An apprentice of Dalaran
Priests draw power from the Light, Shamans bargain with the elements, and Mages learn their magic from books. They pay for it with fragility: cloth armor, little health, and no healing beyond bandages. Their only early defense is
Frost Armor, which slows enemies that hit them.
In return, Mages have three schools of magic. Frost slows enemies and holds them in place, Fire delivers big critical hits, and Arcane hits hard but burns through mana quickly. Blizzard says it wants the schools to feel distinct in Forever, encouraging Mages to choose spells to suit the situation.
The home of Magecraft is Dalaran and the Kirin Tor, whose ranks once included Kel'Thuzad before he took up necromancy. Undead Mages study in the Magic Quarter of Undercity. Cloth for their class robe comes from Dalaran Mages near Ambermill in Silverpine Forest.
Freeze, move away, finish
Distance defines every Mage fight.
Frostbolt hits from range and slows the mob; a second bolt lands while it approaches, leaving it half dead by the time it reaches you. If it gets close, use
Frost Nova: it roots the mob for 8 seconds. Move about ten steps away and resume casting, keeping your distance because damage can break the freeze. This is kiting, the Mage's essential technique.
You can take a second mob out of the fight:
Polymorph works on beasts and humanoids, leaving the target wandering around as a sheep for 20 seconds. Sheep regenerate health quickly, so finish the first enemy before returning to it. A third mob while Frost Nova is on cooldown usually means a corpse run.
Mana regeneration stops for five seconds after each spell. Finish the last mob with a wand instead of another bolt: it attacks at range without spending mana, and you can equip one from level 5. Mages conjure their own food and water for free:
Conjure Water at level 4 and
Conjure Food at 6. Conjured items disappear if you log out for more than 15 minutes.
Leveling 1–30: Frost, a wand, and level 20
Almost every beta guide recommends Frost for leveling. Until level 20, that means
Frostbolt and a wand. Before level 15, mana runs out after one or two mobs because there is almost no spell-power gear available.
At level 20, with 11 points in Frost, you can take
Ice Lance. It is instant, has no cooldown, and deals 200% more damage to frozen targets. The sequence is simple: Frost Nova, step back, then cast
Ice Lance repeatedly while the freeze holds. By level 27,
Shatter adds 50% critical strike chance against frozen targets, making roughly every other lance a critical hit.
Fire hits harder per cast, but spends a lot of mana and cannot hold a mob in place. Arcane with a wand uses the least mana, but mobs reach you more often.
Level 20 is the Mage's big milestone, so save your money beforehand. Trainers offer
Blink,
Blizzard,
Evocation, and capital teleports at once.
Blink moves you 20 yards forward and removes stuns and roots. Teleporting makes trainer visits convenient; Horde Mages get
Teleport: Orgrimmar, with a 10-second cast and one Rune of Teleportation as the reagent. Be careful with
Blink: every Mage has managed to jump into another pack or off a cliff in Thousand Needles.
AoE leveling is more demanding. Blizzard explicitly said it does not want to help gold farmers and boosters, and weakened the relevant spells:
Cone of Cold now slows by 40% for 6 seconds instead of 50% for 8, while
Improved Blizzard caps at 40% instead of 65%. The old AoE sequence still works - Frost Nova, move away, Blizzard - but start with two or three melee mobs.
Dungeons and raids: sheep, water, and AoE after the tank
Mages have three jobs in a party. First, crowd control: agree on your
Polymorph target before the pull, usually the moon-marked enemy. Avoid AoE near the sheep because any damage breaks it, and remember that only beasts and humanoids can be transformed.
Second, AoE damage.
Arcane Explosion and Blizzard work well against packs, but only after the tank has hit them a few times. Third, water: every Mage has heard 'water please!', so conjure a stack for everyone before entering.
Mages also remove curses from the party and interrupt enemy healers with
Remove Lesser Curse and
Counterspell. Cast
Arcane Intellect on each player separately; it now lasts a full hour instead of Classic's half hour. If a mob runs toward you, move toward the tank, not away. Use Frost Nova in a party only as a last resort: it breaks
Polymorph, and rooted mobs attack whoever is nearby, often the healer.
