This will leave the mage free to pick a target, and get in a few free hits before being noticed. With the large chunks of damage that a mage can produce in one go, this can be very effective in supporting your team… particularly if you take out hunters, or assist warriors/hunters and focus on their targets.
There is nothing more disconcerting than to be fighting a target, taking moderate damage but doing well, and then suddenly a big spike of damage comes in from off your Radar. That is what we should be seeking to do to other players as mages.
So how to avoid being focused on at the start of a fight?
A)Positioning.
Try to start fights behind your group, and only engage after everyone else has started fighting.
Don’t open up ASAP, let people settle on other targets before moving into range. So stay back initially, hide in bushes (can be effective), and move in a few seconds after the fight kicks off. DON’T start fights near the front lines, or Blink in to AoE before the enemy have picked targets. That’s a sure way to get focused on and killed.
The first 5-10 seconds of a group PvP fight are the most critical for targeting purposes, and it is the goal of a mage to make sure they survive these first critical stages of a fight, without being targeted at all if possible.
B)Blink.
This is massive and the main way to break focus. It’s a real killer when it doesn’t work unfortunately.
The minute you notice you are getting targeted and start taking damage, turn around blink and run, until the focus breaks. If they keep following you, keep running, you’ve taken at least one person out of a fight (keep an eye open for a chance to take them out if they are on their own).
Don’t wait to do this until you swallow an Aimed Shot, the minute you start taking even small damage, run. The person targeting you, unless they have caused a lot of damage and thus think they can get an easy kill from you, will be more likely to break off the attack, and pick another target in the core of the fight. Leaving you free to turn back and start nuking again.
Against some melee classes, try to get a Nova out before the blink, but don’t hang around too long.
C)Iceblock.
To me there are two talents that are necessary for a mage these days. Evocation for PvE raiding, and Iceblock of group PvP. (you can make a good argument for Improved AE too and Improved CS, which means most mages are forced into Arcane).
Iceblock is fantastic for breaking focus at the start of a fight, where you got caught up in the melee. Warrior, Rogue and Hunter target you at start of a fight, if blink would take you the wrong way, and there is no time to turn, then Iceblock ASAP. Don’t hesitate. Do it when you have as much health as possible. Then stay in it. At the start of a fight this will force those that were focusing on you to pick other targets. The minute they have done so, break Iceblock (then use Coldsnap to reset the cooldown on it), make some distance and open up on some targets. Ideally use it when you still have plenty of health. As with all focus-breaking, if you are on low health people are more likely to wait out Iceblock for the chance of getting a kill.
D)Mana Shield.
This is surprisingly effective in group situations. Keep it up at the start of every fight, for those few extra HP to help you react when focused on. When running from an enemy keep it up, particularly vs hunters. It can burn up a lot of mana, but the important thing is to give you time to react. I find it most useful vs. hunters Autoshot, with the big hitters they just blow it away, but it still gives you some precious reaction time.
E) Run early.
The minute you start taking damage, particularly in the early stages of a fight, run/blink/block.
If they cause you too much damage before you run they will follow you, hunting for the kill. So break and run early, and return back the fight the minute they break focus, and stop pursuing you.
So you should be getting the picture. Stay on the periphery of fights, break focus and run the minute someone targets you, keep distance, and unload the big damage spells. Save your instants for when you get caught in 1v1s, have to run in to disrupt attacks, or need to burst a target down quickly (after a Counterspell for instance).
The main classes that can give you problems if you do the above, are Warriors who will follow you with Charge, Intercept etc, thus preventing you from breaking their focus with Blink, and Hunters who will often run after you, and send pets.
Against Warriors the most effective approach is to Nova them, and if you think they will still follow you then sheep them also, then run off, or ignore them for a bit. Most Warriors will break off the attack when Frozen, so Freeze, Trinket out of hamstring and run.
