All Talents (Complete)
A Complete description of ALL the Mage talents.
Arcane (41)
| Talent | Description | ||
|---|---|---|---|
| Arcane Subtlety | 1/2 | 2 points in this will increase penetration by 10, lowering enemy resistance from spells by 10 if possible. Good stuff. | |
| Arcane Focus | 1/5 | Exactly what it says, but not really beneficial after 3 points of it. | |
| Improved Arcane Missiles | 1/5 | You will not use arcane missiles much in arena, and if for some reason that you do use it, nothing should be in your face knocking you back anyways. A Waste. | |
| Wand Specialization | 1/2 | You will never wand, even if you're out of mana, you would rather Rank 1 sheep and run. | |
| Magic Absorption | 1/5 | Not really useful, increasing resistance by 10 or restoring 500~ mana on a FULL resist isn't that great. | |
| Arcane Concentration | 1/5 | 5 points in this will save you mana, and lots of it if this thing keeps proccing. Compared to the other talents on this tier, this would be the best choice. | |
| Magic Attunement | 1/2 | Both useful and useless depending on the bracket. Dampen magic is used as a Rank 1 buff filler for 3s and 5s, but is useful in 2s because you wouldn't be playing with a healer anyways. | |
| Arcane Impact | 1/3 | Not great because of Arcane Blast, but useful sometimes when you need to finish off someone quick with Arcane Explosions if you can't cast for any reasons. | |
| Arcane Fortitude | 1/1 | As useful as Magic Attunement, but against melee. | |
| Improved Mana Shield | 1/2 | If you don't have Ice Barrier then this is a good choice. You will run out of mana slower from mana shield using this, but it doesn't mean you will save a lot of mana either, or save your life. | |
| Improved Counterspell | 1/2 | The main reason why some specs go this far down this tree. Used in many ways, such as Counterspell -> Sheep in 1v1, Nuke -> Counterspell against Druids or Shamans, or just a good 4 seconds of silence for when you missed the Spell Lock. | |
| Arcane Meditation | 1/3 | You wouldn't be casting that long to get much benefit out of it, since most people wouldn't let you cast freely like that anyways. | |
| Improved Blink | 1/2 | Useful if you have Molten Armor, Molten Shields, Impact, and Blazing Speed, because after you Blink there's a chance to get Impacted, Blazing Speed, and an even better chance to Dodge/Resist. | |
| Presence of Mind | 1/1 | Lets you blow up a target with Pyroblast instantly. Combined with the I WIN macro, Arcane Power-> some power trinket-> Fireblast this is the easiest controlled burst a Mage can do. | |
| Arcane Mind | 1/5 | Each point will increase intellect which would increase critical chance and armor with Arcane Fortitude. Used as a point filler to reach the lower tier of the tree. | |
| Prismatic Cloak | 1/2 | If you're already this far down this tree, you're a real squishy target. You can either get this or Arcane Potency to reach the next tier. | |
| Arcane Instability | 1/3 | Not a really hard decision, but definately used if you want to go lower down the tier. | |
| Arcane Potency | 1/3 | Ten percent Clearcast chance coupled with 30% added critical strike makes an average 3%. Some people actually save their POM Pyroblast until they see Clearcast to get the 30% critical. | |
| Empowered Arcane Missiles | 1/3 | You will not be casting many arcane missiles, so buffing it is useless. | |
| Arcane Power | 1/1 | Exactly what it says. Used to nuke someone fast and usually used if you get Presense of Mind. You will run out of mana faster, and your target better die or else your chances to will increase. | |
| Spell Power | 1/2 | Your critical strikes will make your ignites tick harder or your Ice Shards hit harder. | |
| Mind Mastery | 1/5 | Spell damage is mostly beneficial to Fireballs and Frostbolts, which you won't be casting that much anyways. If you are really this far down the tree, then your spec must be something special. | |
| Slow | 1/1 | Might as well get this if you got Mind Mastery. This spell is like a Frostbolt and Curse of Tongues combined, except it can be dispelled at half the mana cost. Its sad how a Rank 1 Frostbolt with Permafrost could easily replace this. Useful against other Mages, but not really because they have a superior spec anyways. | |
Fire (41)
| Talent | Description | ||
|---|---|---|---|
| Improved Fireball | 1/5 | In this tree, you will either use Fireballs or Scorches. This is good if you like Fireballs. | |
| Impact | 1/5 | Ten percent chance to stun a target is awesome. | |
| Ignite | 1/5 | Dots on top of critical strikes are awesome. | |
| Flame Throwing | 1/2 | You will need range on your fire spells. | |
| Improved Fire Blast | 1/3 | You can fire blast more frequently, useful if you're the main target and on the run, which you should be since you're a fire mage. | |
| Incineration | 1/2 | Very good point filler, results are barely noticable, but in the back of your head you know it's there. | |
| Improved Flamestrike | 1/3 | Useless even if this was buffed to 100%. More useless than Frozen Core. | |
