Arcane Brilliance: The mage survival guide, part 1

I'm just kidding; that's a terrible idea. Funny, but terrible. Only do it once, purely for the humor value, then concentrate on downing the boss. Okay, maybe twice.
If you've run a heroic in Cataclysm, you may have noticed something: Nobody's healing you. In Wrath, when I'd take my holy pally out for a spin, everybody got heals. I was healing the tank, the off tank, the off-off tank, the DPS, the other healers, the hunter's pet, the death knight's ghoul, the guy standing in the fire ... they all got heals. Now? Not so much.
These days, healers spend 75% of their time healing the tank and the other 25% praying that their mana bars will go back up. That leaves exactly 0% of their time to spend on keeping your mage alive.
We're on our own, guys. When you see your health bar start to drop in a Cataclysm heroic or raid, just know that it won't be going back up any time soon. Our survival as DPSers is squarely our own responsibility. And what's the first rule of magehood? That's right: Dead mages do terrible DPS. We need to stay alive, our raid needs us to stay alive, and the only way that's going to happen is if we do it ourselves.
"But Christian," you might be saying, "I'm a mage! I wear a dress into combat! A particularly vigorous sneeze could kill me." Those things are all true. But you do have a few tricks up your sleeve that can help stave off death, if not forever, then at least long enough to pump out a few thousand more points of damage before you port up to that last great mage table in the sky.
Assessing the situation
For mages, death is always imminent. But exactly how imminent is it? Will the next round of AoE splash damage kill you? Have you drawn aggro but still have a couple seconds before the mob reaches you? Is it something you can kite? What aggro drops are off cooldown? Do you have time for them? Is crowd control an option? If you break for the tank, will he be able to re-grab aggro before you die? If you continue nuking, will the mob die before it gets to you?
It's always a bad moment when a mage realizes he's about to get smacked. There simply isn't a whole lot of room for error in mageville, and any threat is generally a serious one. We're always one big crit and inattentive tank away from death, and too often our response when a savage beatdown heads our way is to panic. We turn turtle, hitting Ice Block and hoping for the best, or we just keep nuking and accept our fate.
For a mage, each encounter is filled with potentially fatal scenarios. We must learn to quickly assess each of them as they arise and determine an appropriate response. I've broken these responses up into four categories:
- aggro drop
- damage mitigation
- movement
- crowd control
Aggro drop
You're a DPS machine. The tank can't keep up with your threat generation. Maybe you're just a moron and were attacking the wrong mob. Whatever the case, you've got a giant monster made of fire and knives running toward you. Your job now is to get that nightmare creature to stop attacking you and go back to the tank, who is wearing actual armor and can take a punch.
Mages have several tools at their disposal to reduce, prevent, halt, or drop aggro altogether.
Invisibility This is an aggro fade, and eventually, an aggro wipe. Over the next 3 seconds, it lowers your threat until you actually become invisible, at which point your threat becomes zero. Arcane mages can remove the 3-second fade completely via Prismatic Cloak, making this an instant aggro reset.
With a 3-minute cooldown (which can be talented down to 2:15), you need to pick your spots with this one. I find it's almost better used as a preventive measure than as a get-out-of-jail-free card. Using Omen, I track my threat levels. When they get dangerously close to the tank's threat level on a mob that isn't about to die, I pop Invisibility just long enough to achieve that total reset, then come out of it and resume casting. That way, no scary monsters ever start my way in the first place.
Ice Block This doesn't actually reduce your threat at all. It does bring it to a standstill, however, giving the tank time to regrab aggro from you. This means a few things. First, when you Ice Block, the mob you had pulled will immediately begin attacking whoever was second on its list of things to kill. If that's the tank, then no problem. But if you were attacking the wrong mob, and the second name on its kill list isn't the tank but the healer, you've just dodged a bullet by hiding behind the guy keeping the tank alive. There are better ways to use this spell, which we'll go into later.
Stop casting This is a tried-and-true method of halting threat production. It has no cooldown, requires no mana, and doesn't even necessitate a button press. In fact, quite the opposite. If you've generated too much threat on a mob, sometimes the best thing to do is to just stop generating threat for a minute. That means no more Pyroblasts for you -- for a little while, anyway.
This is best used when all you did wrong was be a little too awesome for a little too long, and all the tank needs is for you to stop being so awesome for a second so he can catch up to your awesomeness. The preventive version of this strategy is just to throttle back your DPS a bit. Pay attention to how much threat the tank tends to generate, and adjust your DPS output accordingly. If you never pull aggro, you never have to drop aggro. Again: Dead mage DPS is just awful. Don't be a dead mage.
