Arcane Brilliance: Beginner's guide to being a mage

Between the newly adopted unending demo, the extended Recruit-a-Friend promotion, and the freshly bargain-priced WoW/The Burning Crusade bundle, it seems Blizzard is making a concerted effort to woo new players. And from my limited viewpoint, it seems to be working.
I have a brother, a year and some change younger than me, who doesn't live near me. This sucks, because he and I have absolutely everything in common. We grew up taking turns watching each other play Shining Force, or designing Dungeons & Dragons campaigns to force each other to play through, but then college, family, and career separated us. I'm here in Las Vegas playing copious amounts of video games and ignoring my kids, and he's at Purdue, working on his doctorate and just generally making me ashamed of the waste my life has become. Naturally, I've been trying for years to drag him down to my level. Thus far he's resisted, but when I notified him of these new opportunities to play the game on the cheap, he finally took the plunge.
And rolled a warrior.
Sigh.
Oh well. At least it wasn't a warlock, right?
Still, there's a lesson to be learned here. First, the lure of the eternal demo and the cheap game is strong. My sample size of one person has yielded incontrovertible evidence of this promotion's effectiveness, I think we can all agree. And secondly, we don't want this presumed influx of new blood to just be rolling whatever they want, willy-nilly, without regard for the non-magey, potentially warlockian nature of their choices. We must educate them.
So this column's for you, person who is just now taking up the habit. You know something about the game, but most of your information comes from that one episode of South Park and the Mr. T ads. Your workable knowledge is limited at best. You rolled what looked fun on the character select screen, and now you're off and running through the wilds of Azeroth, killing plainstriders and wondering why only some of them seem to have beaks once you kill them, even though it's fairly clear when they are pecking you to death that all of them do indeed have beaks -- razor-sharp, flesh-piercing beaks of fear.
The game seems fun, the quests are interesting, the rewards and levels come quickly enough to keep you motivated, the graphics are simplistic by today's standards but have a certain charm to them, and you think you might want to stick with the game. Only now that you've got your feet wet, you have the growing idea that you might want to start over. You know what you like about your first character and what you don't, and you think you're ready to hit the ground running with a new character, armed with the wisdom of experience. Now you're staring at that character creation screen wondering what to pick. Good news: Arcane Brilliance is here to help, with our handy, three-step character creation guide:
- Pick a race that can be a mage.
- Pick a mage.
- Click "create."
Beginner's guide to being a mage
Welcome to magehood! You have selected the game's best ranged damage-dealing class. By "best," I don't necessarily mean "able to deal the most damage." I mean "best."
Reasons mages are the best:
- Our pants are a secret. We wear them, but most of the time we're wearing a robe that completely conceals them. We could have anything on under there. Or nothing. Mysterious.
- We get around. Seriously, I cannot overstate the value of portals. We eventually get the ability to teleport to any major city in the game, which comes in really handy all of the damn time. With other classes, you will sometimes find yourself waiting for a blimp. Or riding a horse into the city every time you need to learn a new ability. Or standing in one city, begging a mage to come port you to another city. Being able to transport yourself around instantly is a massive timesaver, make no mistake.
- CAKE. We can wiggle our fingers and conjure delicious baked goods. We can also conjure type 2 diabetes. The two are completely unrelated.
- Pyroblast! Nothing -- nothing -- is as satisfying as hurling a fiery boulder at a warlock and watching that warlock explode into tiny, eyeliner-caked nuggets of failure.
Choosing a race
The following races can be mages:
- everybody but tauren
Whatever it was, I hope you didn't want to be a cow-person. Your remaining options are plentiful, though. So which race makes the best mage? The answer, actually, is "all of them."
Choosing a race is really an aesthetic choice. Which race do you like the looks of? Which starting area looks fun to you? Which race has a backstory and lore that intrigues you?
The actual impact of your choice on the potential of your mage is next to nothing. The only non-cosmetic differences between the races are the various racial abilities, which have little to no tangible effect on your potency at the end of the game.
So pick what you want, go forth, and have fun.
The first 10 levels
Your first few steps in the world as a mage can be frightening. You're wearing cloth armor (not so much "armor," per se, as "a shirt"), waving a stick, and a bear is charging at you. Mages are fragile, delicate creatures, and we don't like to be hit.
The good news, though, is that you excel at killing things before they can get close enough to hit you. Even early on, your abilities are all geared toward striking at range, doing copious amounts of damage quickly, and keeping the enemy at bay as long as possible.
