Arcane Brilliance: 10 things every Mage should know before going into the Arena
Each week Arcane Brilliance brings you a new batch of Mageliciousness, served fresh and piping hot on a magical floating snack table. This week, we take a long hard look at a sore spot for the Mage community at large: Arena PvP. Don't despair! Mages can be useful in Arenas...as long as we aren't being hit...or silenced...or cycloned repeatedly...or looked at sideways by a Warlock...
With patch 2.4 looming, many Mages may be making that final push to level 70 so they can participate in all that wonderful new content. If you missed Arcane Brilliance's look at what's new for us, you should check it out. We'll wait. Done? Good, because once you've had your fill of all that shiny new PvE hotness, you may find yourself wondering what else there is to do until the expansion hits. If you're slightly masochistic, or into self-flagellation, or possibly just mildly deranged, you may decide to try out the Arena.
Some may try to talk you out of it. You should probably listen to them. I'm not going to lie to you; it isn't pretty. People get hurt in there. Keyboards tend to become airborne. Expletives may be uttered, and not in a conversational tone. We're talking "hide the children, Daddy's saying the naughty words" kind of stuff. Especially when you're a Mage.
What's that? You still want to go?
Ok. But don't say I didn't warn you. Now that you've decided you simply must touch the stove in order to learn how hot it is, the least I can do is prepare you for that eventual burning sensation, and the emotional and possibly physical scarring that will eventually result. I will try to arm you for the coming battle, my friends, the best I know how.
After the jump, I'll list 10 things that I wish I'd known when I started my career as a gladiator.
A gladiator wielding a stick and wearing a dress.
1. At first you will lose. A lot.
How many matches do you think you'll lose before you start winning? Ok, take that number and add a zero or two. You're in the ballpark. Mages have a hard time in Arena a lot longer than most classes, due in large part to the fact that most of our pre-epic gear is high on spell damage and crit and intellect, and not so high on stamina. Until we've earned our first few pieces of high-stamina arena gear, we tend to die in only a few hits from just about anyone. Unless you've somehow been adopted into an already established and very good Arena team, you're in for a lot of pain. Stick it out, assemble a few pieces of gear, and this trend will start to change. I'm sorry if that sounds discouraging, but it's simply the way it is.
2. You will die almost every match.
Here's the cold truth: unless you have a healer teammate, the other team is likely going after you first. They see your mismatched blue and green cloth armor and visions of a quick kill dance through their heads. Clothies might as well have a giant bullseye painted on their heads in the Arena. The opposing team will come after you quickly, and kill you before you can say "Ice Block." Survivability is very difficult to achieve for Mages as a class, perhaps moreso than any other class. There are a few ways to extend your life a bit, though.
a. Spec Frost. No other Mage spec can survive in Arena as long as Frost Mages. Your raw damage potential may suffer by speccing this way, but you can't Pyroblast anything if you're dead. Oh how I wish you could Pyroblast things after death. I wish it so much.
b. Learn ways to "drop aggro" when the other team comes for you. There are two tools for this. One is good and the other is only good on very rare occasion. I'll go into both of them in a minute.
c. Blink. A lot. I mean all the time. When Blink's cooldown comes up, it's almost always a good idea to cast it. It's maddening for melee classes to try to follow a Mage who knows how to Blink and does it a lot. After 2.4 hits, Blink will become a lot better, so learn it and love it. Using it in conjunction with Frost Nova can sometimes buy you enough time to run behind a pillar and bandage or eat/drink. The only time I can think of when you shouldn't be blinking is when you're not being attacked. If that's the case, well, enjoy killing the other team.
d. Make friends with the healer. Make sure he knows he can heal you when you're Ice Blocked. Bake him cookies. Tell him the Warrior said something nasty about him. Do what you have to do to get him to throw you just one heal, any heal. If you can get just a few more seconds of life, the damage you can do with it is greater than almost any other class.
The trick here is learning to be as useful as possible before your inevitable demise. If you can manage to take down one member of the opposing team before you meet your painful and possibly embarrassing end, chances are you've been effective enough to help your team win. Unload your best spells, blow your cooldowns, and don't hold anything back. Unless you're very fortunate, you won't be alive long enough to save your best for last. Hit hard, and hit fast.
