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Utility Breakdown

Utility:
What we can provide to the raid aside of damage.

Arcane Intellect
31 Intellect for 30 minutes
This buff does not stack with Elixir of Greater Intellect nor with Elixir of Sages.
The only other consumables that can provide you with additional intellect is
the Cerebral Cortex Compound from Blasted Lands or the Runn Tum Tuber
Surprise food-buff that unfortunately excludes the use of the more powerful
food buff: Nightfin Soup that you will be using instead of it.
The group buff Arcane Brilliance cannot be taught from a trainer. The book
drops from any Elite mob in levl 55+ instances, and may also be found on the
Auction House for roughly 15 gold.

Remove Curse
Download "Decursive" addon to assist with this
Mages and Druids are the only classes that can remove Curses. It is generally
accepted that not only druids should take care of this job during encounters.
So we'll assist on this. With the Decursive addon priority targets for decursing can be set; always put yourself and the maintank(s) on there, and
only add other targets if its neccesary for particular fights. On Nefarian in
blackwing lair, druids will be stuck in cat-form during a druid-class-call, so the
attention to de-cursing is extra critical during this fight.

Dampen Magic
Decreases magic damage taken, but also decreases healing recieved.
This buff is great for encounters where unavoidable raid damage is involved,
especially if only few healers are assigned to raid healing. Does not reduce
healing from non-spell, such as potions and bandages.

Amplify Magic
Increases magic damage taken, but also increases healing recieved.
Essential buff on Tanks during fights with little or no magic damage. Don't
forget about this.

Conjured Water
The final rank of this spell cannot be taught from a trainer.
Quest: Visit Lorekeeper Lydros inside the Athenaeum, located inside Dire Maul
(you can access the Athenaeum through both West and North DM)
Once you've picked up the quest you must head to Dire Maul East and defeat
Hydrospawn, return to the Lorekeeper to complete the quest and learn the
spell.

Conjured Food
The final rank of this spell cannot be taught from a trainer.
Item-drop: Archivist Galford inside of Stratholme Living has a chance to drop
the tome that teaches the final rank of Conjure Food. The tome has a
dropchance of about 20% and it is not soulbound so it may also be found on
the Auction House.

Detect Magic
Enables the raid to see a visual icon for any positive effects on hostile
targets.
Only few fights requires the use of this spell, and since debuff-slots are
limited you should never use this spell unless it is asked for by the raid
leader. Hunters can benefit from Detect Magic by seeing a visual icon on their
target whenever they need to use Tranquilizing Shot to remove Enrage effect
for example. But the fact that the boss grows in size and typically turns red
should be indication enough in itself and so the raid leader may decide that it
is not worth wasting a debuff slot for this.

Counterspell
Without talent: If used during an enemys cast, it interrupts that cast and
prevents the enemy from casting any spells from that school of magic for 10
seconds. If Counterspell is used while the enemy is not actively casting, the
spell will do nothing.
With talent: In addition to what is explained above, it will also Silence the
target for 4 seconds, blocking all spell-schools, regardless of whether the
target was casting or not when Counterspell was used. This can be valuable if
you want the pull the caster-mob into melee range.

Crowd Control
Effects that limits the movement, casting or attacks of the target.
Instead of a long passage on this, I would rather present to you the grand-olman of mage kiting: Faxmonkey, from 2006

Notes while watching the video:


1) Move around the monsters in a circle to clump them, whenever possible.
2) Arcane Explosion has a larger range than the monsters, take advantage of
this when the monsters are slowed.
3) Use ramps, walls or structures. Inspect your surroundings and use it!

+0 Quote
#12384613
May 17, 2016 at 02:39 AM Edited 7 months ago
Ayz
Officer
214 Posts

Preparing while levelling

The point here is that killing monsters is better when they provide experience
than when they don't. Here is a check-list of what you will end up doing at
some point at level 60 unless you did it when you could've gotten experience
from it:

Click on the links for more information.

Level 34 - Acquire The Scarlet Key.


Level 40 - Acquire the Skull of Impending Doom.
Level 43 - Acquire the Nifty Stopwatch.
Level 44 - Unlock Noggenfogger Elixirs.
Level 48 - Acquire the NR belt in Maraudon.
Level 50 - Unlock the Un'Goro Power Stones.
Level 50 - Increase Thorium Brotherhood Rep (optional).
Level 51 - Acquire Wand of Biting Cold.
Level 51 - AV Exalted for BiS off-hand.
Level 52 - Farm Blasted Lands mats for 25 int buff.
Level 52 - Start the Key to Scholomance quest-chain.
Level 53 - Unlock the Felwood Plants.
Level 53 - Collect Demonic Runes from Satyrs in Felwood.
Level 55 - Acquire Linken's Boomerang.
Level 55 - Acquire the Shadowforge Key.
Level 55 - Acquire Ban'thok Sash in BRD Arena.

Level 55 - Acquire Boreal Mantle in BRD Vault.


Level 55 - Become Attuned to Molten Core.
Level 57 - Complete the Key to Scholomance quest-chain.
Level 59 - Complete the quest-chain for Eye of Orgrimmar.
Level 59 - Start the Onyxia's Lair attunement quest-chain.

Levelling tips
Regardless of whether you choose to level with Fire or Frost talents, i would
suggest that you make your mind up early and stick to it the whole way
through.

If you're levelling an alt mage you should first spend a week or so looking
through the auction house for cloth-items labelled "of Fiery Wrath" or "of
Frozen Wrath" - of any level up to 40. Buy them if they are at a reasonable
price and hold on to them until your mage meets their requirement.
High spelldamage means mobs die with fewer spells, and when you need to
drink, you are very quickly full again. You kill faster, and you drink faster.
This is equivalent of levelling a melee character with an Epic or Uncommon
main-hand weapon. You will be glad you spent that gold.

If you decide to level with AoE-farming, and just use blizzard from level 30 to
60 then you need a certain mana pool for that to work, and going for max
spelldamage is in this case a bad idea.

+0 Quote
#12384617
May 17, 2016 at 02:42 AM Edited 3 months ago
Ayz

Officer
214 Posts

Stat Priorities

I've made this Spelldamage Calculator to compare items and see the results
in your dps. Plug in the stats from gear, and then try to equip one other item
and plug in the new stats. This way you can compare 2 pieces of items to see
which is better. You can also see an overview of item-scores in the Equipment
section further down.

We have 3 aims for collecting our stats, listed from most important to least
important.