Against Hunters keep your Mana Shield up and run out of range. If they follow you, so be it… get them on their own, blink in (if they are following you they wont have a trap), snare them and try to blast them down with instants. This can be tough though… hunters are the worst enemy to get targeted by. The quicker you start running from them when you see incoming damage the more likely they will be to break off the attack.
With this playing style I tend not to die that often, and be able to really effect battles, by unloading my top damage spells from range, pulling enemy out of the core fight around flags, forcing people to waste time targeting me, and then saving my AoE for when a number of the enemy are on low health and are grouped. Also it is great for either assisting, or taking out enemy support troops and healers (with either damage or CC or both)
It is a fair bit harder to pull this off as a non-frost mage, but the added plus that if you do survive the first bits of a fight, when you start unloading you cause a huge amount of damage.
As a frost mage my feeling is that you can afford to sacrifice more stats for +damage, whereas a fire mage needs to keep their stamina up, and mana, to enhance their survivability.
Mages still suffer a lot at 60 when in blue gear, as it is hard to balance the stats, and blue weapons for melee and hunters can still be hugely effective. When you start to get more epics things become better, particularly the more slots you get … but remember if you aren’t going for a PvP set, stay away from the pre-Tier2 mages sets as a whole. The odd mage set item is worth it to balance some stats such as Int, and sometimes stamina, but generally you will want more +dam.
The above is not to say that mages don’t need a buff in survivability, especially non frost mages, but it can provide a more realistic way of coping until that day happens.
I’m telling you, when you survive long enough to start pumping out your damage at unsuspecting targets, using the longer cast bolts in particular, you will be much more satisfied with your mage.
This is not supposed to cover all situations, but is more a general playstyle philosophy, and there will be many times you will deviate from it, in specific situations.
As an interesting aside, this is why Invisibility would be a huge aid to a mage. Not for nuking out of nowhere, or for aiding in 1v1 PvP, or even as an escape mechanism - but by preventing mages getting focused on at the start of fights in group PvP. That’s a discussion for another time though. [/quote]Alterac Valley: a.k.a. AV:PS (originally by Mustard from EU-Burning Legion): Out of mana? kill yourself (a mage with no mana is like a warrior trying to fight with a fishing pole). A good way to do this is to 'pull' enemies out into the middle of nowhere, on the promise of an easy kill. You were going to die anyway, but you take them out of the action at the same time, and away from their flag, if you're lucky, allowing your teammates to get the advantage.
AV is where the mage shines at its most. In AV, the classes which can deal damage from distance are most favoured. Due to the high population of AV, AoE's work great here. You can do 10k damage every second due to your powerful AoE's, however, not very long lasting. The Frost spells shine here as well: the chill effect reduces the speed of melee classes, making them impossible to come close to your group. Blizzard is very useful in AV too. Channelling Blizzard (along with Warlocks' Rain of Fire) on bridges guarantees that no stealth rogues/druids can pass by. In AV, you don't have a very definate role as you had in the other two Battlegrounds maybe because of AV's high population. You can do the quests inside AV or join your allies in the conflict. Your major responsibilities are dealing damage- whether single target or AoE, crowd control, and conjuring food and water for your team mates.
Here’s a small guide for Alterac Valley, make sure you’ve read it before going to the valley since I think AV is the most complicated Battleground when you first enter it: http://www.wowwiki.com/Alterac_Valley
PvE:
Mages are primary magic damage dealers when it comes to PvE. They are also invited to groups for conjuring water, food, crowd controlling and removing curses. Damage, as you know, is the primary thing mages do in groups since they can dish out damage very fast (only rogues can rival mages in dealing fast DPS), however, in long fights, warlocks and hunters (or even warriors) can do much or less the same damage as a mage can do. Mages’ concerns in PvE are aggro management and downtime. The aggro problem can be solved by a balanced line-up of your spells: you shouldn’t cast all those damaging spells at once. Having good tanks in your group is like having gems in your pocket. The downtime problem can be solved by drinking/Evocation talent, Mage Armor, +Spirit/+Intellect items etc. as I will explain in the Itemization section. Our damage, though, can be both AoE or single target. Since mages have a vast number of AoE spells, they can be invited to AoE on trash mobs etc. Just imagine you can do 3000 damage every second…nice isn’t it?To AoE in PvE raids:
1-Wear your Frost Armor when AoEing physical attackers: Not only increases your armor, but chills the mobs who attack you for a few seconds. Similarly, wear Mage Armor when AoEing casters to increase the regeneration and resistance to their magic.
