Category:Mage
From OutcastWiki
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Where Fire, Ice, and all things Arcane Collide
"There is no greater feeling in the lands than the ability to pull strands of arctic air from the highest peaks, or raging flames from the depths of the world. Others find sanctuary in the depths of their minds. Filling their heads with all things arcane until it becomes an integral part of their existence. No matter which of the three aspects a budding apprentice begins with, her passions can never be sated elsewhere.
The raging infernos of the Pyromancer stir a spark so deep within that it burns eternal and can never be extinguished. The pull of energies from the core of the world and stars themselves emits a halo of sparks and heat that serves as a harsh warning to anyone around the Pyromancer that explosive energies are barely contained within. Fiery infernos clash forth from a Pyromancer, her dealings are short and fast as every encounter with her leaves the landscape scorched and barren, for one cannot play with fire and expect to come away unburned.
Filling one's mind as the Arcanist does expands one's conscious to the utmost degree. Allowing the flows of time, space, and all things unseen to mesh and meld with his body, the Arcanist reaches levels of magical energy that all other mages can only envy. Such power seems tame on the surface, but any person that has been near an Arcanist can attest that, in full fury, their array of swift and constant out lashes of the energies they have so mastered seems beautiful in the most deadliest of ways.
Finally, from the northern and southernmost reaches and from the ice giants trapped in the cosmos, far removed from any star or source of light, come the Shatterers. Their mastery lays in the ability to suck the heat and life from anything they put their hand on. Heat is not only sucked from their presence, but for a radius around them all things freeze in place, caught in the frigid powers of a Shatterer. Freezing winds and blocks of razor sharp ice are a Shatterer's arsenal and they are masters on these elements in every right, to the point that the very moisture in the air around them bends to their will and forms to a whirling elemental, displaying in smaller form the powers of its master.
Whatever the apprentice chooses, every path has within it the capabilities to destroy one's foes at range with the ability to empty arcane and elemental energies of catastrophic proportions. The mage is surely an adversary to be feared in every aspect and worthy of your utmost respect."
Class Leader
Vorloc is the Mage class lead with Teague as the Asssistant Class Lead
Raids
Player responsibilities
- If you wish to be added to the 10-man rotation, please contact the Class Lead or Assistant Class Lead. We will look over your gear with you to make sure you meet the minimum requirements and then add you to the list (sorry, but you'll start at the bottom). Please look at the minimum requirements for the given Raids to insure you meet (or are close to) these minimums, as the Raid Leader will also be looking at new people to insure a successful mix for the raid. The Raid Leader will select the highest qualified person from the rotation, so if you aren't in the rotation you might not be selected (even if you signed up early). Everyone on the list is assumed to at least minimally qualify for Karazhan, however, not everyone has the gear (yet) for Zul'Aman - please check with the CL, ACL or RL to see if you meet ZA requirements.
- Sign up for the raids that you can make at least two days in advance. No signing up at the last minute and expecting to bump someone else. What’s more, there are no guaranteed Mage spots – just DPS spots, so if you want in you have to sign up. Please let me know which nights are best for you to run - we'll try to accommodate.
- Once you’ve made it into a raid (Group 1, 2 or 3) cancel out of the other groups raid times, so the other mages/DPS can have a shot.
- Be online and ready to go at the designated raid invite time. If you are going to be a few minutes late tell someone (preferably the raid leader or someone you know is in the raid). If you are not online at invite time, the raid leader is free to move to the next person on the list. If you aren’t online at raid start time EXPECT to be replaced. If you can't make it, please cancel from the raid or let the raid leader know you can't attend - we'd like to avoid waiting on no-shows.
- Review the boss loot in advance and have an idea what you want so we don't spend too much time deciding if you need/want a given drop. It also helps speed up your decision making if you have an idea of your DKP and 10 man Roll Modifier standings (although these will be checked by the raid leader and an alternate for all bids to confirm the values).
