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Mage PVP


Mages are one of the most known classes in world of warcraft. From Dadgar (Kadgar) to Jaina we love watching them be so powerful and wish we could play all the specs at once as they do. Mage is about dodging, blowing things up quickly and getting out without a scratch. Polymorph can be a game changer, always use it.



(Class) VS.


DeathKnight


- Anti-magic Shield and Anti Magic Zone are going to be a Death Knight’s biggest defensive cool downs against you. If they have these cool downs going, do not blow your own cool downs into them. You won't be able to C.C. (crowd control) a Death Knight during an Anti-magic Shield either.

-Try not to focus on killing an unholy Death Knight’s minions. (careful what you have targeted.) It's a waste of time.

- Ring of Frost and Frost Nova can be useful for kiting both the death knight and their pets/minions.

-A Death Knight will grip you back to them, try to save a Shimmer/Blink cast to get away after this.

-Try to not stack on top of your teammates, as they do a lot of cleave damage, to make it easier for your healer.

-Frost death knights can be bursting with Sydragosa and Chill Streak. So a defensive cooldown can be considered.

-Kite away from the unholy Death Knight during Abomination cool down.

-Use pillars to kite any melee class. It is hard for them to get around a pillar to keep damage up on you, if you are constantly running around a pillar ahead of them


Demon Hunter


-Watch out for The Hunt, you can use a D.C.D.(defensive cool down) against this such as Alter Time or Ice Block, if you are going to die. Also if you can root the Demon Hunter before he gets to you, you can negate the ability as well.

-Demon Hunter is pretty mobile, you might have a hard time kiting them. Use your Frost Nova/Ring of Frost when they try to close in for a kill.

-Darkness and Blur are their defensive cool downs, try not to burn a cool down if they already have it active.

-Demon Hunter can purge magic effects so it is possible that they can purge your Combust, Arcane Power, or Icy Veins.

-Metamorphosis is going to be their most dangerous cool down (outside of the Hunt) consider Alter Time or kiting.


Druid


-Interrupt Convoke the Spirits, or use a defensive. Be careful if you use just a defensive, as it can be too much damage just for a defensive.

-You will not be able to Polymorph a Druid if they are in any form. You can use Dragon’s Breath as a fire mage, to keep them in human form and get a Polymorph off. Ring of Frost is the only hard C..C. (crowd control) you will have against a druid in any form.

-You can play Kleptomania against a Restoration Druid to take all of the HoTs (heal over time) from the target when they use Overgrowth. Otherwise play normal Spell Steal and take any HoTs(Heal over Time) you can throughout the fight to heal yourself and stop their self healing.

-Don’t worry about Thorns, it is only effective against physical attacks.

-Bark Skin, Frenzied Regeneration, Survival Instincts, and Ironbark are the defensives you want to out watch for.

- Any Druid in bear form will be hard to kill. If you are going for a kill on them, try to line it up with a teammate's stun when they are out of bear form.

-Interrupt Cyclone when you can

-Interrupt any heal cast when going for a kill against a Restoration Druid, or any nature spell cast against a Balance druid to prevent a kill.

-Your Frost Nova will be less powerful against a Druid as all they need to do is Shapeshift to remove the root.

Hunter


-A Hunter’s main defensive is going to be Aspect of the Turtle, making them immune to attacks and C.C.s (crowd control).

-LoS (line of sight) Hunters as much as you can to dodge their Rapid Fire and Aimed shots. These will be the majority of their burst damage.

-Kyrian MarksMan hunters will be able to use their ability to put down a light blue circle, which will allow them to hit you even if you are out of L.o.S. (line of sight) and for 4 seconds after you leave the circle. It also grants the hunter 30% increase crit chance

-Night Fae MarksMan hunters will put down a dark blue circle that will do AoE (area of effect) damage and cause cleave damage they do to your allies.

-Exhilaration will heal the hunter for 30% of their health.

-Watch for Trueshot, this will increase the cast time of aimed shot by 50% and decrease the cd of aimed shot and rapid fire.

-If you are rooted by binding shot, you can still use Shimmer to get out of LoS (Line of sight) or range.

-If a hunter Feign Death you can retarget them and attack them, do not be fooled into thinking that they are dead.

- Watch where a hunter places their Freezing Trap so that you do not accidentally run into it when trying to kite or go in for a kill.


