1. Classic Mage Intellect Or Spell Dmg Free
  2. Classic Mage Intellect Or Spell Dmg 1
  3. Classic Mage Intellect Or Spell Dmg 3
Complete guide for the Mage Class for WoW Classic with two alternative Talent options included

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

  1. Spell Hit Chance - Increases your chance to hit with all your offensive Spells. You need a total of 16% Hit Rating and you already get some of it from Talents. Getting Hit-Capped should be your top priority.
  1. Spell Critical Chance - Gives you a chance to do additional (Critical) Damage with your offensive Spells. This statistic has more value for Fire Mages, but Arcane Power Mages benefit from it as well.
  1. Spell Damage - Increases your Damage done with Spells. The damage bonus from Spell Damage is calculated differently for different Spells and their Ranks, but in general, this stat is one of the best for Mages.
  1. Intellect - Increases your total Mana Pool and provides you with additional Spell Critical Chance (59,5 Int = 1% Spell Critical Strike Chance).
  1. Spirit - Increases your Health and Mana regeneration rate. Your Mana will regenerate in combat if you don't cast any spells for 5 seconds (the 5-second rule). Arcane Meditation Talent increases the value of Spirit by a tiny bit. Mage's Sustain is rather good and various consumables can be used to regenerate Mana, so Spirit should no be your priority.

Statistic Priority for different Mage Builds:

  • Arcane Power Mage:Spell Hit CapSpell Damage Crit ChanceIntellectSpirit
  • Fire Mage: Spell Hit CapCrit Chance Spell DamageIntellectSpirit

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:

  • 2/2Arcane Subtlety - Resistances are very powerful in Classic and Talents that reduce them even more so.
  • 3/5Arcane Focus - 3/5 is enough to achieve Arcane Spell Hit cap against enemies two levels higher than you (level 63 Boss has a 17% chance to resist your spells, so putting more points here is counterproductive).
  • 4/5Magic Absorption - Resistances are needed in many Classic Boss encounters, which makes this Talent much better than it looks. Also, there is no better place to put your points up to this point.
  • 5/5Arcane Concentration - Clearcasting is one of the most powerful effects in Classic and this Talent gives you a 10% chance to get it after you damage an enemy with your spell.
  • 3/3 Improved Arcane Explosion - Fun fact: Arcane Explosion spam is the strongest AoE DPS rotation in Classic (but it drains Mage's mana very quickly).
  • 1/1 Arcane Resilience - This is underwhelming and will not save your life, but it is also necessary if you want Arcane Mind, and you do.
  • 3/3 Arcane Meditation - Helps with your Sustain by quite a bit.
  • 1/1 Presence of Mind - Part of the infamous 3-Minute-Mage Instant Pyroblast Combo, also solid in PvE.
  • 5/5 Arcane Mind.
  • 3/3 Arcane Instability
  • 1/1 Arcane Power - Very powerful Cooldown that gives you great Burst Damage potential when combined with Clear Casting procs and Presence of Mind.

Frost Tree:

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  • 5/5Improved Frostbolt
  • 3/3Elemental Precision- This gives you 6% Frost Spell Hit Chance, which is enough aginst enemies 2 levels higher than you.
  • 5/5Ice Shards - Very strong offensive Talent that also greatly increases the value of Critical Chance statistic.
  • 3/3Piercing Ice - Flat Damage increase for all your Frost spells.
  • 1/2 Arctic Reach - Extra Range comes in handy during many encounters as it gives you some freedom of movement.
  • 3/3 Frost Channeling - Helps with both Sustain and Aggro management; it doesn't get better than that.

Fire Mage PvE DPS Build

Arcane Tree:

  • 2/2Arcane Subtlety
  • 3/5Arcane Focus
  • 5/5Magic Absorption
  • 5/5Arcane Concentration

Fire Tree:

  • 5/5Improved Fireball
  • 5/5Ignite - The reason why Fire Mage overtakes other Mage Builds when better gear becomes available. This Talent greatly increases Mage's DPS and is definitely one of the best in the entire game. On top of that, its effect resets and grows after each Fire Spell Critical Strike made by a Mage that has this Talent, which makes it just insane (the more Fire Mages in a Raid, the crazier this Talent becomes).
  • 2/2Flame Throwing - Additional 6 yards range on all your Fire Spells. This generally reduces your downtime by a bit when you are forced to move.
  • 2/2Incinerate - 4% extra Critical Chance with your Fire Blast and Scorch. Speaking of Ignite synergy..
  • 2/2 Burning Soul - The Threat Reduction part makes this Talent a must-have for PvE.
  • 3/3 Improved Scorch - With this Talent, your Scorch also applies a stackable debuff that increases Fire Damage taken by your Target by 15% (if stacked 5 times).
  • 3/3Master of Elements - This helps with your sustain and synergizes with your Spell Critical Chance, which is convenient.
  • 3/3Critical Mass - More Crit = even better Ignite synergy.
  • 5/5Fire Power
  • 1/1 Combustion - Very strong Burst Damage Cooldown, irreplaceable during enrage phases of Boss fights. And it also synergizes with Ignite.