Increase the damage of our spells

Increased Spell Damage


Chance to Hit with Spells
Chance to Critical Hit with Spells
Spell Penetration (only for pvp)

Increase our mana pool and regeneration

Intellect

Spirit
Mana every 5 seconds

Increase our survivability

Stamina
Resistances

Increased Spell Damage


An item that increases Damage done by Spells and Effects by 21 will not add
21 damage to all spells you cast. You have to look up the Spell-coefficient for
our spells to see how much of your spelldamage will benefit the various
spells. I recommend downloading the addon Theorycraft. This will expand the
ingame tooltip of your spells and give detailed information, including listing
the spell-coefficients. Anyway here they are:

Pyroblast

100

Pyroblast dot
Fireball

(17.5% per tick)

100

(20% per missile)

100

Arcane Missiles
Frostbolt

81,4

Fireblast

42,8

Scorch

70

42,8

Blizzard

33

Flamestrike

17,61

Flamestrike dot

(4.125% per tick)

6,81

Arcane Explosion

14,3

Frost Nova

13,57

Cone of Cold

13,57

Blast Wave

13,57

Ice Barrier

10

(1.7% per tick)

So with the example of 21 spell damage increase, you will see the full 21
damage on fireballs. Every arcane explosion will do 3 more damage to each
target affected (which adds up ofcourse since it may affect many targets at
once).

Chance to Hit
As a caster you will -always- have 1% chance to miss with your spells.
But also the level difference between you and your target adds further
chances to miss.

Assuming you're level 60:


Target level 60 = 4% chance to miss. 3% is cap. (pvp)
Target level 61 = 5% chance to miss. 4% is cap.
Target level 62 = 6% chance to miss. 5% is cap.
Target level 63 = 17% chance to miss. 16% is cap. (pve)

Raid bosses are level 63, so our aim is to end up with 16% chance to Hit.

You will gain 6% chance to Hit from talents, so the last 10% must come from
gear.

Chance to Crit
One misconception about Chance to Crit, is that 1% more chance to Crit
means out of 100 casts, an additional one of them will crit. But that's not
exactly how it works. Everytime you add one more 1% chance to Crit, you
have to factor in your resist-chance into the calculation to see what it actually
ends up changing.

If you have 10% chance to resist on a boss, then you will have 90% chance to
hit it, in other words.
So if your crit chance is 20%, then only 90% of those will land on the target,
and so the final amount of Criticals would be:
20 * 0,9 = 18 spells out of 100 casts will be a Critical hit.

I suggest that you use the Spelldamage Calculator (link in the top of this
section) to see how Crit values against Hit and Spellpower.

Spell Penetration
Decreases the Magical Resistance of your target
A simple rule of thumb is that each 10 spell penetration adds 2.5% DPS
increase on average, assuming the mob has any resistance in the first place
since it isn't possible to reduce enemy resistance to below 0.
In Raids it is usually the case that if resistance to a particular school is very
common, then Mages will simply respec to get rid of the problem, rather than
try to look for items that reduces enemy resistance. This is why we don't use
Fire talents in Molten Core.

Resistance is very common in PvP due to the various class-buffs as well as


Tier 1 and Tier 2 set having a lot of resistance on it. The reason for the spell
penetration is obviously to avoid having your counterspells and polymorphs
be resisted by the alliance, which usually ends up with you having to
corpserun.

You can read more about how monster resistance work here.

Intellect
For every 59.5 intellect you have, you gain 1% chance to crit. For every 1
intellect you have, you gain 15 maximum mana.

The critical-factor of Intellect is worth to remember, as some piece with 30


intellect has that 0,5% crit for free in addition to just extra mana.
There are not a lot of ways to get extra intellect from consumables
unfortunately. But you can use the Cerebral Cortex Compound, granting 25
intellect for 1 hour (you get it in blasted lands). This consumable is unique so
you can only carry one at a time, but definately grab that for those all-out
progression fights.

Spirit and Mana every 5 seconds


Mana per 5 is garanteed regeneration, meaning you get the same from it
regardless of whether you're casting spells or not.
Spirit gives better regeneration when it's been more than 5 seconds since
your last spell-cast, but Spirit regeneration is reduced while you are casting.
As we're gearing up to be casting more or less non-stop, the value of Spirit is
generally lowest of all stats.
Your base mana regeneration comes from your spirit and ticks every 2
seconds. If you have any items with "mana per 5 seconds" then this
regeneration is considered a secondary source. This distinction is important
because:

Evocation causing 100% of your base-regeneration to continue while casting,


and also increases base-regeneration by 1500%
What it means is that Evocation activates your non-casting-regeneration
immediately when you channel Evocation, meaning it gives you the full effect
from Spirit and increases that spirit-regeneration by 1500%
But what it also means by increasing the base-regeneration is that Mana per
5 is not increased.

How to get 1680 extra mana from Evocation:


Spirit of Zanza gives 50 stamina and 50 spirit for 2 hours. Having this buff
active while evocating will yield an additional 800 mana. You can get this
potion by turning in a Zandalar Honor Token at Yojamba Isle. Add this to your
World-Buff list!
Will of Arlokk is a Staff from ZG with 35 spirit. Throw a 20 spirit enchant on it,
and it will yield an additional 880 mana. Weapons can be swapped while
casting spells. You can even download ItemRack addon to automatically equip
and re-equip weapons during evocation.

That being said, most fights are so short that you don't need to use Evocation
at all (compensate with potions and rubies when needed). So bottomline is
that Spirit and Mana per 5 are not stats that you should emphasize over
anything else. It is a very low-priority stat, but good for consumables when
nothing else is compromised.

Stamina
Consider this the stat that protects your world buffs. Running around with
Bloodvine set increases your chances of losing your world buffs due to
random fuck-ups, not neccesarily your fault (rogues failing to kick blackwing
lair warlocks so u get oneshotted by shadow bolt for example). So i would not
forget about Stamina completely.

That being said, most of the time if you're taking damage in a raid, it means

you are standing at a wrong spot or you have l2p issues that Stamina won't
help alleviating (over-aggro). Bring your Fire/Nature absorb potions to raids
and you can put Stamina at the bottom of your stat priorities aswell.

Resistance
As with any other class, we're not interested in resistance unless we're on
specific fights where it's critically asked for. For a mage this is limited to
Viscidus and Huhuran. Both are bosses in Ahn'Qiraj Temple and nature based.
See more about gearing for them in the bottom of the Equipment section.