3. I forgot #3.
As a poster Enter points out below, I forgot #3. Wow. The lesson, as always, is I'm an idiot. This might be a good place to slip in a pointer that poster Mybones commented about: Arcane Missiles is awesome. So let's try this again:
3. Arcane Missiles is awesome.
As the only truly useful Mage spell that ignores LoS once cast, this little gem is a necessity. You may not use it much in PvE, but when that Druid pops an instant cast HoT on himself and then switches into travel form and runs behind a pillar, it's nice to know that as long as you got the spell off before he vanished, all 5 missiles will still hit him. Spec a little ways into Arcane and this beauty becomes uninterruptable. It's a bit mana intensive, but don't sleep on this spell.
4. Instant cast is king.
This is true of Arena combat in general, but even moreso when applied to Mages. Cast times are not your friend. The hunter will have his pet on you, chewing on your face, the rogue will be behind you, poking you repeatedly with sharp objects, and a 3 second cast will quickly become a 10 second cast. If you happen to be specced Frost (which, though it pains me to admit, is the way you really should be specced if you want to have the greatest chances of success in the Arena) it's easier to keep melee classes off you, and casting slower spells and channelled spells becomes more viable. Still, keep all of your instant cast spells hotkeyed, learn to use them frequently, and spec so that they are more powerful or have shorter cooldown times. While you wait for the next instant cast cooldown to end, there are plenty of things for you to be doing that don't necessarily require long cast times. During those cooldown periods are good times to worry about survival: blinking, pole-dancing, sheeping, gulping down a Mana Emerald. Re-sheep the healer, and then switch targets and blast away with your instant casts. Doing any of those things is almost always better than trying to pull off a Frostbolt with a cat and a felhound eating you alive.
5. Drop aggro
Yes, I understand that aggro is a PvE mechanic, and that threat doesn't exist in the PvP environment, but there are ways to force your opponents to stop attacking you, essentially "dropping aggro" even though aggro doesn't really apply. Did that make any sense? Yeah, it didn't make sense to me either. And I typed it! Anyway, here's what I mean. Mages have two spells that can encourage an opponent to switch targets. The first, Ice Block, is also the best. It can typically only be used once per match, so a lot of Mages try to use it like a Paladin's bubble, waiting until nearly dead before clicking it as a last ditch panic button. The problem with that strategy is that often Mages die so quickly that waiting to cast this spell can result in dying before ever being able to get it off. I submit that a better use for it is to cast it early, before death becomes imminent. Once you realize that you have 4 DoTs on you, and the Rogue has jumped out of stealth directly behind you, that might be a good time to pop your Ice Block. Suddenly you're immune to everything except heals and dispells and you stay that way for the next 8 seconds, which can be an eternity in the Arena. You've erased all of those nasty DoTs. Most importantly, you've become a much less attractive target for the people trying to stab you. When their attention has shifted to one of your teammates, pop out of the Ice Block and start firing away. You've bought yourself some time, and given yourself a small window to do what you do best, kill things from a safe distance.
The other, far less reliable method for dropping aggro is Invisibility. Because its 5-second warm up phase can be interrupted by just about anything, it can only be used when you aren't being hit. The only even semi-reliable way I've found to use it is at the start of matches, before you've been engaged. The other team is forced to either wait you out or switch their attention to one of your teammates (preferably someone more durable than yourself) giving you a few moments to reposition yourself to unleash flaming death upon them without interference. Be careful though, to time your exit from invisibility to coincide with your teammates entering the fray. If you pop out to early, they'll come for you anyway, and if you pop out too late, they've had a numbers advantage for too long. You may not be able to recover. Because you can only see your teammates, those who can see though invisibility, or those who are invisible themselves, while the effect lasts you'll have to watch your teammates closely, to see when they enter combat. When they do, it's time to pop out of Invisibility and cast away. This is especially important in 2v2, where the margin for error is smaller.
6. Gear up as quickly as possible.
Trust me, maybe the Warlock or the Paladin can survive in Arena with those quest reward blues and mismatched greens you're wearing when you hit 70, but not a Mage. You will die in horrible, horrible ways until you get better gear. You need two stats right away to be competitive in Arena, and both are hard for Mages to get from PvE drops: stamina and resilience. The quickest way to get both is in the Battlegrounds. One Alterac Valley bonus honor weekend can net you one or two very nice pieces of honor gear, and all of the season one Arena gear and the Vindicator's stuff is stacked with these two all-important stats. Arena is all about survivability, and stacking stam and resil can quickly make you a little more survivable. Is survivable a word? I say yes. Did I use it in the proper context? Shut up.