- Review the OO Wiki strategies (as well as the tips for mages in this section) for the bosses we have on farm, so you know how we do the fights. For new content, review other sources (to understand what you will be seeing/doing), but leave the raid strategy up to the raid leader.
- Come prepared to raid! This means having TS, KTM Threatmeters (or Omen), Deadly Boss Mods and all the potions and consumables designated for your class (see the Consumable Suggestions below). You may be replaced by the raid leader if you aren’t ready to go.
- If you learn an interesting or useful strategy (specifically applying to mages) please share it with your guild mates! We will post it here in the strategy guide.
Consumable Suggestions
| 15 mana /5-10 healing | 10 Damage Elixirs for your Spec | ||||||
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| 10 Gaurdian Elixirs | 5 uses of a Weapon Oil | ||||||
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| 20 +Damage Food | 10 +Stamina Food* 10 +Mana Regen Food* | ||||||
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- Stamina food for Shade of Aran fight or when mage tanking in Gruul's Lair
Rotation "System" for 10-Man Instances (Kaz and ZA)
There really isn’t any complex system. We’ve just been informally rotating from week to week. Anyone who didn’t run in a given week will go to the top of the list. The remaining rankings will be based on how many nights you did get to run. Ties will be determined by sign up time. At this time, we haven’t been bringing Alts unless it is necessary to fill out the raid (but don't let that keep you from signing up, we've been short mages/dps on occasion).
Current Rotation
| 6/23 through 6/29/08
Alts available to run if needed and no mains signed up (Note to Raid Leader's: The Alt list is in no particular order, please select on a sign up time basis if needed)
Moved off list due to inactivity (contact CL or ACL to be restored)
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Mage Priority List (25-40 man Raids)
Primary
Secondary
Tertiary
- Rosiie (Killgarr's Alt)
- Corpus (Tofu's Alt)
- Crystalmind (Dekoven's Alt)
- Rockworm (Foamie's Alt)
- Tekka (Shayamen's Alt)
- Svarogh Main - Moved down due to inactivity
- Cairo Main - Moved down due to inactivity
Moving Up the Priority List
Primary List
1. Must be level 70.
2. Must be keyed for the instances that we currently are running. Getting guild runs for keys should not be a big problem with our guild size.
3. Must meet the minimum gear requirements for running the top end raids that OO is currently involved. Currently must be in lvl 70 blues and mostly Karazhan epics at minimum for the soon to come SSC push.
4. Decent resists (TBD when we find out what we need)
5. Must sign up regularly while in the Secondary list and have good attendance when you do sign up.
6. Once on the Primary list, if you become in-active for more than a month without prior notification, we may bump you down to the Secondary list to make room for another mage.
7. Those wishing to be in the Primary List will be reviewed by the CL and several of the RL's to see if you meet the requirements/commitment.
If you are a lvl 70 main and are not on the Primary list above, and are capable of fulfilling the requirements listed above, and there is room for more, please message Vorloc on the forums or send him an in game mail. If you can make the requirements, you will be bumped up accordingly.
Secondary List
1. Must be level 70.
2. Must be a Main. (reasons below)
If you are a lvl 70 main and are not on the Secondary list above, please message Vorloc on the forums or send him an in game mail. If you can make the requirements, you will be bumped up accordingly.
Tertiary List
1. Must be 60+. (You will have to be level 70 to run the raids)
2. Alts are allowed at this level.
If you are 60+ and want on the Tertiary List, alts or mains, please message Vorloc on the forums or send him an in game mail. If you can make the requirements, you will be bumped up accordingly.
Important Note: Please sign up for all raids you will be able to attend, even if it appears that there are more mages than spots available. This will allow us to determine your level of interest when considering a move up the Priority Lists. It should not be uncommon for Tertiary list mages to get raid spots.
