Classic Mage Intellect Or Spell Dmg
- Classic Mage Intellect Or Spell Dmg Free
- Classic Mage Intellect Or Spell Dmg 1
- Classic Mage Intellect Or Spell Dmg 3
You can find all our Pocket Guides for other WoW Classic Classes builds right here: Best WoW Classic Builds
If you have just started leveling your Mage, you may want to check out our Mage leveling Guide first
Cast time reductions do not affect this calculation and furthermore, there is also a major reduction if +dmg/healing benefits on spell ranks below level 20. This is why druids use rank 4 healing touch and not rank 1 or something like that. It is a lvl 20 spell that gets proper benefit from +healing items as per it's 2.5? Second cast time. The WoW Classic Caster Stats such as Spell Power, Healing Power, Spell Critical Strike Chance, Spell Hit Chance, Spell Penetration and Mana Per 5 Seconds will affect your spell damage. Spell Power – Increases how much Damage you do with your Spells. As you're leveling through 50-60 you're going to want lots of intellect because more mana = less down time drinking = more time spent leveling!:-) Also means your evocation will be far more useful to you because it returns a percentage of mana. Now after 58-60, start ADDING spell power, but not at the expense of too much intellect. Spell Crits are worth 1.5x base damage value after resistance effects. Some classes and talents allow you to boost the crits up to 2.0x base damage. Melee Hit Cap Level 60 Hit Cap. Level 63 Hit Cap. Spell Hit Cap. Separate from what is listed above, spells have an inherent 1% resist chance that can never be mitigated.
Mage is one of the most well-rounded Classes in WoW Classic. He supports great utility and survivability toolkits and packs a solid punch. Spells, like Polymorph, Cone of Cold, Blizzard, and Frost Nova, make him great at controlling and kiting adds during encounters, which makes him a must-have asset in any group. Celestial Orb - Level 38 - +13 Spell Damage - Part of a mage quest. Can be done at 38 but realistically you're better off doing the Uldaman part at lvl 40 with a friend or guildie. Dreamweave Gloves - Level 40 - +18 Spell Damage - Crafted by a tailor but requires a semi rare drop from lvl 40 elementals in Deadwind Pass. Spell Hit allows your spells to land more often, which is a huge DPS increase, but keep in mind that you will always have at least a 1% chance to miss with spells. Depending on the level of your enemy, you might need more, or less Spell Hit to reach this 1% cap: For an enemy of the same level as you, 3% Spell Hit is needed to cap.
Overview
Classic Mage Intellect Or Spell Dmg Free
Mage is one of the most well-rounded Classes in WoW Classic. He supports great utility and survivability toolkits and packs a solid punch. Spells, like Polymorph, Cone of Cold, Blizzard, and Frost Nova, make him great at controlling and kiting adds during encounters, which makes him a must-have asset in any group. Tools, like Blink and Ice Block, allow him to escape danger and avoid death in situations where most other Classes would simply perish. On top of that, Mage deals solid damage right from the start. Arcane Power Mages put out very solid DPS numbers during early phases, thanks to some amazing Talents that boost their Damage and Sustain, while Fire Mages scale very well into late phases, easily overtaking all other ranged damage dealers in Naxxramas.
If all this does not sound good enough, Mage also comes with some amazing tools of convenience. He is able to conjure food and drinks for himself and his group, which turns him into a vending machine in Raids, which allows him to save up a lot of Gold and make some friends. Moreover, he can teleport and create portals to major cities, which saves him a lot of time and effort while traveling and can be used to make some additional profit (lazy people just love to buy portals).
Time for some cons.. as a magic-user, Mage wears light Cloth armor and has a very low Health pool. This means that mistakes made during encounters can easily end his life, especially if his survivability tools are already on Cooldown. Moreover, despite some good mana efficiency-related Talents, Mage is one of the most mana-hungry Classes in the game. Proper resource management is paramount for a Raiding Mage and frequent mana breaks are unavoidable during leveling.