Mirror Image Not a threat drop, this spell does reduce your mage's threat significantly the instant you cast it. In addition, your mirror images inherit your threat list, meaning that until your own threat generation catches back up to them, the mob you aggroed will attack them instead of you. This spell is not good for helping the tank regain aggro, but can be useful as a last-ditch threat fade against mobs that are near death or as an initial threat buffer near the start of a fight.
Damage mitigation
Remember: You're wearing a fancy gown for armor. Though we do have some abilities that can mitigate incoming damage temporarily, you're never going to be able to absorb punishment like the guy wearing the spiked football pads of steel.
Ice Barrier Only available to frost mages, this is the best damage shield we've got - and boy, is it good. Is it a damage reduction to waste a global cooldown on casting this spell in the heat of battle? Yes. Is it a damage reduction to get killed by stray AoE splash damage? You betcha. One of those DPS losses you can live with, one of them ... not so much.
Does this defensive barrier need to be up constantly? No. With a 30-second cooldown between casts and a relatively high mana cost, keeping it up is likely not even a possibility. Pay attention to the parts of each fight when you are likely to take damage. Cast Ice Barrier in anticipation of those parts. Have it up at the start of each fight. Throw it up during movement phases. It's an excellent damage buffer, and your healer will appreciate you using it.
Mage Ward This works similarly, but only against fire, frost, or arcane damage. Use it as a preventive measure when you know you're likely to incur such damage or as a buffer to help you when you get caught standing in the fire. It has a 30-second cooldown, so judicious use is required. Arcane mages can actually use this as a DPS boost in conjunction with Incanter's Absorption. It's also very useful when paired strategically with another talent, which I'll go into below.
Mana Shield The worst of our damage-absorbing shields, this spell can at least be spammed. The problem with doing so is that in keeping yourself alive, you will also be draining your mana pool more quickly than is strictly advisable. I've long maintained that the ability to cast this spell on our enemies in PvP would make mages incredibly overpowered. This is useful only as a last-ditch method of staving off death in most cases.
Ice Block There are several ways to use this spell to shield yourself from incoming damage. You can throw it up as reactionary tactic when things go south, preserving your frail mage body for a few seconds and redirecting your problems elsewhere. You can use it preemptively, walling yourself off in advance of guaranteed incoming damage. I actually like this method a lot, using it just prior to things like Baron Ashbury's Asphyxiate to take the stress off the healer. I also really like using Ice Block as DoT remover. Whenever something particularly nasty gets applied to me, I just Ice Block it away and then resume the business of mass destruction.
Cauterize I love this talent. I love everything about it. Not so much a way to mitigate incoming damage as it is a way to cheat death, rogue-style. Cauterize allows us to survive any attack that would otherwise kill us outright. It can only occur once per minute, but that's actually pretty damn often in most fights. If you're having to cheat death more than once per minute, you may be doing it wrong -- and by "it," I mean the act of actually being a mage.
The downside to this talent, of course, is that it also applies a very powerful fire DoT to you that will kill you over the next 6 seconds without intervention. That's where Mage Ward comes in. I try to save my Mage Ward cooldowns specifically for times when Cauterize comes into play, giving me a small buffer during which the healer might be able to throw a bit of health my way. Ice Block, if you have the luxury, is another good tool here, if you notice the DoT quickly enough to Ice Block it away before it's done much damage to you.
Learn how to avoid damage I'll be repeating this theme again next week, I'm sure. Learn the fights you're going to be taking part in. Read up on them beforehand, and learn from your mistakes and the mistakes of others during the actual fights themselves. Learn the safe places to stand, the times when you need to move, and the best points at which to mitigate incoming damage. Do your homework. It'll save your life more effectively than any spell in your book.
I've gone and run out of room this week, but I feel like the conversation on this topic is far from finished. Surely you, my fellow mages, with your vast reservoir of experience and wisdom in the area of getting killed, can provide us with some tips, tricks, humorous anecdotes, or cautionary tales in the comments section below. Share your pain, friends, that we all may learn, and then come back next week so we can put this particularly morbid topic to bed.
Read the Mage survival guide, part 2.
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance
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Reader Comments (Page 2 of 4)
Oneiromancer Feb 5th 2011 5:53PM
Well, I am playing Fire spec, so I am used to almost every spell except for Fireball being able to be cast on the move. So if I get knocked in the air, my immediate thought is NOT to cast Slow Fall, Blink, or Ice Block, but instead to cast Scorch, Living Bomb, Fire Blast, or a Hot Streaked-Pyroblast--especially when the fall damage is only about 10k like on that fight. Unfortunately, when I died it was because I got unlucky in that it knocked me off the edge and THAT was enough fall damage to kill me before I could react.
hicks Feb 5th 2011 7:16PM
GCDs be damned, any time I'm in the air slow fall's getting cast. With no moving Scorch, Anub'Rekhan was kind of a pain but was always worth it not to die to Locust Swarm.
