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 3 of 4)
Stirb Feb 5th 2011 6:59PM
I have to agree, and add Mage Ward. First time I got a Cauterize I cast it, and actually thought I wouldn't die.
dj.clayden Feb 5th 2011 7:29PM
It isn't an 8k damage absorb.
It's an 8k damage absorb, multiplied by how many times you use it.
You might not notice the difference, but I can assure you your healer(s) will.
Kylenne Feb 6th 2011 1:18AM
Ice Barrier also stacks with Mage Ward. Combine them during phases of massive AoE fire damage (which are frequent in this expac) and your healers will love you forever.
Sindella Feb 5th 2011 7:38PM
What about Glyph of Evocation? Healing yourself every few minutes helped me quite a bit.
Lionssoul Feb 5th 2011 7:57PM
" Stand next to the warlock, pull aggro, cast Frost Nova, then Blink away"
lol my personal favorite is living bomb let mobs get close while guild group is afk and pop invis when they take more then our set 5 min
fainda Feb 5th 2011 10:37PM
On a side tangent, what do all my magey brethren think of the valor point gear? I love the fiery amazing look but some people say it looks warlockerish
Artificial Feb 7th 2011 12:52AM
Some people can't tell a warlock from a necromancer. The only time you see skulls on warlock gear, the skulls have horns. Mage T11 gear does not look at all warlocky, but it does look a bit necromancerish. But even then, only if you actually check show helm (which I never do).
AGx07162 Feb 6th 2011 1:37AM
I'm glad this article was written. As a tank, from time to time I end up in groups with players who do so much damage that I have a hard time maintaining aggro 100% of the time. Thats fine but what I'm sure bothers the healer is when these players (usually mages) take no measures to protect themselves.
The last time it happened, I purposely marked the target I wanted everyone to attack first. The mage would go all out on something else and never stop. Wont run, wont nova, wont poly just stand there and keep hitting it. I only have so many abilities to get the mob back and when I cant match the damage to keep the mob its a problem. Hopefully this article will remind some of those types of mages that they have options they can turn to.
Pyromelter Feb 6th 2011 5:49AM
"As a tank, from time to time I end up in groups with players who do so much damage that I have a hard time maintaining aggro 100% of the time."
This unfortunately is a general problem of scale. DPS that have significantly better gear than tanks can rip aggro by breathing softly on some mobs it seems. Been like that for a long time. If you notice someone who is really whooping the meters and you are having a hard time holding threat, I recommend asking politely if said dps can count to 5 (not just 2 or 3 but 5) and then let it go on the dps.
Also if they are a rogue or hunter they should be tricksing/MD'ing you every cooldown if they are hugely overgeared.
Electrium Feb 6th 2011 2:12AM
I would argue Mana Shield is not just a last-resort move but rather an incredibly useful ability for Fire Mage survivability in both PvP and PvE. If you're talenting in a way that is logical, your Scorch will be mana free, meaning you won't suffer too much of a DPS loss from being OOM. Obviously in PvE you won't want mana shield up all the time but it certainly helps put me at ease in fights with splash damage.
Pyromelter Feb 6th 2011 5:55AM
I've found mana shield to be pretty good in BG's where you might have some intense fighting then a few seconds to sit and drink. We make our own water so no extra cost there.
For raids and PvE, it's good to have a good raid/party frame. You really shouldn't use mana shield in a PvE encounter unless you really have to. That would mean if cauterize procs, or if you are hovering pretty low near imminent death. But another way to use it is if you get targeted with a boss ability that is going to hit you for a significant amount of damage, and you see the rest of your raid dipping low. Hitting mana shield preventatively can keep you alive while allowing your healers to triage others before you. You know, kind of like rogue's recuperate. It's a fairly significant DPS loss for a rogue to use recuperate, but if they are near imminent death, what Archmage Pants said up there is true, dead dps does zero dps. And scorch being mana free is also a great point to add.
spamboli Feb 6th 2011 11:21AM
return of the "glass cannon"? now that damage avoidance/mitigation is critical for dps classes in PVE, once again mages are be being left behind, but without a corresponding boost to our PVE dps. right now mage dps is lagging (check the recount displays from method & paragon - mages are middle of the pack in the elite guilds). however as a bonus to our ordinary dps, our built in mitigation is lacking as well.
Shadow priests have 15% mitigation built in, plus they are healed for 6% of their damage done. also dispersion & PW:S.
moonkin druids will soon have 15% mitigation built-in (if the PTR is any guide). they also have barkskin which is another 20% mitigation on a 1 min CD.
both SP's & Moonkins can also heal in a pinch (although they lose the 15% mitigation while casting healing spells)
Elemental Shamen can spec into 12% magical damage reduction (better than arcane's 6%) as well as 10% mitigation while casting. their earth shield gives them a little health back when they take damage. also the have available healing spells.
Warlocks have choice of armors which give a 2% trickle heal. soul link shunts 20% of damage received to their pets. affliction's spirit tap provides a significant self heal. drain life allows them to trade mana for life (at a rate that will improve as gear improves)
in a pinch.
all of these mitigation/self heals are far more effective in keeping the caster alive than the PVE mage's limited bag of tricks - so where's the balance? there's a reason why my SP was my toon of choice doing heroics & achievements in icecrown citidel. i was hopeful that the removal of "playing with fire" was a step away from the flawed "Glass Cannon" concept. but i couldn't be more wrong.
Deathknighty Feb 6th 2011 11:25AM
Or just high? :P
Shanks Feb 6th 2011 7:17PM
Could someone provide a link to the Stop Casting ability? Mr. Belt forgot to include one, and I can't seem to find it on Wowhead.
zappel Feb 6th 2011 9:29PM
this reminded me of the run i had in dire maul over the weekend on my L42 mage. group pulled ravenoak, the hunter boss (who has a bear pet) together with a mob near her. we managed to kill off the mob, but then the tank died kwhen the hunter boss was half life. i sheeped her pet, then proceed to kill off the boss (by then the other 2 dps were dead too). ran out of mana after killing her, so i cast evocation, then finish off her pet. frost mage FTW! but the healer was damn pro too. kept me alive while i was one-on-one with the boss at range.
Leifo Feb 6th 2011 11:42PM
For the sake of all that burns, freezes, or lights up in pretty arcane colors, don't forget Polymorph as an option in 5-mans! For a non-CC pull I've gone to chain sheeping the mob that's aggro'd me to stop it from whacking me.
Zenith Feb 7th 2011 1:10AM
"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."
Date I ask it? Hell yeah!
Did you heal the warlock as well?
Zenith Feb 7th 2011 1:10AM
"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."
Dare I ask it? Hell yeah!
Did you heal the warlock as well?
Jereck Feb 7th 2011 4:38AM
Hi Christian,
Just wondering if the lacklustre raid DPS of mages and the seeming lack of fixes are going to be introduced?
To elaborate i'm talking about RNG / Ignite issues as fire, Lack of AoE on frost and the lack of everything as Arcane!
I mean we can stay as a mid-table DPS, But this is unacceptable for a mage!!! Sneaky Hunters and horrible locks are taking the top-spots from us!
Cerridwene Feb 7th 2011 11:48AM
I want to say Dragon's Breath. It's not really all that brilliant but a three second stun on a mob that's trying to shove it's weapon into your head is a good thing. It might not seem like a huge thing but really, three seconds can seem like a lot of time and if nothing else it's perfect for giving you a head start when you're bolting away from the pain and towards the tank.