Use Fireball for your main damage-dealing spell, Frostbolt as your opener to slow the enemy down, and Fire Blast as your last-ditch, close range instant attack.
Learn to flee courageously. This is an important skill to master for a mage. Early on, your best flight ability is Frost Nova. Use it whenever you're outmatched or to gain some distance to dispatch multiple enemies. Then run, turn around, and start Frostbolting and Fireballing. Or alternatively, just keep running. It's a perfectly acceptable tactic when you're wearing a dress and have no healing spells.
Like no other class in the game, mages really do trade raw power for painfully limited survivability. The proverbial glass cannon personified, mages must learn to cut their losses more quickly than any other class. It'll take a few violent, embarrassing deaths before you get a good feel for a fight you can manage and a fight that will eventually kill you, but you'll figure it out. A good rule of thumb?
- A single enemy at range? Good.
- A single enemy close up with full health? Doable.
- Two enemies at range? Doable.
- Two enemies close up with full health? Frost Nova might make this doable.
- Three or more enemies close up with full health and Frost Nova on cooldown? Painful death.
Picking a specialty
Level 10 is decision time. This one, though completely reversible, is of much more vital importance than your choice of a race. You're essentially picking what kind of mage you'll be with a single click of the mouse. Each of the three talent trees is defined by a unique and radically different set of core abilities and playstyles. The shorthand version of each spec can be found below.
Arcane The core ability isn't available until level 20, but once you have it, this spec is marked by high single-target damage, steady, controlled burst damage, and mana management issues. Your core abilities are Arcane Blast, alternating with Arcane Missiles when necessary for mana conservation. Arcane Barrage is far more useful during leveling than it is at end game, becoming a spell you only use while moving.
Fire This is perhaps the most well-rounded of the mage specs. Damage is high but often too reliant on luck. No mage spec is better at dispatching groups of enemies, due to multiple options like Blast Wave, Flamestrike, Dragon's Breath, and eventually Living Bomb. Fireball and Pyroblast are big, flashy damage spells, serving as your main nuke spells. Movement damage is incredibly fun, due to the ability to spam Scorch on the move. Of all the specs, my personal opinion is that this one just feels the most ... magey.
Frost If you want to not die, frost is your spec. Survivability is high due to defensive/control spells like Ice Barrier, Frostbolt, Deep Freeze, and Frost Nova. Your damage comes in the form of Shatter combos, which come from stringing spells together that alternatively freeze the enemy then blow him up while he's frozen. Damage isn't as high as that of the other specs, but if you're looking into using your mage for player versus player combat, frost is absolutely the way to go. Plus, you get a big blue water elemental to follow you around and do your bidding.
Again, you can always reset your talents and pick a new spec, or simply pick a second spec and switch between the two. Still, this is an important decision. It'll affect your enjoyment throughout the early levels. Don't go with what you think is more effective. Go with what you think you'll like most.
Random tips
- Pick up everything. Sell it. You need money early on to train new abilities. Even the copper you got for that handful of dead rabbit pubes adds up.
- Train a profession or two early. Gathering professions are good for earning money, but crafting professions (like tailoring) are rewarding in their own way (mostly for letting you craft new gear for yourself). There's no good reason to wait.
- Don't bother with buying gear upgrades. In fact, the only thing you should be using the auction house for is selling your excess crap to suckers who didn't get this advice. Gear upgrades come more than fast enough from questing, with zero cost to you. Money's too hard to come by early on for new players; don't waste yours on something you'll outgrow in 15 minutes.
- Read the quest text. It's quality stuff and adds so much to the game in terms of flavor, depth, and actual plot beyond "kill 10 smurfs." The story of this game is told entirely through quests. I know the game gives you giant blinking neon arrows that tell you where to go, but I promise you that if you go through the entire game just skipping past what those quest givers say when you pick up or turn in a quest, you're missing out. This is still, first and foremost, an RPG. If you hate story and reading, go play something else.
- Pay attention to your mana. This doesn't become much of an issue until you're in the midrange of leveling, but once you start running low on mana, you'll realize how important it is to conserve. Learn a good, mana-smart rotation to use in longer fights or when a string of short fights will prevent you from being able to sit and drink for any extended period of time. It'll serve you well when you start running dungeons. Which reminds me ...
