All Talents (Complete)

A Complete description of ALL the Mage talents.

Arcane (41)

Talent Description
Arcane Subtlety1/22 points in this will increase penetration by 10, lowering enemy resistance from spells by 10 if possible. Good stuff.
Arcane Focus1/5Exactly what it says, but not really beneficial after 3 points of it.
Improved Arcane Missiles1/5You 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 Specialization1/2You will never wand, even if you're out of mana, you would rather Rank 1 sheep and run.
Magic Absorption1/5Not really useful, increasing resistance by 10 or restoring 500~ mana on a FULL resist isn't that great.
Arcane Concentration1/55 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 Attunement1/2Both 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 Impact1/3Not 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 Fortitude1/1As useful as Magic Attunement, but against melee.
Improved Mana Shield1/2If 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 Counterspell1/2The 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 Meditation1/3You 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 Blink1/2Useful 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 Mind1/1Lets 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 Mind1/5Each 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 Cloak1/2If 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 Instability1/3Not a really hard decision, but definately used if you want to go lower down the tier.
Arcane Potency1/3Ten 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 Missiles1/3You will not be casting many arcane missiles, so buffing it is useless.
Arcane Power1/1Exactly 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 Power1/2Your critical strikes will make your ignites tick harder or your Ice Shards hit harder.
Mind Mastery1/5Spell 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.
Slow1/1Might 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 Fireball1/5In this tree, you will either use Fireballs or Scorches. This is good if you like Fireballs.
Impact1/5Ten percent chance to stun a target is awesome.
Ignite1/5Dots on top of critical strikes are awesome.
Flame Throwing1/2You will need range on your fire spells.
Improved Fire Blast1/3You 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.
Incineration1/2Very good point filler, results are barely noticable, but in the back of your head you know it's there.
Improved Flamestrike1/3Useless even if this was buffed to 100%. More useless than Frozen Core.
Pyroblast1/1Used with Presence of Mind and a step to reach Blast Wave. Never casted unless you have a big, major, advantage.
Burning Soul1/2You 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 Scorch1/3Useful for scorch built specs, useless if you prefer Fireballs.
Molten Shields1/2Twenty 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 Elements1/3If 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 Fire1/3Do you feel lucky, or do you?
Critical Mass1/3Six percent critical fire chance, a must.
Blast Wave1/1Good instant damage, good kiting spell.
Blazing Speed1/2Very annoying against melee, very useful with Impact and Improved Blink. A must if you're this far down the tree.
Fire Power1/5More damage, higher crits, higher Ignite ticks.
Pyromaniac1/3Assuming 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!
Combustion1/1It's awesome to see consecutive critical spells and big Ignite ticks, but it's sad to see this dispelled.
Molten Fury1/2Good to finish targets when they're less than 20%, but doesn't really help get them there in the first place.
Empowered Fireball1/5If you really like casting fireballs, and no one is stopping you from doing it, then this is your friend.
Dragon's Breath1/1Hard 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 Warding1/2More armor and helps fight against other Frost Mages. Not worth it usually because better points can be spent elsewhere.
Improved Frostbolt1/5You will probably be casting a lot of Frostbolts in this tree, this is good.
Elemental Precision1/3Having a Frost Nova resisted hurts, but spending points on this hurts even more, save your points for something else.
Ice Shards1/5Your critical frost spells now do 200% damage, ouch!
Frostbite1/3Useful vs melee and if you're getting Shatter, which you should be anyways.
Improved Frost Nova1/2Shorter cooldown means more frequent crowd control, Shatters, and damage. You also need this for Shatter, which is reason alone to get it.
Permafrost1/3Melee will hate you forever because they will be snared harder and longer.
Piercing Ice1/3More damage overall.
Icy Veins1/1Faster 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 Blizzard1/3Very funny if you catch people with it and watch them get frostbitten, but better points could be spent elsewhere.
Arctic Reach1/2Further frostbolts and fatter novas, go for it.
Frost Channeling1/3Useful if you didn't spec Arcane Concentration, the Mana reduction is significant.
Shatter1/5Used with Frost Novas, Frostbite, and pet nova. If you like big bursts, go for it.
Frozen Core1/3Useful if you like throwing points away.
Cold Snap1/1Resets everything important, except sometimes when it bugs and you don't get to reset your ice block. Still very useful though.
Improved Cone of Cold1/3Your 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 Floes1/2You get to survive longer with more frequent Ice Barriers and do a bit more damage with more frequent Cone of Colds.
Winter's Chill1/5These debuffs are a nightmare to dispellers and all mages love crits.
Ice Barrier1/1Very useful. Absorbs damage, zero knockbacks, and is affected by spell damage. Good choice.
Arctic Winds1/5More damage and decreases enemy physical hit chance. Gives melee a bigger nightmare than they already have.
Empowered Frostbolt1/5Good 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 Elemental1/1A 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

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