Frost Tree:

  • 3/3Elemental Precision

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
  • Pre-Raid - Demon Blade (BoE World Drop; can be purchased on AH)
  • Phase 1 - Azuresong Mageblade (drop from Golemagg the Incinerator, Molten Core)
  • Phase 2 - TBA
  • Phase 3 - TBA
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Off-Hand
  • Pre-Raid - Drakestone of Frozen Wrath (Drop from Weaver, Dreamscythe, and Hazzas, Sunken Temple; note: The item has a Random Enchantment)
  • Phase 1 - Drakestone of Frozen Wrath
  • Phase 2 - TBA
  • Phase 3 - TBA
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Ranged
  • Pre-Raid - Lunar Wand of Frozen Wrath (BoE World Drop; can be purchased on AH; note: The item has a Random Enchantment)
  • Phase 1 - Lunar Wand
  • Phase 2 - TBA
  • Phase 3 - TBA
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Trinket 1
  • Pre-Raid - Briarwood Reed (Drop from Jed Runewatcher, Upper Blackrock Spire)
  • Phase 1 - Briarwood Reed
  • Phase 2 - TBA
  • Phase 3 - TBA
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Trinket 2
  • Pre-Raid - Eye of the Beast (Quest Reward from 'For the Horde!' / 'General Drakkisath's Demise', Upper Blackrock Spire)
  • Phase 1 - Talisman of Ephemeral Power (drop from Baron Geddon, Gaar, Golemagg the Incinerator, and Magmadar, Molten Core)
  • Phase 2 - TBA
  • Phase 3 - TBA
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Neck
  • Pre-Raid - Star of Mystaria (Drop from Balnazzar, Stratcholme)
  • Phase 1 - Choker of the Fire Lord (drop from Ragnaros, Molten Core)
  • Phase 2 - TBA
  • Phase 3 - TBA
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Ring 1
  • Pre-Raid - Freezing Band (BoE World Drop; can be purchased on AH) / Songstone of Ironforge (Quest Reward from 'The Princess's Surprise', Blackrock Depths)
  • Phase 1 - Ring of Spell Power (drop from Shazzrah, Lucifron, Gehennas, and Sulfuron Harbinger, Molten Core)
  • Phase 2 - TBA
  • Phase 3 - TBA
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Ring 2
  • Pre-Raid - Freezing Band / Maiden's Circle (BoE World Drop; can be purchased on AH)
  • Phase 1 - Ring of Spell Power (drop from Shazzrah, Lucifron, Gehennas, and Sulfuron Harbinger, Molten Core)
  • Phase 2 - TBA
  • Phase 3 - TBA
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Head
  • Pre-Raid - Master's Hat of Frozen Wrath (BoE World Drop; can be purchased on AH; note: The item has a Random Enchantment) / Crimson Felt Hat (Drop from Magistrate Barthilas, Stratcholme)
  • Phase 1 - Arcanist Crown (drop from Garr, Molten Core)
  • Phase 2 - TBA
  • Phase 3 - TBA
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Chest
  • Pre-Raid - Robe of the Archmage (Tailoring Recipe that drops from Firebrand Pyromancer, Lower Blackrock Spire; note: the robe is Bind on Pickup, which means that you have to craft it yourself. It does not require Tailoring Skill to use, however) / Freezing Lich Robes (drop from Ras Frostwhisper, Scholomance)
  • Phase 1 - Robe of the Archmage / Robe of Volatile Power (drop from Lucifron, Shazzrah, Sulfuron Harbinger, and Gehennas, Molten Core)
  • Phase 2 - TBA
  • Phase 3 - TBA
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Legs
  • Pre-Raid - Skyshroud Leggings (drop from Highlord Omokk, Lower Blackrock Spire)
  • Phase 1 - Netherwind Pants (drop from Ragnaros, Molten Core) / Arcanist Leggins ( drop from Magmadar, Molten Core)
  • Phase 2 - TBA
  • Phase 3 - TBA
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Gloves
  • Pre-Raid - Hands of Power (drop from Quartermaster Zigris, Lower Blackrock Spire)
  • Phase 1 - Hands of Power
  • Phase 2 - TBA
  • Phase 3 - TBA
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Boots
  • Pre-Raid - Master's Boots of Frozen Wrath (BoE World Drop; can be purchased on AH; note: The item has a Random Enchantment) / Omnicast Boots (drop from Golem Lord Ardelmach, Blackrock Depths)
  • Phase 1 - Arcanist Boots (drop from Lucifron, Molten Core)
  • Phase 2 - TBA
  • Phase 3 - TBA
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Shoulders
  • Pre-Raid - Boreal Mantle (drop from Warder Stilgis, Blackrock Depths)
  • Phase 1 - Boreal Mantle
  • Phase 2 - TBA
  • Phase 3 - TBA
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Wrists
  • Pre-Raid - Flameweave Cuffs of Frozen Wrath (drop from Lord Incendius, Blackrock Depths; note: The item has a Random Enchantment)
  • Phase 1 - Arcanist Bindings (BoE Epic Drop, Trash Mobs in Molten Core)
  • Phase 2 - TBA
  • Phase 3 - TBA
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Belt
  • Pre-Raid - Ban'thok Sash (drop from Ok'thor the Breaker, Blackrock Depths)
  • Phase 1 - Mana Igniting Cord (drop from Golemagg the Incinerator, Garr, Baron Geddon, and Magmadar, Molten Core)
  • Phase 2 - TBA
  • Phase 3 - TBA
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA
Back
  • Pre-Raid - Archivist Cape of Frozen Wrath (drop from Archivist Galford, Stratcholme; note: The item has a Random Enchantment) / Spritecaster Cape (drop from High Interrogator Gerstahn, Blackrock Depths)
  • Phase 1 - Archivist Cape of Frozen Wrath / Sapphiron Drape (drop from Onyxia, Onyxia's Lair)
  • Phase 2 - TBA
  • Phase 3 - TBA
  • Phase 4 - TBA
  • Phase 5 - TBA
  • Phase 6 - TBA