+0 Quote
#12384620
May 17, 2016 at 02:44 AM Edited 3 months ago
Ayz
Officer
214 Posts

Mage Consumables

Standard:

Brilliant Wizard Oil


Greater Arcane Elixir
Mageblood Potion
Major Mana Potion
Nightfin Soup - food buff
Limited Invulnerability Potion - drop all aggro temporarily

Situational:

Elixir of Frost Power - 15 frost dmg for 30 min


Elixir of Greater Firepower - 40 fire dmg for 30 min
Flask of Supreme Power - 150 spell dmg for 2 hours
Flask of the Titans - adds 1200 health for 2 hours
Light Feather - for your slow fall
Rumsey Rum Black Label - 15 stamina for 10 min
Elixir of Fortitude - 120 health for 1 hour
Spirit of Zanza - 50 stam and 50 spirit for 2 hours
Greater Fire Protection Potion
Greater Nature Protection Potion
Demonic Rune - for long fights
Elixir of Poison Resistance - removes poisons
Jungle Remedy - removes diseases and poisons
Restorative Potion - removes disease, poison, curse and magic effects for 30
sec

+0 Quote

#12384622
May 17, 2016 at 02:45 AM Edited 1 month ago
Ayz
Officer
214 Posts

Equipment

Here is an extensive equipment list. The number indicates the items result
when i plugged its stats in my Spelldamage Calculator with a high-end gear
setup. I recommend using the calculator with your personal stats when
deciding which upgrades to go for next.
The calculator is only interested in Damage results in PvE, so spell
penetration, stamina, spirit etc have been given 0 value.

The numbers in the parenthesis shows the stats if used as part of a set. Setbonuses are divided over the amount of items required to unlock it, so for
example the 2-set bonus from ZG set is 12 spellpower. All items then get the
6 spellpower added to them (in the parenthesis). Keep in mind that equipping
all 5 items won't add 30 spellpower, so in the parenthesis it is assumed that
we don't equip more pieces than what is neccesary to unlock the bonus.

You may notice that Crit-items may have a lower score than expected. I have
considered that these items are used in a PvE-environment where you have
collected World Buffs (+18 crit) and Winter's Chill is already stacked up (+10
crit). In other words, your crit-chance is already exceptionally high, and at
this point further Chance to Hit and Spellpower will do significantly more to
your overall dps than more crit.

Head

46 Frostfire Circlet - Thaddius


39 Enigma Circlet - Twin Emperors
38 Preceptor's Hat - Heigan the Unclean
38 Mish'undare, Circlet of the Mind Flayer - Nefarian
34 Spellweavers Turban - Drakkisath - preraid bis
30 (33) Warlord's Silk Cowl - Rank 13
30 The Hexxer's Cover - Jin'do the Hexxer
25 Netherwind Crown - Onyxia
24 (29) Arcanist Crown - Garr
22 (30) Champion's Silk Cowl - Rank 10

Neck
25 Amulet of Vek'nilash - Twin Emperors
25 Choker of the Firelord - Ragnaros
22 Gem of Trapped Innocents - Kel'Thuzad
20 Malice Stone Pendant - Grand Widow Faerlina
19 Charm of the Shifting Sands - Ossirian
15 Orb of the Darkmoon - Darkmoon Faire quests
15 Diana's Pearl Necklace - Cannon Master Willey - preraid bis
15 Jeklik's Opaline Talisman - High Priest Jeklik
14 Choker of Enlightenment - Lucifron
9 Soul Corrupter's Necklace - Hakkar

Shoulder
34 Rime Covered Mantle - Gluth
27 Frostfire Shoulderpads - Naxx bosses

25 Mantle of the Blackwing Cabal - Razorgore


25 Mantle of Phrenic Power - Princess Yauj
22 Enigma Shoulderpads - Huhuran + Viscidus
21 Boreal Mantle - Warder Stilgiss - preraid bis
19 (22) Warlord's Silk Amice - Rank 13
17 (25) Champion's Silk Mantle - Rank 10
16 Netherwind Mantle - Chromaggus
15 Burial Shawl - Scholomance bosses
12 (16) Arcanist Mantle - Baron Geddon
10 (15) Zandalar Illusionist's Mantle - Honored with ZG

Cloak
33 Cloak of the Necropolis - Sapphiron
30 Cloak of the Devoured - C'Thun
25 Cloak of Consumption - Hakkar
21 Veil of Eclipse - Instructor Razuvious
21 Cloak of the Broodlord - Nefarian
16 Cape of the Trinity - Bug trio
16 Cloak of the Hakkari Worshipers - ZG Bosses
13 Drape of Vaulted Secrets - Revered with Cenarion Hold
13 Amplifying Cloak - Magister Kalendris - preraid bis
11 Sapphiron Drape - Onyxia

Chest
49 Frostfire Robe - Four Horsemen
39 Crystal Webbed Robe - Maexxna

37 Garb of Royal Ascension - AQ40 trash drop


36 (40) Bloodvine Vest - Tailoring - preraid bis
35 Enigma Robes - C'Thun
35 Robe of the Archmage - Tailoring
33 Jade Inlaid Vestments - Ysondre
30 (33) Warlord's Silk Raiment - Rank 13
30 Netherwind Robes - Nefarian
30 Freezing Lich Robes - Ras Frostwhisper
29 Robe of Winter Night - Tailoring
29 (33) Zandalar Illusionist's Robe - Revered with ZG
29 Vestments of the Shifting Sands - Kurinaxx
28 Robe of Volatile Power - MC bosses
27 Robes of the Battleguard - Battleguard Sartura
26 Necro-Knight's Garb - Naxx Trash
22 (30) Legionnaire's Silk Tunic - Rank 8

Wrist
27 Rockfury Bracers - Silithus quests - preraid bis
24 Bracers of Arcane Accuracy - Broodlord Lashlayer
21 The Soul Harvester's Bindings - Gothik the Harvester
21 Burrower Bracers - Ouro
20 Frostfire Bindings - Naxx bosses
18 Black Bark Wristbands - Lethon
16 Dryad's Wrist Bindings - Warsong Gulch exalted
15 Netherwind Bindings - Razorgore
11 (15) Zandalar Illusionist's Wraps - Friendly with ZG

10 (14) Arcanist Bindings - Molten Core trash

Hands
35 Dark Storm Gauntlets - C'Thun
27 Frostfire Gloves - Maexxna
22 Bloodtinged Gloves - Jin'do the Hexxer
21 Netherwind Gloves - BWL Dragons
20 (23) General's Silk Handguards - Rank 12
20 Gloves of Delusional Power - Nightmare Dragons
19 Sandworm Skin Gloves - The Calling quest
19 Hands of Power - Quartermaster Zigris - preraid bis
14 (22) Blood Guard's Silk Handwraps - Rank 7
13 Shivery Handwraps - Ras Frostwhisper

Belt
35 Eyestalk Waist Cord - C'Thun
30 Frostfire Belt - Naxx bosses
26 Firemaw's Clutch - Firemaw
24 Mana Igniting Cord - MC bosses
21 Belt of Untapped Power - ZG Bosses
18 Netherwind Belt - Vaelastrasz
17 Angelista's Grasp - Chromaggus
17 Banthok's Sash - Ok'thor the Breaker (BRD arena) - preraid bis
16 Defiler's Cloth Girdle - Arathi Basin honored
12 (16) Arcanist Belt - MC trash drop

