Arcane Brilliance: Armor does matter, part 1
You asked for it, in comments, in emails, and now it's finally here. It's high time we sit down and talk about mages, don't you think? Matthew Porter and I will spend some time each week discussing the finer points of the pew pew, hopefully sharing some insights and starting some debates. We can't begin to tell you how to play your mage, but we can offer suggestions gleaned from our collective experience with the class.
I would like to begin this odyssey into the world of magic with an unlikely topic: armor. When I first began playing the class, unlearned in stats as I was, I admit I tried my best to get items with as much armor as possible. But honestly, that's not the sort of armor I'm talking about. Each mage walks around with instant protection, and no, I'm not talking about meat shields either.
As we gain levels we attain various armor spells to help buffer us from the aggro we will inevitably pull from the tank. It's these spells that although not often talked of, give mages endurance to go along with their substantial power. As a caster class, mages are the only class to receive damage dealing armor in addition to protective shields. The shadow priest can bubble, the warlock has their Fel and Demon armors, but only the mage has a combination of both.
First, lets look at the armor spells available to mages. They come in three types, and each has very useful effects depending on the situation.
Frost Armor: The first armor spell any mage has in their bag of spell tricks is Frost Armor. Attained when you first roll your spanking new mage, this spell gives a mage an extra 30 armor. In addition, you have the added bonus of a chance to slow any attacker's movements by 30%, and the time between attacks by up to 25% for three seconds. The advantage is obvious; because a mage is naturally weak against melee attacks, slowing the rate of the blows from such attacks becomes very important. This spell lasts 30 minutes (I'm noticing a lot of 30's here) and I recommend you do your best to keep this baby up and running, refreshing it often. There are three ranks of Frost Armor, each with an amplified set of these effects, and you receive them at levels 1, 10 and 20.
Ice Armor: This second spell is added to your arsenal at level 30. The nice thing about this spell is that not only does it increase your armor by 290 at its base level, it also adds +6 to your frost resistance. This is on top of the chance for slowing effects that you came to love with Frost Armor. Ice Armor is pretty powerful, powerful enough with its added armor to replace Frost Armor as your buffer of choice, and is definitely recommended for the mages out there who love to solo (you know who you are.) Look for upgrades at levels 40, 50 , 60 and oddly enough, 69.
Mage Armor: Four levels later you'll receive the appropriately named Mage Armor. Now don't make the mistake I did when I first received this spell and assume it is a replacement for your Ice Armor. It is not. Instead, this is a spell meant to supplement your armor needs. I say this because although it is called armor, Mage Armor actually gives no additional armor points. Instead Mage Armor increases resistances to all schools of magic (shadow, nature, fire, frost, and arcane), and allows 30% of your mana regeneration to continue while you are casting. It's a sneaky way to get around the 5 second rule (of casting, not of dropped food), but keep in mind this spell is best used when you can feel confident that you will not receive melee damage. At the lower levels I prefer to use Mage Armor in groups where there is a strong tank, and Ice Armor when fighting alone. This spell receives upgrades at levels 46, 58, and once again 69.
Molten Armor: It's like Thorns, but for mages! At level 62 make sure to spend the gold and train in Molten Armor. Because of its proc (which after the most recent patch can also proc when sitting now) in conjunction with the additional damage output, this is my favorite of the armor spells. What kind of damage output are we talking about here? How does 3% additional spell crit sound? I know its music to my ears. Once again, this is not a replacement armor spell, but rather a supplement, as it gives no additional armor points. It does however decrease an attackers chance to crit against you by 5%. Causing 75 fire damage to melee attackers is definitely fun, and I admit I have giggled more than once when I saw their skin begin to crackle. For this spell there is no current upgrade, but I expect one to be added as the level cap gets raised.
In addition to the upgrades available for the spells themselves, there are a few ways to beef up your armor spells, mostly through talents. For those interested in the Frost talent tree there is Frost Warding, a 2-point talent that in addition to adding to the armor abilities of your Frost or Ice Armor also gives you a chance to reflect frost spells and effects. Further down the Frost tree is a talent called Arctic Winds which is arguably the strongest talent for a mage looking to increase their resilience on the battlefield. The base level of this spell increases frost spell damage by 1%, at the same time decreasing the chance that melee and ranged attacks will hit you by 1%. Arcane lovers will want to look into a talent called Arcane Fortitude, which increases your armor by an amount equal to half your Intellect. This potentially could add a great deal depending on the amount of + intellect gear you collect.
But Amanda, you say, there are plenty of other ways that mages protect themselves. There are the shields, and the wards, and the bear druids. You're right, and next time we sit down together we'll talk about the additional tricks that mages have to keep their clothing pristine.
Filed under: Mage, Classes, (Mage) Arcane Brilliance






Reader Comments (Page 1 of 2)
solidsnake13 Jun 23rd 2007 2:17PM
Woot, my new favorite feature. :D
Gires Jun 23rd 2007 2:18PM
I am glad that Mages finally have a column of our own now, as it has probably been my favorite addition to wowinsider.
