
Fellow apprentice of the magic arts, this is a compendium crafted from the knowledge of many archmages over the world. Scrolls from all magic academy libraries across Azeroth, once forgotten, now united in a large tome to teach you how to become a master of magics.
What is this tome covering so far:
- Races
- Mage Talents
- PvE Builds
- Stats
- Spell Penetration
- Pre-Raid Gear (1.4 Server Release)
- PvP
- PvP Builds
- Macros
- Tips
Races
Choosing your race: To me, choosing your race is just how you like your mage to be. Although Racials and Starting Attributes are important, but you shouldn’t roll a race you don’t like because racials don’t make a huge difference generally. The races available to mages are:
Alliance
Humans: 22 Stamina, 20 Intellect, 21 Spirit
Perception (active): Activate to increase stealth detection radius by 10 yards - lasts 20 sec - 3 min cooldown - Useful to see rogues, Druids etc.
The Human Spirit (passive): Increase Spirit by 5%
Diplomacy (passive): 10% bonus to faction point gain - Faster reputation

Gnomes: 21 Stamina, 24 Intellect, 20 Spirit
Escape Artist (active): Activate to break out of a Root or Snare effect - 1.5 sec cast - 1 min cooldown - More escaping abilities are always nice for a mage, short cooldown as well.
Expansive Mind (passive): Increase Intelligence by 5%
Arcane Resistance (passive): All Gnomes get +10 Arcane Resistance
Technologist (passive): 15 skill bonus to Engineering
Horde
Trolls: 23 Stamina, 16 Intellect, 21 Spirit
Berserking (active): Activate when "Wounded" to increase melee and spellcasting speed by 25% - lasts 20 sec - 2 min cooldown
Regeneration (passive): 10% health regen bonus, 10% active in combat
Beast Slaying (passive): 5% damage bonus to Beasts
Undead: 23 Stamina, 18 Intellect, 25 Spirit
Will of the Forsaken (active): Activate to become immune to fear, sleep, and charm effects - lasts 20 sec - 3 min cooldown - One of the best racials in the game (if not the most useful). Effective mostly in PvP against Warlocks and Priests.
Cannibalize (active): Increase health regeneration by 200% while consuming a corpse - lasts 15 sec - 3 min cooldown - While mages can summon their own food, Cannibalization can be useful to regenerate health while you are in combat. Also cannibalizing your foes’ corpse after killing them while they are still watching you is really cool

Underwater Breathing (passive): Underwater breath increased by 4x - It may have not much use for a lock, but sure it is a good racial mage-wise.
Shadow Resistance (passive): All Undead get +10 Shadow Resistance - Nice racial against Warlocks and Priests in PvP.
If you don't care about looks and just wan't to get a slight advantage and want my opinion about what race to pick then I would suggest:
PVP: Gnome for Alliance, Undead for Horde
PvE: Gnome for Alliance, Troll for Horde
But remember, racials means almost nothing if you are skilled enough.
Mage Talents
Each of mage's talent trees refers to a source of magic: Arcane, Fire and Frost. Arcane is mostly known by mages as a utility tree, Fire is the primary source for dealing damage and Frost is a survivability-based secondary DPS tree.
Arcane
[Tier 1]

Reduces your target's resistance to all your spells by 10 and reduces the threat caused by your Arcane spells by 40%.
Since this talent only applies to arcane spells, it's of limited utility. Most of the time you won't be casting exclusively arcane spells, however, there are a few notable exceptions to this. Higher level instances (e.g. Molten Core) typically have mobs immune to Fire which means that if you're not Frost, then Arcane Missiles is the spell to use. Reducing your threat by 40% will let the warriors hold aggro easier. Another application for this talent is when you're AEing. The threat reduction comes through and makes keeping elites off of you easier. All that said, this is very much a PvE only talent (threat doesn't matter in PvP); however, it can allow you to unleash more DPS in PvE without getting aggro, making you that much more effective in a group.

Reduces the chance that the opponent can resist your arcane spells by 10%
This can be useful in both PvP and PvE(?), but I can't say that I've noticed a tremendous difference on high level raid mobs with or without this talent. (Molten Core or Onxyia's level 63 raid elites resisted quite a bit whether or not I had the talent, and there wasn't a statistically significant difference from the data I collected). Also, the Warlock's Curse of Shadow, which also reduces Arcane resist, has far more noticeable effects on Arcane damage. Still, if you're going for 31+ Arcane build, this talent offers a viable place to drop spare points to unlock the deeper tiers. Also, preliminary testing indicates that Arcane Focus may make Polymorph's duration more consistent and longer in PvP.

Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane Missiles.
This allows you to do damage while getting beat on. Note that it only prevents to interruption from damage -- this talent does nothing against Silence, Shield Bash, Pummel, Kick, Earth Shock or any of the other spell-interrupting abilities. It's worth getting no matter what your mage will turn out to be as it has applications across the board. That said, you can safely delay getting this talent if you're interested in pursuing a different tree. Some people feel that it's a coin flip whether want to put 5 into this or 5 in Arcane Focus to get to the next tier, however, having an uninterruptible damage spell is very nice.
[Tier 2]

Increases your damage with Wands by 25%.
Mages don't use wands enough to justify this talent's cost. Useful for leveling however.

Increases all resistances by 10 and causes all spells you fully resist to restore 5% of your total mana.

Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.
Any time you cast a damage spell -which is most of the time for a mage, you have a chance to proc Clearcasting and get your next damage spell free. Note that the Clearcasting effect fades after about 15 seconds so this talent isn't quite a 10% mana cost reduction because you might proc on your killing spell with no new target in sight (or yourself low on mana). You can also cast low mana cost/high efficiency spells (such as Scorch or Frostbolt) until you get a clearcast and then use a high mana cost spell (such as Arcane Missiles, Flamestrike or Blizzard) thus boosting your net mana efficiency. Very useful talent.
[Tier 3]

Increases the effect of your Amplify Magic and Dampen Magic spell by 50%.
Dampen Magic itself is a spell with rather limited utility. Useful against a lot of low damage caster mobs. Without the talent dampen magic at its highest rank reduces spell damage by 50 and reduces healing by 100. With the talent it goes to 75 and 150, respectively. Note that for periodic effects, such as Shadow Word: Pain or other DoTs, dampen magic only applies to the total damage not to each period, thus greatly lessening its utility against DoTs. Amplify Magic works the same way but amplifies the damage and healing.

Increases the critical strike chance of your Arcane Explosion spell by an additional 6%

Increases your armor by an amount equal to 50% of your intellect.
A great survivability talent, must have in all builds going towards arcane tier 3/4.
[Tier 4]

Decreases the mana lost per point of damage taken when Mana Shield is active by 20%.
This makes mana shield more efficient. It might be worth the points, depending on how often you find yourself using Mana Shield. You might also want to pick up the Knight-Lieutenant’s/Blood Guard’s Silk Gloves (PvP reward: http://db.vanillagaming.org/?item=16487), which have a bonus of +285 absorb on Mana Shield.

Gives your Counterspell a 100% chance to silence the target for 4 seconds.
A very useful talent for PvP against casters, since four seconds can oftentimes be an eternity. Certain classes (priests come to mind) can be completely undone with a well timed Counterspell: Silence: an interrupted heal, no healing for 10 seconds and no casting at all for 4 seconds. You can also cast it before any spells are cast as a blanket silence; this is useful when you're frontloading on a target (presumably sheeped) and want to take away any opportunities they might have for counterplay. Paladin's immunity works through silence at this point in time, so keep that in mind if you find yourself fighting them. Silence complements an Arc/Fire or Fire/Arc build quite nicely. It's still nice to have in a Frost build. Not much use if you want to do PvE only, unless you really like to get some nice aggro!

Allows 15% of your Mana regeneration to continue while casting.
It's worth considering this talent if you're going to be spamming Frostbolt in Molten Core, combined with Mage Armor, you'll be able to get 45% Mana Regeneration while casting which begins to be somewhat substantial. Recommended for high-end PvE mages.
[Tier 5]

When activated, your next Mage spell with a casting time less than 10 seconds becomes an instant cast spell. (1 Talent Point)
Great for burst with Pyroblast and instant CC with Polymorph.