- Run dungeons early and often. The tangible incentive for running dungeons is obvious: sweet gear, fast experience points. But less tangible and more important in the long run are the benefits of learning your role in a group. Your job is to stand back and hurl damage at the group's main target (usually the thing the tank is attacking). Learn to do your job well, take advice from more experienced members of your group, try not to take unnecessary damage and tax your healer, use Polymorph to control a single enemy in each group if your group wants you to, use Remove Curse to help the healer out if you see somebody get cursed. Learn to be a good mage. Group combat is the heart of this game, and nothing will help you at endgame better than a firm grasp on the role of a mage in a party dynamic.
Welcome to magehood. Now go find a warlock, and don't come home without his head under your arm. No wait ... we don't want warlock heads in the house. Leave that thing outside.
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance






Reader Comments (Page 1 of 4)
MusedMoose Jul 9th 2011 2:16PM
*applause*
The only other bit of advice I would give to young mages is this: learn what your spells can and cannot do. Polymorph is unable to stuff a demon or elemental into a sheep suit, and Remove Curse isn't an automatic un-de-buffer. It really sucks to die and/or have something else unfortunate happen to you because you were trying to do something you couldn't do.
Also: if someone asks you for a portal and they're being seven kinds of rude about it, feel free to ignore them. You're a mage, not a taxi service, and giving someone what they want when they're being a dick doesn't help. But if someone asks politely, please be polite back, whether you're able to give them a portal or not.
HappyTreeDance Jul 9th 2011 2:17PM
Mage is the one class I can't seem to level past 20. I've made multiple mages, but I seem to lose interest in them right away and they wallow on the character screen, waiting to be deleted so I can roll something else. Despite that I always read this column and am amused by it. And now I'm inspired! I'm going to level a mage, dammit!
...We'll see how this goes.
Poltergeist Jul 10th 2011 2:32AM
If this finely crafted article isn't enough to get you past the lvl 20 hump, then I present to you the following youtube video on how to properly play a mage:
http://www.youtube.com/watch?v=34mS5GK--cQ
Screaming at the top of your lungs with each ability you use will easily increase your damage by a good 10-25% depending on how loud you are.
Andurial Jul 9th 2011 2:18PM
The only thing I would say is that most players can get just as much damage out of frost if they live it and breathe it from an early level. It's true that in a perfect simulation world, frost is eeked out by Fire and Arcane, but the problem is that most people who try to use frost for PvE are either typically PvP players, or do it for funzies. If you start from level 10, though and gear appropriately in the end-game, there's no reason you can't continually freeze and blow up your enemies just as well as your Fire and Arcane brethren.
Jebediah54 Jul 9th 2011 7:27PM
Actually, I just ran a simulation on SimulationCraft and I just thought I'd clear this up a bit. Frost is actually ahead of Fire in both Patchwerk style fights and Helter Skelter fights. As far as I know, this is how it's been even since 4.1, but people are still under the impression that Frost is the lowest dps spec, whereas in actuality (at least in theory, but I've found in practice) Fire is the lowest of the mage specs. I mean, definitely fire is ahead of the other mage specs in "burst" aoe with a good impacted combustion, but you could argue that arcane is better for aoe because it does more consistent damage.
Ada The Healer Jul 9th 2011 2:24PM
Having grown up as a healer I think, after reading this Article it is time to finally try a mage.
Thanks for the awesome tips.
Ada
http://www.adaslegend.com
Samuel Jul 9th 2011 2:40PM
Not sure if this is intentional, but "CAKE" has the "Teleport: Dalaran" Wowhead tooltip.
Of course, it may just be because the cake is a lie.
Richard Merrick Jul 9th 2011 2:44PM
See, now, had I known of sites like this when I first started WoW 5-6 years ago and was able to read articles even *half* as well-composed as you have, I'd have started my mage right away, not bothering with my warrior (then paladin, then warrior, then death knight) in the first place.
But then again, having played my other characters before making the "correct choice", I feel it had a great deal of influence at just how much I truly APPRECIATE being a mage, not taking it for granted.
Either way, amazing article as per normal, Mr. Belt. Hopefully this will help fill the ranks with enough mages that the warlocks' legion is trivial.
Wait a minute...no, I take that back. There should always be more warlocks than magi (fine, grammar-checking tool, have it *your* way) as I don't want to fight my well-studied brethren over who gets to blast the vermin clear into next week!
Such violence is a waste unless directed upon the enemy.
crimsonmage331 Jul 9th 2011 2:46PM
"Train a profession or two early. Gathering professions are good for earning money, but crafting professions (like tailoring) are rewarding in their own way (mostly for letting you craft new gear for yourself). There's no good reason to wait."
