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Mage PvP Guide
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Post by
StrangerWifCandy
OH. Someone, please, tell me how the hell to stop rogues from wrecking me in arena/duels. I like to think I'm pretty good. Definitely not a scrub. But I'm losing to rogues I certainly shouldn't be. I've read the rogue duel guide, and either the mage who decided on it only faced blue geared facerolling Mut spammers or he's a way, way, WAY better mage than me.
I definetely have issues with the guide written for the intricate mage vs. rogue duel strategy myself, and I've always thought about writing a more detailed guide to it, but alas, I was too lazy and hoped that Open would do it instead.
In any case, it is worrysome that you're having troubles with rogues in arena and 1v1, considering that if were focused solely on survivng, getting away from a rogue as a frost mage is stupid easy, unless he's being helped by a paladin via BoFs and HoJs.
Post by
120665
This post was from a user who has deleted their account.
Post by
Achloryn
Well, there you guys have it.. We have a dire request for an updated mage v. rogue strategy.. Any takers? I dare not write one myself, becaues rogues have been the bane of my existance since i first clicked "Mage" in the character select screen a year ago.
That's not to say i've never beaten rogues 1v1 before.. I have, but what I did is barely something i can recall, let alone something I could coalesce into what might be considered a workable strategy.
Post by
410715
This post was from a user who has deleted their account.
Post by
Achloryn
Well, there you guys have it.. We have a dire request for an updated mage v. rogue strategy.. Any takers? I dare not write one myself, becaues rogues have been the bane of my existance since i first clicked "Mage" in the character select screen a year ago.
That's not to say i've never beaten rogues 1v1 before.. I have, but what I did is barely something i can recall, let alone something I could coalesce into what might be considered a workable strategy.
Given my mage isn't 80 yet I have no right to talk about these kinds of things, but perhaps a video recorder of some kind would be useful for these purposes. You can win and lose and see what happened differently both ways.
frapsing my encounters with rogues really isn't a terrible idea, but i'd be afraid to post that and let everyone who reads my pvp guide see how terribad i really am at pvp >.> lol.
I'll tell you... Dueling is just an awful experience for me. I can meet someone 1v1 in a BG (and i don't mean sneaking up on them either) and handle myself a lot better than I can when i'm dueling someone, and I don't know why that is... /shrug. hmm.. maybe i should look into frapsing a BG encounter to see what people do in reaction to me, and what I do in reaction to others... hrmmmmm.
Post by
Solenar
For Dks you say "Armor of Choice: Ice Armor" but right after you say
"BTW - For deathknights you want Mage Armor. It will reduce Disease and Chains of Ice time by 50%.". So, i think you should change the Armor of Choice part to Mage Armor instead =D
Post by
79146
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Post by
79146
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Post by
Achloryn
So, I went thru yesterday and fixed a couple of the little typos and other problems in my guide (-cough-engineeringhelms-cough-) the other day, and I noticed that I had
no deep arcane spec
in my builds section, other than pom/pyro, and so few people like that nowadays. So, I sort of tinkered around with (and looked over my own guide for reference) the talent calculator, and came up with
this deep arcane spec
. So, I submit this for your approval. I've seen a lot of people running deep arcane builds for pvp, and there are so many different ones that there isn't really a "cookie cutter" spec, like there is the 20/0/51 deep frost spec.
A couple things i would like to point out, as you can probably tell, the points in the fire tree were to reach impact and that's about it... although, shortening the cooldown and raising the crit chance for it are always nice imo.
I put 4 points in arcane mind, but those could easily be shifted to mind mastery if you're not finding yourself short on mana often.
I left out focus magic... i konw some of you won't like that.. a point can be shifted out of arcane mind/mind mastery to drop in there if you really want.
the 3/3 arcane focus is more for the mana cost than it is for the hit rating, however the extra hit could be helpful depending on how you're geared.
Magic absorption is solid and works with incanter's absorption in BGs as people don't always have a lot of spell pen there...
The increased resistance given from mage armor with arcane shielding
now appears to work properly
. With mage armor and gift of the wild I had like... 210 resistance to all schools of magic.. Eat that everyone with 130 spell pen.
The glyph of mana gem is, of course, interchangable with another glyph of your choice.
So... thoughts?
Post by
347090
This post was from a user who has deleted their account.