Increases your maximum Mana by 10%.
If you're going for Arcane Power, it's worth putting points into getting more mana (there also aren't that many viable alternative places to put points). 10% of a 6000 mana pool is about 600 mana, not that much but also nothing to sneeze at. Some mages claim as long as they can provide themselves with +Intellect items, this won’t worth spending their talent points on.
[Tier 6]

Increases your spell damage and critical strike chance by 3%.
Since there are only a handful of ways for mages to raise critical strike chance, this talent is a gem, since it raises the crit chance and the damage of all of your spells, no matter what school they are. Required for having Arcane Power.
[Tier 7]

When activated, your spells deal 30% more damage while costing 30% more mana to cast. This effect lasts 15 seconds.
If you've put at least 30 points in Arcane, be sure to get this talent. Note, however, it is dispellable. Still, it is a 30% increase to damage for 15 seconds, excellent for upping your burst damage especially in PvP. In PvE, since it can produce aggro because of its high bursts, it seems not very reliable if you/your group are not able to manage the aggro.
Fire
[Tier 1]

Reduces the casting time of your Fireball by 0.5 seconds.
This is a decent DPS upgrade to Fireball. It's more notable at lower levels. In PvP, battles tend to use instants and not casting spells. It's probably the best place to first put points for mages since it at levels 10-14 it has a greater utility than any of the other first tier talents.

Gives your fire spells a 10% chance to stun the target for 2 seconds.
Useful in PvE, it truly shines in PvP where a stun will interrupt casting/stop the melee classes and also generally break players' rhythm. It procs off of all fire spells, making it a wise investment. A Flamestrike opener when AEing that stuns several of the mobs/players is very handy. Combusted Blastwave with this talent is absolutely devastating, especially if stacked with other mages. You'll sometimes get lucky with it and proc a stun at the perfect moment (e.g. right before an enemy finishes casting a heal).
[Tier 2]

Your critical strikes from fire damage spells cause the target to burn for an additional 40% of your spell's damage over 4 seconds.
It's 40% more damage to your critical strikes, but since a crit is already 50% more damage, in effect this means Ignites adds 110% damage. A nice way to increase your DPS if you're focused around crits (and since our mana stat, Intellect, is our crit stat as well). A good place to put points. Note that it applies its damage as a DoT and thus can be dispelled.

Increases the range of your fire spells by 6 yards.
This lets Fireballs and Pyroblasts have 41 yd range (Flamestrike 36 yards), the longest range in game aside from Marksmanship Hunters. Useful in PvP (especially stand off situations) and those 6 yards can be handy in PvE in terms of getting another spell off or just more reaction time when soloing. Also in instances, the extra reach on Fire Blast is handy for taking our runners.

Reduces the cooldown of your Fire Blast spell by 1.5 seconds.
This talent has its uses. It can take your cooldown from 8 seconds to 6.5 seconds, which is noticable (primarily in PvP) but the question then becomes what you have to get up to get those 5 points for this Talent, and I'd rather have Impact or Ignite. Also, it isn't as if you can't cast other things while waiting for Fire Blast's timer. Still, this talent is personal preference and may work for your particular playing style.
[Tier 3]

Increases the critical strike chance of your Fire Blast and Scorch spells by 4%.
Fire Blast is a core PvP spell and Scorch can be a core PvE spell (because of its fast casting time you'll proc more Clearcastings per fight) and thus increasing the chance to crit on both these spells is generally a good thing. Very useful if you are trying a Scorch build (a popular PvE build).

Increases the critical strike chance of your Flamestrike spell by 15%.
You can Presence of Mind Flametrike, then follow with a Blast Wave and spam Arcane Explosions. Recommended to AoE mages.

Hurls an immense fiery boulder that causes 716 to 891 fire damage and an additional 268 damage over 12 seconds.
Don't get Pyroblast unless you get Presence of Mind. With sheep lasting at most 15 seconds in PvP and very often much less, you often will not be able to sheep, back up, and get off a full 6 second Pyroblast cast before your target is unsheeped. It's moderately useful in PvE if you're purely focused on mana efficiency (as an opener especially when soloing), but it truly shines with PoM. Since the additional damage is a DoT, it can be dispelled. If you're a Fire Mage, a Combusted Pyroblast is a thing to be feared and is useful when fighting especially tough mobs, but in all honesty, rarely will you have opportunity to successfully land a 6 second casting time spell in PvP. A critical of an AP PoM Pyroblast is one of the best burst damages in the game and can be cast while chasing a target (Blinking towards a fleeing enemy then unleashing a fiery ball of death is a fun thing to do).