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)
HeadLesser Arcanum of Voracity (+8 Intellect, available from Libram of Voracity Quest in Burning Steppes)
ChestEnchant Chest - Greater Stats (+4 to all stats)
LegsLesser Arcanum of Voracity (+8 Intellect, available from Libram of Voracity Quest in Burning Steppes)
HandsEnchant Gloves - Riding Skill (Minor Raiding Speed Increase)
FeetEnchant Boots - Minor Speed (+8% Run Speed)
ShouldersChromatic Mantle of the Dawn (+5 to all Resistances)
WristsEnchant Bracer - Greater Intellect (+7 Intellect)
BackEnchant 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:

  1. Fireblast during burn phases to maximize DPS at the cost of mana efficiency (use this to finish of enemies)
  1. Arcane Explosion during burn phases to maximize DPS at the cost of mana efficiency (use this to finish of enemies)
  1. Maintain Winter's Chill (if Frost) / Improved Scorch (if Fire) stacks on primary Target (after the effect runs out, stack it back to 5)
/
  1. Frostbolt (if Frost) / Fireball (if Fire) as a main Damage source
/
Please use the following Sequence while in the Multi-Target Engagement:
Arcane Power Frost:
  1. Arcane Explosion to finish of enemies
  1. Cone of Cold if Targets are in range
  1. Blizzard
Fire:
  1. Arcane Explosion to finish of enemies
  1. Blast Wave on Cooldown
  1. Maintain Flamestrike's ground effect

Tips and Tricks for aspiring Mage Raiders

  1. If you want to deal more Damage and stand out from your Raid competition, Stack Consumables. Spending some additional Gold or a few extra hours grinding might secure you a spot in a Raid, as Raid leaders prefer dedicated and well-prepared players.
  1. Proper Mana management is paramount for your success in Raids. Learn to judge how long a fight will be and try to time the end of it with you running out of resources (if fight is about to end and you have spare mana, maximize your DPS with cost-ineffective but heavily-damaging spells, like Arcane Explosion). If you tend to run out of mana before combat ends, obey the 5-second rule and regenerate some of your resources by not casting for a while (use your Wand instead - you will lose out on DPS, but the net loss will be much lower than if you just tried to spam your spells as soon as you regen enough mana for a single cast). You can (and should) also use mana-regenerating consumables mentioned in the 'the best consumables' section.
  1. Taking advantage of your defensive abilities is the key to your survival in Raids. As a mage, you don't have armor or health that will protect you. Use Blink, Ice Block and everything else in your toolkit to avoid being hit as getting hit often results in instant death.
  1. Always try to improve. Get an addon that tracks your performance and try to optimize your equipment and rotation.

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? :)
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+damage because you can always lifetap and bandage if you really need the mana.
Sith Warriors - They only class that gets a new room added to their ship after leaving Hoth, they get a Brooncloset
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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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Classic Mage Intellect Or Spell Dmg 3

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