2-Get buffed: Buff yourself with Arcane Intellect and get other classes to buff you too, Druids, Priests and Paladins have very nice buffs for you here. You may want to use scrolls (mainly Scroll of Protection) and/or potions or elixirs here as well (e.g. Nature Resistance Potion in Zul’gurub).
3-Get a priest: Ask a priest (or a druid) to put a HoT spell (Healing over time) and a shield on you. Tell a good healer to have an eye on your health while you spam AoE's.
4-Get a tank/rogue: Tell them to pull the aggro of some of the mobs which are attacking you. Inform them before AoEing.
5-Chain AoE: Two Mages are always better than one. Using Frost Nova and Cone of Cold one by one after the effect of each nova/CoC disappears makes the mobs always frozen or chilled, and therefore unable to hit you (if they are melee mobs of course).
6-Better use your casting time-required spells (e.g. Flamestrike, Blizzard) first. Use your spells which have cooldowns (e.g Blast Wave, Cone of Cold) earlier in the fight to be able to use them twice or even three times in an AoE run: The earlier you use them, the sooner their cooldown will be over.
7-Know your spells: Ice Block works great as a defensive spell while AoEing. Blast Wave dazes your targets, Cone of Cold and (Improved) Blizzard reduce their speed, Frost Nova traps them, Flamestrike puts DoTs on them etc.
Other than damage, polymorphing is probably our great crowd control spell, make sure you’ve warned your group before polymorphing (see the Macro List below). Here you go with this nice article about polymorphing: http://www.laggaming.com/index.php?o...=389&Itemid=82
Solo PvE for levelling up and grinding is very easy. You will definitely find a great kiting spell/AoE combo after you reach level 15ish. You’ll lose mana too fast though, so have your conjured water and food always in your bags. Have a look at: http://www.mindimaging.com/wow/mage.html to see where the best place is to level up your mage.
Itemization:
Stats Explained:
Intellect: Intellect increases your mana pool, making you able to cast more spells in long fights. Each Intellect increases you mana by 15. It also increases your chance to hit a critical strike. At level 60, 59.5 Intelligence increases your crit chance by 1% (Note that there is no base crit-chance)
Stamina: Increases your health points (HP). Each Stamina increases your HP by 10.
Spirit: Spirit increases the rate of your Health and Mana Regeneration, no matter you are in or out of combat. However health will not regenerate in combat. Also mana will not regenerate after casting a spell for 5 seconds, by default.
The mathematic formula for how much regeneration you’ll get by Spirit is: 13 + (spirit / 4) mana per tick (what is a tick? see http://www.wowwiki.com/Tick )
For more information please visit: http://www.wowwiki.com/Spirit
Strength & Agility: Strength increases your attack power and therefore the damage of your staff or dagger depending on which one you have in your hand. However, as mages don’t generally use staves/daggers/swords for doing damage (expect they are out of mana, but wands are still superior to staves/daggers/swords in terms of damage), Strength is not an important stat for a mage. Agility on the other hand increases the damage of your wand and also your armor and your chance to dodge physical attacks. As you see, like Strength, Agility hasn’t got much use for mages, but I would prefer it to Strength.
+Damage (items which increase damage done by spells and healing up to x)
This Spell Damage Calculator shows how much DPS increase you will get for each of your spells.
http://www.academiaarsarcana.de/spel...llpower_US.htm
Other Stats: Resistance, Mana Regeneration, Hit or Crit chance increase etc.