Leggings
44 Leggings of the Festering Swarm - Sartura
43 Frostfire Leggings - Loatheb
43 Leggings of Polarity - Thaddius
36 Leggings of the Black Blizzard - Ossirian
35 (38) Bloodvine Leggings - Tailoring - preraid bis
32 Enigma Leggings - Ouro
31 Flarecore Leggings - Tailoring
29 Netherwind Pants - Ragnaros
28 (31) General's Silk Trousers - Rank 12
25 Skyshroud Leggings - Highlord Omokk
22 (30) Legionnaire's Silk Pants - Rank 8
21 (26) Arcanist Leggings - Magmadar
21 Bloodtinged Kilt - Blood Lord Mandokir

Boots
37 Ringo's Blizzard Boots - BWL trash drop
29 Enigma Boots - Huhuran + Viscidus
27 Frostfire Sandals - Naxx bosses
26 Boots of Epiphany - Twin Emperors
24 (27) General's Silk Boots - Rank 12
23 Snowblind Shoes - Azuregos
23 (26) Bloodvine Boots - Tailoring - preraid bis
22 Betrayer's Boots - High Priest Thekal
20 Netherwind Boots - Broodlord Lashlayer
19 (27) Blood Guard's Silk Walkers - Rank 7

14 (18) Arcanist Boots - Lucifron

Rings
34 Ring of the Fallen God - C'Thun
29 Ring of the Eternal Flame - Naxx trash
28 Seal of the Damned - Four Horsemen
27 Frostfire Ring - Kel'Thuzad
24 Band of Forced Concentration - Ebonroc
23 Rittsyn's Ring of Chaos - AQ40 trash
23 Ring of Spellpower - MC bosses
21 Mindtear Band - Taerar
21 Signet Ring of the Bronze Dragonflight - AQ40 Exalted
19 Rune Band of Wizardry - Lord Valthalak - preraid bis
18 Ring of Swarming Thought - The Prophet Skeram
17 Band of Servitude - ZG bosses
16 (23) Zanzil's Seal - Blood Lord Mandokir
16 Elementium Focus Band - Prince Skaldrenox
15 Freezing Band - Auction House - preraid bis
13 Don Mauricio's Band of Domination - Gandling
13 Maiden's Circle - Auction House
13 Eye of Orgrimmar - Blackrock Depths quest-chain
9 (15) Zanzil's Band - High Priest Venoxis

Wand
17 Doomfinger - Kel'Thuzad
17 Wand of Fates - Patchwerk

15 Cold Snap - Azuregos


13 Wand of Qiraji Nobility - Bug trio
13 Touch of Chaos - Hakkar
11 Wand of Biting Cold - Alterac Valley quest - preraid bis
8 Bonecreeper Stylus - Darkmaster Gandling
8 Ritssyn's Wand of Bad Mojo - Baron Rivendare

Staves
139 Atiesh, Greatstaff of the Guardian - Legendary Staff
105 Brimstone Staff - Loatheb
103 Soulseeker - Kel'Thuzad
79 Blessed Qiraji Acolyte Staff - AQ40 Bosses
73 Staff of the Shadow Flame - Nefarian
58 Staff of the Ruins - Ossirian
52 High Warlord's War Staff - Rank 14
43 Shadow Wing Focus Staff - BWL Dragons
42 Staff of the Qiraji Prophets - The Prophet Skeram
41 Ironbark Staff - Arathi Basin exalted
37 Staff of Dominance - Golemagg the Incinerator
36 Jin'do's Judgement - Jin'do the Hexxer
33 Amberseal Keeper - Kazzak
27 Lord Valthalak's Staff of Command - Lord Valthalak
23 Rod of the Ogre Magi - Gordok Tribute Chest

One-hands
83 Wraith Blade - Maexxna

61 Midnight Haze - Grobbulus


57 High Warlord's Spellblade - Rank 14
57 Sharpened Silithid Femur - Viscidus
47 Claw of Chromaggus - Chromaggus
35 Azuresong Mageblade - Golemagg the Incinerator
26 Mindfang - Arathi Basin exalted
25 Bloodcaller - Hakkar
18 Fang of Venoxis - High Priest Venoxis
16 Sorcerous Dagger - MC bosses
11 Witchblade - Darkmaster Gandling - preraid bis

Offhand
+33 Sapphiron's Left Eye - Sapphiron
+28 Royal Scepter of Vek'lor - Twin Emperors
+25 Tome of the Ice Lord - Alterac Valley exalted - preraid bis
+22 Jin'do's Bag of Whammies - Jin'do the Hexxer
+21 Master Dragonslayer's Orb - Nefarian
+21 Talon of Furious Concentration - Moam
+19 Scepter of Interminable Focus - Sothos and Jarien
+18 Gem of Nerubis - Grand Widow Faerlina
+18 Trance Stone - Nightmare Dragons
+14 Spirit of Aquementas - Un'goro quest chain
+13 Tome of the Lost - Drakkisath
+10 Fire Runed Grimoire - MC bosses

'Evocation' weapon
Will of Arlokk - High Priestess Arlokk
Soulkeeper - Auction House - preraid bis
Dancing Sliver - Quest-chain
(get 20 spirit enchant on this weapon)

Trinkets
If you're specced for Arcane Power, the effectiveness of MQG gets much
higher because you are able to squeeze in 2 extra frostbolts during the 30%bonus time, and is by far the best trinket with that spec.
The only exception could be long fights involving heavy AoE, like Nefarian
(phase 3) where Talisman of Ephemeral Power would be a better option for
main trinket as it can be used several times during the long encounter.

Secondary trinket would be Neltharion's Tear, also by a great margin. If you


don't have it then you should consider Briarwood Reed.
Talisman of Ephemeral Power is not as high priority if you have Mind
Quickening Gem because they cannot be used at the same time. Talisman is
30% less useful if you don't activate it during AP - so if you have MQG then
Briarwood Reed would be the better choice for secondary trinket.

Best Combinations:
Neltharion's Tear and Mind Quickening Gem
Neltharion's Tear and Talisman of Ephemeral Power
Neltharion's Tear and Briarwood Reed
Briarwood Reed and Mind Quickening Gem
Briarwood Reed and Talisman of Ephemeral Power

Nature Resistance gear for Ahn'Qiraj Temple


Head: Sylvan Crown +30 (Tailoring)
----- Enchant: Savage Guard +10 (Zul'Gurub)
Shoulder: Sylvan Shoulders +20 (Tailoring)
Cloak: Gaea's Embrace +20 (Tailoring)
----- Enchant: Greater Nature Resistance +15 (Enchanting)
Chest: Sylvan Vest +30 (Tailoring)
Legs: Cenarion Reservist's Pants +25 (Quest chain in Silithus)
----- Enchant: Savage Guard +10 (Zul'Gurub)

Total from Gear: 165


Mage Armor: +15
Hunter / Shaman in group: +60
Total: 240

_____________________________________________
Materials needed for Tailoring and Enchanting parts

Mooncloth: 4
Bolt of Runecloth: 10
Bloodvine: 3
Living Essence: 16
Ironweb Spider Silk: 10

Nexus Crystal: 2
Large Brilliant Shard: 8

+0 Quote
#12384626
May 17, 2016 at 02:47 AM Edited 7 months ago
Ayz
Officer
214 Posts

Professions

In later expansions of the game, all proffesions had some perk, like special
bracer enchants, leatherworking battle drums, extended duration on flasks
etc. All of that is pretty much non-existant in vanilla. Almost everything that
can be crafted, is tradeable. And so in the end, since you can always ask a
guildy to help you out with crafting some potions or whatever, it doesn't
really matter too much which proffesions you select.

