# Mage Talents

10 - 1/5 Impact

11 - 2/5 Impact

12 - 3/5 Impact

13 - 4/5 Impact

14 - 5/5 Impact

15 - 1/5 Ignite

16 - 2/5 Ignite

17 - 3/5 Ignite

18 - 4/5 Ignite

19 - 5/5 Ignite

20 - 1/1 Pyroblast (Great Fire Damage Spell)

21 - 1/2 Burning Soul

22 - 2/2 Burning Soul

23 - 1/2 Incinerate

24 - 2/2 Incinerate

25 - 1/3 Master of Elements

26 - 2/3 Master of Elements

27 - 3/3 Master of Elements

28 - 1/3 Improved Scorch

29 - 2/3 Improved Scorch

30 - 3/3 Improved Scorch

31 - 1/1 Blast Wave

32 - 1/3 Critical Mass

33 - 2/3 Critical Mass

34 - 3/3 Critical Mass

35 - 1/5 Fire Power

36 - 2/5 Fire Power

37 - 3/5 Fire Power

38 - 4/5 Fire Power

39 - 5/5 Fire Power

40 - 1/1 Combustion

41 - 1/2 Molten Fury

42 - 2/2 Molten Fury

43 - 1/3 Pyromaniac

44 - 2/3 Pyromaniac

45 - 3/3 Pyromaniac

46 - 1/5 Empowered Fireball

47 - 2/5 Empowered Fireball

48 - 3/5 Empowered Fireball

49 - 4/5 Empowered Fireball

50 - 1/1 Dragon's Breath (Awesome Damage Spell)

51 - 5/5 Empowered Fireball

52 - 1/5 Improved Arcane Missiles

53 - 2/5 Improved Arcane Missiles

54 - 3/5 Improved Arcane Missiles

55 - 4/5 Improved Arcane Missiles

56 - 5/5 Improved Arcane Missiles

57 - 1/2 Frost Warding

58 - 2/2 Frost Warding

59 - 1/3 Elemental Precision

60 - 2/3 Elemental Precision

61 - 3/3 Elemental Precision

62 - 1/2 Frost Nova

63 - 2/2 Frost Nova

64 - 1/3 Permafrost

65 - 2/3 Permafrost

66 - 3/3 Permafrost

67 - 1/3 Improved Blizzard

68 - 2/3 Improved Blizzard

69 - 3/3 Improved Blizzard

70 - Cold Snap

1) Here is where I really weighed the benefits. Each set of talents has a great benefit to the mage. I stuck with Fire for the damage capacity and the damage per second aspects. I did not choose frost because the water elemental is nice it only lasts 45 seconds and you may need help longer than that. This will allow you to solo and do massive amounts of damage quickly. I'm not saying the frost abilities are worthless they are a great help in slowing down the enemy or holding them in place for a short period of time.

2) At low levels it will be difficult to solo, but as you gain your spells you will throw some nasty spell damage. You will be a great solo at high levels and a great supporting damage person if you decide to group.

3) For your profession I suggest to go with Herbalism/Alchemy. You will get some great buffs that way and healing potions. In the early levels I would drink a Elixir of Minor Defense, Elixir of Lion's Strength, and Weak Troll's Blood Potion before questing. These will last for an hour or until you die. It's a great buff for a mage, and the potions get really good as you improve your profession. If you don't want to do that, go with Tailoring/Enchanting. I wouldn't suggest it, but it won't hurt you. As you follow the guide you will be able to improve the herbalism ability. I improved herbalism very quickly in the Dun Morogh/Ironforge area. Of all places the frozen area had the most plants? I know it seemed funny to me too.

4) Use the conjured food and water between fights. You will need it. In a fight you will find you burn a lot of mana a take a bit of damage. So build you cooking ability and either stock food and water or conjure what you need. Keep the best drink available as you go on long quests. Also build your first aid for those quick bandaging moments between mobs.

5) For low level fights the best pattern is as follows:

6) Frost Blast -> Arcane Missiles or Fireball -> Fire Blast -> Frost Nova -> Move out of melee range -> Arcane Missile or Fireball -> Frost Blast

7) This kept the mobs away from me until I was able to take a few hits.

8) If you get more mobs than you can handle use polymorph or frost nova and run out of the area. For example if you get a bad pull and five murlocs head your way use Frost Nova when they get too close and run out of their aggro range. Try to avoid running past other mobs when doing this or they will pull aggro as well.

Submitted by Chris Terry