You can also enchant your items if you are an enchanter or ask an enchanter to enchant your gear. High-end enchants have a very wide range, from enchants which boost your damage to health/mana boosts. Very useful and powerful, but they can be very expensive, too.
You should consider +Damage items only add to the total damage of your spells. This means, for an AoE spell for example, they add to your AoE's overall damage, not single hits of your AoE spell.
PvP Gear:
Stamina: Because of the lack of survivability of the mage class, Stamina rich items are the prior items you should look for your PvP gear. Stamina makes you survive longer in the battles. Try to have at least 3000 HP unbuffed when equipped for your PvP gear.
+Damage: +Damage items are very useful especially if you are more into solo PvP, although it is useful in solo PvP as well. Aim for a minimum of 200-300 +damage on your gear.
Intellect: Intellect makes your Mana Pool larger and also increases your chance to “crit”. Useful if you are an AoE mage and don't want to run out of mana fast. Aim for at least 5000 Mana unbuffed.
PvE Gear:
Intellect/+Damage combination: As Intellect increase your mana, you’ll be able to cast more spells in during long fights (e.g. Boss fights, etc.) so your downtime decreases and you need to drink less frequently. +Damage items on the other hand increase your average damage and therefore your overall damage. I would personally go for a combination of Intellect and +Damage for my PvE gear. Beware of the aggro though
Spirit + Mana Regeneration: Spirit items make you regenerate health and mana. Mana regeneration is well important in long fights and that is where Spirit can help a mage regenerate mana. While Mage Armor gives your 30% Mana Regeneration while casting, Spirit items boost this rate significantly. Spirit also increases the rate of Mana Regeneration through Evocation and Arcane Meditation (both require talents). +Mana Regeneration items make your regenerate mana while you are casting even if you are in combat and you haven't got your Mage Armor on. +Crit chance is also nice if you can manage the aggro properly.
If you are an AoE mage in your group, +Damage items won't really help you to increase your AoE's damage significantly. You better get more +Stamina (to survive longer) and +Intellect (to cast more AoE's).
Staff or Dagger+Off-hand? This question is asked from me many times, even by myself. To be honest it is all your choice. You should look at the stats they provide you with and see which one works better for your playing style. The hard decision is when you have a good staff and a much better dagger (or off-hand) but you don’t have a good off-hand (or dagger) to combine it with. In those situations, you better keep them both. Doesn’t make a genius: use the staff for a while until you get a good off-hand and then you can equip the Dagger+Off-hand combination and rule Azeroth.
Tips:
Spells:
Arcane Missiles: Has a long range which can be used for hitting fleeing targets. Arcane Missiles turns with respect to your target automatically. I frequently use it to slow down my enemy’s casting.
AP PoM Pyroblast: I usually use it as a "finisher". Don't lose your (AP) PoM (Pyroblast) at the start of the battle especially against healer classes since they heal themselves and become back to normal. I rarely used my AP PoM Pyroblast when I was Arcane/Fire because I always wanted to keep it for special occasions (blowing the last hit on the flag carrier for example in WSG), so don't lose it for nothing.
Ice Block: A spell with tens of uses, from breaking PvP/PvE focus to removing DoTs, Fear, Hamstring etc. Note that there's about a 1 second casting animation lag' between hitting the button and actually getting Ice Blocked, so don't wait too late to hit it. I play with about 50 ms latency (ping) and have seen the Ice Block animation go up and found myself dead anyway because of latency, so keep that in mind.
Frost Armor: Use it against melee classes , hunter pets etc. For PvE, always have it buffed on yourself.
Polymorph: Know that you can cast polymorph regardless to where your face is pointing to i.e. you can sheep a target while your target is behind you. This works extremely useful after Blinking, when you are most likely to be back-to-back to your target.