7. Don't forget about utility
You still have one of the most reliable CCs in the game, and with a relatively short cast time and no cooldown, you should be Polymorphing like crazy. before the fight begins, talk to your teammates and pick a target to kill and a target to keep sheeped. Polymorph is even fun to use as a spell interrupt if you can time it right, and then break it before too much healing can take place. Counterspell is also one of the best PvP spells in the game, especially if you've specced so that you have access to its improved version. Its cooldown is surprisingly short, so keep an eye on it and use it whenever possible. Casting the improved version on a Paladin or a Priest or a Warlock or another Mage renders them almost useless for 4 long seconds. Set up a focus macro for both spells, so that you can put the hurt on one opponent while keeping an eye on your sheep/Counterspell target. What's that? You don't know how to set up a focus macro?
8. Set up a focus macro
Focus is a neat little mechanic every Mage should know and use in both PvE and PvP. It allows a Mage to set one target as his focus (someone he wants to pay attention to but not necessarily target), and keep another as his actual DPS target. There isn't really a viable in-game interface to make use of it, so you may need an add-on. I use Focus Frames, simply because it's as simple as add-ons come, and I like to keep my interface simple. All it does is add a frame for your focus. You can place it wherever you choose on your screen, and it allows you to keep an eye on whoever you've sheeped and reapply the sheep when necessary without changing your primary target. Our own Amanda Rivera wrote a nice column on making the macro itself back in September of last year, so go read it and set one up. Trust me, you absolutely won't regret it.
9. Get the trinket.
Again, this applies to everyone who wants to PvP at all, but Mages need to know about it too. If you don't already have one, you need to get your faction's PvP trinket. These have been around forever, so they're very cheap. You can get one in just a few Battleground matches, and they will help tremendously. Because CC is such a huge part of Arena combat, and because losing control of your character for even a few seconds can kill you and your team, it's imperative to have a few options to break it. This trinket will break any CC out there once per fight usually, and the improved version can sometimes be used more than once per fight. Get it, use it, love it, and for the love of all that's holy don't forget to equip it before you hit the Arena like I always do.
10. Exploit matchups
You'll quickly learn that in the Arena, it's all about matchups. There's a reason that the 2v2 brackets are dominated by Druid/Warrior teams. That particular team has very few natural enemies. They are the top of the Arena food-chain. They match up well against most teams, and have relatively few counter-classes. On the other end of the spectrum, Mages have tons of counter-classes. Learn your limitations. Don't try to take the Warlock one on one. He will kill you, shame you, steal your girlfriend, kick your dog, and then tell your family disparaging stories about you. Avoid Rogues, unless they're attacking someone else. Look out for Priests and Druids.
On the other hand, rejoice when you see Warriors. You can kill them. Just keep them away from you as much as possible, because you are wearing a dress and swinging a stick and they are wearing plate armor with lots of spikes and things on it, and swinging a giant, barbed, two-handed meat-tenderizer. Hunters? You can kill them too. Just avoid spells with cast times and keep their pet off you. Paladins are fun too, but be careful about the timing on your spells. Whittle them down, Counterspell at the right time to prevent their bubble and burst damage them back to meet their maker.
We have many weaknesses; mainly, we are ridiculously easy to kill. But we also have certain strengths, and learning to minimize our killability and maximize our killometry can make Arenas a rewarding experience for us. Yes I know I just made up two more words. I like them. Don't complain. I don't come to your house and complain when you make up words.
Arcane Brilliance will return next week with what will hopefully be a Magetacular celebration of all things 2.4, assuming the patch hits Tuesday. If it doesn't, well, I'll think of something.
Filed under: Mage, Tips, PvP, Classes, (Mage) Arcane Brilliance, Battlegrounds, Arena







Reader Comments (Page 1 of 1)
Nick S Mar 22nd 2008 5:32PM
my mage's role on my 3v3 team is to be harder to kill than the other team expects, thereby causing them to waste time on me while our rogue sneaks up and hits them with pointy things. it's sometimes effective...
if you want to play a mage in arenas... play an elemental shaman.
