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PostPosted: Tue Dec 07, 2004 1:35 pm 
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Since the Pallys and Priests have their own thread I thought I would start one for the Mages amongst us.

As I am still pretty low level (16 as I write this) I haven't completely made up my mind, but am leaning towards most points in the fire tree, with some in Arcane. This seems to be pretty common.

I am toying with the idea of going all fire. I know this sounds a bit suicidal but think of the damage!!!

Anyway, I doubt if this will be my last Mage build. Love to hear any others strategies.


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PostPosted: Tue Dec 07, 2004 3:17 pm 
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The popular build I have seen is Arcane16/Fire35. This allows for some great mana regen and powerful nukes. However, I really want some frost. So I have made a template that is a mix of everything.

The problem I forsee however is that I will be good at alot of things but great at no of them. I am going to start out with this template

Quote:
Class: Mage
Level: 60
Arcane Talents (11 points)
· Arcane Focus - 5/5 points
Reduces the chance that the opponent can resist your arcane spells by 10%.
· Arcane Concentration - 5/5 points
Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.
· Evocation - 1/1 point
While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8 seconds.

Frost Talents (21 points)
· Permafrost - 5/5 points
Increases the duration of your chill effects by 3 seconds.
· Improved Frost Nova - 2/2 points
Reduces the cooldown of your Frost Nova spell by ?.
· Winter's Chill - 3/3 points
Increases the power of your chill effects by slowing the target's movement by an additional 10%.
· Ice Shards - 5/5 points
Increases the critical strike damage bonus of your Frost spells by 100%.
· Improved Blizzard - 3/3 points
Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed to ? of normal. Lasts 8.50 seconds.
· Piercing Ice - 3/3 points
Increases the damage done by your frost spells by 6%.

Fire Talents (19 points)
· Improved Fireball - 5/5 points
Reduces the casting time of your Fireball by 0.5 seconds.
· Impact - 5/5 points
Gives your fire spells a 10% chance to stun the target for 2 seconds.
· Flame Throwing - 1/2 point
Increases the range of your fire spells by 3 yards.
· Ignite - 5/5 points
Your critical strikes from fire damage spells cause the target to burn for an additional 40% of your spell's damage over 4 seconds.
· Incinerate - 2/2 points
Increases the critical strike chance of your Fire Blast and Scorch spells by 4%.
· Pyroblast - 1/1 point
Hurls an immense fiery boulder that causes 148 to 195 fire damage and an additional 56 damage over 12 seconds.


and see if it works out. I will adjust it to make sure I have what I need but this is what Im planning on doing, your thoughts?

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PostPosted: Tue Dec 07, 2004 3:29 pm 
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I am thinking Fire Arcane first for some maximum damage (with enough cold to root some foes and get off 1-2 AOE damage spells).

Right now I have a guy with firball and a 41 yd range. That allows for a nice fireball to draw agro, a frostbolt to slow them down, another fireball, and then a frost nova to freeze. Not much left after that.

At some point I want to commit a cold using mage that will have maximum slow/freeze and probably some arcane to add that little bit extra

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PostPosted: Tue Dec 07, 2004 4:27 pm 
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I started thinking about it and I think im going to be a Frost Mage. I plan on doing more PvE than PvP and I like crowd control. THis is my build for a Frost Mage. I get every bonus to frost spells and get the clearcasting.

Quote:
Arcane Talents (11 points)
Arcane Focus - 3/5 points
Reduces the chance that the opponent can resist your arcane spells by 6%.

Improved Arcane Missiles - 2/5 points
Gives you a 40% chance to avoid interruption caused by damage while channeling Arcane Missiles.

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

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

Frost Talents (40 points)

Improved Frostbolt - 5/5 points
Reduces the casting time of your Frostbolt spell by 0.5 seconds.

Permafrost - 5/5 points
Increases the duration of your chill effects by 3 seconds.

Improved Frost Nova - 2/2 points
Reduces the cooldown of your Frost Nova spell by ?.

Winter's Chill - 3/3 points
Increases the power of your chill effects by slowing the target's movement by an additional 10%.

Ice Shards - 4/5 points
Increases the critical strike damage bonus of your Frost spells by 80%.