Frostnova: Remember it deals a little damage to your target as well as freezing them, therefore using Frost Nova would de-sheep the polymorphed targets.
Scorch: Scorch is a good “finisher” because of its short casting time when you have your instants on cooldown and you don't want lose too much mana. Also scorch is a mana-efficient spell in high-level PvE if you have Arcane Concentration as a talent. Statically you'll enter a Clearcasting state after casting 10 Scorches when you can then cast a mana-eating spell. This tactic is good during long fights in dungeons and you won't lose too much mana, therefore your damage output will be more stable than a Fireball spammer and you'll get less aggro.
Except for at the start of the BG, don’t buff yourself with Arcane Intellect, it costs too much mana.
Have your Rank 1 spells out: Rank 1 Fireball (Fireball's DoT on rogues make them unable to vanish, remember?), Rank 1 Frostbolt (chill effect) on your screen and/or key bindings. Rank 1 spells have less casting time than higher ranks but do the same job (DoTing and chilling), of course with less damage and mana cost.
A full list of spells available to mages, from level 1 to 60:http://www.thottbot.com/?c=Mage
Profession:
Note: Don't know about professions?
Tailoring/Enchanting: This combo will help you a lot in having up-to-date gear while levelling up, up to level mid-60's. The cloth needed for making stuff by Tailoring are dropped by monsters you kill during your levelling process. Although you won't necessary be able to make very up-to-date gear for yourself because you tailoring skill is usually a bit behind your actual level (e.g. your level is 32, but the gear you can make by your tailoring skill are level 30). However, Tailoring is very vital for Enchanting, as you can simply disenchant the stuff you make by tailoring and use the enchantments to enchant your gear, or simply sell enchants/enchantments. You can also sell the stuff you make by Tailoring on AH, but don't expect a huge profit out of them.
Enchanting can be a very expensive profession, especially when you are leveling up your enchanting skill. This is because you have to disenchant (DE) the disenchantable items you get from drops or tailored by yourself which couldhave been be sold on AH for money. But don't look at Enchanting as a worthless profession. People always want to buy enchants on their items to make them powerful, and they sure pay loads of golds to enchanters for doing this, especially if you know a rare formula at higher levels. Also, selling enchantments on AH is a very profitable business.
For more information please visit: Tailoring: http://www.thottbot.com/?t=Tailoring and Enchanting: http://www.thottbot.com/?t=Enchanting
Mining/Engineering: This is my PvP favourite. Being an Engineer, you can make bombs which can stun your target for several seconds or they can cause AoE damage to your enemies. You can also make loads of trinkets which help you during the combat a lot. For more information about Engineering, visit: http://www.thottbot.com/?t=Engineering
Remember, it is highly recommended to have Mining as your other profession, which can provide the materials you need to make engineering products, also you can sell you spare metal bars on AH and make a huge profit out of it.
Note: If you are an Engineer, you can buy potions from Auction House (AH) -they can be expensive though, or have a guildie to make them for you. (You can get mana/healing potions them from random mob drops or NPC stores such as the one for Knights/Bloodguards in Stormwind/Ogrimmar), but an Alchemist for example, can't use Engineering since Engineering products are limited to Engineers only.
Herbalism/Alchemy: This combo rocks for both PvP and PvE. While Engineering's use is mainly for PvP, Alchemy will work great for you in both PvP and PvE. Being an Alchemist, you'll be able to make yourself potions which can buff you with stats, resistance, instantly heal/restore mana, etc. Make sure you have Herbalism as your other profession. The pro of Alchemy to Engineering is you can sell potions on AH and make loads of gold, but as using Engineering products are limited to Engineers only, you won't make too much money from Engineering.
Having said that, both Mining and Herbalism (gathering professions in a larger scale) are very good for making money. There is always a high demand of metal bars/ores, herbs and skins in AH, so you can sell your extra raw materials on AH and make a good amount of gold by them.