Domani Mar 22nd 2008 6:15PM
I would recommend a #11 to the list. Mages need to lern how to deal with line of sigh issues. The 2.5 to 3 seconds it takes to cast a frost bolt or fireball, is plenty of time for your target to run behind a column to avoid the spell. The best arena mage needs to learn when to cast so they will not have enough time to hide, or if they are about to, hit them with a frostnova and then smack them silly. I still wince going into Nagrand arena due to the pillars.
Esteban81 Mar 22nd 2008 6:23PM
"Killometry" I love it because it almost sounds legit.
Ive seen Invisibilty used to great effect in arena too, surprised the heck outta me the first time I saw a gnome mage appear out of nowhere, frost nova me and start melting my face!
D Mar 22nd 2008 6:31PM
AOE range needs to be decreased, and mana cost increased.
Charlie Mar 22nd 2008 6:50PM
Any comments on the upcoming 2.4 changes and Arcane being a viable arena spec?
Imp Blink and Ice Block give it alot more survivability, and prismatic cloak, slow, and arcane missles (avoids LoS and cannot be interupted) are great arena talents.
spec 41/0/20 and you also get frost effects/permafrost to be a master slower as well as shatter and the shatter/lance combo.
Christian Belt Mar 22nd 2008 8:26PM
Man, I love the Arcane tree, and I wish I could find a way to really spec that way and be effective. I keep tweaking my spec, which is 40/21/0 right now, trying to get the perfect balance of power and subtlety, and haven't found anything I'm truly satisfied with yet. I'm really, really excited about the Blink changes coming, and posted about them in my 2.4 column. I really hope they can justify my love for all things Arcane.
I agree with poster #2 in that something needs to be said about line of sight issues. Mages only really have one useful arena spell that ignores LoS and that's Arcane Missiles. The rest of the time, LoS kills us. That's why instant cast spells are so vital for us. Unless your timing is impeccable, spells that require cast time are way too easy to break with LoS. I'm praying future changes might help with this, because with the possible exception of Hunters, LoS affects Mages more negatively than anybody else.
I dream of the day when we Mages can enter the arena with our hooded heads held high, confident in our ability to be competitive. Until that day, we can only keep trying to find better ways to be effective.
Rydolomo Mar 22nd 2008 10:37PM
I wish there was a spec where you can increase the range of the Arcane tree to 41 yds like the Fire and Frost Trees.
Also be nice to polymorph at 41 yds instead of 30!
Ikarus Mar 24th 2008 6:20PM
As a fairly new 70 mage (I also have a 70 rogue and priest) I'm focusing mainly on PvP in the form of BG's. I've gone heavy arcane with fire to top it off. It is an absolute blast. In fire i went up to 5/5 ignite and pyroblast for the infamous AP/PoM/Pyro combo.
AP/PoM/Pyro is nice, but pyro is just the opener. i still have several seconds of AP left after that first cast. I like to follow it up with Imp & Emp AM for some some serious damge. Though still modestly geared (quest blues and greens) I've had a lucky streak of all 5 pulses of AM criting (on a clear cast with 30% extra chance to crit) for 1200+ dmg per pulse. Makes me a happy mage. Slow is pretty great for PvP too. only wish it had some dispell protection.
ok, l guess this was a little off topic. I just get excited when people are taking about Arcane.
Enter Mar 22nd 2008 9:19PM
Where's number 3?
Mybones Mar 22nd 2008 9:38PM
Amazing job, you made a well informed article with a lot of helpful information. One thing all mages should know though is arcane missles are your friend. It is the anti-pole kiting move.
If the target is in LoS when you use it, no matter how many times they run behind a pole, they will take the full 5 missles. I have seen this freak out many a druid. You use it, they freak out and keep running as they are not sure what is hitting them, and then you freeze them as that come back around for you (With pet if it is up) and ice lance for a nice 2K damage spike and repeat. They will be constantly taking damage which leaves your team to either catch up on the pole kiter and gank him or find another target while whoever is being pole kited cannot help their team without risk of a mage owning them.