There are exceptions ofcourse, so If you're looking to get a combat advantage


through proffesions, then we're looking at those items that specifically
requires a certain proffesion to use it.

Tailoring

Robe of the Archmage, is Bind on Pick Up so you have to make it yourself

through tailoring to get this awsome chest.


Bloodvine Set, everyone can equip this set, by only tailors will be able to
get the set-bonus when using all 3 pieces. Another free 2% Chance to Crit
makes this set better than anything else you can get until mid Naxxramas.
This set-bonus is the reason that a lot of diehard PvE'rs will select Tailoring as
one of their two proffesions.

Engineering

Arcanite Dragonling, 1 hour cooldown. This combat-pet will put a stacking


debuff (up to 5) on the target, increasing Fire damage taken by 60 for each
application, which lasts 30 seconds. Thats 300 extra fire spellpower on all of
our mages for ~45 seconds? This really should be mandatory for all mages
with engineering to acquire this baby.
Use the trinket before the pull to activate the dragonling, and then equip
another trinket just before tanks go. Dragonling lasts 1 minute. An interesting
addition to the all-out fights.
Engineering bombs and a lot of cool gadgets

+0 Quote
#12384631
May 17, 2016 at 02:48 AM Edited 1 month ago
Ayz
Officer
214 Posts

Addons

Essential

KLHThreatMeter (KTM)
Decursive
BigWigs
CEnemyCastBar_Natur
CT_Raid
Ignition

Recommended

Archaeologist - adds info to target hp, so you know when %-health triggers
are close
Bonus Scanner - needed to use Caster Stats
Caster Stats - adds spell-dmg stats to the character panel
Classic Snowfall - activates spell/ability on button press instead of button
release
Improved Error Frame - prevents addon errors pop-up
ItemRack - change sets of gear on the fly
OmniCC - shows number on the spell-icon to reflect its cd
RangeColor - turns spell-icon red if target is out of range.
Recap - keeps eye on damage meters
Supermacro - enables certain macro-functions

TrinketMenu - makes changing trinkets much easier


XRS - addon that makes buffing easier, strongly recommended.

More Information:

Required Guild Addons


Addons section

+0 Quote
#12384633
May 17, 2016 at 02:49 AM Edited 3 months ago
Ayz
Officer
214 Posts

Talents

Raiding

Winter's Chill
18 / 0 / 33
Winter's Chill adds 10% crit chance with frost spells versus the target once it
has stacked up 5 times, increasing 2% chance per application. It is advised
that atleast two mage uses this build in Blackwing Lair, so that we can have
improved blizzard on each of the sides during Nefarian.

Arcane Instability and Ice Block (AIB)


28 / 0 / 23
Gain 2 Ice Blocks (with cold snap) and give up the Arcane Power. There are
certain fights in Blackwing Lair where Ice Block is really good to have.
Firemaw, Chromaggus and Nefarian. You still get 3% more damage and 3%
extra crit, so the damage loss is not that much. A flexible build combining
damage and survivability, good for progression raiding.

Arcane Power
31 / 0 / 20
Arcane Power provides the highest damage output of any of the frost builds.
The synergy between Mind Quickening Gem and Arcane Power means that
you get squeeze in 2 extra frostbolts during the 30% damage boost. That
alone makes MQG a better choice than Talisman of Ephemeral Power or
Zandalarian Hero Charm if you are specced for Arcane Power.

+0 Quote
#12384634
May 17, 2016 at 02:50 AM Edited 7 months ago

Ayz
Officer
214 Posts

Enchants

Head: ----------------------------------------------------------Presence of Sight


+18 Spell damage and 1% Chance to Hit
Punctured Voodoo Doll (1), Primal Hakkari Idol (1)
Requires: Friendly Reputation with Zandalar Tribe

Arcanum of Focus
+8 Spell damage
Libram of Focus (1), Pristine Black Diamond (1), Large Brilliant Shard (4), Skin
of Shadow (2)

Arcanum of Constitution
+100 Health
Libram of Constitution (1), Black Diamond (1), Lung Juice Coctail (1), Night
Dragon's Breath (4)

Shoulder: ------------------------------------------------------Zandalar Signet of Mojo

+18 Spell damage


Requires: Exalted Reputation with Zandalar Tribe

Mantle of the Dawn


Requires: Reputation with Argent Dawn:
Revered: +5 resistance to any resistance
Exalted: +5 resistance to all

Cloak: ----------------------------------------------------------Subtlety
Reduces threat by 2%
Nexus Crystal (4), Large Brilliant Shard (6), Black Diamond (2)
Rare Enchant: Drops in Ahn'Qiraj Temple

Greater Fire Resistance


Increases Fire Resistance by 15
Nexus Crystal (3), Large Brilliant Shard (8], Essence of Fire (4)

Greater Nature Resistance


Increases Nature Resistance by 15
Nexus Crystal (2), Large Brilliant Shard (8], Living Essence (4)

Chest: ----------------------------------------------------------Greater Stats

Increases all Stats by 4


Large Brilliant Shards (4), Illusion Dust (15), Greater Eternal Essence (10)

Bracer: ---------------------------------------------------------Greater Intellect


Increases Intellect by 7
Lesser Eternal Essence (3)

Superior Stamina
Increases Stamina by 9
Illusion Dust (15)

Mana Regeneration
Restores 4 mana every 5 seconds
Illusion Dust (16), Greater Eternal Essence (4), Essence of Water (2)

Gloves: ---------------------------------------------------------Fire Power


Increased the Spelldmg of Fire spells by 20
Nexus Crystal (2), Large Brilliant Shard (10), Essence of Fire (4)
Rare Enchant: Drops in Ahn'Qiraj Temple and Ruins of Ahn'Qiraj

Frost Power
Increased the Spelldmg of Frost spells by 20

Nexus Crystal (3), Large Brilliant Shard (10), Essence of Water (4)
Rare Enchant: Drops in Ahn'Qiraj Temple and Ruins of Ahn'Qiraj

Riding Skill
Grants a minor movement bonus while mounted.
Large Radiant Shard (2), Dream Dust (3)

Legs: ----------------------------------------------------------Presence of Sight


