Miscellaneous Spells:
Racials: (These 2 are the ones I think are most useful. There are 2 others but I do not think those are particularly useful, or are used very rarely. If you do not have these spells they can be obtained with the cash shop item “Page from the Book of Secrets.”)
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Arcane Mastery: Increases Vigor by 30% for your next spell. This is a great spell to use in conjunction with your hardest hitting spells, such as Elemental Surge or Icy Meteor.
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Focused Mind: Prevents spell casting interruption for 20 seconds. This can be a great spell to use if you really need to get a spell off that is easily interrupted, such as Elemental Surge or Thunderhead.
Class Spells/WM Spells:
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Invisibility: Makes you invisible for 10 seconds. This is a great survival skill in tight situations.
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Sanctuary: Teleports your group to a safe area. This is an absolute life saver in astral when things go sour, saving lives from your countdown.
v. MODIFICATIONS
Maybe you have extra talents or rubies to spend? Here are some thoughts and suggestions of where you might spend them.
Talent Points:
Rank 2 Icy Grave would be the most useful in my opinion, since it increases the duration of the effect to 50 seconds. That means more time DPSing and less time recasting Icy Grave. This is great for those of us who tend to be the designated crowd controller for the group or for those of us who raid.
Rank 2 Flash would be somewhat useful since it halves the cooldown to only 25 seconds. As well, it teleports you 30 yards away, rather than 20. This is great if you love to use Flash a lot.
Rubies:
- Snow Dam: These rubies increase the duration of Reflections and give you 1 extra stack for every rank you invest in. This is great to increase survivability. Additionally, it restores mana for each stack consumed. The mana effect isn’t quite as useful, since mages don’t tend to have very many problems with their mana pool, but in some situations it can have quite a nice effect.
- Aura of Astral Power: This is a great party buff to get if you have 3 rubies to spare. Having an extra party buff available just makes you all the more versatile and valuable in a party.
vi. ROTATIONS
Mages do not have a set rotation because the amount of elemental points we have in any given cycle is variable:
As well, the timing in your cycle can affect how you would choose to go about the fight. However, some general guidelines follow.
Single Target:
First, throw out a Thunderbolt or Frostbolt or two to allow the tank to get aggro. Then, send out an Icy Comet followed by Electric Pulse. Repeat until you have used up your elemental points. If there is still quite some time before the beginning of the next cycle you could then use Elemental Wrath, then send out more Icy Comets or Electric Pulses. If your cycle is close to ending you could just throw some Thunderbolts or Frostbolts. At the end of each cycle, or once the mob is under 25% health, use Shocking Grasp. Repeat during each elemental cycle.
Multitarget:
First, if CC is required, use your Icy Grave. Remember to recast this throughout the fight so it doesn’t fade. Throw out a Thunderbolt or Frostbolt or two to allow the tank to get aggro. Then, send out an Icy Meteor followed by Thunderhead. If you still have elemental points send out an Icy Comet and/or Electric Pulse. If there is still quite some time before the beginning of the next cycle you could then use Elemental Wrath, then send out more Icy Meteors and/or Thunderhead. If your cycle is close to ending you could just send out some Thunderbolts or Frostbolts. Alternatively, you could use Arcane Mastery and then Elemental Surge. At the end of each cycle, or once the mob is under 25% health, use Shocking Grasp. Repeat during each elemental cycle.
vii. NOTES ON GEAR
Gear is divided between offensive gear and defensive gear. All gear has both offensive and defensive stats on it, but the name will be named after either an offensive stat or defensive stat (ex: Crown of Brutality is a piece of offensive gear). When gearing it is important to not just upgrade whatever gear drops first. It can be easy to think of gearing as a race, but gearing fast is pointless if it’s the wrong gear for your character. It is much easier to gear well in the first place than to have to go back when you are in full legends or myths and replace pieces you made mistakes in upgrading.
When gearing I advise to upgrade half your offensive gear in Brutality and half in Proficiency. For defensive gear I advise to upgrade pretty much everything in Vitality. The only pieces I would not upgrade as Vitality is your second earring and one of your rings. I would suggest those pieces to be in Tenacity.
As you improve gear, new stats appear on them. Some of the new stats are bound to be ones that aren’t very useful to your character, such as Anger or Willpower. When this happens you can use the crafting insignias (ex: Rare Insignia of Brutality) to change those stats into more desirable ones. Note that you cannot change the stat that the item is named after (ex: you cannot change the Brutality on Crown of Brutality). I would suggest doing this when your gear is still rare, as the insignias for that quality of gear will be easier and cheaper to obtain.
Lastly, I would suggest upgrading a dagger and offhand rather than a staff. Mages do not have many problems with mana, so the extra faith should be unnecessary. The offhand will also provide more resistances than a staff would.
Thanks and happy hunting!