Post by
Achloryn
giving up missile barrage? /gasp... lol.. i dunno, i seem to use that a lot in BGs... also, i wish the mana reduction from glyph of AE was higher.. it's so easy to oom yourself silly using that spell if you get tossed in the middle of the fray that 10% doesn't seem like it would make much difference.
Post by
120665
This post was from a user who has deleted their account.
Post by
Achloryn
thank you very much godwolf, I will be sure to add that in there (trying to make room for everything can get rather difficult sometimes). It's always a good thing when someone you KNOW is ridiculously good is willing to give you some advice on how to fight them.
there's not a lot of serious pvpers in my guild, so good advice as such is hard to come by.
Post by
347090
This post was from a user who has deleted their account.
Post by
StrangerWifCandy
Spell pen is to negate damage mitigation from frost aura, and to make sure your counterspells are never resisted via Mark of the Wild/Mage Armor.
Also, if you have a lot of spell pen, you're able to hit shadowfiends pretty damn accurately, stopping priests from regenerating too much mana.
Post by
120665
This post was from a user who has deleted their account.
Post by
Achloryn
Can I get some feedback on my gems and enchants.
It seems kinda common sense and I got the best I can afford/have access to.
My big Question is if Spell Penn should be worried about or not? You can see by my gems and cloak enchant that I am under the impression that it is, however if I am wrong then I am missing out on a lot of SP.
Armory is in my Sig or
here
=D
i was about to point out that your spell power IS considerably low, but then i realized you logged out with your lance in hand instead of your actual weapon... XD
70-90 spell pen, from what I understand, is a pretty good number to shoot for (and you have 75 so there ya go). I have 70 on my mage and i've noticed a lot smaller numbers in the "Resisted" category when i'm throwing spells at people... that's a good thing. A lot of times my shatter combos will just do full damage anymore.
70 Spell pen is just enough to go through a full gift of the wild (i believe) and stops a decent bit short of a pally's resistance auras, however 130 (from pally auras) is a LOT of spell pen to compensate for, and I think at that point you would be losing too much of your other stats. You should be noticing a significant difference in the damage your spells are doing, even if there's a pally in the group throwing up auras or a shaman with totems. (of course, those would be a halfway decent thing to destroy if you get a chance).
Post by
nickseng
So, I went thru yesterday and fixed a couple of the little typos and other problems in my guide (-cough-engineeringhelms-cough-) the other day, and I noticed that I had
no deep arcane spec
in my builds section, other than pom/pyro, and so few people like that nowadays. So, I sort of tinkered around with (and looked over my own guide for reference) the talent calculator, and came up with
this deep arcane spec
. So, I submit this for your approval. I've seen a lot of people running deep arcane builds for pvp, and there are so many different ones that there isn't really a "cookie cutter" spec, like there is the 20/0/51 deep frost spec.
A couple things i would like to point out, as you can probably tell, the points in the fire tree were to reach impact and that's about it... although, shortening the cooldown and raising the crit chance for it are always nice imo.
I put 4 points in arcane mind, but those could easily be shifted to mind mastery if you're not finding yourself short on mana often.
I left out focus magic... i konw some of you won't like that.. a point can be shifted out of arcane mind/mind mastery to drop in there if you really want.
the 3/3 arcane focus is more for the mana cost than it is for the hit rating, however the extra hit could be helpful depending on how you're geared.
Magic absorption is solid and works with incanter's absorption in BGs as people don't always have a lot of spell pen there...
The increased resistance given from mage armor with arcane shielding
now appears to work properly
. With mage armor and gift of the wild I had like... 210 resistance to all schools of magic.. Eat that everyone with 130 spell pen.
The glyph of mana gem is, of course, interchangable with another glyph of your choice.
So... thoughts?
Take this with a pinch of salt, especially with my PVE leanings :P
I'd probably remove the points from Arcane Stability. You shouldn't be casting AB and AM enough to justify putting 5 points into them. In a pinch, Mana Shield should do for pushback protection.
I'd probably put some points in Arcane Subtlety for the Dispel protection, and Mind Mastery.
Also, I'd glyph Arcane Barrage instead of Mana Gem or Arcane Missiles, as we'd probably end up using ABarr more than either AM or Mana Gem.
My 2 cents. :)
Post by
347090
This post was from a user who has deleted their account.
Post by
178827
This post was from a user who has deleted their account.
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