Pros | Cons |
Great utility | Very squishy, especially when taken by surprise or after making a mistake |
Regarded as the best Ranged DPS in Classic | Has mana efficiency problems |
One of the most well-rounded Classes; has answers for almost anything the game can throw at him | One of the most popular Classes; finding a solid Guild might be a problem because of the strong competition |
Free food and drink | People will constantly ask for free food and drink.. |
Ability to teleport between major cities | End-Game rotations are rather dull (but this is rather common in Classic) |
High skill ceiling |
The Best Race Choice
Note: Here, we will point you only towards the best PvE DPS Mage Race. If you'd like to know more about other race picks, please check our WoW Classic Beginners Guide, where we dive deep into all available Mage's race choices for both factions.
Alliance | Gnome is a clear winner on the Alliance side. His Intellect Racial is very strong as it provides additional Mana and Spell Critical Strike Chance. Escape Artist, while regarded as a PvP Racial, finds surprisingly many uses in the PvE environment as well. On top of that, Engineering Specialization is better than you might think because Engi is your go-to End-Game PvE profession. If you can't stand Gnomes for some reason, pick a Human, the difference is not that big; you will still be competitive (and much taller). |
Horde | When it comes to Horde, Troll is the only Race that has magic DPS-boosting Racial. His Berserking gives him a Haste buff that directly increases DPS for a short time, making him the best at bursting down Targets (but the difference is rather negligible unless you are aiming for the very top). Beast Slaying comes in handy during some encounters, but it is very situational. Overall, Troll is the best for PvE, but If you fancy some PvP in addition to your regular Raid nights, you might want to pick Undead instead, as his racials are great for PvP. |
The Best Professions Choice
There are two professions that make a real impact in Raids and they are Engineering and Tailoring (Alchemy is also a decent option, but you can buy Flasks, Elixirs, and Potions from other players, which makes it much less impactful). Engineering gives you access to powerful explosives that increase your AoE and Single-Target DPS. Moreover, Engi gadgets come in handy in many back-to-the-wall situations. The fact that Engineering is also considered the best PvP profession is an added benefit to its power in the PvE environment. Tailoring, a seemingly mediocre PvE profession, gives you access to a powerful Bind on Pickup Robe - Robe of the Archmage which is Best in Slot for the whole Phase 1 and stays competitive until AQ. Getting it will definitely raise the power level of your character during the first few Phases of Classic.
At the start, you should pick Mining to supplement your Engineering Skill, you should also stock up on Cloths instead of vendoring/selling them. After you max out Engi, you should switch Mining to Tailo, as it can be easily (and cheaply) leveled without a supporting profession.
Note: If you want to know more about all available professions and secondary skills, please check our detailed WoW Classic Professions Guide.
Statistics Priority
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Statistic Priority for different Mage Builds:
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The Best Talent Builds
Proper Talent allocation is essential for maximizing Damage output. Here, we will describe the most optimal spec and lead you through the Talent Trees level-by-level to explain some choices.
There are two paths to choose - Arcane Power Build that is the best at the start, and Fire Build that becomes viable after Blackwing Lair as there are very many Fireproof Bosses in Molten Core, BWL and Onyxia's Lair. Moreover, Fire build strongly synergizes with Critical Strike Chance, which makes it scale with gear better than the Arcane Power variant.
Arcane Power Mage PvE DPS Build Arcane Tree:
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Fire Mage PvE DPS Build Arcane Tree:
Fire Tree:
Frost Tree:
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Where to get Pre-Raid/Raid BiS Gear
In order to maximize your DPS, you should aim to assemble the best possible Gear. This applies to both Pre-Raid and each of the Raid Tiers/Phases.
Note1: The list will be updated with new items concurrently with the introduction of new Raids/Phases, so remember to visit this page after a new Raid opens for an update on what current best Mage items in each lot are.
The Best Mage Items | |
Main Hand |
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Off-Hand |
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Ranged |
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Trinket 1 |
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Trinket 2 |
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Neck |
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Ring 1 |
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Ring 2 |
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Head |
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Chest |
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Legs |
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Gloves |
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Boots |
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Shoulders |
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Wrists |
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Belt |
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Back |
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The Best Enchants and Consumables
Proper enchants and consumables will greatly increase your Damage output. While getting enchants is a one-time-deal, farming consumables might be a real chore, but it is still worth it as numbers clearly show.