To see what alchemy products you can make, have a look at: http://www.thottbot.com/?t=Alchemy
Make sure you learn and develop Herbalism and Fishing skills along with Alchemy since these two professions provide you with the raw material you’ll need to make potions.
Link: Handy Herbalism guide: http://forums-en.wow-europe.com/thre...mp=1#post39004
Mining/Leatherworking or Herbalism: Haven't got the money to buy an Epic mount? This combo will be the right choice for you. Mining and Leatherworking is a famous combo for making gold on AH. Leatherworking is a very easy profession since you just have to skin the animals you kill (most of them can be an objective of you quests too) when you're exploring the world. You get experience (XP) when killing those animals, so as you see, it is a great profession which helps you level up and make money fast at the same time. Mining and Herbalism can be a bit harder though, and you won't get XP for picking a herb, you know
Macros:
Here is a compiled list of all the useful and awesome Mage macros. (originally posted by Beau in US Forums) I will update this section asap.
Sheeping Macro:
---
/script if UnitSex("target")==1 then g="F " else g="M " end;s="Poly "..g..UnitLevel("target").." %T";a=0;if GetPartyMember(1) then c="party" a=1 if GetNumRaidMembers()>0 then c="raid" end;end;if a>0 then SendChatMessage(s,c) end;
/cast Polymorph(Rank X)
---
Description: Informs your party (or raid) of the sex, level and name of your target and than casts Polymorph. If you aren’t in a raid or party, you simply cast Polymorph.
Example:
/script if UnitSex("target")==1 then g="F " else g="M " end;s="Poly "..g..UnitLevel("target").." %T";a=0;if GetPartyMember(1) then c="party" a=1 if GetNumRaidMembers()>0 then c="raid" end;end;if a>0 then SendChatMessage(s,c) end;
/cast Polymorph(Rank 4)
De-curse:
---
/target [your characters name]
/cast Remove Lesser Curse
/script TargetLastEnemy();
---
Description: Removes one curse from you.
Example:
/target Zahak
/cast Remove Lesser Curse
/script TargetLastEnemy();
Anti-totem:
---
/target Earthbind Totem
/target Searing Totem
/target Magma Totem
/target Mana Spring Totem
/target Grounding Totem
/target Healing Stream Totem
/cast Shoot
/script TargetLastEnemy();
---
Description: Shoots the last totem on the list above, that is in range.
Insta-Counterspell:
/script SpellStopCasting();
/cast Counterspell
---
Description: Stops casting any spell currently being cast, and casts Counterspell at your target.
Multi-water:
/stand
/script if (UnitMana("player")>[Mana cost for your Conjure Water spell]) then CastSpellByName("Conjure Water(Rank X)") else UseContainerItem(0, 1); end;
---
Description: When you have more mana than it costs to cast your Conjure Water spell, it casts it. But if you have less mana than you need, you use the first item in your backpack; usually the water you just conjured (or you could put a mana potion in the first spot, for a faster pace).
Example:
/stand
/script if (UnitMana("player")>780) then CastSpellByName("Conjure Water(Rank 7)") else UseContainerItem(0, 1); end;
Hybrid Assist:
/script ClearTarget();
/assist Character
---
Description: Clears your current target and targets the same target as the character you have inputed above.
Example:
/script ClearTarget();
/assist Keyleigh
Self-bandage:
/script SpellStopCasting();
/s Bandaging, don't heal me!
/target [your characters name]
/script UseContainerItem (X1, X2);
---
Description: Stops whatever you are doing, announces that you are bandaging yourself and promptly bandages you.
Note: X1 represents the bag number, from right to left; 0-4. X2 represents the space number inside the bag (X1), from left to right.
Example:
/script SpellStopCasting();
/s Bandaging, don't heal me!
/target Joe
/script UseContainerItem (0, 1);
Shut up: (I prefer not to use this macro to be honest, but as it’s very famous, here you go)
/say No, I don't have time to make you free stacks of water, unless you want to pay me XG per stack.