Important Note #2: Your Rank within the guild does not matter as it applies to the mages raiding and priority list. A rover can be on the Primary list, a Vagabond can be on the Secondary list. If you meet the requirements and there is an opening, any non-alt lvl 70 mage can apply for an open primary position. The only time a guild rank will come into play is in the case of an absolute tie when multiple mages apply for a single priority slot. I.e. a Rover and a Nomad are equally geared and equally committed to the raid both apply for a single opening on the primary list. In this case, the spot will most likely go to the nomad, as they have had more time in the guild.
Alt Policy
1. Mains will get picked before Alts. The only reasons an alt may be taken over a main is if the main lacks resists/gear and will be a liability in the run, or the main is not keyed for the instance. (i.e. a Karazhan geared Alt vs. a freshly dinged 70 Main in greens for 25 man raids)
2. Alts may sign up as normal, knowing the rules above.
Karazhan
Information for Mages regarding Karazhan
Minimum Requirements
- Dungeon Set 3 or equivalent gear
- Bonus Damage: 600 minumum (will need more for later bosses)
- Crit Chance: 20% in your primary school
- Hit Rating: 20-50 (higher for later bosses)
- Shouldn't be in any greens
- Should have enchants on all items
- Will need at least 9k health (buffed) for Shade fight
Attuman the Huntsman
Once Attuman and Nightmare have recombined, mages will need to decurse the party. Priority should be MT, self, others. The debuff reduces chance to hit with spells and melee attacks.
Moroes
Ice Block will remove the Garrote
Maiden of Virtue
Pure DPS for this fight
Opera
Wizard of Oz
Use Scorch to keep the Strawman stunned. Hold Fire Blast in reserve in case he resists a Scorch, as he will charge you and it's nice to have an instant to stop him. Make sure you have feathers available for Slow Fall in case you get caught in the Crone's hurricane.
Big Bad Wolf
RUN!!!!
Romulo and Julianne
Spell Steal Julianne's Devotion to slow her casting. Counterspell Julianne's heals (Eternal Affection).
The Curator
Pure DPS for this fight. Put Dampen Magic up on all party members (including pets) prior to the fight. Curator is immune to Arcane.
Shade of Aran
Need at least 9000 health for this fight (buffed) or you will die the first time you are hit with Arcane Missiles. Use Counterspell to interrupt the designated magic school (Fire, Frost). After the Shade Polymorph's the party, it is possible to cast Ice Block before he Pyroblasts everyone. Otherwise, make sure you have a healing potion and health stone available. Put Dampen Magic up on all party members before the fight.
Terastian Illhoof
Generally the mage is relegated to simple DPS, occasionally AOE'ing the imps as required/requested. The following targeting macro is a MUST for this fight.
/cleartarget
/target Demon Chains
/stopmacro [nodead, harm]
/target Kil'rek
/stopmacro [nodead, harm]
/target Terestian Illhoof
Netherspite
You may be asked to stand in front of the BLUE portal and take the blue beam for a turn. This will significantly increase your damage, but cause damage to you in the process. During the Banish phase it's best not to do any dps (else you'll have aggro at the end of the phase), just stay close to him and at his back to avoid his breath.
Prince Malchezaar
Stay at maximum Frostbolt/Fireball range to keep out of the Shadow Nova (after the Enfeeble). Use Invisibility to reduce your aggro. You must NEVER get ahead of the main tank in aggro or you risk a wipe.
Nightbane
Pure DPS during ground phase. During the air phase I personally recommend killing the MT's target first to allow him to get some aggro on the other skeletons too. Then Frost Nova and hit them with a few AOE's. If you have to run past him upon his landing to get to your original location, wait a few moments until the tank has him, then run past his tail (or blink past).