+18 Spell damage and 1% Chance to Hit
Punctured Voodoo Doll (1), Primal Hakkari Idol (1)
Requires: Friendly Reputation with Zandalar Tribe

Arcanum of Focus
+8 Spell damage
Libram of Focus (1), Pristine Black Diamond (1), Large Brilliant Shard (4), Skin
of Shadow (2)

Arcanum of Constitution
+100 Health
Libram of Constitution (1), Black Diamond (1), Lung Juice Coctail (1), Night
Dragon's Breath (4)

Boots: ----------------------------------------------------------Greater Stamina

Increases Stamina by 7
Dream Dust (10)

Minor Speed
Minor Movement Speed increase
Small Radiant Shard (1), Aquamarine (1), Lesser Nether Essence (1)

Weapon: -------------------------------------------------------Spellpower
Increases Spelldamage by 30
Large Brilliant Shard (4), Greater Eternal Essence (12), Essence of Fire (4),
Essence of Water (4), Essence of Air (4), Golden Pearl (2)
Rare Enchant: Drops in Molten Core

Other: -----------------------------------------------------------

In order to get 10 Nature Resistance on your Head or Legs, you need to first
get an arcanum of Focus/Rapidity/Protection.
Then you bring that Arcanum to the Temple inside Zul'Gurub (where theres a
Troll quest-giver on top) and turn it in. Then you recieve the item that
enchants 10 NR.

+0 Quote

#12384637
May 17, 2016 at 02:52 AM Edited 1 month ago
Ayz
Officer
214 Posts

Macros

Arcane Power is an aura you activate, which means if you press it twice it will
be cancelled again. Use this macro if you want to spam the button without
cancelling the effect:

Arcane Power + Presence of Mind + Frostbolt


/script i=1;m=0;while(UnitBuff("player",i)~=nil) do
if(strfind(UnitBuff("player",i),"Spell_Nature_Lightning")~=nil) then m=1;
end;i=i+1;end; c=CastSpellByName; if(m==0) then c("Arcane Power"); end;
/cast Presence of Mind
/cast Frostbolt

Cast a spell where your mouse-cursor is on the screen, instead of on your


target
/script TargetUnit("mouseover");CastSpellByName("Counterspell");
TargetLastTarget();

The macros below requires SuperMacro addon installed

Eat and Drink with 1 button


/script UseItemByName("Conjured Crystal Water");
UseItemByName("Conjured Cinnamon Roll");

Use mana gems and robe of archmage (if its equipped)


/use Mana Ruby
/use Mana Citrine
/use Mana Jade
/use 5

Use Healing consumables


/use Major Healing Draught
/use Major Healing Potion
/use Superior Healing Potion
/use Major Healthstone
/use Whipper Root Tuber

Cast Arcane Explosion(rank 1) until clearcasting procs, then cast Arcane


Explosion (max rank)

/run if not buffed("Clearcasting") then cast("Arcane Explosion(rank 1)"); else


cast ("Arcane Explosion"); end

Cast Scorch(rank 1) until clearcasting procs, then cast Arcane Missiles (max
rank)
/script if buffed("Clearcasting") then CastSpellByName ("Arcane Missiles");
else CastSpellByName ("Scorch(rank 1)"); end

Notify the raid when you cast Counterspell, and also use Mana Gems
automatically if you don't have enough mana
/cast Counterspell
/script if (UnitMana("player") < 99) then UseItemByName("Mana Ruby");
UseItemByName("Mana Citrine"); UseItemByName("Mana Jade"); end

Scorch cannot be reflected. And uses lowest rank if oom


/script if buffed("e Reflect", 'target') then SpellStopCasting(); else
CastSpellByName("Scorch"); end
/script if buffed("Reflection", 'target') then SpellStopCasting(); end
/script if (UnitMana("player") < 150) then CastSpellByName("Scorch(rank
1)"); end

Frostbolt cannot be reflected. And uses lowest rank if oom


/script if buffed("Reflection", 'target') then SpellStopCasting(); end
/script if buffed("Frost Reflect", 'target') then cast("Scorch"); else
cast("Frostbolt"); end

/script if (UnitMana("player") < 290) then CastSpellByName("Frostbolt(rank


1)"); end

Frost Nova and Inspect enemy (duels to check for pvp trinket equipped)
/cast Frost Nova(rank 1)
/script if (UnitMana("player") < 54) then UseItemByName("Mana Ruby");
UseItemByName("Mana Citrine"); UseItemByName("Mana Jade"); end
/script if (UnitFactionGroup("target")=="Horde") then
InspectUnit("target");end

Cast Presence of Mind and Pyroblast, but uses Frostbolt instead if the target
has Fire Reflector trinket active
/script local _, duration, _ = GetSpellCooldown(82, BOOKTYPE_SPELL); if
duration == 0 then CastSpellByName("Presence of Mind"); SpellStopCasting()
end
/script if not buffed("Fire Reflector", 'target') then cast("Pyroblast"); else
cast("Frostbolt"); end

+0 Quote
#12384642
May 17, 2016 at 02:54 AM Edited 1 month ago
Ayz
Officer
214 Posts

Mechanics: How Resistances works

Level-based resistance: ~24 resistance to all schools (including holy)


This cannot be reduced in any way, however it applies only to Non-binary
spells: Fireball, Shadowbolt etc.
Level-based resistance has no effect on Binary spells, such as Counterspell,
Fear, Dispel Magic, Frostbolt (!)

Mob-specific resistance: ranges from 0-300 (holy resistance always 0)


The specific resistance and the monsters level-resistance added together
cannot be higher than 300. (=75% reduction=cap). This resistance affects
both binary and non-binary spells.

Example
A lvl 63 monster has 24 level resistance and happens to have 50 fire
resistance
Its fire reduction is ((24+50)/300)*0,75 = 18,5% average damage resisted

Now a warlock puts curse of elements, and the 50 fire resistance is reduced
to 0 (resistance cannot go below zero). The level based resistance cannot be
reduced and remains unchanged.
The resistance of the mob is now 24 level resistance and 0 fire resistance.
It's fire reduction is ((24+0)/300)*0,75 = 6%

Now the level-resistance only affects non-binary spells, which means that 6%
reduction is going to be spread out over partial resists. For example out of
100 fireballs, 4 may do 50% less damage while 16 of them does 25% less

damage, for a total average of 6% damage loss.

Resistance in current Content


Bosses generally have 0 specific-resistances to all schools, and then some are
immune to for example Fire. Curse of Shadow and Elements in this case only
provide the 10% damage increase and does not actually reduce any
resistance. The partial resists still happen ofcourse, as explained above, due
to the level-resistance.

Resistance in later content


In AQ40 and Naxxramas bosses have specific-resistance to all schools. The
actual amount varies from 60 - 120. At this point the Curses reduces that by
75, and Spell Penetration is needed to reduce the remaining 45. Luckily this
content is also where a lot of items start dropping with this stat, and 10 spell
penetration will be worth more than 1 Hit by quite a bit.