Oh, the days of 15k health. I jumped off the second floor of an inn the other day and took 14k fall damage, which I was concerned about until I realized I was still at 85%.
Kylenne Feb 6th 2011 1:16AM
Er. Your first instinct when you get knocked in the air is to keep DPSing rather than hitting the spell that will cancel out the damage, thus keeping you alive to pew pew for another day? You do know that you can't DPS when you're dead from fall damage and therefore that one GCD you saved rather than your own ass didn't do anything, right?
I'm not sure this is a Fire spec problem. This is sounding more like a "I started playing during Wrath of the Healers-Babysitting-Me" problem.
jamesbragg07 Feb 6th 2011 11:26PM
Getting knocked off the edge in the fight with the vortex's mean your dead whether you slowfall or not. at that point the best option is to unload what you got before you die.
The dragon casts Diablo like lighting that insta kills if your knocked off the platform
Rickybronco Feb 5th 2011 5:05PM
Don't know why, but the "I'm a mage! I wear a dress into combat! A particularly vigorous sneeze could kill me." actually made me laugh out loud. I don't usually do that. Good times.
Rickybronco Feb 5th 2011 5:06PM
I see I'm not the only one..:P
/highfive dj.clayden
dj.clayden Feb 5th 2011 5:12PM
/highfive!
KyoKenshin Feb 5th 2011 5:11PM
"Stop casting This is a tried-and-true method of halting threat production. It has no cooldown, requires no mana, and doesn't even necessitate a button press. In fact, quite the opposite. If you've generated too much threat on a mob, sometimes the best thing to do is to just stop generating threat for a minute. That means no more Pyroblasts for you -- for a little while, anyway.
This is best used when all you did wrong was be a little too awesome for a little too long, and all the tank needs is for you to stop being so awesome for a second so he can catch up to your awesomeness. The preventive version of this strategy is just to throttle back your DPS a bit. Pay attention to how much threat the tank tends to generate, and adjust your DPS output accordingly. If you never pull aggro, you never have to drop aggro. Again: Dead mage DPS is just awful. Don't be a dead mage."
As a prot warrior tank(I play every class and role so don't pigeon hole me) I can't stress this enough. Threat isn't totally the tank's responisbility, each tank's threat is limited by multiple factors. They can each only generate so much threat, as a DPS your threat can ALWAYS be zero. I'm not saying pulling aggro is a bad thing but if you do it's always your fault.
I have two mottos I live by in WoW:
If the tank dies it's the healer's fault, if the healer dies it's the tank's fault, if a DPS dies it's their own damn fault.
and
If you pull aggro you suck, if you never pull aggro you're not pushing your DPS enough.
Finding that line and knowing how to step over it without actually stepping over it is the difference between being an awesome player and being...well...a warlock.
Saeadame Feb 5th 2011 5:26PM
"If the tank dies it's the healer's fault"
Unless the tank is bad. And by bad I mean just barely geared enough for heroics and trying to pull without using CC. No healer can save you in that case.
hicks Feb 5th 2011 7:31PM
"If you pull aggro you suck, if you never pull aggro you're not pushing your DPS enough."
So true. That's the knife edge upon which both tanks and dps have to balance.
I do a simple calculation if I pull (on trash, if it's a boss I'm hosed or pop Invis/Ice Block)--does it have less than 40-50k?
If yes, I just nuke it down and don't bother letting the tank re-acquire (sorry, tanks! I know you were trying, but if it's close to dying, that's where you sort of have to trust the dps to do their job instead of burning a taunt CD).
If no, I run back to the tank and/or Blink through the tank's general area to get it closer to D&D/Consecrate/Whatever AOE threat. If that fails, Invis/Ice Block.
Pug healers are inconsistent enough (and they've got their hands full too, I just don't know that they'll notice the Ice Blocked dps with 4k health left just when I need that heal) that I tend to rely on Invisibility more than Ice Block (which I like to save for Cauterize), but running as fire you have to plan a few seconds ahead. Plus, the long CD of Ice Block makes me hold off until it's really really really necessary.
Also for Fire mages: Dragon's Breath for trash. You can't trust it to hold them for 3 seconds like it does in solo PVE due to general AOE and splash damage, but it'll interrupt a cast or stop them long enough to Cone of Cold/Blast Wave/Blink/Frost Nova so you can get away alive.
Last, far be it from me to correct Archmage Pants, but Mana Shield now has a 12-second cooldown: http://www.wowhead.com/spell=1463/mana-shield. Used to be spammable (and was very handy against constant-damage fights like XT back in the day), but no longer. Most frustrating spell for the class, too; if they made it 1:1 (or less) damage absorbed per mana drained, and increased the absorption level to even a LK percentage of health--ten percent wouldn't be too far out of bounds, fifteen would be even better--it would make non-frost mages viable in PVP.
