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  • 2. WoW, Mage or Lock and Why? ?  |  10-27-2008 02:59 AM
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Mages
- Arcane Blast effect duration reduced to 3 seconds, and now increases
damage by 25/50/75% instead of reducing cast time.
- Arcane Focus (Arcane) is now 3 ranks and increases chance to hit and
reduces mana cost of Arcane spells by 1/2/3%.
- Arcane Fortitude moved to tier 2, increased to 3 ranks, now increases
armor equal to 50/100/150% of Intellect.
- Arcane Impact renamed Spell Impact and now affects Blast Wave, Fire
Blast, Cone of Cold, and Ice Lance.
- Arcane Potency now applies when Presence of Mind is active, talent
prerequisite changed to Presence of Mind.
- Arcane Subtlety now reduces the chance your spells will be dispelled
by 15/35%, and no longer reduces the resistance of targets.
- Arctic Reach now also affects Deep Freeze.
- Blast Wave now knocks all affected targets back.
- Conjured mana gems no longer disappear from your backpack after being
logged out for more than 15 minutes. Higher ranks of Conjure Mana Gem
will recharge an existing mana gem to maximum charges.
- Counterspell now costs 9% of base mana.
- Deep Freeze will no longer do damage, and will now stun the target
for 5 seconds.
- Elemental Precision moved to tier 2.
- Empowered Arcane Missiles renamed Arcane Empowerment and no longer
increases mana cost. It now also increases damage caused by Arcane
Blast.
- Empowered Fireball renamed to Empower Fire, reduced to 3 ranks, now
increases damage by 5/10/15% of spell power and now affects Frostfire
Bolt.
- Empowered Frostbolt reduced to 2 ranks, increases damage by 5/10%
of spell power and increases critical hit chance by 2/4%.
- Evocation has had its cooldown reduced from 8 minutes to 5 minutes.
- Flame Throwing moved to tier 3.
- Frost Armor, Ice Armor, Mage Armor and Molten Armor are no longer
Magic effects and cannot be dispelled.
- Frostbite relocated from Tier 2 to Tier 1.
- Frost Channeling now reduces mana cost of all spells by 4/7/10%.
- Frost Warding now increases armor and resistances of Frost/Ice Armor
by 25/50%, now gives Frost Ward and Fire Ward a 15/30/5 chance to
negate damage caused and restore mana equal to damage caused by
the warded spell.
- Hot Streak will now also affect Fire Blast.
- Ice Floes renamed Cold as Ice, now reduces cooldown of Cold Snap,
Ice Barrier, Summon Water Elemental, and Deep Freeze by 10/20%.
- Impact moved to tier 3, reduced to 3 ranks for 4/7/10% chance to
trigger, now triggers from any damaging spell (Fire, Frost or Arcane).
- Improved Blink now also reduces mana cost by 25/50%.
- Improved Counterspell now always silences the target for 2/4 seconds.
- Improved Fire Blast moved to tier 1, reduced to 2 ranks, reduces the
cooldown by 1/2 seconds.
- Improved Flamestrike moved to tier 2, renamed World in Flames, now
increases the critical hit chance of Flamestrike, Blast Wave,
Dragon’s Breath, Living Bomb, Blizzard, and Arcane Explosion by
2/4/6%.
- Improved Frost Nova renamed Ice Floes, moved to tier 1, increased to
3 ranks, now reduces cooldown of Frost Nova, Cone of Cold, Ice
Block, and Icy Veins by 7/14/20%.
- Improved Mana Shield has been renamed to Arcane Shielding, reduces
mana lost per damage absorbed by 17/33%,and now also increases
resistances granted by Mage Armor by 25/50%.
- Improved Scorch now increases Fire, Frost, and Arcane damage done to
the target by 2/4/6/8/10%.
- Incineration moved to tier 1, increases the critical hit chance of
Fire Blast, Scorch, Arcane Blast, and Cone of Cold by 2/4/6%.
- Invisibility now makes the caster invisible after 3 seconds, reduced
from 5 seconds.
- Living Bomb will no longer knock all targets into the air.
- Magic Absorption reduced to 2 ranks, increases resistances by .5/1
point per level, and restores 1/3% of total mana on a resist.
- Magic Attunement (Arcane) now also increases the range of your Arcane
spells by 3/6 yards.
- Mana Shield now drains 1.5 mana per damage absorbed.
- Master of Elements now affects all spell criticals.
- Mind Mastery reduced to 3/6/9/12/15%.
- Missile Barrage will now affect Arcane Barrage and the (R5) proc
chance has been adjusted from 12% to 20%.
- Molten Shields now gives Fire Ward and Frost Ward spells a 15/30%
chance to reflect the warded spell.
- Polymorph now costs 12% of base mana.
- Portal spells now cost 18% of base mana.
- Prismatic Cloak (Arcane) increased to 3 ranks for 1/2/3% and now
also reduces the fade time of Invisibility by 1/2/3 seconds.
- Pyroblast cast time has been reduced to 5 seconds.
- Remove Lesser Curse has been renamed to Remove Curse.
- Shatter no longer has a prerequisite.
- Slow Fall now costs 6% of base mana.
- Slow mana cost reduced.
- Summoned Water Elemental's Waterbolt range increased, mana cost
reduced, Freeze range increased, mana cost increased.
- T
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  • 3. WoW, Mage or Lock and Why? ?  |  10-27-2008 03:00 AM
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Mage is blast damage - if you want to kill the shit out of something, you go mage. But do realize that you are a glass cannon, and it requires a great deal of skill, tactic, and manipulation of your spells to be able to manage to kill your opponent without it swiftly killing you first. There are tons of crowd control spells... frost nova, teleport, sheep, and all sorts of spells keep your opponent at bay.

Warlocks, however, are damage over time. They basically can kill their opponent even if they're dead. They can throw up to five DoTs (damage over time spells) and slowly their life will tick away. You get all sorts of pets depending on what opponent you are up against. You get an imp, which gives you a stam boost - its usually best in large groups or groupings. Voidwalkers are great for tanking, so if you are in a PvE situation they will tank while you wait for the spells to slowly kill the monster. For PvP, Felhunter eats magic users... and Succubus has seduce that keeps most enemies at bay.

For the most part, Mages are blast 'em and kill 'em, Warlocks are basically a wait out and let them die slowly type. Mages have mass AoE and if they have a back up healer, can cause a massive amount of damage and death. However, Warlocks can DoT everyone until they are out of health, and all they need to do is use their pet to protect them until the spells do the people in. Do make note, however, that some Warlock spells can be dispelled and you would have to re-spell them.

I would be a Warlock, but that's because being a Mage is a little too difficult for me. I do want to get good enough to be a mage someday though.
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