Mage


-Play Kleptomania honor talent. You have to play a chess match against another mage with your Combustion, Icy Veins, or Arcane Power. The goal is to get them to use theirs, then you can spell steal it. If they have already used their Kleptomania in the last 30 seconds, you can use their cool down for yourself. If they have not then you need to cancel the buff. This way you have just negated their biggest cool down. You can use your Combustion, Icy Veins, or Arcane Power when their Kleptomania is on cooldown or when they are in a C.C. (crowd control) without fear of having your cool down Spell Stolen.

-If you can’t stop Combustion from another mage with Kleptomania, consider LoSing (line of sighting) the Mage. If you are sitting in a stun, you may need to Ice Block to stay alive. Your healer might be able to save you with a cd, so make sure you are communicating about this. The last thing you want to do is Ice Block on your healer’s cooldown. It leaves you open for a kill on the next set up.

- Interrupt polymorphs to stop a C.C. (crowd control) chains otherwise you can kick (counterspell) a frost ability anytime you are trying to kill a Mage. This stops the Mage from being able to cast Ice Block to save themself.

-You can also Spellsteal Alter Time from a Mage to negate the self heal they get out of it.

-You can use Dragon’s Breath to interrupt a Mage’s casts or to make sure you get your Polymorph off without being interrupted.

-You can also spellsteal Radiant Spark (Kyrian Ability) off of the Mage.


Monk


-Do not use CDs (cool downs) when a Monk has Touch of Karma up. If they cast during your burst, switch targets to stop the redirection of damage. If they Karma you during your burst you can Ice Block it to negate the effect.

-Use Frost Nova, Ring of Frost, or Dragon’s Breath to kite the Monk and their “pets” (storm earth and fire, and Xuen).

- You can use a defensive (Alter Time, Mirror Image, or Temporal Shield) against a Windwalker Monk when you cannot kite or C.C. (crowd control) their “pets.” Combined, the monk and his pets will do a decent amount of damageEspecially when paired with Weapons of Order (Kyrian ability).

-Touch of Death can one shot you below 15% health, so watch for that. You can use an Ice Block at the right moment to protect against this.

-Diffuse Magic and Dampen Harm will be powerful damage reductions, if they are already active, do not use a cooldown into it.

-Kiting a Monk is tricky, use your Dragon’s Breath, Frost Nova, and Polymorph to create space. You can also Shimmer/Blink, but Monks are mobile as well and can get out of your Frost Nova with Tiger’s Lust.

-Consider using a C.C. (crowd control) break (pvp trinket, or human racial) if you are the kill target and get your leg swept.


Paladin


-When a Retribution Paladin uses Avenging Wrath (wings) do what you can to kite them, Polymorph, Frost Nova, Dragon’s Breath, Blink/ Shimmer. This is when Retribution Paladins will be their most dangerous (not that they aren’t dangerous when they don't have Avenging Wrath up). If you cannot kite or C.C. (crowd control) them consider a defensive cool down.

-When a Paladin uses Divine Shield (bubble) they become immune, do not use a C.D. (cool down) or try to do anything to them, it will be a waste of time.

-If you can kick (counterspell) a holy spell, they will not be able to Bubble (Divine Shield) until the interrupt duration is finished. This can help when trying to kill a Holy Paladin.

-Holy Paladins will use Divine Favor to make their next Flash of Light or Holy Light uninterruptible, 30% faster cast, and heal for 100% more. This can be Spell Stolen, and then immediately kick (counterspell) the heal cast to upset a Holy Paladin.

-You can Spell Steal Blessing of Protection (BoP) from a Paladin to remove their immunity to physical damage.

-Word of Glory can make fighting a Retribution or Protection Paladin very annoying. This can heal for an impressive amount, as its healing scales off of missing health. To avoid this, try to time your kills with a stun from a teammate, so that they cannot self heal.

- Repentance (8 second incapacitation) can be interrupted (counterspell) to stop C.C.(crowd control) chains on your healer or teammates.

- Blessing of Sacrifice will be another defensive cool down to watch out for as it will redirect damage on the target to the Paladin who used it. Consider swapping to the Paladin when this happens.

- Protection Paladins have Guardians of the Forgotten Queen, which will make their target immune to damage. The G.F.Q. can be C.C.d (crowd controlled) to interrupt the immunity, but unfortunately not with polymorph.

-Protection Paladins also can talent into Blessing of Spellwarding, which replaces BoP (Blessing of Protection), and makes the target immune to magic damage. This can be spell stolen as well.

