control spells.

However, it’s usually recommended to stay at max range and to wait for the right moment to use a key counterspell on a healer then proceed with your short range burst.

In some situations, mages can start the fight at short range to slow the enemies and to keep them together so their melee and healers are close, giving your team the advantage. Ice Block is very important here because this is a risky move.

Mages’ role in short

  • Control : Sheep & Counterspell (on healers first)
  • Slow : Nova, Cone of Cold (on melee or focused targets)
  • DPS assist : Fire Blast, Frost Bolt  (on the focused target)

Note that buffs aren’t free for mages who just rez’d. Casting Arcane Intellect isn’t a priority, unlike Frost Armor.

Warsong Gulch:

It’s in solo play that mages usually shine. Take advantage of your mobility and slows to capture the flag and move it out of the enemy base quickly. Once secure, give the flag to a sturdier ally.

In group play, stay with the flag carrier. Controlling and slowing your enemies will help keep the flag safe against disorganized opponents.

When attacking, mages’ priority is to control and take care of enemy healers. Ideally, using counterspell on one and sheeping another so the enemy stack receives significantly less healing. It’s important to remain close to your flag carrier so he can take advantage of your slows, especially against enemy melee players.
Arathi Basin:

Communication and map knowledge is key in Arathi Basin.

Mages are handy because they can move around quickly thanks to Slow Fall (especially nice when mounted). Focus on high altitude areas like the Sawmill or the Forge. Moreover, like Paladins, Mages excel at delaying flag captures.

Mages will be among the first to answer a call to defend or attack an area. It’s ill advised to fight if it’s not trying to take/defend an objective, unless you’re trying to delay an attack. Clever distractions can be helpful to give your team some time to relocate and prepare their defenses.  

Alterac Valley:

A player in Alterac Valley can have one of three roles:

Attack: Follow the main group to kill bosses and move forward. Any class can join.

Defense: Protect strategic objectives against enemy groups. Any player able to harass the enemy.  

Capture: Capture towers, graveyards, secure objectives. Ideal for classes with stealth or high mobility.

Mages can fill any of those 3 roles.

While attacking, mages should stay at a distance to cast Frost Bolts and Blizzard. Occasionally he can quickly close the distance to deal some damage and force the opponents back, or entice your allies to charge in.

While defending, mages can harass their enemies with AoEs and slows, often getting aggro on the boss. Getting back towers being captured by the enemy is possible and can make the difference in the long run.

Finally, note that not capturing a graveyard can make you lose a match. It is often key to leave the main raid with a small group to secure objectives against enemy groups.

Thanks

Thanks to every contributor and the following sources for helping to create this guide: Brume, officer from the Wowisclassic guild, Hacride, WoWisclassic contributor.

Share this guide with your friends!

Do you have any friends who plays Classic WoW? Join the WowIsClassic community and share this guide with all your friends! One share = One saved murloc!

1 comments

Support us - Become PREMIUM

Thanks to your generosity, support Wowisclassic and become a member PREMIUM by making a donation.

premium wow
Discover the PREMIUM benefits
Back to the news