The Lairs
Minimum Requirements
- 1 to 2 Tier 4 pieces
- Karazhan equivalent gear in general (good Arena/PvP gear)
- Bonus Damage: 700 to 750+ minumum (higher if Fire or Arcane)
- Crit Chance: 25% in your primary school
- Hit Rating: 100-150+ (or 95%+ chance to hit lvl 73 boss)
- Shouldn't be in any greens, should be mostly purple
- Will need at least 10k unbuffed health for mage tank (bonus damage ~400+ for MT)
- Enchants on all gear
King Maulgar (Gruul's Lair)
Mage Tanking
One mage will be selected to "Tank" Krosh Firehand. His responsibility is to Spell Steal Krosh's shield and keep him mad at you while the other mini-bosses are killed. That mage will need at least 10000 health unbuffed. The mage tank also needs to bring Stamina food and appropriate potions/flasks to increase his/her health. PvP gear is excellent for this. It is also important to add some Spell Hit to your tanking gear as you don't want Krosh to resist your Spell Steal. You will be hit for approximately 9k every 3 seconds that you don't have the shield up, so watch the timer and steal it as soon as he recasts it (once every 30 seconds). Try to time your Fire Ward to cover during the time your shield goes down.
Outcast Order mages geared to tank Krosh Firehand
- Incendo
- Moonraven
- Shelthis
- Teague
- Vorloc
Gruul the Dragonkiller (Gruul's Lair)
Full out maximum DPS for this fight - just don't pull hate or he'll hit you for 20-30k.
Magtheridon (Magtheridon's Lair)
In phase 1, kill the Hellfire Channeler's as quickly as possible. It is imperative that their heal be interrupted (Dark Mending). This is more important than dps'ing them. Once they are down proceed to a clear spot and dps Mags down. It is not a dps race and it does take a great deal of mana, so come stocked with Mana Potions and a full compliment of Mana Gems.
Zul'Aman
Minimum Requirements
- 2 to 3 Tier 4 pieces (or equivalent)
- Karazhan equivalent gear in general (good Arena/PvP gear)
- Mana: 9000 minimum, 10k recommended (these are long fights)
- Bonus Damage: 800-900+ minumum
- Crit Chance: 25% in your primary school
- Hit Rating: 95%+ chance to hit lvl 73 boss
- Shouldn't be in any greens, should be mostly purple
- Enchants on all gear
Trash Mobs
The following are susceptible to polymorph: Medicine Man, Tribesman, Axe Thrower, Bears, Warbringers, Flame Caster, Beast Tamer, Lynx, Lynx Cub, Tamed Crocolisks, Crocklisks
The following are immune to polymorph: Guardian (will also cleanse polymorph from other targets), Scouts, Handler, Elder Lynx, Lookout
Uncertain on Protector, Trainer, Warrior, Berserker, - please send a message to Vorloc or Teague if you find out they are susceptible/immune to CC
Other: Savages (low health - AOE down), the Flame Casters have a nice Spell Haste buff that can be stolen
Nalorakk (Bear Boss)
Mages will be on CC duty up to the boss. Full out DPS on the boss. It's a long fight, you may need as many as 4 mana gems and 3-4 mana potions to cover the duration. Mage Armor can also help if you have mana issues.
Akil'zon (Eagle Boss)
Running the Gauntlet
The mage and another player will be tasked with AOE'ing the eagle waves down. This will be your ONLY responsibility. Use your wand against other mobs if time permits. Bring extra mana potions and have all your mana gems ready, because this uses every bit of your mana! Frost Nova them first if it's not on a cool down. If you die you can run back in and rejoin the fight (remember to bandage before you re-engage or you'll just die right away).
Boss Fight
Have feathers available for Slow Fall, as the eagles will occasionally knock you high into the air. Max DPS for this fight. You can ignore the eagle adds and focus on the boss, he replaces the ones that are killed, but doesn't add more.