/script CancelTrade()
---
Description: You simply say the above and than automaticly cancel the trade.
Example:
/say No, I don't have time to make you free stacks of water, unless you want to pay me 5G per stack.
/script CancelTrade()
Detect Clearcasting (this one can be a bit hard to make, make sure you look at the example):
/script local q; local t;for i=0,15,1 do t=GetPlayerBuffTexture(i); if (t and string.find(t, "ManaBurn")) then q=1; break; end; end; if(q ~= nil) then CastSpellByName("Arcane Missiles(Rank X)") else CastSpellByName("[Spell you use often](Rank X)"); end;
---
Description: Use as a normal spell key-binding, except if you gain Clearcasting before you cast it it will cast Arcane Missles instead.
Example:
/script local q; local t;for i=0,15,1 do t=GetPlayerBuffTexture(i); if (t and string.find(t, "ManaBurn")) then q=1; break; end; end; if(q ~= nil) then CastSpellByName("Arcane Missiles(Rank 7)") else CastSpellByName("Scorch(Rank 7)"); end;
PoM Pyro:
/Cast Presence of mind
/script SpellStopCasting()
/cast Pyroblast(rank X)
You can replace Pyroblast(rank X) with Frostbolt(rank x) or Fireball(rankx)
Replace the “X” with the rank of your spell e.g. Pyroblast(rank 2)
ToEP+ZHC+AP: (won’t work after patch 10 goes live, shame!)
script UseInventoryItem(GetInventorySlotInfo("Trinket0Slot"));
/script SpellStopCasting();
/script UseInventoryItem(GetInventorySlotInfo("Trinket1Slot"));
/script SpellStopCasting();
/cast Arcane Power
/script SpellStopCasting();
/cast Presence of Mind
/script SpellStopCasting();
Mage-specific AddOns/UI's:
AutoMageBuff: http://www.curse-gaming.com/mod.php?addid=1605
NovaWatch: http://www.curse-gaming.com/mod.php?addid=1626
SheepWatch: http://www.curse-gaming.com/mod.php?addid=1176
Flexbar: http://www.curse-gaming.com/mod.php?addid=42
PvP Videos:
Dunst: An example of a good Frost/Arcane mage, using engineering. http://www.warcraftmovies.com/viewauthor.php?id=3621
Glass Canon: Arcane/Fire mage kicks butt. http://www.warcraftmovies.com/viewauthor.php?id=676
Sorrow Hill (Fire Mage): http://www.warcraftmovies.com/viewauthor.php?id=180
Elemantalist Mage: Quickest mage I've ever seen shows the power of elements. http://www.warcraftmovies.com/viewauthor.php?id=1866 and http://www.warcraftmovies.com/viewauthor.php?id=1910
Francis: The first PvP movie ever made by a mage http://www.warcraftmovies.com/movieview.php?id=1880
AoE Mage: http://video.google.com/videoplay?docid=-1907207545625518982&q=aoe and http://video.google.com/videoplay?do...4819&q=alterac
How to get rank 14: A funny PvP video made by a creative mage! http://www.warcraftmovies.com/movieview.php?id=1746
Mouse, Keyboard and Key Bindings:
Logitech® G15 Gaming Keyboard http://www.logitech.com/index.cfm/pr...ONTENTID=10717
Belkin Nostromo™ SpeedPad n52 http://catalog.belkin.com/IWCatProdu...duct_Id=157024
Mouse Tip: It is better to turn around using right mouse button. This works much faster than using the Arrow Keys on your keyboard. Hold the right mouse button and move your mouse to rotate. Very useful, PvPwise.
Use key bindings/macros: Macros and Key Bindings will help you react much faster than normal mouse-clicking.




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and enough with the mage guides, mages suck, you should never roll it! go make a warlock guide or something.





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