In Classic raids, Mages often lived on one button,
Frostbolt, because many Molten Core enemies resist Fire. Later, raid leaders assigned one Mage to maintain five stacks of Fire vulnerability on the boss for the other Fire Mages. That will not work in Forever:
Ignite,
Improved Scorch, and
Winter's Chill now benefit only the Mage who applied them. The beta's level cap of 30 prevents raid testing for now.
PvP: fragile but dangerous
In PvP, Mages attack at range and die after one mistake. Kiting works just as it does against mobs:
Frostbolt slows the enemy, and if a Warrior or Rogue reaches you, use Frost Nova and move away. With Shatter, roughly half your hits against frozen targets crit. Forever adds
Ice Lance to that toolkit, and testers say it can kill in a couple of button presses.
If a Rogue opens from stealth and stuns you,
Blink removes the stun and carries you 20 yards away. Frost Nova at your feet gives you even more room.
Counterspell interrupts a cast and locks that school for 10 seconds, while
Polymorph takes an enemy healer out of the fight.
Frost gains
Ice Block at level 25: 10 seconds of immunity, available earlier than in Classic. At level 30,
Cold Snap resets Frost spell cooldowns, but has its own 10-minute cooldown.
On battlegrounds, Mages provide control: freeze the flag carrier, cover a capture point with Blizzard, and sheep the healer. Testers report that the beta has one battleground open, the Darkspear Islands, from level 30.
Is
Ice Lance too strong? On October 11, the US beta forum thread 'Nerf mages already' collected 445 replies in a day, while another thread asked for a 75% damage reduction. Other players point out that Mages are still fragile and one mistake sends them to the graveyard. On October 15, Blizzard reduced
Ice Lance's frozen-target damage bonus from 300% to 200%.
What's new in Forever and what testers say
Talents have been redesigned, with additions in every school. Frost gained
Ice Lance and
Fingers of Frost, Arcane gained
Arcane Blast and
Missile Barrage, and Fire gained
Improved Fire Blast and
Heating Up, which does not yet have a Russian localized name.
Talents help with mana: Frost's
Frost Channeling reduces spell costs by 15%, while Arcane's
Arcane Meditation allows 50% of mana regeneration to continue while casting instead of 15%. Base damage is lower than in Classic, though: higher ranks of
Fireball lost up to a third of their damage, and wands have not scaled with spell power since September 24.
The most mysterious addition is Comprehension, a minor skill exclusive to Mages. Scrolls drop from mobs, and you decipher them yourself with
Comprehend Scroll. Blizzard has not explained their contents. Beta reports say YouTuber Farmerfarms found a rare scroll on his 119th attempt; combined with Baron Silverlaine's blade, it produced the Coldflame Saber. Forum users are already hoping for a battle mage.
Testers fall into two camps. Some think Mages are too strong because
Cone of Cold, Frost Nova, and
Ice Lance kill opponents before they can respond. Others complain that spells are weak and mana runs out after a couple of mobs, jokingly calling the game Drinkwatercraft. I think both sides have a point: at level 30, a Mage is strong while the mana lasts.
Is this your class?
Choose Mage if you enjoy thinking a step ahead: where to stand, whom to sheep, and where to
Blink. In return, you get free food and water, a teleport to your capital, and
Polymorph, which Blizzard itself calls one of the game's best crowd-control tools. Your party will love you, or at least keep asking for water.
There are drawbacks: you are fragile, have no healing, run out of mana first, and spend all your money on training at levels 20 and 30. The class's main rule is: do not pull a third mob while Frost Nova is on cooldown.
To get started, open the Undead Mage 1–30 leveling guide: it covers the entire journey from Deathknell to Thousand Needles, including class quests, teleports, wands, and four builds. The route will not fit an Orc, Troll, or Alliance character, but its talents, spells, and mana advice apply to everyone.
Frost Blast becomes trainable at level 24: a 1.5-second cast and a 40% slow, benefiting from
Frostbolt talents. Use it for a quick slow instead of the old rank-one
Frostbolt trick.
Winter's Chill now empowers your next
Cone of Cold, which consumes its stacks; Wowhead's datamined tooltip gives +40% Cone damage per stack, up to 5 stacks. The cone's first four targets receive an additional 10% slow and 3 extra seconds of slow duration. Firing a wand requires standing still for 0.5 seconds.