Jan'alai (Dragonhawk Boss)
Boss Fight
Mages will be tasked with AOE'ing the Dragonhawk's down. Recommend staying in the main landing (off the bridge so you don't make an easy fire breath target). Once the hatcher has hatched 6-8 eggs, kill him. Then freeze and AOE the dragonhawks. Once a wave is down, dps the boss. Stay spread out and keep your Fire Ward up - this will minimize damage from the Fire Breath.
Hallazzi (Lynx Boss)
Full DPS on the boss. When totems are up take them out FAST. Use your V-bars to help see totems. This is a long fight, mana regen food and mage armor may be appropriate if you don't have a high mana pool.
Hex Lord Malacrass
In addition to DPS, the mage will likely be assigned a CC target. This is similar to the Kara Moroes fight. Keep him Polymorphed the entire fight (or until it is time to kill him). It's best to renew it just prior to the shadow volley. It will also be necessary to Spellsteal spells from Malacrass to prevent him from healing (i.e. regrowth) and Counterspell him to stop him from casting heals.
Zul'jin
Serpentshrine Cavern
Minimum Requirements
- 3 to 4 Tier 4 pieces, 1 to 2 Tier 5 equivalent (Gruul or Arena) very desirable
- Karazhan/Gruul equivalent gear in general (good Arena/PvP gear)
- Mana: 9500 minimum (these are long fights)
- Bonus Damage: 800 to 850+ minumum (Ice), 950 to 1000 (Fire/Arcane)
- Crit Chance: 25% in your primary school
- Hit Rating: 95%+ chance to hit lvl 73 boss
- Shouldn't be in any greens, should be mostly purple
- Enchants on all gear
Hydross the Unstable
It is critical to stop dps, when the raid caller says to - else you will pull Hydross during the transition, die and cause him to move back and forth across the "magic" line - summoning extra adds. During the add phase, a tank (or tanks) will gather up the adds and pull them up next to Hydross. Once they call that the adds are under control, AOE the adds down - you should be able to get both Hydross and the adds in the AOE (Blizzard or Flame Strike - stay away from Arcane Explosion as you have to get too close). Until the call is made that the adds are under control, dps Hydross (once the MT has him under control).
The Lurker Below
Mobs
All the mobs in the 9-pulls can be polymorphed, but we have most success when the Priestesses are sheeped
Boss
Mages should stand at the outer edge of the main platform to avoid the whirlwind. When the boss submerges the Guardians should be polymorphed and the Ambushers killed first. Keeping the Guardians polymorphed for the remainder of the battle is your main responsibility, with dps your second most important task. The water spout can be avoided with Ice Block, but jumping in the water works as well for only about 500 health/tick. Note also that Fire Ward will protect you from the boiling water.
Loetheras the Blind
Fathom-Lord Karathress
Morogrim Tidewalker
Lady Vashj
Tempest Keep - The Eye
Minimum Requirements
- 3 to 4 Tier 4 pieces, 2 to 3 Tier 5 equivalent (Gruul or Arena) very desirable
- Gruul/Magtheridon equivalent gear in general (good Arena/PvP gear)
- Mana: 9500 minimum (these are long fights)
- Bonus Damage: 800 to 850+ minumum (Ice), 950 to 1000 (Fire/Arcane)
- Crit Chance: 25% in your primary school
- Hit Rating: 95%+ chance to hit lvl 73 boss
- Shouldn't be in any greens, should be mostly purple
- Enchants on all gear
Void Reaver
DPS, DPS and more DPS - DO NOT pull hate!!! Use Invisibility to drop aggro if you are high on the threat meter. Wait until after his stomp or it will break the spell.
Solarium
Must have Solarium Alarm UI for this fight.
Macros
Crowd Control
Corrected for 2.3 - Polymorph: Pig and Polymorph: Turtle have been renamed to Polymorph(Rank 1: Pig) and Polymorph(Rank 1: Turtle)
This is the macro I use for my Polymorph. It makes use of the Focus Target that became available in 2.0.
When you click it it will set your focus target to your current target and then Polymorph it. With your focus target set your are now free to target anything.