Classic Mage Intellect Or Spell Dmg 1
The Best Enchants | |
Weapon (1H) | Enchant Weapon - Spell Power (+ 30 Spell Damage) |
Weapon (TH) | Enchant Weapon - Spell Power (+ 30 Spell Damage) |
Head | Lesser Arcanum of Voracity (+8 Intellect, available from Libram of Voracity Quest in Burning Steppes) |
Chest | Enchant Chest - Greater Stats (+4 to all stats) |
Legs | Lesser Arcanum of Voracity (+8 Intellect, available from Libram of Voracity Quest in Burning Steppes) |
Hands | Enchant Gloves - Riding Skill (Minor Raiding Speed Increase) |
Feet | Enchant Boots - Minor Speed (+8% Run Speed) |
Shoulders | Chromatic Mantle of the Dawn (+5 to all Resistances) |
Wrists | Enchant Bracer - Greater Intellect (+7 Intellect) |
Back | Enchant Cloak - Greater Resistance(+5 to all Resistances) |
The Best Consumables | |
Major Mana Potion | Restores 1350 to 2250 Mana. Created by Alchemy. Recipe drops from various high-level mobs, elites, and Bosses. |
Greater Arcane Elixir | +35 Spell Damage for 1 hour. Created by Alchemy. The recipe can be dropped from Fireguard Destroyers in Blackrock Depths and Scareshield Raiders in Blackrock Spire. |
Flask of Supreme Power | +150 Spell Power for 2 hours; effect persists through death. Created by Alchemy. The recipe can be dropped from Ras Frostwhisper, Scholomance. |
Elixir of Frost Power | +15 Frost Spell Damage for 30 minutes. Created by Alchemy. |
Elixir of Greater Firepower | +40 Fire Spell Damage for 30 minutes. Created by Alchemy. |
Cerebral Cortex Compound | +25 Intellect for 1 hour. Obtained from 'Infallible Mind' repeatable Quest, Blasted Lands |
Nightfin Soup | It provides 8 mana per 5 seconds for 10 minutes. Created by Cooking. |
Demonic Rune | Restores 1356 mana at the cost of 862 life. Drop from Demons in Azshara, Felwood, and Blasted Lands (Satyrs and Fel Guards). |
Rotations
In Classic, Mage follows more of a priority list than a strict rotation. This means that if you have multiple spells available for casting, you should always choose the one that is higher on the list (if specified requirements are met).
Note: most of the time, you'll want to use your Cooldowns at the start of combat, so that you'll get a second (and a third in long encounters) charge before the fight ends.
Please use the following Priority List for sustained Single-Target Damage output:
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Please use the following Sequence while in the Multi-Target Engagement: | |
Arcane Power Frost: | |
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Fire: | |
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Tips and Tricks for aspiring Mage Raiders
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END NOTE This Guide should help you to prepare yourself for that legendary Vanilla Raiding Experience and allow you to progress through Raid Tiers efficiently and with a good amount of fun. We hope that you have found this guide useful and informative. If we have missed a piece of information that is important to you, please let us know! Please do note that this is an early version of our guide, and we will be happy to receive constructive criticism, that will help us improve it, so leave your suggestions in the comments section below. |
Pictures used in this article are the intellectual property of Blizzard Entertainment Inc.
