The three paths of specialisation that Mages can pursue are Arcane, Fire and Frost.
Arcane is more of an utility and support tree. While it does deal with damage, it mostly bolster the Mage's mana generation and abilities. Arcane is the also the path with the most non-damage dealing abilities.
Fire is a heavy destruction path, dealing on ability with powerful front load damage as well as long lasting burning effect.
Frost is about survability. While Frost mage can still dish out punishement, they are mostly known for being incredibly resilient and hard to corner.
Contents [hide] |
The following abilities are all damage dealing abilities or damage enablers that deal Frost Damage.
The following abilities are all damage dealing abilities or damage enablers that deal Fire Damage.
The following abilities are all enemy affecting abilities or damage enablers, those who deals damage deal Arcane Damage.
Those spells focus on keeping the Mage and his allies alive.
Armor spells are self buff that last for 30 minutes. While they do bolster the mage's survability, most of them also provide an extra offensive benefit.
Those spells allows the mage to help himself and his allies with various effects and objects.
The Teleport and Portal line are spells that allow the mage (for teleports) and his allies (for portals) to travel immediatly to one of the capital city in the world.
Do note that those spells are faction specific,
Alliance can travel to Ironforge, Stormwind, The Exodar and Darnassus.
Horde can travel to Orgrimmar, Undercity, Silvermoon and Thunder Bluff.
Both faction can travel to Shattrath City.