Wickid Feb 6th 2011 3:21PM
"if the tank dies, it's the healer's fault"...one of the worst statements every uttered and one that too many people take as an absolute. If you are a ret pally and que as tank with no tank gear and no tank spec and you die, not my fault. If you are que'ing for a dungeon that you have never done before and run in and face pull before I even have buffs and mana and you die, not my fault. If you are in a run that you are not over geared for and do not allow the dps to cc and you die, not my fault. If the dps pulls the adds all over the room and drops them on me and you die cuz I am trying to keep myself alive while you keep one add and do not even attempt to pull aggro back cuz you are of the mentality "you pulled it, you deal with it", not my fault. I have no problem taking blame when it is my fault...but I will not be blamed for bad players, bad tanks, bad gear, bad specs, or anyone else's failure to do their job.
Hinalover Feb 5th 2011 5:18PM
In relationship to that image, a few mage tricks that I've learned for Throne of the Tides.
a) For the Mergoblins (whatever their name is). Mages have two tricks they can do to help tanks on those pulls.
1) Ice Block Pull. Run in and Ice Block immediatly. If timed correctly mages are able to mitigate the initial damage that tanks normally have to pop cooldowns for.
2) Pet Sacrificial Pull. If a mage is a frost mage. They can send their pet in front of the group. The adds will not pull until the pet attacks one of the adds. This can also apply to Hunters and Warlock pets as well. You sacrifice your pet for the greater good of the group
b) Mages are able to spell steal the bubble that Mindbender Ghur'sha places around himself. This will help the group overall to maximize dps. Also you know it's coming since he does a cast when placing it on himself.
c) For the trash to Ozumat, mages are able to spell steal the buff the enemy water elementals cast on themselves that do the aoe. This buff alone is able to kill all of the little guys by itself negating a lot of unnecessary dps on them.
Boobah Feb 6th 2011 4:35AM
"b) Mages are able to spell steal the bubble that Mindbender Ghur'sha places around himself. This will help the group overall to maximize dps. Also you know it's coming since he does a cast when placing it on himself."
Better yet, when he follows up with his tether o' death, rather than LOSing it, you can just stand in it and get your health topped off, rather than making your healer's head asplode from one more source of avoidable damage.
rodmin Feb 5th 2011 5:33PM
As an opinion of mine, the introduction was made with the assumption that healers don't care for dps anymore. And that kinda left a bad feeling on my chest...
As a matter of fact, they do, although the tank is more important to the healer still. You could have stated that preventing your damage will indirectly contribute to the healer's sucess. There are other ways to say it, just don't say that healers are in some way selfish ppl. It's an awfull irony...
It's a nice guide, so far, but you could add something as well: on cauterize, you can also use mana shield once or twice to keep yourself up in case the healer cannot heal you for some specific reason (Corborus's healing absorb debuff, for example?). You might lose some or even a lot of mana in the process, but i'd like to note 2 things (in case Evocation is on CD) :
1.: At least you still have a wand with you.
2.: Little DPS is better than no DPS.
razion Feb 5th 2011 5:38PM
We had a saying in an old guild of mine back near the end of the Burning Crusade, and it went like this:
If the tank dies, it's the healer's fault.
If the healer dies, it's the tank's fault.
If the dps dies, it's their own damn fault.
razion Feb 5th 2011 6:01PM
Hruh, this be mentioned above by another poster. Long live the credo!
simpl.wondering Feb 5th 2011 6:35PM
and a note from you local friendly healer
just use the damn lightwell.... please... with sugar on top
honestly it is good stuff and will keep you alive while i rescue the squishy tank
nieboh Feb 6th 2011 11:00AM
Lightwells appear to be a bucket of glowing awesome.
I'm not entirely sure of the mechanics of a lightwell and how they work, but it seems that once you click on it, you can go back to casting and it still does it's healing mojo on you. Does clicking a lightwell use a GCD? Can I click on it during the middle of a cast or while channeling arcane missiles or blizzard or do I have to wait until the end of the spell. I'm just not sure. I wish I was. It seems to me that people don't use the lightwells because they don't realize just how nice they are. For the longest time I thought that you had to channel a lightwell's healing and couldn't cast until it was done healing you.
Jeff (Not that one ^ ) Feb 6th 2011 2:47PM
Lightwells used to change your target when you clicked them. Not anymore. There's no reason not to place a HoT on yourself simply by clicking something on your screen.
Sammy Feb 5th 2011 6:35PM
"Only available to frost mages, this is the best damage shield we've got - and boy, is it good"
Are you kidding me? A shield that absorbs 8k before breaking is considered good? Whats 8k, a not even half a hit from a heroic? Let alone aoe from a boss.
Sorry but I just have to disagree with that statement. ice Barrier is not good.