+30 Spell Damage vs. +22 Intellect |
Post: #1 |
+30 Spell Damage vs. +22 Intellect I have now the option to get either a +30 Spell Damage or a +22 Intellect enchantment on my Warlock's Soul Harvester staff. Both enchantments are rather expensive, and I'm leaning towards +22 Intellect because Intellect is always scarce for a mighty SM/Ruin Warlock. +30 Spell Damage, on the other hand, goes nicely too with the damage amplification of the staff and my Robe of the Void. So, what would you choose, and why? :) 'Man only plays when in the full meaning of the word he is a man, and he is only completely a man when he plays.' -- Friedrich von Schiller |
Post: #2 |
+30 Spell Damage vs. +22 Intellect nobbie,Dec 16 2005, 03:31 PM Wrote:I have now the option to get either a +30 Spell Damage or a +22 Intellect enchantment on my Warlock's Soul Harvester staff. Both enchantments are rather expensive, and I'm leaning towards +22 Intellect because Intellect is always scarce for a mighty SM/Ruin Warlock. +30 Spell Damage, on the other hand, goes nicely too with the damage amplification of the staff and my Robe of the Void. So, what would you choose, and why? :) +damage because you can always lifetap and bandage if you really need the mana. Einstein said Everything is Relative. Heisenberg said Everything is Uncertain. Therefore, everything is relatively uncertain. |
Post: #3 |
+30 Spell Damage vs. +22 Intellect Generally most warlocks go the +damage route for both the enchant a lot of their gear, since warlocks have so many ways of obtaining mana for themselves. But if mana really is an issue for you, then I suppose +22 int could make sense. Even if you're running out of mana, though, I would still suggest getting +30 spell damage on your staff and then swapping out other cheaper pieces of gear or use some cheap +int enchants on other pieces of your gear to boost your mana pool. Then, when you get even better gear and mana isn't as much of a limiting factor, you can swap out some of your +int gear and/or enchants, and your staff will be already set with your expensive +damage enchant. |
Post: #4 |
+30 Spell Damage vs. +22 Intellect Personally I wouldn't use either enchant on that item - there are direct upgrades available (eg. Rod of the Ogre Magi) so save your money to enchant an item you will keep for a long time. I'm not big on looks though - if you like the look of the weapon enough to keep it even after statistically superior items are available to you then by all means go ahead. I'd lean towards +damage for a warlock. Another approach is to get a high Int weapon, enchant it with +int and use it for the first couple of casts of each fight then weapon switch to +damage, getting the benefits of both enchants. |
Post: #5 |
+30 Spell Damage vs. +22 Intellect I would suggest you start farming materials now for +30 spell power, but maybe save them for a weapon that you'll use longer. The Soul Harvester isn't likely to be your last non-epic weapon, so unless you really like the style (and it is very stylin'!), I'd consider something else for an expensive 'chant like that. Of course, if you're feeling rich, you could enchant this weapon and your next. Either way, I'd stay away from +int enchants on Warlock gear. Spell power is far more effective for warlocks than any other class, because it applies to each of the several DoTs that you'll have ticking simultaneously. Because you're typically stacking three or more dots on a mob, that +spell damage is working overtime for you. Because stamina is so important for Warlocks, the Whiteout Staff from AV is a really good choice, with nice high stamina and decent +dmg (to all schools). It takes some work to get the AV faction required to purchase it, but it's worth it. If you're looking for something a bit more balanced, the Rod of the Ogre Magi has better damage and 1% spell crit, although you give up some stamina. It's easier to get than the AV staff, since it's a reward from DM tribute runs. And if you're the sort that prefers damage over everything else, go grind Abyssal Templars in Silithus until you get an Amethyst War Staff to drop. With a spell power enchant, it's a tasty +64 to all schools of magic. :D The Amethyst War Staff with spell power is the top-end butt-kicking option, IMO. With a spell power enchant, it will contribute at least 180 more damage per fight, just in damage from CoA, Corruption, and Immolate. That's far better than 330 additional mana from the +22 int enchant. ~Kv |
Post: #6 |
+30 Spell Damage vs. +22 Intellect In my opinion, Soul Harvester is not nearly good enough to rate either of those enchants. Toss on a +9 int if you really must, but otherwise wait for something better - Rod of the Ogre Magi, if you aren't going into MC. |
12-17-2005, 08:33 AM (This post was last modified: 12-17-2005 08:35 AM by Drasca.) |
+30 Spell Damage vs. +22 Intellect SM/Ruin eh? Consider picking up: Blade of the New Moon from DM West Immolthar and Spirit of Aquementas from the quest linked on the page. That's +39 damage alone. However, Rod of Ogre Magi is certainly the balanced 'can't go wrong' staff, that makes the most of your Ruin. Soul Harvester is just too underwhelming to deserve the +30 spell enchant. Heck, I'm el cheapo and stuck with less than +7 enchants most of the time. I think I have +3 int on my Rod, and minor beastslaying elsewhere. Still no Azuresong mageblade for me.. |
Post: #8 |
+30 Spell Damage vs. +22 Intellect Another option for one-handed is the *slightly* better Dark Whisper Blade. Reward from the chest you get for handing in 3 abyssal scepters from the summoned Silithus lords, but I'm pretty sure you can get it from the duke reward chest as well. :) |
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