Piercing Ice - 3/3 points
Increases the damage done by your frost spells by 6%.

Improved Blizzard - 3/3 points
Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed to ? of normal. Lasts 8.50 seconds.

Cold Snap - 1/1 point
When activated, this spell finishes the cooldown on all of your cold spells.

Arctic Reach - 2/2 points
Increases the range of your Frostbolt spell and the radius of your Frost Nova and Cone of Cold spells by 20%.

Shatter - 5/5 points
Increases the critical strike chance of your frost spells against frozen targets by 50%.

Frost Channeling - 3/3 points
Reduces the mana cost of your frost spells by 15%.

Frostbite - 4/5 points
Gives your chill effects a 12% chance to freeze the target for 5 seconds.

Fire Talents (0 points)


What do yall think? Hopefully by the time the damage output of fireball I will have the bonuses to frost.

Ive been messing with the Talent Calculator at IGN Vault Enjoy! And please share your builds.[/url]

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PostPosted: Thu Dec 09, 2004 11:12 am 
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The 2nd one makes more sense, probably. But I think I'm going to try an all fire Mage. Just to see what happens.


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PostPosted: Thu Dec 09, 2004 5:27 pm 
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GodOfGophers wrote:
The 2nd one makes more sense, probably. But I think I'm going to try an all fire Mage. Just to see what happens.


Yes I would agree now that going all frost or all fire makes the most sense. It is not reccomended by other mages to split your telents between 3 disciples. But do whatever makes you happy, it is your game afterall.

Good luck with the fire build, let us know how it goes.

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PostPosted: Mon Dec 13, 2004 1:04 pm 
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Only level 17, but have put all points into fire so far. Don't see when i'll change.


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PostPosted: Mon Dec 20, 2004 4:42 pm 
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I think I will start putting a few into Arcane tree. Specifially adding the talent where Arcane Missles becomes uninteruptable. It seems it's becoming necessary. I need another instant cast type spell. Plus this one does good damage too.


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PostPosted: Mon Dec 20, 2004 6:53 pm 
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I am trying the cold tree. I will let you guys know how it turns out.

Right now the extended freeze time/slow down effect is helping when I need to solo and allows people to get 3 ranged shots in before the critter is upon us.

Me and 2 hunters would be one inspirational setup.

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PostPosted: Tue Dec 21, 2004 11:21 am 
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Whats the best way to get a mana boost early on?
Just picked up the game - I'm 7th level.

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PostPosted: Tue Dec 21, 2004 1:29 pm 
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Deak Almar wrote:
Whats the best way to get a mana boost early on?
Just picked up the game - I'm 7th level.


I'm only level 21 so I'm no expert but during combat I only ever need a mana boost if I run into a mob higher than me. Then a mana potion is usually all it takes and I'm fine.

The best way is to get items with +Int (to add mana) and +Spirit (for mana recovery).

During downtime, conjure water and food are your friends. I didn't think I'd need them at first but they are a must.

There are other things later on that I don't really know too much about that help.


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PostPosted: Tue Dec 21, 2004 2:53 pm 
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If you want to PvE or solo, 5 points in Arcane missiles is a must. I understand you can freeze and back off, but for fast, up close killing, a quick firing and uninteruptable spell can't be beaten. I don't know what I would do without it.

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PostPosted: Tue Dec 21, 2004 2:57 pm 
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Deak Almar wrote:
Whats the best way to get a mana boost early on?
Just picked up the game - I'm 7th level.


Good Gear. There are items available later that will of course add to your INT and also can be used to instantly replace some mana.

Later on you should choose evocation. Also you will be able to produce a mana agate which can replace 15-20% of your mana. But for level 7, gear is the solution. I didn't really find myself challenged by anything until around lvl 10 though so it wasn't an issue for me.

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PostPosted: Tue Dec 21, 2004 4:23 pm 
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This is pretty minor but is something that I have been trying to keep on eye on, but don't use too much magic if you don't have to.

In other words, don't use Arcane Missles if Fire Blast will do, or just a couple whacks w/ my staff. You can save a good bit of mana that way and you never know where/when the next attack might come from.


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