- Retribution Paladins Eye for an Eye ability is a 35%damage reduction. Do not use cooldowns into this.

-Shield of Vengeance causes an absorb on the Retribution Paladin, and will explode for the damage absorbed when it expires. Try to be out of range for that.

-Blessing of Freedom should be spell stolen. This will make you immune to movement impairing effects, and will make them able to be snared, rooted, or slowed.

-Venthyr Paladins will use Ashen Hollow, a giant red A.o.E. (area of effect) on the ground. Do not stay in that, it does decent damage, and will heal their teammates.


Priest


-Venthyr Priests can be dangerous, try to interrupt (counterspell) mind games (Venthyr ability). Other worthing casts of interrupting are Mind Control, Mind Blast, Penance, Greater Heal, and Shadow Mend.

-Priests have an AoE (area of effect) Fear, try not to stack with teammates as this will help not getting your whole team feared at the same time.

-Pain Suppression (discipline priest) can be cast while they are stunned, but not while polymorphed. If you are setting up a kill on their dps, a sheep (polymorph) will be a better C.C. (crowd control) choice and a stun on a Discipline Priest.

- Do not pop cooldowns into Pain suppression, Disperse, Greater Fade, or Power Word: Barrier.

- You can spell steal any Priest's Power Word: Shield. Make sure you spell steal these shields when a Discipline Priest uses Rapture (200% increase shields).

-Power Infusion can also be spell stolen to increase your haste, and to decrease the effectiveness that the enemy gets from it.

-We recommend playing Dampened Magic (pvp talent) against Shadow Priest to decrease D.o.T. (damage over time) damage taken by 20%.

-Shadow Priest can use Void Shift to switch health bars with their ally, if they do this you should swap to the lower health target to finish the kill.


Rogue


-Rogues are going to be Stealthed. They are going to go for a Sap on someone. You can avoid sap by being in combat. Another strat is to sit in invisibility near your teammate. When the Rogue Saps them you can instantly Frost Nova. It is possible to break the Rogue out of Stealth this way. You can open on the Rogue because odds are their healer is going to be out of LoS (line of sight).

-Rogues have a couple of good defenses against you. They have Cloak of Shadows which will make them immune to magic damage and C.C. (crowd control) They can also Vanish (returning them to stealth), as well as Smoke Bomb, which you will need to enter to be able to hit them.

-Rogues have many stuns so be ready to get stunned frequently. You can kite them with Dragon’s Breath and Frost Nova into Polymorph.

-Subtlety Rogues have Dance of Shadows, this will allow them to do more damage, consider Mirror Images or Alter Time on their opener.

-Shadowy Duel will allow the Rogue to take one person into a “shadow realm”. This makes it so you can only do damage or heal enemies/allies in the duel with AoE (Area of Effect) abilities.

-Assassin Rogues biggest offensive CD (cooldown) is going to be Vendetta. Defensive cooldown and/or kiting should be used against this.

-Rogues will utilize Shadow Step to get behind you when you are casting damaging spells on them to avoid your damage.

-If the rogue is targeting your healer, make sure you are ready to help them out with a cc or by putting enough damage that they need to LoS you.

-Evasion will not do anything to help a rogue against you. It only allows them to dodge physical attacks, not spells


Shaman


-If a Shaman uses Riptide HoTs (Heal over Time spell) or Spirit Walkers Grace you can spell steal it for yourself. Then you can run while casting too.

-Grounding Totem (PvP talent) will be used to negate your Combustion or to stop you from getting any damage or Polymorphs off. Killing these instantly is your best bet. They don't have very much health, one fire blast or ice lance should be able to kill it.

-You can easily kill many Shaman totems to make them less useful. Capacitor Totem (AoE stun) should be killed or Shimmered out of. Earth Bind Totem and Earth Grab Totem impact mobility, these should also be killed.

-If your teammate is Hexed you can remove the curse to break the C.C. (Crowd Control)

-Resto Shaman’s Spirit Link Totem redistributes and shares health between all characters in the circle. You can minimize this by keeping the Shaman rooted or C.C.’d (crowd controlled) away during a kill set up or doing the same to their teammate.

-Elemental Shaman’s Stormkeeper is something that can be interrupted (counterspell) to help to minimize their burst damage. You can also use a defensive to help with this damage output.

-Fire Elemental is something to watch for, this will increase their damage output.

