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mage.jpgWoW Class PvP Guide: Mages

Mages are one of two support dps classes - Warlocks are the other. Their main role is not only that of giving good damage per second - dps- but also to apply crowd control -cc- and silences on enemies. Sheep spell is great for CC and does exactly what it says to an opponent rendering them bleetingly useless. They also have counter spell, which either silences all trees for 4 seconds or if a person is counter spelled during a cast, they cannot cast a spell in that tree (fire/holy/shadow/frost) for 8 seconds.

As well as this they have a right good dose of dps that makes them a very valid suport class. Their ability to kite is also of note and know how to keep well away from melee classes or mobs. They possess blink (shoots them 15 yards ahead), frost nova (freezes everyone in a range for X seconds), and armor that when hit slows or freezes opponents. They are powerful but there is a balance to this in that Mages are notably "squishy" - they die fast if you can get to them.

Various specs makes them very useful in arenas. Most will go deep frost which boosts their survival rate. On the other hand some Mages who have exceptional kiting abilities will play as 21 fire or deep fire and this gives them an sizeable burst dps.
and a pet, with its own frost nova and abilities that greatly increase the Mages' overall dps.

    
Frost Mages:
Used mostly for defensive teams where fight tend to drag on longer. Fire Mages will simply not withstand consitent damage meted out for long spells. A frost Mage has two ice blocks:frozen and immune to anything but heals, they can absorb damage using an ice barrier, use chill armor to give them kiting options

Because of these defensive abilities, Warriors will usually only hop on a Frost Mage if it has Blessing of freedom to get through all the kiting. Frost Mages are seldom targeted in 5v5 arena - an ice block stops all dps on him.  Even if this does not apply until the uppoer echelons of 5v5, Mages high up often employ most of their time crowd controlling opponents and deaing out heals and dps through CS and kiting. Mages will only really start to dps once one of the opponents drop below the 50% range, then the mage goes all out hoping to drop the target.
   
Fire Mages:

Are more often seen on very aggressive teams, such as PvE Clickers and some 4 dps lineups. They have considerably less survivability than their Frost Mage counterpart, but they make up for that with the ability to put out extremely high burst dps. Fire Mages shine even more when they are played by people who have learned how to kite effectively with one. Deep Fire mages have a chance to get a sprint when attacked, and they do not lose the frost nova and blink that allows them to keep people off them.

I had a personal problem in one 3v3 arena with a Fire Mage as he was extremely good at kiting/sheeping/ccing and we could not bring him down. Along with this he had the ability to put out insane damage over a very short amount of time. He could take me down, with over 13k hp and 250 resilience (very good), in 8 seconds after he counter spelled me. This damage definitely comes in hand with 4 dps teams, where their goal is to kill an opponent extremely fast. The Mage is usually targeted first in this scenario (unless their is a Shadow Priest) so its job is to get a sheep and/or a cs off during the initial phase and then unloads all of its abilities on their target before it dies, although as mentioned earlier some top players can stay alive. 
























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