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 4 of 4)
Frozenstar Feb 7th 2011 6:44PM
My favorite opening as an arcane mage:
-pop PoM and cast AB immediately (I just don't tell the tank I'm gonna do this)
-hit macro that pops all my cooldowns, including Mirror Image
-Burn through mana until either (a) there is little mana left or (b) there's 3 seconds left on my mirror image
-check my threat. If below the tank, pop Evocate and commence boring phase. (Although casting flame orb and getting 6 Arcane Missiles in a row can be fun) If above the tank, cast Invisibility, then evocate and commence boring phase with a fresh slate of threat building.
tl;dr Mirror Image then Invisibility is the best 30 secs of unadulterated dps--free of consequences--evar.*
* Except for when Mirror Image bugs and attacks random mobs (COUGH STONECOREHALLOFFANATICS COUGH)
danielvanveen Feb 9th 2011 2:27PM
Hey Christina,
As always a great article...
But here's a thing I experience in a whole lot of my instance runs.
I'm the last man standing??? What??? The mage survived..????
Yes! He did... My skirt is on fire, sure my staff a little broken and my wand ended up in a place it doesn't belong but i managed to get out alive. (Or died last)
I'm playing a Frost mage. My Ice barrier is up as much as possible but don't use ice armor.
I'll use Mage armor for the mana benefit. So I don't have any mana problems.
Sure the healer is way to busy to keep the guy dressed as a tin can alive.
I have to trust on my potions and evocation to heal myself.
Or the lightwell!! That is a great thing to have around.. Just stand next to it when doing the slaughter as we mages are supposed to do.
My water elemental saved my fragile neck more than once.
When the group is about to wipe, stop casting (may be you have MI of cool down, cast that) and get the hell out of there. The Elemental will continue to attack the boss, mob or what is planning on stealing my dress and point sharp objects in my direction.
He will get aggro almost instantly and save me from a horrible death.
But I'm strolling away from the point I was amazed about..
Why do I survive??? I know i'm not the best mage around. I don't have any pvp experience. I really mean NO exp. in pvp. My DPS is ok. I think I play my mage well.
Am I just lucky or is the majority of players still trying to adapt to cata??
Or are mages not as fragile as we used to be.. Can we finally roast every lock without risking our neck's or freeze them to their demise without even a scratch on our staff?
I hope so...
All and all it's great being a mage who can LOL when every member of the group is death except me.
Keep the very nice articles coming, and I will keep reading them...
Unquendor..
danielbordelon Feb 11th 2011 1:36AM
lol, I notice that a lot too :)
danielvanveen Feb 9th 2011 4:10PM
OOOPS!!!!
Text Correction changed Your name into Christina.
I'm very sorry about that...
And i should be ashamed of myself for not seeing it while posting.
I now know how a warlock feels when he forgot to put on is eyeliner.
Sorry again...
Unquendor
Floppydog Feb 11th 2011 3:12PM
I lot of damage in raids can be mitigated simply by keeping mobile. For instance the first two fights in Bastion of Twilight. Downside ofc is that only fire has any chance at all of keeping up decent dps while strafing left and right.
Target Area Effects usually aim for players, keep moving, and they'll keep missing!
Naryn Feb 13th 2011 7:27AM
BTW Mana Shield now has a 12s cd so can't be spammed