-Astral shift is their damage reduction ability, if it is active, we do not recommend using an offensive C.D. (cool down) into it.

-When an Enhancement Shaman uses Feral Spirit you can use Frost Nova to root them and kite away, decreasing the damage they will do.

-All the Shaman specializations can dodge your Polymorph by swapping into ghost wolf. Just like with druids you can use Dragon’s Breath to disorient them to get the Polymorph off.

-You should try to C.C. (crowd control) or interrupt when they use Ascendance to decrease damage or healing output.

-Watch for Chain Harvest (Venthyr ability) This can be interrupted (counterspell) and/or a defensive should be used to reduce the damage done by it.


Warlock


-Against an Affliction Warlock make sure you play Dampened Magic (pvp talent) to decrease DoT (damage over time spell) damage taken by 20%.

- Interrupt (counterspell) Fear casts when it is to keep an extended C.C. (crowd control) chain going for their kill or when they are fearing you to keep their teammate alive

- Against Destruction Warlocks interrupt Chaos Bolt. This will lock them out of all spell schools.

-Infernal and Dark Soul will be the Warlocks biggest cool downs. Consider a defensive and/or LoSing (line of sighting) them for the duration of their cool down.

-You can use your remove curse to dispel all curses on you or your teammates.

-Unstable Affliction and Fear are good spells to interrupt (counterspell) when playing against an Affliction Warlock.

-Warlocks will use their Demonic Circle and Gateway to kite you. Watch for them running to a gate when going for a kill.


Warrior


-Avatar is a powerful cooldown and can be kited, or you should consider a DCD (defensive cool down).

-If you are casting Polymorph on a Warrior, watch out for Spell Reflection. You can stop casting if you notice they have used the ability.

-Venthyr Warrior has Condemn, which replaces Executes and does decent damage. If you are in Execute range, consider kiting ccing (crowd control) the Warrior to give your healer a chance to help you.

-Kyrian Warrior has the power Spear of Bastion. This power does initial damage, damage over time and keeps you from escaping the circle around the spear for the duration.

-If you are casting an ability away from a warrior, watch for the charge to you so that they can interrupt (counterspell) your spell. Just cancel your spell so that they waste their interrupt.

-Warriors also have an AoE (area of effect) Fear. Try to not stack on your teammates to reduce its effectiveness.

-Warriors have a stun with a 20-yard range, Storm Bolt.

-Die by the sword is their biggest defensive cool down. Do not blow any cds (cooldowns) into it as it will decrease damage taken by 30%.

-Bladestorm will make the Warrior immune to C.C. (crowd control) for the duration. Do not waste your time trying to .. (crowd control) them during it.

-The ability Shattering Throw, can be used to break your Ice Block that you have just used to save your life. Watch for this. Either Shimmer or Dragon’s Breath as soon as it breaks to increase your chance of kiting and surviving.

-Warriors can also Intervene their teammates, this will intercept all attacks and redirect them to the warrior for 6 seconds while they are within 10 yards of the target.

-Arms Warriors ability Warbreaker will do a decent amount of damage, but also increase the damage they do to targets hit by it by 30%, consider kiting during this to reduce the damage taken.


General Tips

Triune Ward can be combined with Kleptomania for what feels like for a mage anyway, unkillable


Use pillars to your advantage. Kite around a pillar against melee classes to keep away from them, this can also turn into a kill window if you can stun around a pillar when their healer is out of LoS. Line around a pillar to block LoS (line of sight) on a melee class


Netherwind Armor is great against classes that rely on high damage such as another Mage. This way your less likely to be crit


Dampened Magic should be used against classes such as Warlocks, Shadow Priests and Balance druids with high D.O.T. (Damage over time spells)


Juking Interrupts (starting a cast and then canceling your cast to bait your opponent to use their interrupt into nothing) from any and all classes (besides for Shadow Priest Silence) is a very useful skill. It allows you to free cast without the fear of being interrupted on whatever school of magic you want to use.



LEGGO?

Truin Ward is the best all around Legendary. Not only do you receive a very large barrier, but you receive the barrier benefits of all three specs.


FIRE

Fire is unpredictable and so is the spec. You can walk into a ring and in seconds be blown up. This is the class you have to plan for your damage and combine your spells for the most output. High crowd control and high burst and pairs really well with rogues, destruction warlocks, and windwalker monks. You can coordinate stuns with polymorphs to blow your enemies away.

