Your resource is not just mana – it is time
A Mage kills quickly but has thin armor and no heal. Every pull costs mana, and every mistake costs health that only food, bandages and potions give back. The best leveling pace is therefore not the highest damage in a single fight, but the most kills per drink break.
Three situations:
- Green pull: one enemy at or below your level, plenty of room behind you.
Frostbolt from max range until it dies.
- Yellow pull: two enemies, a caster (an enemy that casts spells), a cramped spot or a patrol nearby.
Polymorph on one of them,
Frost Nova ready, plan the retreat first.
- Red pull: three or more, an elite (a reinforced enemy with a dragon frame), a higher level or low mana. Abort.
Frost Nova,
Blink (from 20) and run. Surviving is faster than a corpse run (running back to your body as a ghost).
Food and water – your own supplies
You conjure your own food and water and never need to buy them. Ranks 1–6 give 2 per cast and rank 7 gives 10, according to the ability texts in the client data. The items disappear if you are logged out for more than 15 minutes.
The ability texts only name the kind (for example "fresh water" and "loaves of rye") – the table pairs each rank with the item of that name. The values are the items' own. The items also have level requirements of their own (1, 5, 15, 25, 35, 45 and 55), so a lower-level player you share with may need a lower rank.
Routine:
- Train the new rank the day it becomes available – it is the cheapest upgrade you have.
- Conjure a couple of stacks in a safe place (an inn, right after the trainer), not in the middle of enemies. Each cast takes 3 s and costs mana.
- Eat and drink at the same time. Sit down as soon as the fight is over, not after you have looted and run on.
- Hand out water and food in a group – it only costs you mana and is always appreciated.
Rules:
Evocation is not a panic button, it is a drink break. Use it when it is ready and your mana is low after a fight, and you save one water break every eight minutes. You have to stand still for 8 s, so don't do it with an enemy on you.
- The mana gem is your emergency mana. Conjure a new one as soon as you have used it. It is unique, so you can only carry one of each kind. Whether the gems share a cooldown with each other or with potions is not in the data.
- Clearcasting is an effect, not a button. It comes from the talent
Arcane Concentration and cannot be trained. When it lights up: spend it on your most expensive damage spell.
Mana Shield (20) eats mana. Rank 1 absorbs 120 physical damage and drains 2 mana per point absorbed. It is a way to survive, not a way to save.
- The five-second rule: in Classic, Spirit-based mana regen only starts five seconds after your last spell (assumed from Classic – check in Forever). A Mage casts all the time, so don't count on regen during the fight before
Mage Armor.
- Wand instead of one last spell: if the target has little health left and your mana is low, finish with the wand.
Frozen, Chill and Shatter – how they fit together
Three words drive the whole Frost tree:
- Chill is a slow effect from your Frost spells, such as the 40% from
Frostbolt. It is an effect on the target, not an ability you train. The client data also has an effect called Chilled ("Chills the target for 1.5 sec"), but it does not say which spells count as Chill effects – check in game whether
Cone of Cold and the armor slow from
Frost Armor do.
- Frozen means the target is stuck in ice: from
Frost Nova (up to 8 s) or from
Frostbite (talent: 15% chance for a Chill effect to freeze the target for 5 s).
Fingers of Frost (talent, 31–32) gives your Chill effects a 15% chance to let your next 2 spells count as if the target were frozen, for up to 15 s.
Against a frozen target (or with
Fingers of Frost) two things happen:
Ice Lance deals 300% more damage, and
Shatter 3/3 gives all your spells +50% crit chance.
Ice Shards 5/5 also doubles the crit bonus of Frost spells.
The combination: cast
Frostbolt at the frozen target and press
Ice Lance the moment the cast finishes, so that both land while the target is frozen.
Ice Lance has an 8 s cooldown in the client data, so that is one per freeze.
Damage can break
Frost Nova. The tooltip says "Damage caused may interrupt the effect". Don't count on all 8 seconds.
Kiting – keep your distance
Kiting means damaging the enemy while it never gets to reach you. The tools, with values from the client data:
| Tool |
Level |
Effect |
Frostbolt |
4 |
−40% movement speed for 5 s, 30 yard range |
Frost Nova |
10 |
Freezes enemies next to you in place for up to 8 s, 25 s cooldown |
Blink |
20 |
20 yards forward, 15 s cooldown, breaks stuns and roots |
Cone of Cold |
26 |
−40% for 6 s in a cone in front of you, 10 s cooldown |
Frost Armor / Ice Armor |
1 / 30 |
Whoever hits you may get −30% movement and 25% slower attacks for 5 s |
Permafrost (talent) |
34, 41–42 |
Chill effects last 33% longer and slow 10% more at 3/3 |
The basic pattern against a melee mob:
Frostbolt from max range. The mob comes toward you slowed.
Frostbolt again while it walks. Every hit refreshes the slow.
- When it reaches you:
Frost Nova, take a few steps back (don't run far – you still want it in range).
Frostbolt +
Ice Lance at the frozen target.
- If it is still alive:
Fire Blast,
Cone of Cold or the wand.
Mistakes that cost time: backing into the next group of enemies, casting
Frost Nova before the mob has arrived, and standing in melee casting through pushback (every hit lengthens your cast until you have
Ice Barrier).
AoE – when it pays off
Your AoE spells according to the client data:
Arcane Explosion (14, instant, 10 yards around you),
Flamestrike (16, 3 s cast),
Blizzard (20, channeled for 8 s, 320 mana at rank 1),
Cone of Cold (26) and
Frost Nova (10).
This build is a single-target build that can AoE now and then. Use AoE when:
Be careful:
Blizzard does not slow enemies without the talent
Improved Blizzard, which is not part of this build. AoE drains mana quickly, and Warcraft Tavern points out that you should keep mana for a
Frost Nova and a
Blink. Planned AoE leveling with big pulls is alternative B and has not been shown to be faster in Forever.
Wand plan
The wand is your backup when you are out of mana and a way to finish an almost dead mob for free. For a Mage it is not the main weapon, and Method calls
Wand Specialization optional. DPS according to the site's item database.
The wand is fired with
Shoot. Stand still until the first shot goes off.