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| - Some general considerations about the mage:.
* An inattentive mage is a dead mage. Remember that above all else. If you're trying to pull a mob, keep an eye out for what's next to it. If you're using AoE, make sure you don't aggro any adds. The biggest mistake a mage can make is not paying attention. Mages wear cloth armor, so they can't survive mistakes in the way more resilient classes can.
* Frost Nova has a chance to break on damage, rendering it less usable when grouping than soloing; but it is always good to stop runners in their tracks, and to freeze a mob to prevent your healer from getting killed. Also note that with patch 2.0.1, Mages have been awarded a new offensive spell called Ice Lance. Ice Lance will hit a target with 146 to 186 Frost damage normally, and costs 150 M
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| abstract
| - Some general considerations about the mage:.
* An inattentive mage is a dead mage. Remember that above all else. If you're trying to pull a mob, keep an eye out for what's next to it. If you're using AoE, make sure you don't aggro any adds. The biggest mistake a mage can make is not paying attention. Mages wear cloth armor, so they can't survive mistakes in the way more resilient classes can.
* Frost Nova has a chance to break on damage, rendering it less usable when grouping than soloing; but it is always good to stop runners in their tracks, and to freeze a mob to prevent your healer from getting killed. Also note that with patch 2.0.1, Mages have been awarded a new offensive spell called Ice Lance. Ice Lance will hit a target with 146 to 186 Frost damage normally, and costs 150 Mana. However, if the spell is cast on a frozen target (affected by Frost Nova, Freeze (a Frost Nova ability available to the summoned water elemental), or Frostbite (a frost tree talent that has a chance to freeze a target to the ground upon receiving a chill effect)), the damage dealt by Ice Lance will be tripled. That means that, without any gear and with a frozen target, you can actually hit as high as 558 frost damage to a target. With a good combination of talents and gear, this attack can hit up to 1500–2000 damage in one hit.
* A mana-less mage is a dead mage. Mages have a variety of ways to get mana back once they are in combat, primarily Mana Gems, Potions, Evocation and Spirit-based regeneration.
* When using Mana Gems and Potions during long fights, use the highest gem or potion available as soon as you use up enough mana that none of the effect can be wasted. If the cooldown on lower-ranked potions finishes before the fight is over, you can use those consumables as well.
* Full Spirit regeneration only activates 5 seconds after the last spell finished casting, but the spell Mage Armor allows 35% of this regeneration during casting, and the talent Arcane Meditation allows an additional 50%, a total of 100%.
* Evocation restores a great deal of mana over a short time. In groups and solo, it lets a mage fall back and recharge a large portion of their mana supply when the situation is getting hairy or during long fights. It is a channeled spell, so the mage will need to be untouched and standing still to receive the full benefit. In combat situations where one may be hit, it is recommended to activate Mana Shield before using this spell, in order to prevent interruptions while channeling. Mana Shield uses mana while you are being hit, therefore another method to use before recharging with Evocation is to Frost Nova your targets (this may be a safer and more efficient alternative).
* There are situations where it's extremely helpful to have Rank 1 Frostbolt on your action bar, or even hotkeyed, (as well as Fireball Rank 1 for rogues (cast time of 1.5s and costs 30 mana). That one can be useful from preventing rogues to vanish again after being captured by your Frost Nova, Arcane Explosion etc...) The Chilled effect is identical in potency (though not duration) and is helpful for keeping mobs slowed down when they're too close for a full-power attack, or you're low on mana and are waiting on a cooldown.
* For the kiting or AoE grinding mage, you can't beat Enchant Boots - Minor Speed. An 8% increase in running speed, though it seems small, magnifies in usefulness when your enemies are only running at 50% speed in the first place, as they should be.
* The Mages' play style favors preventing damage (or more so, avoiding it all together), rather than taking damage and recovering from it during combat through the use of healing techniques or simply outlasting opponents due to increased stamina. In the case of a melee opponents, mages have some of the best tools available to prevent and avoid taking damage with spells like Blink and Frost Nova, as well as negating incoming damage through the use of Mana Shield and/or Ice Barrier. In the case of spellcasters, mages can shield themselves from damage with the use of their wards (Fire Ward, Frost Ward), removing damage in the case of curses (Remove Lesser Curse) and countering incoming magic (Counterspell) which essentially completely negates it. They can also slightly mitigate incoming magical damage through the use of Dampen Magic. When these spells are combined and used together, the resulting effect can lead the mage to end up taking no damage at all from an offensive combo from an enemy spellcaster. In all, the mage can be a tough opponent to beat if they choose to play purely defensively or if they need to escape.
* It is important to remember that as a Mage you are able to portal yourself and others to all major faction cities. Why spend all that time walking/riding/flying? Sit back, whip up a portal and relax. Similarly, it pays to keep an eye on the trade channel in major cities even when you're not looking for anything, as there are often people willing to pay gold for portal service, which is almost 100% profit.
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