| Pyroblast | 1/1 | Used with Presence of Mind and a step to reach Blast Wave. Never casted unless you have a big, major, advantage. | |
| Burning Soul | 1/2 | You will not benefit from this unless someone is hitting you with something while casting, but you should really concentrate on not getting hit in the first place. | |
| Improved Scorch | 1/3 | Useful for scorch built specs, useless if you prefer Fireballs. | |
| Molten Shields | 1/2 | Twenty percent chance to reflect other fire spells and your Molten Armor along with Impact can affect other casters and hunters. What's not to like? | |
| Master of Elements | 1/3 | If you really are critting that much and surviving that long to benefit from this, your target should already be dead. You shouldn't need to spend points on this to reach the next tier. | |
| Playing with Fire | 1/3 | Do you feel lucky, or do you? | |
| Critical Mass | 1/3 | Six percent critical fire chance, a must. | |
| Blast Wave | 1/1 | Good instant damage, good kiting spell. | |
| Blazing Speed | 1/2 | Very annoying against melee, very useful with Impact and Improved Blink. A must if you're this far down the tree. | |
| Fire Power | 1/5 | More damage, higher crits, higher Ignite ticks. | |
| Pyromaniac | 1/3 | Assuming you went this far down the tree, you must have sacrificed Arcane Power. Might as well get it, but remember it's never too late to respec! | |
| Combustion | 1/1 | It's awesome to see consecutive critical spells and big Ignite ticks, but it's sad to see this dispelled. | |
| Molten Fury | 1/2 | Good to finish targets when they're less than 20%, but doesn't really help get them there in the first place. | |
| Empowered Fireball | 1/5 | If you really like casting fireballs, and no one is stopping you from doing it, then this is your friend. | |
| Dragon's Breath | 1/1 | Hard to decide whether a mage is PVE or PVP specced when you see one using this. Good damage and a disorient effect, but eats a Cone of Cold cooldown and makes everyone want to kill you because they know you don't have two Iceblocks. | |
Frost (41)
| Talent | Description | ||
|---|---|---|---|
| Frost Warding | 1/2 | More armor and helps fight against other Frost Mages. Not worth it usually because better points can be spent elsewhere. | |
| Improved Frostbolt | 1/5 | You will probably be casting a lot of Frostbolts in this tree, this is good. | |
| Elemental Precision | 1/3 | Having a Frost Nova resisted hurts, but spending points on this hurts even more, save your points for something else. | |
| Ice Shards | 1/5 | Your critical frost spells now do 200% damage, ouch! | |
| Frostbite | 1/3 | Useful vs melee and if you're getting Shatter, which you should be anyways. | |
| Improved Frost Nova | 1/2 | Shorter cooldown means more frequent crowd control, Shatters, and damage. You also need this for Shatter, which is reason alone to get it. | |
| Permafrost | 1/3 | Melee will hate you forever because they will be snared harder and longer. | |
| Piercing Ice | 1/3 | More damage overall. | |
| Icy Veins | 1/1 | Faster spellcasting and uninterruptable Sheeps, Frostbolts, and Fireballs. Mages now don't have to decide if 2-piece Aldor is worth it or not, because it's really not. Used with Coldsnap makes a whole 40 seconds of zero knockbacks. | |
| Improved Blizzard | 1/3 | Very funny if you catch people with it and watch them get frostbitten, but better points could be spent elsewhere. | |
| Arctic Reach | 1/2 | Further frostbolts and fatter novas, go for it. | |
| Frost Channeling | 1/3 | Useful if you didn't spec Arcane Concentration, the Mana reduction is significant. | |
| Shatter | 1/5 | Used with Frost Novas, Frostbite, and pet nova. If you like big bursts, go for it. | |
| Frozen Core | 1/3 | Useful if you like throwing points away. | |
| Cold Snap | 1/1 | Resets everything important, except sometimes when it bugs and you don't get to reset your ice block. Still very useful though. | |
| Improved Cone of Cold | 1/3 | Your Cone of Cold gets to hit harder, therefore you critical cone of cold will hit a lot harder. Get it if you like that. | |
| Ice Floes | 1/2 | You get to survive longer with more frequent Ice Barriers and do a bit more damage with more frequent Cone of Colds. | |
| Winter's Chill | 1/5 | These debuffs are a nightmare to dispellers and all mages love crits. | |
| Ice Barrier | 1/1 | Very useful. Absorbs damage, zero knockbacks, and is affected by spell damage. Good choice. | |
| Arctic Winds | 1/5 | More damage and decreases enemy physical hit chance. Gives melee a bigger nightmare than they already have. | |
| Empowered Frostbolt | 1/5 | Good stuff for the occasional chance that you do cast Frostbolts and improves your Shatter combo chances too. Useful if you are good at casting Frostbolt. | |
| Summon Water Elemental | 1/1 | A Mage's best friend. Does a decent amount of damage and can use 2 ranged novas to set up for Shatter combos. May bug out if you don't dismiss it before you summon another one via Cold Snap | |