Tips

Your damage is going to come out of your Combustion cooldown and Meteor. Learning the combustion rotation is key to playing fire. You almost never want to hard cast anything during the duration.


Polymorph is a great way to force defensive cooldowns.


Dragon’s Breath is a quick AoE(area of effect) and/or C.C. (crowd control) you can use to interrupt someone, to stop damage taken (to you or ally), to help you kite, or to set up a CC(crowd control) with Polymorph or Ring of Frost


You can use Meteor just before you open into your combust rotation to maximize the burst damage you can put out. Otherwise you can use it to apply pressure outside of your Combust.


Use your mobility with Shimmer to stay in LoS (line of sight) of your target and to kite your enemy.


Use Fireblast when you have two Heating up procs to get hot hands(instant pyroblasts)


Cast Fireball often to decrease the cooldown on your Combustion


Use Frost Nova to root enemies when you are taking damage to kite away.


Alter Time is a powerful defensive cooldown, returning you to the health you were at, when it ends. Use this on offensive cooldowns from the enemy to survive. You can also cancel the buff to return the lost health, if you are taking too much damage to make it to the end of the duration


Ice Block to save yourself from being killed. Try not to overlap the Ice Block with the cheat death power from Cauterize. It can also be used offensively to get out of a C.C. (Crowd Control) to get the kill, but this is not a highly recommended strat every time you are in a C.C. (Crowd Control)



Honor Talents

Pyrokinesis reduces Combustion every time you cast fireball. Since Cumbustion is your primary cooldown it's really important. So if your enemy doesn't have a trinket you can kill them with combust on stun


Flamecannon is a great choice for fights you won't be moving as much. It can help you deal with melee because of health increase and distance you can use it from.


Netherwind Armor is great against classes that rely on high damage such as another mage. This way your less likely to be crit


Kleptomania is amazing when you are against a class such as resto druid, you can deny them their H.O.T.s (heal over time effects) to keep you alive instead. Mages will be steaming when you take their Combustion or Arcane power and use it for yourself.


Dampened Magic should be used against classes such as Warlocks Shadow Priests and Balance Druids with high D.O.T.ing (Damage over time spells)


PVP Talents for Fire


Row 1: Firestarter needs to be timed so you can use Heating Up procs against enemies with high health so you can stun and blow them up once they hit 50 to zero percent. Kill fast and quick.


Row 2: Shimmer there really isn't much competition since being a mage is about control and zipping in for high C.C.(crowd control) and damage and out quickly. And you can use it while casting.


Row 3: Incanter’s Flow is very high damage and should be tracked. I recommend getting a weak aura or addon to help you keep track of how many stacks you have. At five you can blow people up. You can also use Rune of power as a fire mage though since combustion instantly puts rune of power at your feet it becomes more viable for that high burst.


Row 4: Flame on allows you to set up more burst faster. It also seems to be the only bible talent to some most.


Row 5: RIng of Frost is your go to for this tier. Since it can cc even a druid who gets out of everything. You can even set up a ring on them with Dragon’s Breath.


Row 6: Living Bomb can put pressure on multiple enemies. Be sure you use it far from your cc since i can break everything near it.


Row 7: Meteor can be set up for maximum damage. Setting up to hit an enemy is as easy as dragon breath or help with a stun from your teammates. Make sure you hit one target for the most damage.


But Shadowlands Means Covenants?


Kyrian


Gives you a high burst for Fires Radiant Spark and an additional heal to boot. Soulbind Pelagos has powerful spell unlocks and great passives.









Night Fae


As night Fae the cheat death ability from Dreamweaver soulbind alone is so helpful. By the

time they kill your seed your dots could kill them. Most won't be prepared for it either when you are about to die. Podtender increases your haste from Field of Blossoms once you are at the end of your tree. Plus Soul Shape is great for kyting!



Conduits

Potency:

Infernal Cascade increases the percentage of damage taken while in Combust. It can gain 15% to your damage during Combustion.


Ire of the Ascended increases the damage a lot from Radiant spark


Controlled Destruction increases your pyroblast damage


Endurance:

Tempest Barrier- is a amazing way to keep alive and untouched giving you a shield when you shimmer


Combining Diverted Energy with The legendary Triune Ward can be very rewarding


Finesse:

Grounding Surge gives you a few seconds that ability wont be used again when counterspelling it. It's great to use this on their heavy hitters.