Archmage Pants, I love you man, but I must point out that very clever people have supplied some very good reasons to wait on crafting professions. It is quicker, easier, and all-around more efficient to level them at endgame, and the benefits you miss out on by not skilling one up as you level are, arguably, vastly outweighed by the time you will save, especially once you factor in the opportunity cost (you're not making gold via another droppable secondary prof).
I can understand the importance of introducing new players to crafting professions, but I think it's at least possible that the new player experience would actually be more enjoyable if one didn't bother with them until the level cap.
Arrohon Jul 9th 2011 3:09PM
Enchanting/tailoring works fine for leveling. You get cloth for mobs you kill while leveling and you disenchant all gear that you don't wear. You can make your own bags, gear, and enchant your gear all while leveling and you don't have to farm for mats.
Hilus Jul 9th 2011 3:24PM
Nah, i leveled with skinnig and tailoring just fine. The former paying the bills to be able to weare beautiful robs, boots, gloves, bags, shirts, etc. made by me!
Noyou Jul 9th 2011 3:38PM
Enchanting and tailoring is fine but if it's your first toon it will set you back a ton. The good part about leveling enchanting while you level is all those quest greens you can't use you turn into mats. The bad thing is all the money (not much money before 60) you would have from selling them. My piece of advice for anyone leveling a new toon whether it's your first or an alt is pick herbs (literally) or mining. That is if you want to level faster. Enchanting + a gathering skill would help you pad your pocket book or enable you to later change to another crafting profession once you gathered up all the mats for it.
kreighund Jul 12th 2011 11:14AM
I am a bad hoarder but lately I have been clearing out my guild bank of excess stuff. Stacks and stacks of lower level enchanting materials have been selling like hotcakes, even in odd increments. Leveling enchanting along with your character is easy enough to do (I like the advice pairing it with tailoring... you can DE the extra things you sew). Excess mats almost always sell for more than the handful of copper you would have received from selling the soulbound green to a vendor PLUS the deposit is always negligible.
Tom Jul 9th 2011 2:53PM
I think that Improved Blink is worth a mention - it's, like, 90% of the reason I went Arcane from Day One, and I'm sure I'm not the only one.
Noyou Jul 9th 2011 3:23PM
Honestly Arcane missiles is my favorite spell in the game. But oddly I can't get into arcane as a spec. I love frost and PvP (even though i'm average at best at it). Improved blink is awesome for pvp and questing/leveling in general. I became much better at PvP after I got it.
@Mr. Mage Pants: Bravo. That is all.
mikeross124 Jul 10th 2011 12:22AM
Improved Blink is wonderful, let me tell you.
I've been an arcane mage forever. I've dabbled in frost and fire here and there for whatever reason, but I just feel comfortable arcane. And don't let anyone tell you that you should only PvP as a frosty. Sure, it's a lot easier to survive, but I can't seem to get the killing part down. Improved blink, Incanter's absorption's knock-back, instant-invis, SLOW and having PoM around to make whatever you need an instant cast are all terribly useful. Just remember that the best defense isn't an Ice Barrier, it's not getting hit at all. It's been proving difficult to get to work consistently well in Arenas, but for any of the BGs I top the charts with honor and HKs.
Mugutu Jul 9th 2011 2:58PM
Tauren still can't be mages...I think another meeting of the Interracial Humanitarian Association of Tauren and Everyone in WoW Against Race Limits On Choosing Kinship with Sorcerers is in order, Archmage Pants.
Reanne Jul 9th 2011 9:29PM
lol still remember that :) oh this week I'll bring the punch :)
TonyMcS Jul 10th 2011 12:02AM
While my favorite character is of course my troll fire mage, my second is my Tauren. Unfairly barred from the height of magedom, I make do with a boomkin. A few more Dots and his nukes are vertical rather than horizontal, but he's still always chasing the fiery sun, so I've given him a temporary mage card. Of course, he's a little more balanced than the troll. With a fire mage, it's either sadness or euphoria.
Arrohon Jul 9th 2011 2:59PM
Leveling a mage is so much easier than it used to be. I gave up on my mage after constantly dying from murlocks at level 12. Attacking one murlock and another 4 following it made me soil my dress. I leveled a worgen mage to 34 and just recently deleted it (big wolfmen don't look cool in dresses... recreated as a female draenei). It was so much easier!