+0 Quote
#12384643
May 17, 2016 at 02:54 AM Edited 1 month ago
Ayz
Officer
214 Posts

Mechanics: Ignite

When we play Fire the whole build works around this talent. The Ignite effect
stacks up to 5 times and each new Fire damage spell critical will reset the
duration of the effect. Only one Ignite effect can be up on the monster at any
time, so all our mages will contribute to the same Ignite, and whoever started
the Ignite will be credited all the damage and all of the threat.

HOW NOT TO PLAY IF YOU WANT TO RAID AS FIRE SPEC

HOW NOT TO PLAY IF YOU WANT TO RAID AS FIRE SPEC

Threat
The first question you need to ask yourself is not how to optimize the damage
of the ignite, but rather how to control the ignite. Stacking up the ignite will
happen very quickly and once it's up the damage starts ticking up to 4000
damage every 2 seconds once 5 stacks have been reached.

If we are not able to control this amount of threat, and if we end up pulling
aggro off of the boss we're not going to remain fire specced very long. So in
order to prevent that we have to:

Watch KTM at all times, not just yourself but any mage in the top of the
threat meter.
Download an Addon that monitors who is owning the Ignite. You can find it
here.
Pay attention in the Orgrimage channel:
STOP FIRE - use Missiles

This message means the mage who owns the Ignite will soon top the
tanks on threat unless we get the Ignite effect off the boss. Any fire spell crit
will continue to reset the duration so it is important that all of us stop casting
firespells until the Ignite is expired.
Bring 5x Limited Invulnerability Potion - which causes your aggro to drop to
zero for 6 seconds.
Acquire the Fetish of the Sand Reaver-trinket as soon as you can.

Optimizing the Ignite


Once the control is solid, we can start to look into the math and the
optimization.
We've established that Ignite does a lot of threat, and the more we optimize
the damage, the higher the threat will be. So we run into a dilemma:
Everytime we stop casting fire spells (to drop off the ignite) we're losing a lot
of overall damage. So will higher ignites not just make us having to stop
more?

The secret is to have high ignites that drop off before the threat becomes
dangerous. So contrary to what you might expect - the objective will be to
build our gear around high spellpower and not high crit-chance. Remember
that with world-buffs we have 18% crit-chance just from those 3 buffs: Dire
Maul, Songflower and Ony buff. Then we have 6% from critical mass talent
and atleast 5% from intellect.
So we already have 29% crit-chance even with 0 crit on our items.

Ideally we want the high ignites from high spellpower, and have them run off
naturally - and for when it doesn't seem to run out, we'll keep the things in
mind listed above regarding threat.

+0 Quote
#12384644
May 17, 2016 at 02:54 AM Edited 1 month ago
Ayz
Officer
214 Posts

Blackwing Lair

What the mage needs to do in Blackwing Lair on the various encounters.


Things that you can't affect or don't have to worry about is not mentioned.

Razorgore:
Phase 1: You will be assigned to a corner in Razorgores room. From these
corners 3 different monsters will spawn: Orc Legionnaires, Orc Mages and
Dragonspawns. As a mage your job is to kill the Legionnaries and Mages as
quickly as possible together with the other players assigned in your corner.
The monsters keep spawning until the many Eggs around Razorgores room
has been destroyed, which takes roughly 5 minutes. In the beginning of the
phase there will be very few adds spawning, and more and more will spawn
near the end of the 5 minutes - and at some point you might need to
polymorph the mages and legionnaires because there will be more of them
than you have time to kill.
Phase 2: When all of the Eggs are destroyed, the adds that are still alive will
instantly exit combat and leave the room. When this happens, run to the
pillar (the raid will all be running to it so just follow everyone else) and use
the pillar to avoid the Fire Volley attack from the boss. Razorgore uses
conflagrate on the maintank (similar to general drakkisath in ubrs) so the 2nd
highest on threat needs to be another tank - so keep that in mind when you

dps the boss.

Vaelastrasz:
Wait 6 seconds for threat, then go nuke.
If you get the "bomb" effect, you must run to the tail of the boss, far away
from the raid so you don't explode and deal massive damage to everyone
around you. Your spells are instant cast while you have the bomb effect so
make sure to pull some extra dps before dying, but don't overaggro!

Supression Room:
Always follow the raid, don't fall behind.
Hatchers: They will cast Flamestrike occasionally (usually each time they are
pulled and running to the raid) - make sure you Counterspell this. Let the
melee dps kill the Hatcher though, our job is to focus on the whelps.
Taskmasters: They do an AoE healing that you should interrupt. They can also
be polymorphed to have better control. You can even spam-polymorph them
while we're attacking them, because it will interrupt their casts and they
won't be healed by the poly because someone will immediately break it.
Whelps: These re-spawn every 45 seconds or so. Use Blizzard or Arcane
Explosion to take care of these. Keep limited invulnerability potions keybound
to help you survive. If you are Frost specced with improved blizzard you can
even use Blizzard while they are moving towards the raid, before they reach
us, that way they will be at 50% hp before they get in range to touch us.

Broodlord Lashlayer:
The boss will occasionally cut the Threat of the maintank by half, and the
boss is not Taunt-able. If you over-aggro we can be in big trouble very quickly.
Use Arcane Missiles (highest damage per threat spell we have).
Sometimes someone near the boss will be knockbacked into whelps and pull

5-15 whelps. You need to save your mana in case this happens, so never go
below 30% mana - you're going to need it if we pull Whelps.

Warlocks and Technician-packs:


Spellbinder: They are immune to all magic. Other classes takes care of them.
Taskmaster: They are resistant to all magic-schools except one random. That
one they will take triple damage from, so watch your threat.
Warlock: Warriors take care of these, don't worry about them until after the
Technicians are dead. -> then kill them.
Technicians: Every pull will have about 8-10 goblin technicians in them.
Mages are primarily assigned to these goblins and don't touch the other adds
until all the goblins are dead. We try to pull the goblins so that they all stack
up in a corner, and then we Blizzard them down. They through bombs
towards you so keep Fire Ward and Ice Barrier up, and be ready to move out
of Rain of Fire (from the enemy warlocks).

Firemaw:
Use Onyxia Scale Cloak
Every 5 seconds he will cast a stacking DoT on everyone in line of sight. You
can avoid this spell by standing around a corner, move out to cast a spell,
and then move back in to hide while he casts it. It is possible to avoid every
single spell that way, and that will also ensure that your damage is
sufficiently lower than normal, so that you don't over-aggro. Keep Fire Ward
and Ice Barrier up.