Gatowag Jun 23rd 2007 2:42PM
/clap
Tylenol Jun 23rd 2007 3:10PM
So where is the priest column??.. but I do enjoy this column as well. As once a fellow caster I found this and the Warlock column a good read. :)
Josh Jun 23rd 2007 3:09PM
Awesome. I knew it was coming and I'm happy to see it. Mage Armor is just tailor-made for instances, and while soloing I use Molten almost exclusively. If I'm getting hit badly in melee, then I'm not doing something right and more armor isn't gonna save me. But 3% crit increase helps greatly in the culmunation of my fiery wrath.
Good start for mages. Next time can you explain why Arcane Blast is in the game at all? =)
Sherp of Ahrotahntee Jun 23rd 2007 3:09PM
YAY! A Mage column! :D /hug
Bootsanator Jun 23rd 2007 3:22PM
i bet they have to try really hard to prevent the first priest column from being a bunch of whining about the "broken holy tree".
Either that, or they just saved the best for last? hehe
Josh Jun 23rd 2007 3:25PM
I should clarify. Arcane Blast can be a good spell in the right situation, so I shouldn't slam it. I tried it out when I first got it and my +dmg was low, so I didn't like it. Maybe with increased +dmg and SpellFire set (once I finish farming the 68 more Primal Fires I need, ugh) it will be a good one.
Tylenol Jun 23rd 2007 4:48PM
your right, the wining will go for the few first columns and then slowly settle, until the next patch of course, it would not be a true patch without a priest nerf. Or perhaps there are no columnist to write a priest column T_T ... they have all rerolled...mage... GG
Mage though, I have been seeing all these mage PVP videos, hands down the best PVP vids in WOW. PEW PEW BOOM BAM KABLOW KABOOM.. total awesome... and im tempted to try one, but im sticking to my word. When Blizzard nerfed priests the las time I gave them the finger and bowed never to come back, and im sticking to it /finger
Jenaja Jun 23rd 2007 5:13PM
Great new column!
Josh: Don't knock Arcane Blast until you've given it a workout. When used properly, it can really bring up your DPS. I don't like to let it stack more than twice until the end of the fight, due to the mana usage, but it's highly effective. My spell rotation now usually incluses two arcane blasts in a row, whenever the AB debuff is at about 1.5 seconds.
In PvP, you can sometimes spam it to bring down an opponent fast. Once they're dead, your empty mana pool doesn't matter so much.
Naaruminded Jun 23rd 2007 5:20PM
Ice Armor INCREASES speed of attacks against you by 25%. Enemy movement speed is decreased, but not the time between swings.
Prester John Jun 23rd 2007 5:54PM
"Ice Armor INCREASES speed of attacks against you by 25%. Enemy movement speed is decreased, but not the time between swings."
Er: "Ice Armor Rank 1
240 Mana
Instant cast
Increases Armor by 290 and frost resistance by 6. If an enemy strikes the caster, they may have their movement slowed by 30% [b]and the time between their attacks increased by 25% for 5 sec[/b]. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min."
Josh Jun 23rd 2007 6:17PM
I plan on giving it a shot tonight, Jenaja. Thanks for the info. Do you open with a pyro (assuming you are fire) or just open with AB to get the time buff going first?
Michel Jun 23rd 2007 6:26PM
arcane blast allows a huge dps at a highly mana cost
very useful for raids boss where you are sure you will not take the aggro.
you have a few second to launch an instant spell too to add more dps.
Jorja KT Jun 23rd 2007 7:27PM
Good column, very useful info!
Quoi Jun 24th 2007 3:31PM
When I first saw the title, I was definitely worried. Good column though! I look forward to more installments. I
Jenaja Jun 23rd 2007 10:19PM
Josh: I open with Scorch, then 2 arcane blasts and do whatever I can before the AB debuff runs entirely out. Usually fireblast, maybe a fireball or some more scorch. This seems counter-intuitive, but play with the spells. I saw a significant increase in my DPS in 5-man and raids without a large increase to either aggro or mana-usage.
Oneiromancer Jun 24th 2007 12:14AM
Good article, Amanda. I think it is worth pointing out that Molten armor can proc several of the Fire talents, especially Impact and Ignite. Impact is awesome in general, with a 10% chance to stun the mob on every hit. Ignite can be a problem though--if your Molten Armor crits on a mob you're trying to sheep (or more often, re-sheep) it will get broken. I generally start dungeons with Molten Armor but if I seem to actually be getting hit I'll switch to Ice to make sure I don't jinx my own sheep.
And as for the Arcane Blast debate...as an Arcane Mage one reason I enjoy it is because it is affected by the -40% threat of the Arcane Subtlety talent. It comes in very handy when there are aggro issues.
Quitze Jun 24th 2007 10:13AM
One thing to keep in mind is if the fight will be long enough (mostly raid bosses) that Mage Armor will wind up giving you more damage than Molten Armor. If you regenerate enough mana while casting to throw out a few extra spells (definitely possible considering how long a mana bar can be extended with mana gems, potions, some mp/5 buffs from food/pots/oil and evocation) it can wind up being more damage than a flat 3% crit boost.
Arcane Blast is also great when you work out a rotation for it. For an arcane/frost build, try out AB, AB, FB, FB as your rotation and repeat. Once you start casting the second rotation, your AB buff will be fading, but since you start casting with the buff active, you get the reduced castime. Since the buff fades in the middle of the cast, you don't get the increased mana cost. It's a win/win.
Josh Jun 24th 2007 2:06PM
Thanks again for the info, I played an alt last night, but I'll give these suggestions a try today =)