Hey guys, my name's Justblaze, resident potato of guild Ascendancy, I am a PvE/PvP mage, and today I'll be pimpin` my PvE mage guide. My role in my A10 parties/Tep's Pyramid is DPS/CC. I love my class because it is so nuke-ey that you will grow to either hate it or love it, we are REALLY squishy though, which is the cost of our bursts, I also love mages because they're great casters. But today I will not be talking about CC's and other good stuff but purely DPS because you really don't need CC's in gear sectors or green/blue/epic glyph sectors, you will need them in Legend glyph sectors, but it takes so darn long to unlock legies that you will surely master your class to it's fullest.
To get CC's you only need to get r2-3 Icy Grave, and 2-3 rubies in ice tree that give you 30/60/100% to CC an additional target near your CC'd target. But again, you won't need CC's until you get to Legendary Glyph sectors, or as we call it, A10.Changes Overview
This patch has brought the good and the bad to our arsenals.
Prismatic Lightning and Snowstorm got a DPS boost. I've tried Snowstorm, it was really bad, still a huge mana eater (Even with EVERY ruby that reduces its mana cost and increase damage, it was just not worth it) and the DPS is horrible to say the least. I gave Prismatic Lightning a chance in our Teps raid , and I sort of liked it at first, now I love it and I have it in all my PvE builds (Yes I have multiple). It's a great AoE spell that requires no Electric Force Points.
The bad thing, well, rather disappointing thing this patch were the changes and placement of rubies in all grids, which affects the builds of those mages with Tri-spec(me
). Thanks to that, our old builds are not as viable, and you end up not being able to take one or two rubies that helped you out the most, but it is alright, we mage adjust fast, so it's not so bad.
Let's talk about our new skill, 'portal'. One word, AWESOME!1!one! This ruby is optional and is not a must for PvE, for PvP I'm afraid it is, there are so many uses for it, oh gurrl, so amazing.
Moving on. Concrete Mind rubies now also give 5%/10%/15% armor, as well as keeping the old -CD on stone walls/barriers. Blazing speed now gives 5%/10%/15% agility on top of pyromania (insta cast fire spells). We have also received Willpower rubies which come in handy if you're lacking, they also give 5/10/15% per rank. Firetrap now dismounts people, I only take it in MI, a trap well placed on certain spots will dismount fast mounted people and I will know how long we have to loot a chest before we are caught or interrupted, aside from that it's completely useless.
The still disappointing thing is the snowstorm, that ruby is absolutely useless, the damage is horrible as I've already mentioned, the mana cost is just too much for such a low damage spell. I don't recommend to even try it out if you can't spec it out of your build after testing it out and seeing how bad it is.BuildThe Build
Several people asked me why I've taken flash rubies, well the thing is, when you find yourself being forced to flash (that usually happens when you pull aggro of the boss/strong add and tank doesn't taunt it midway), you would usually try to run away from it and wait for tank to taunt it off, right? See, this doesn't work for me. Since tank will get the aggro off me as soon as he notices it on me, I don't want to waste any time and just continue DPSing, or I need more reflection stacks (Yes it stacks with already existing reflections active on you), this is where these two rubies come in handy. If I pull aggro, I just invis out of it, but mostly I use these rubies for when my reflections are on cool-down and I need my next Pulse/Jolt/Surge to be uninterrupted, so I flash and do my thing, they could work for PvP also, since your reflections will be gone really fast, and you will be flashing away every chance you get.Things you may think about changing in the build
Can ignore Portal, it isn't a necessity for PvE.
Can drop static charge rubies if you know they wont help you (They will).
Can drop Grave/Flash/Ele shield to get to r3 walls if you feel like it'll make a difference (not for me though, because just an extra charge won't save me).
Can ignore Hoarfrost rubies, I take them in one of my PvE builds but you can ignore them if you can use those 3 rubies on something more useful.
All in all, I find this update very much enjoyableLet's begin
Now to start off the introduction to being a mage. (TL:DR ahead )
Mages are high burst casters, that are basically glass canons, and you should REALLY remember that, let's not go mage tank okay? As a mage, you have to know that if a warrior or any other melee gets close to you, and you have your reflect/illusions/Stone walls or any other protection against close rangers not up, you can be literally one shoted. Yes, we are VERY squishy, and pretty much the only classes that can kill us very fast are; Warriors, Melee scouts, Phys paladins (Phys pallies are extremely squishy). Which also goes for melee mobs, if they can be slows, use Ice flow and keep on running and stop ONLY if you need to cast something. If you have Fear reinc spell, that would help you out tremendously.
To reset the aggro, if you pulled it unintentionally, you can use Invisibility, mage bursts tend to pull the un-necessary aggro, and that is not good, because few mobs together can kill you in an instant and healer won't be able to react.
TL;DR, you are ranged, abuse your ranger, don't let them get close to you, in pve or pvp, you are literally made out of glass covered paper.