Flow of Time will help you kite and land C.C.(crowd control) quicker around the room






Frost

Frost is all about Control, you may not blow things up as fast as fire but you are gonna lock it down and hold it just like Queen Elsa or our updated Jaina who seems more frosty than arcane nowadays.

Tips

In my opinion Frost Mages kit isn't suited well to the current meta of pvp (Shadowlands Season 1) so I would recommend going to Fire for its higher on demand burst but if you still got a ich for the frost, here's some things I would recommend.


-Frost’s damage is all about Shattering frozen targets with your Ice Lances and Flurries. This means your biggest source of burst damage which isn't much compared to Fire or Arcane is Frozen Orb so landing a well timed orb can net you a ton of Ice Lance procs (Fingers of Frost).


-Enemies hit by Blizzard will reduce the cooldown of your Frozen Orb, so you can farm up another use of your Frozen Orb earlier.


-If you Frost Nova on an enemy, your frost spells, including Ice Lance and Flurry treat the target as frozen so you can get some extra damage out of a nova if you don’t need the Nova as a C.C. (Crowd Control) As it will break after a certain amount of damage unless you are running the Grisly Icicle legendary, though note with this leggo (legendary) it won't break on your damage but it will still break on your teammates' damage.


-Frost has a lot of control in the form of slows and roots so you can make it much harder for the enemy team to diffuse a bad situation with positioning by letting your team keep on them easier.


-Frost can be pretty tanky compared to the other two specs if played well, mainly because you have a Cold Snap which allows you to reset the cooldown of several abilities including your immunity Ice Block giving you 2 uses within a roughly 5 min window.


Honor Talents

Ice Form This turns your Icy Veins into a pretty decent cooldown in pvp, and makes it usable more often which is a bonus.


Concentrated Coolness Lets you choose where to place your Frozen Orb, so you can make sure it goes in an optimal place. It stops moving which makes it easier to get out of but that doesn't stop you from getting the Ice Lance procs from the first hit.


Deep Shatter makes your Frostbolt shatter for 150% damage, which is very strong, and depending on what build you are running it can do more damage than an Ice Lance.


PVP Talents for Frost


Row 1: Lonely Winter is great for more sustained instead of instant damage. If you prefer to not manage a pet this is the one you should use. Ice Nova gives most control. It lets you use your pet on the other side of the room and gives a ton of spike damage.


Row 2: Shimmer there really isn't much competition since being a mage is about control and zipping in for high cc and damage and out quickly.


Row 3: Incanter’s Flow is very high damage and should be tracked. I recommend getting a weak aura or addon to help you keep track of how many stacks you have. At five you can blow people up.


Row 4: Frozen Touch makes it easier for you to C.C.(crowd control) while dpsing on the run. Thats why its so important for pvp


Row 5: Frigid Winds is great against healers and helps to keep enemies from kiting away. RIng of Frost is your go to for this tier. Since it can cc even a druid who gets out of everything.


Row 6: Comet Storms instant damage very short cooldown there really isn't a better option on this tier


Row 7: Ray of Frost is long cooldown but very good against Melee. This prevents kiting your damage and helps you kyte them instead.

But Shadowlands Means Covenants?


Venthir



Mirrors Torment your target and when attacked instead of you it absorbs that damage, does shadow damage, CC’s, and or slows them. Door of Shadows gives you even more control to get across the room to safety. You gain Great CC from Nadijia the Mistblade Soulbind tree. This tree allows you to Door of shadows an enemy to disorient them into a polymorph. At renowned 30 you gain familiar predicaments which will reduce lockouts from counterspells and kicks that will inevitably happen to you in pvp.


Conduits


Potency:

Ice Bite increases your damage with frost fingers and lances


Unrelenting Cold increases frost orb dps and is great to cleave an enemy down when you want to lay on some pressure


Infernal Cascade is a must for fire. Fire blast increases your fire damage by a % stacking two times, during your combust.


Controlled Destruction will increase your Pyroblast damage.


Endurance:

Tempest Barrier is a amazing way to keep alive and untouched giving you a shield when you shimmer


Diverted Energy can be combined with the legendary Triune Ward to be very rewarding as it will heal you a percentage of the damage absorbed by your barriers.


Finesse:

Grounding Surge gives you a few seconds that ability wont be used again when counterspelling it. It's great to use this on their heavy hitters.