Xioyn Mar 22nd 2008 9:59PM
What I do so I don't get Focused Fire is I bring my Shadow Priest friend
lol
Falconous Mar 23rd 2008 7:39AM
Someone had asked about the 2.4 changes for mages. I've been experimenting with the changes on the TTR and thought I share my thoughts.
The new molten armor talent is purely meh, the damage done doesn't really ratchet up pressure on anybody, and because of server lag it can actually break cc.
The new blink is nice against ranged opponents, but the idea of blink is to create distance from melee, and the potential invincibility you get from its use usually goes wasted because it has dissapated by the time melee reaches you again.
What is the biggest change is the mana cost reductions on blink, spellsteal and slow. I was using a 41/20/0 to great effect in 2v2s, and to limited effect in 3v3, and not effective at all in 5s. I found the spec to be particularly effective against the resto druid/warrior setup. The initial pom-pyrobloast/fireblast puts enough pressure on the warrior to force the druid to unstealth and heal early, usually requiring him to blow NS. From there, the reduced mana costs on spellsteal allows you to be dispelling hots to keep pressure on the druid to keep up his warrior. Slow was always an effective tool against healers, and it allows the druid to be quite controllable.
I experimented with using healing classes and my traditional rogue arena partner. Amazingly, I actually found the best combo to be with a elemental/resto druid. Our dps was very effective, and I felt the combo really complimented one another. The shaman brings the ability the healing ability and mana totem, and I have the ability to "peel" melee off both us.
Going from frost to arc/fire, I lost the survivability but found my cc wasn't really lacking. And the ability to apply pressure early was a great advantage for high survivability teams (resto druid/x). Smart ShS rogues gain the upper hand on this spec, but I didn't have as much problem as I thought I would at a high level.
This post went a bit longer than I expected, but just adding my two cents.
Adaph Mar 23rd 2008 12:07PM
Step 1 is the best :P
Had a great time nuking people with an arcane/fire build, entered Arena and got my ass handed to myself before i could say pyro anyone. :c
FinnStoney Mar 23rd 2008 1:23PM
I'm a T5 level and 280 resil enhance shaman that eats clothies for breakfast--with a little honey on the side--but I avoid mages like the plague. I'd rather whittle down a pally or rip up a rogue than face off against a frost mage. If I see a mage is not frost (Proximo FTW) they'll get an executioner-honed 2H axe to de face, but a frost mage!? Oh no. Frost mage will kite kite kite me all the livelong day. Frost Nova is your friend against melee dear mages.
Dellma Mar 23rd 2008 12:38PM
Maybe I'm just cursed or something, but I've spent entire arena matches, just trying to prove that my polymorph is an ineffective means of CC in arena. Be it rogue, warlock, shaman, warrior or mage, they pop out of polymorph within 1-3 seconds, and even if this was due to them using their pvp trinket, the second polymorph never sticks longer than 3-4 seconds. Between the double or triple casting times of polymorph and the short periods where they've actually stayed polymorphed (shorter than my spell info says they should) I've wasted tens of thousands of points of potential damage, and probably given the other opposing team members ample opportunity to come kill me. What is wrong with my polymorph?
jedco Mar 24th 2008 3:32PM
I wouldn't step into the arena until I had all or nearly all of the BG honor rewards (and plenty of res/sta gems). Undergeared players of any class will be cut down in short order in the arena, but a mage won't stand a chance without the sta and resilience from honor rewards.
Also, the author doesn't stress the CC roll of the mage nearly enough. In the arena, the mage's roll is to keep a sheep up for as much of the game as possible, DPS'ing primarily when the burst is called for by the MA. Once your shatter gimmick is complete, return to polybotting.
fools Mar 25th 2008 2:34PM
Regarding the comment of "Do not arena until your fully geared from honor rewards" ......
Thats not very logical really... I would rather lose 10 matchs a week than play 0. At least you get a couple hundred arena points, and thats 1 week closer to another Epic. After those 10 games absolutely go honor grind... Then when your fully epic then, you can start spending time playing 100's of arena a week to get better.
Maerlyn Mar 28th 2008 8:23AM
Are we going to get a badge loot post for mages like every other class did on this site? Just curious.
newellrp1 Mar 29th 2008 5:30PM
@4 You are retarded.