Trick to use against melee's that have charge(pvp mostly) (You will learn to see it with time and practice). If you have summy reinc, always carry fear with you, whether it be PvE or PvE. In PvP if a warrior charges you, you never know, if they have rubies that null all CC's during charge (I.E. if you fear him while he charges you, you wasted it) it's better to just protection out rather than wasting a good fear, if you still have stone wall stacks on you, don't protection out, because you will surely need it when they try to chain CC you. The trick is, if a warrior or a palladin, charges you, you can Fear them midway and they will not get close to you, ice flow them if they try and run to you, if they're close, flash away, do what ever you can to NOT stay in melee range for long period of time, unless you firewall, then they can't get near you, or they will get feared and they know if they get feared, they are screwed.
The build I have at the top, is both, a leveling build, and the end-game build when you are trying to gear up, do raids, any other good stuff.
I will explain, very thoroughly, why I've taken certain skills, to certain rank, and why I took certain rubies the way I did. Disclaimer, my build is my own, if you do not like it, don't post flaming comments raging about how I built MY build. In no way I am saying this is how every mage should build, but instead, this is how I build and my reasoning behind it all.
Lightning Conduit. This is a MUST. If you are debating whether or not it is? re-read this ruby description until you are convinced.
Static Charge. Great PvE Ruby. Take it, it applies stacks every time you attack your target with any electric spells. Stacks up to 10, dot that is absolutely needed. You can go #YOLO and not take it if you don't have enough rubies and want to get something else, but it is essential.
Untable Energy. Increases overall damage with lightning, you have no other choice, take it, no but's or if's. TAKE IT NOW!!!
Prismatic Lightning. Your only AOE that doesn't require force or dragon tears, precast it because it has a semi long-ish cast time.
Thundering Advantage. Awesome, take it. Reduces cast and mana cost of your basic spam spell, which is Thunderbolt for this element.
Cascade. Great ruby, makes every tick of your Pulse/jolt (consecutive)increase in damage.
Positive Feedback. Optional ruby, but very much suggested. It increases the crit damage of all your lightning spells by 5/10/15% per rank, I decided to keep it at R2 because I could use one ruby elsewhere, but who knows, I may just decide to take it to R3.
Lethal Shock. Gurrl, lemme tell you something. You know that time your opponent/Mob/Boss are at 25% HP or 20% (it works only on 25% and below targets) and you know you don't have enough damage to take them down? Well this ruby makes it all better, it turns your Shocking Grasp into a hard hitting nuke, I always have this ruby in my PvP(Tri spec, i don't like any other type) and PvE builds, I hit people for as much as I hit mobs, which ranges from 1 to 3 mil, enough to get those pesky % out of their health bar (5 mil and up on mobs).
Icy Lightning. Pretty self explanatory, grants 1 additional fire and ice point every cycle, if you don't receive them your DPS increases by 1% per ruby...I have 4, lightning tree has 2 of them, ice tree has the other two. By taking these 2-4 rubies you stop building fire force...which you don't need in PvE (No duh, hybrid builds suck in pve no matter how you look at it, ice/elec is the way to go), be warned though, taking other rubies of this kind can totally make you not build up ANY force points, so read rubies if you are making your own build.
Sage's Intelligence. Stat ruby, MUST TAKE!!! Every offensive stat ruby you see, take.
Elemental Wrath. Gives you 5 force points total, you must have less than 2 force points each though. Careful not to use it just as your Elemental Cycle is about to reset (you would have wasted a perfectly good force build up skill).
Dynamo Effect. Decreases mana and cast of your pulse/jolt by 30%, if you don't think you need this to get to the flash rubies...you still do, if you choose to go through empty ruby, which is up to you, if you don't have enough rubies. if you have enough, take it, will save you lot of mana and faster bursts.
Breakdown. Gives 2 stacks of reflections on top of the ones you have, if you have Reflections on you already. Activates only when you flash, I've said why I took them under the link of my PvE build.
This concludes the Lightning Tree rubies that I took. Moving on.Ice Tree
Icy Reflections. Grants 3 extra stacks on reflections and restores mana when you use reflections, the skill. Nifty, take if you need some sort of mana restoration, I don't run out of mana, and if I do, I guidance and mana pot, I may drop it to r2 to use an extra ruby elsewhere, but I don't recommend it.
Master of Intuition. Perception stat ruby. Take.
Hailstorm. Has a 10/20/30% chance for a second Icy Comet/Asteroid, it's a must, who doesn't like a double spell? Second comet/asteroid do have a low crit chance though...they won't crit.
Sleet. Primary use of this ruby is the Cool Down duration of Icy Comet/Meteor, lets be real, you don't want your nukes to take 10 sec to cool down, now do you.
Northern Lights. Just like in Lightning Tree, pretty self explanatory, during each cycle every 6 seconds, you get a stack of this buff which decreases cast and mana cost of Frostbolt by 50%.
Icy Lightning. Just like in Lightning Tree, two of those are present in here. Note, if you plan to take them, take all 4, because it is 25% per ruby.