Wyrmguard Pack:
The Wyrmguard packs are the hardest trash in the instance. They are harder
than some of the bosses because a lot of things can go wrong.
When we pull them, they will become vulnerable to 1 type of magic. Frost,

Fire, Arcane, Shadow or Nature


Whatever vulnerability they have will increase damage dealt by 300% in that
school. You will do an insane amount of damage - but the threat table is the
same as usual meaning that the tanks still do their normal amount of threat.
So watch your damage - if they are vulnerable then take breaks, don't just go
all out.
If you pull the mob, it will run to you and one-shot you and everyone next to
you. This usually leads to a wipe so watch KTM and the vulnerabilities.

Ebonroc:
Use Onyxia Scale Cloak
Not much to think about. Just cast your spells and kill it. Don't overaggro.

Flamegor:
Use Onyxia Scale Cloak
Detect Magic helps on this boss.
Not much to think about. Just cast your spells and kill it. Don't overaggro. You
can use Fire Ward to absorb some of the AoE damage he deals.

Chromaggus:
Detect Magic helps on this boss.
Every 30 seconds he will cast a different breath-attack. You must move out of
line of sight to avoid these breaths.
You will need Hourglass Sand to remove a stun-effect that you might be
affected with. If you are unable to remove that stun then you might be caught
with the breath-attacks and die or atleast take significant damage. Trade your
classleader before the pull, and make sure you have 3 hourglass sand.

The Boss has changing vulnerabilities during the fight - don't overaggro when
he is vulnerable. Save your threat for the Enrage phase at the end so that
you can go all out when it starts.
Enrages at 20% hp. Stop DPS at 25% so that we can bring him into the
Enrage -AFTER- a breath.

Nefarian:
Use Onyxia Scale Cloak
Phase 1 - Drakonids: The raid is split up into 2 raids- group1+3+5+7 at one of
the Doors, groups 2+4+6+8 at the other Door. Out will come draconids that
will kill fairly easy. This phase takes about 3 minutes. Not much going on.
Phase 2 - Nefarian has landed: When the timer runs out and no more
draconids spawn, nefarian will fly in and land. He is immune to Fire to just use
Frost/Arcane spells. Every 30 seconds or so the Tank will get a Curse debuff
that reduces healing recieved by 75%. This must be removed as quickly as
possible ofcourse. He also fears the raid occasionally, which is not a problem
unless you stand close enough to be feared into his cleave range which can
kill you. Stand at 25 yards range and you're fine. Aside from that, there's not
much going on for us.
Mage class-call: During phase 2 Nefarian will call out one random class every
30 seconds roughly. When our class is called we will cast Polymorph on
random players in the raid. This has unlimited range so there's no reason to
run away from anyone. We can't do anything to prevent it but priests can
dispel the polymorph. Also do not use Evocation during this class-call,
because if one of the other mages polymorph you it breaks the evocation
obviously.
Phase 3 - Skeleton army: When Nefarian drops to 20% all the draconids we
killed in phase 1 ressurect as skeletons. They spawn where they were killed in front of the 2 doors. So we will be AoE'ing them down (preferably before
they reach the raid) by standing ready at both places.

+0 Quote

#12799006
Oct 21, 2016 at 09:19 PM Edited 8 days ago
Ayz
Officer
214 Posts

Temple of Ahn'Qiraj

What the mage needs to do in AQ40 on the various encounters.


Things that you can't affect or don't have to worry about is not mentioned.

Trash before Prophet Skeram:


Use Detect Magic
Anubisath Sentinel: These adds have various abilities they will gain when
pulled. 100% chance to reflect [Fire and Arcane] or [Shadow and Frost]-magic
are two of the different abilities they can have. Obviously keep an eye out for
this and use the correct spells accordingly (or just make the macros i made
below). Each time an Anubisath dies, the remaining ones learn the same
ability as the one that was killed. There are 4 anubisath so the kill-order is
based on their abilities, as we want to kill the ones with the weakest abilities
first. Keep an ear out on Teamspeak - the raid leader should call out the
targets to attack.

Your Frostbolt macro

/script if buffed("Reflection", 'target') then SpellStopCasting(); end


/script if buffed("Frost Reflect", 'target') then cast("Scorch"); else
cast("Frostbolt"); end
/script if (UnitMana("player") < 290) then CastSpellByName("Frostbolt(rank
1)"); end

Your Fireball macro

/script if buffed("Reflection", 'target') then SpellStopCasting(); end


/script if buffed("e Reflect", 'target') then cast("Frostbolt"); else
cast("Fireball"); end
/script if (UnitMana("player") < 410) then CastSpellByName("Scorch(rank
1)"); end

Prophet Skeram:
Mind-control: Players are mindcontrolled during the course of the fight.
Players increase in size and their damage is increased - make sure that you
Polymorph anyone who is mindcontrolled as quickly as possible.
Arcane Explosion: When the "hands" of the boss is glowing white - he is
casting Arcane Explosion (roughly 1,5 second cast-time). Try to Counterspell
this if your cooldown is ready, it helps the melee groups a lot.

Illusions: When the boss reaches 75% health he will summon 2 illusions which
have to be killed. He will summon 2 more illusions at 50% and finally at 25%
health. The boss will be marked with a Raid-Symbol and keeps this when
illusions appear - so anything that is not marked will be an Illusion! Do not
attack the boss until Illusions are dead.
Blink: The boss sometimes blink away from the tank and when he does this
he resets Aggro - so be careful with your damage, and if you happen to get
the aggro make sure to either use an Limited Invulnerability Potion or run to
the tank as quickly as possible.

Bug Trio:
Lord Kri: Shoots poison bolts onto the raid. Use a Nature Protection potion if
you have low health, but otherwise shamans should be able to remove the
poison in time so that you shouldn't die.
Princess Yauj: Fears occasionally and will also cast a massive Heal from time
to time. Use Counterspell to interrupt the heal if you are within range
(although usually this boss is tanked abit apart from the others)
Vem: Does berzerker charge onto random raidmembers, nothing too much to
worry about.

Battleguard Sartura:
Use Detect Magic
There are 3 adds and then the boss. Adds are killed first. All of them have
Whirlwind ability which is the primary thing to watch out for in the encounter,
because they also occasionally reset aggro randomly. Keep out of range of
the Whirlwind - it will kill you in 2-3 seconds!

Fankriss the Unyielding:


Stack up with other ranged/healers and focus on monsters after this priority:

Spawn of Fankriss (worm) > Hatchling (beetle) > Fankriss (boss)

Princess Huhuran:
Use Detect Magic
Use Greater Nature Protection Potion (Required)
Keep at range from the boss, spread out so that you keep 5-10 yards to other
players minimum. At 30% the boss goes into Berzerk so save your cooldowns
for this step. Mind Quickening Gem is the optimal trinket for high burst during
this time.

Twin Emperors:
Ouro:
C'Thun:
These fights requires abit more explanation, see the general Raid Strategy
section for info on these fights.

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