Flow of Time will help you kite and land C.C.(Crowd Control) quicker around the room


Arcane


Arcane is less reliant on cc to do damage. It is the most sustained and well rounded of the specs. Less chasing cooldowns. This the original G. (gangsta) mage. This is what original Jaina and Kadgar and even what Illidan used to be all about.


Honor Talents


Mass invisibility is great for every comp. Since it can prevent the other team from getting the upper hand, C.C.ing(crowd controlling) before you or even chasing down our teammates.


Temporal Shield is amazing when someone tries to blow you up. Using this when another mage combusts or a shaman uses ascendance is so worth it


Arcane Empowerment helps you sustain damage and works great with Amplification


PVP Talents for Arcane


Row 1: Amplification is best all round, But if you are struggling with mana go with Rules of three


Row 2: Shimmer there really isn't much competition since being a mage is about control and zipping in for high C.C.(Crowd Control) and damage and out quickly.


Row 3: Incanter’s Flow is very high damage and should be tracked. I recommend getting a weak aura or addon to help you keep track of how many stacks you have. At five you can blow people up.


Row 4: Resonance gives you more consistent burt damage from your arcane barrage


Row 5: Chronos Shift makes it easier for you to kyte and should be used most often. But if you are going against classes with things such as shaman or restoration druid you should use Ring of Frost to help cc to deal with them.


Row 6: Arcane Orb more consistent damage and more arcane charges


Row 7: Enlightened is your go to for this tier since arcanes goal is consistency. The mana increase alone makes it great since you suck up mana like nothing. If you want more burst you can go with Overpowered. It can be combined with Arcane power but it is a long cooldown, so your timing must be good.


But Shadowlands Means Covenants?



Venthir



Mirrors Torment your target and when attacked instead of you it absorbs that damage, does shadow damage, CC’s, and or slows them. Door of Shadows gives you even more control to get across the room to safety. You gain Great CC from Nadijia the Mistblade Soulbind tree. This tree allows you to Door of shadows an enemy to disorient them into a polymorph. At renowned 30 you gain familiar predicaments which will reduce lockouts from counterspells and kicks that will inevitably happen to you in pvp.



Night Fae



As night Fae the cheat death ability alone from Dreamweaver soulbind is so helpful. By the time they kill your seed your dots could kill them. Most won't be prepared for it either when you are about to die. Podtender increases your haste from Field of Blossoms once you are at the end of your tree. Plus Soul Shape is great for Kyting.



Conduits

Potency:

Magi’s Brand Increases yoru burst


Nether Precision when consuming Clearcasting increases your damage of the next two arcane blasts and can be timed for putting pressure on.


Endurance:

Tempest Barrier is a amazing way to keep alive and untouched giving you a shield when you Shimmer


Cryo-Freeze- Heals you a %(based off of ilvl) of your health during the duration of ice block


Combining Diverted Energy (heals you for % of dmg absorbed) with The legendary Triune Ward can be very rewarding


Finesse:

Grounding Surge gives you a few extra seconds that school of magic won't be able to be used again when counterspelling it. It's great to use this on their heavy hitters.


Flow of Time will help you kite and land cc quicker around the room



Helpful PVP Addons


-GladiatorlosSA2: This addon will announce when crucial abilities are cast by your opponents

-Gladius or sArena: These addons are upgraded arena frames. They will show the cooldown on the pvp C.C. (crowd control) break trinkets of your enemy and a few other things.

-OmniBar: This addon is used to track the cooldowns on enemy abilities. You can customize it to show as many or as few different spells and abilities you want.

-Ability Team Tracker: This addon you can use to track your allies cooldowns. It’s always nice to know if your teammate has a defensive cooldown or C.C.(crowd control) available.

You can get these on Curse or on whatever addon platform you are using.


Weak Auras

You can download or create your own weakaura to display many different things (alerts, words, sounds, etc). For example: When you kill a Night Fae character, there is a weakaura that will put big red letter across your screen that says “Kill the Pod” You can get weak aura addon from Curse as well. You can also get a weak aura updater from Weak Auras Companion. Download more weak auras Wako.



*Remember These are all just the meta or opinions and of course you can play others. This is what we suggest from our Experience.


Authors and Thanks

Thank You to TikTik/Trap, Joeda, and Cassa for all their input and help on this guide. Go check them out and they are great players. Also thank you to wowhead and icy veins for some information and soulbind pictures.


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