Frosty Advantage. Primary stats of this ruby are, it increases the NON critical damage of all ice spells by 15%, so take it.
Adherent's Determination. Wisdom stat ruby, take.
Intense Cold. Increases your frost damage by 12%. You are not bright if you don't take this.
That covers all the rubies I took. Moving on to Talents, that's the easy part to be absolutely honest.Talents
Shocking Grasp, take R3, stacked with rubies, it's an amazing spell. In my combo's whether it be PvE or PvP, I save it till near reset of elemental cycle.
Frostbolt. 1st of your primary spam spells while you are waiting on Force Points.
Thunderbolt. Your second spam spell which you spam along with Frostbolt.
Icy Comet/Asteroid, one of two of your primary nukes. Icy Comet is SINGLE target, and Icy Asteroid is AOE. Comet eats up 2 frost points, Asteroid eats 3.
Stone Barrier/Stone Wall. Your primary defense against melee/physical attack. Stone walls are an upgraded version of Stone barriers, just like asteroid is an upgrade of comet. Do note, that each stack of barriers absorbs 247009 (From tooltip) if you get hit harder, the attack goes through. Once all stacks are gone, you are vulnerable to hard hitting hits without anything to stop it, if you are fighting melee mobs/classes, use barriers, save reflections for when all your stacks on barriers gone, that way you can survive longer.
Elemental Shield. I think it's pretty self explanatory, it absorbs spell attacks. Use them for when you get attacked with spells.
Flash. Self explanatory, ports you 10/20/30 (Depends on rank) yards the way you are facing, really useful, take it, you will need it.
Icy Grave. Our CC, I suggest rank 2-3 not rank 1, with rubies you can make it CC 2 targets at once, it's mainly a PvE skill, I don't find myself using it...maybe on a summy/sham pet.
Reflections. One of our defenses, creates 5 illusions of you (Can't see them) and for the next 5 attacks, you avoid any and all damage, can be used under most CC's, except silence. If you followed my advice and took Icy Reflections rubies, you will have 8, and if you took 2 flash rubies, you have total of 10 reflections.
Aura of Fortitude. 5 words, Don't-Leave-Home-Without-It.
It increases yours and your parties HP and Mana by 30%, if you don't take it, you can uninstall game and never come back.
Two of your main nukes, aside from Comet/Asteroid. You use them when you have enough force to do so.
Electric Pulse is single target, and Electric Jolt is an AOE.
Elemental Surge, your very nuke-ey straight line AOE. It's a stand still cast skill like Pulse and Jolt, but it deals damage when it finished casting or interrupted. It is best to use if you know you won't get interrupted. It deals 132902 astral damage per second of the cast, so when you finish casting, all the damage adds up and hits like a 'I have a potty mouth'. I use it on the mob furthest at the very back, and try to get the rest of the mobs in the line, I usually just cast Magic Tactics and try to do that, because some tanks just don't you to finish casting it >.> I think they have it out against us. I've had times where I hit for 5 mil on each mob, so use it wisely. One of two Dragon Tear skills, 1 rank is more than enough because Cool-Down doesn't decrease if you take a higher rank, I hit for a
Magic Tactics. This skill is just awesome.
It lets you run and cast things, without being interrupted, unless you get CC'd. This is the second dragon tear skill. The better the Dragon Tears you have, the longer it lasts. It's best to take it at rank 2-3.
This concludes Talent discussion. Stats
Your stats should be as followed:
Luck - High Luck. Keep it at high enough % for you to NOT glance, you know that white colored damage text? Yeah, it's a bad sign. My luck depends on whether or not I am running Luck Elixir + and Luck pot, if so, I have 98.9% Crit chance....don't do that unless you're a crit maniac like myself. If I run Int elixir and luck pot I have 84.03% chance to crit. Personally I recommend going 75% Luck, that should be moderately enough.
Intelligence - Set your patron on Intelligence. My intelligence bonus is at 80.x% spell increase, the higher your int is the more overall spell damage you do, that's basic knowledge.
Wisdom - Mine is at 33% I find this the best for me at the moment, because you don't need any more as a mage.
Perception - Mine at the moment is at 20%, I suggest going the same, I don't miss a lot, at all. As a mage you burst out lots of spells, if one of them miss, no big deal, mob's don't have big resistance.
This concludes this guide. Thanks to everyone who died to me so that I could test. My PvE astral build can work for both PvE and PvP, and also lvling as well. I found myself forgetting to switch specs in PvP so I went with this build and still dominated, mainly because I could AOE, since PvP build's aren't AOE, and my build specifically has no AOE spell aside from Surge and Firewall
I use these stats for PvP also, since I'm really lazy to re-stat every time I enter PvP, it's too much effort and it won't make a huge impact on my performance.
I will post a Video of how I use my build once key's reset, that will give anyone willing to build this way a better understanding on how to play a mage, or how to play this build is particular.
Thanks you all for reading. Sorry it is long but I felt like I needed to explain things more thoroughly.
Your's truly, POTATO!!!
Erm I mean Justblaze.