If you need to RE-Polymorph, click the same macro button EXCEPT hold down the ALT key. This will cause your polymorph to be cast on your focus target, with no need find and target your CC assignment.
/clearfocus [nomodifier:alt]
/focus [harm,nodead,nomodifier:alt] target
/castrandom [target=focus,exists] Polymorph, Polymorph(Rank 1: Pig)
This alternate version will show the marco as if it were the spell on your toolbar, with ranges and tooltip information. It will also interrupt the spell you are casting to re-cast the polymorph
#showtooltip Polymorph
#show Polymorph
/stopcasting
/clearFocus [nomodifier:alt]
/focus [harm,nodead,nomodifier:alt] target
/castRandom [target=focus,exists] Polymorph,Polymorph(Rank 1: Pig)
Counterspell
This macro will automatically interrupt the spell you are casting and cast counterspell. Great for stopping those pesky healers from topping off their health!
#showtooltip Counterspell
#show Counterspell
/stopcasting
/cast Counterspell()
Mount/Dismount
This macro will automatically mount you on your flying mount if in Outland and your riding mount when in Azeroth. If you wish to use your riding mount in Outland, you only need to press CTRL and then the macro
/use [outdoors,nomounted,nomodifier:ctrl,flyable] Reins of the Onyx Netherwing Drake; [outdoors,nomounted] Horn of the Black War Wolf
/dismount [mounted]
Shields
You can use this simple macro to interrupt the spell you are casting and cast the given shield on yourself. This will work with Fire Ward, Frost Ward, Mana shield, etc.
#showtooltip Fire Ward(Rank 6)
/stopcasting
/cast Fire Ward(Rank 6)
Ice Block
Similar to the shield macro, this will interupt the casting of your current spell and cast an Ice Block. Clicking on it a second time will cancel the Ice Block.
#showtooltip Ice Block
/stopcasting
/cancelaura Ice Block
/stopcasting
/cast Ice Block
Cold Snap & Ice Block
The first click will cast Cold Snap, the second click will then cast Ice Block (assuming the cooldown is over) and the third click will cancel your Ice Block aura
#showtooltip Cold Snap
/stopcasting
/cancelaura Ice Block
/stopcasting
/castsequence Cold Snap, Ice Block
Use a Trinket and Cast a Spell
The basic function of this macro is to use a trinket (i.e. plus damage trinket) and cast the desired spell (i.e. Fireball). Most trinkets have a cooldown, so all casts after the first would normally show an error message "Item not ready to use". The UIErrorsFrame commands hide the error. You will also need to disable error speech in your sound options or you will still hear the error. The command /use 14 is the command to use the lower trinket slot (use 13 would be the upper slot). You never need to remember to use the trinket now - it is automatically cast when it's ready.
#showtooltip Fireball
#show Fireball
/script UIErrorsFrame:Hide()
/use 14
/script UIErrorsFrame:Clear()
/script UIErrorsFrame:Show()
/cast Fireball
Articles/Links
If you see a good article or find some good information on how to help increase mage dps/damage, please send Vorloc the link in a mail message and we'll look at posting it here.
Spell Basics
http://www.worldofwarcraft.com/info/basics/spells.html
Hit, Haste, Damage, Crit, Penetration
http://www.wowwiki.com/Formulas:Spell_hit_chance
http://www.wowwiki.com/Spell_critical_strike
http://forums.wow-europe.com/thread.html?topicId=282399094&sid=1
http://kdots.blogspot.com/2008/01/spell-hit-spell-penetration-spell.html
Resistance
http://www.wowwiki.com/Formulas:Magical_resistance
Stat Comparisons
http://www.wowwiki.com/Stat_comparison
Damage Coefficients
http://www.wowwiki.com/Spell_Damage_Coefficients
Mana Regen
http://forums.worldofwarcraft.com/thread.html?topicId=5284854824&sid=1
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