Gives your fire spells a 70% chance to not lose casting time when you take damage and reduces the threat caused by your Fire spells by 30%.
A good mage doesn't need this talent, since he/she keeps distance with his/her opponent. If for some reason you're trying to cast while getting hit, Improved Arcane Missiles offers a 100% chance to cast without interruption. In PvP, spell interrupts like Silence/Pummel/Kick aren't prevented with either Burning Soul or Improved Arcane Missiles and thus Burning Soul becomes relegated to casting when a mob is hitting on you and you don't have Arcane Missiles. It can be useful for with Scorch, however if you can often time your Scorches to cast and land between a mob's hits on you and you can almost always Nova and step back or CoC and blink away. I suppose Burning Soul can be useful to a pure Fire mage fighting archer mobs.
The 30% threat reduction however is good for PvE, since Fire mages tend to get a lot of aggro with crits and powerful bursts.
[Tier 4]

Your Scorch spells have a 100% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases the Fire damage dealt to your target by 3% and lasts 30 seconds. Stacks up to 3 times.
Most useful in PvE, as it is unlikely you will be casting 3 scorches on the same target in PvP. For a PvE mage (and Scorch builds), it can be a useful talent. Very effective during long boss fights.

Causes your fire ward to reflect 20% of the damage absorbed back to the caster.
Rank 5 Fire Ward costs 320 mana and absorbs 585 Fire Damage. You should consider that it is only useful against classes with use fire damage (mainly Conflagrate/Fire warlocks and Fire Mages).

Your Fire and Frost spell criticals will refund 30% of their base mana cost.
If you are having mana issues then this talent is worth picking, otherwise we have better talents to go with.
[Tier 5]

Increases the critical strike chance of your fire spells by 6%.
More critical strikes (therefore more Ignites) on your fire spells. All around damage increase. Useful for a deep Fire Mage.

A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for 462 to 545 fire damage, and dazing them for 6 seconds.
The daze is essentially a 50% snare. This spell might shine in Battlegrounds, but it's very situational and since it has a 45 second cooldown, you'll pretty much only get to use it once a fight. Still, another instant is always handy and the snare is useful for getting away from melee, even in 1v1 confrontations. Do note however, that if you get Blast Wave, you won't be able to get Arcane Power, therefore an Arcane/Fire Mage can out burst DPS a Fire/Arcane mage.
[Tier 6]

Increases the damage done by your fire spells by 10%.
More damage, all the time.
[Tier 7]

When activated, this spell causes each of your Fire damage spell hits to increase your critical strike chance with Fire damage spells by 10%. This effect lasts until you have caused 3 critical strikes with Fire spells.
Claimed not to be useful by many because of its long cooldown and the fact that PoM is superior to Combustion.
Frost
[Tier 1]

Increases the armor and resistances given by your Frost Armor and Ice Armor spells by 30%. In addition, gives your Frost Ward a 20% chance to reflect Frost spells and effects while active.
The Frost Warding is way better than Improved Fire Ward because you are getting an extra 30% resistance bonus. However in PvP it is only useful against Frost Mages.

Reduces the casting time of your Frostbolt spell by 0.5 seconds.
Much like Improved Fireball, a DPS upgrade, letting you get a 2.5 second frostbolt at its highest rank and also allowing for a 1 second Rank 1 Frostbolt which is handy for snaring runners in PvE and PvP.

Reduces the chance that the opponent can resist your Frost and Fire spells by 6%.
This talent is useful for getting hit capped.
[Tier 2]

Increases the critical strike damage bonus of your Frost spells by 100%.
An untalented Frostbolt that normally hits for 100 would crit for 150, but with this talent it would crit for 200. A core talent of a Frost build.

Gives your chill effects a 15% chance to freeze the target for 5 seconds.
A chance to proc a root off of any chill effect (including your Ice Shield!) which you can then Shatter off of. Another core talent of the Frost line. Incredibly fun to have this proc on a melee that attacks you, since they essentially freeze themselves (Frost Armor), allowing you to step back, cast on them, etc. Can be mildly annoying if you're solo PvE AE farming since it'll randomly proc on some mobs but on others, but this talent shines in PvP.

Reduces the cooldown of your Frost Nova spell by 4 seconds.
Required for Shatter, useful in its own right since it lets you unleash the Nova+CoC combo more often. Again, useful against melee classes.

Increases the duration of your Chill effects by 3 secs and reduces the target's speed by an additional 10%.
Typically frost mages will be chain casting Frostbolt, which means they'll always reapply the snare, making Permafrost not really doing anything in that situation. If you take Improved Blizzard further down in Frost tree, Permafrost may not be worth it since the chill is reapplied each wave. However, since Blizzard is resistible, it might be worth it.
[Tier 3]

Increases the damage done by your frost spells by 6%.
Depending on your particular build and playing style, may or may not be useful. Frost is much more about control than damage. Does offer a very slight efficiency bonus. Recommended for a MC/BWL Frost mage.

When activated, this spell finishes the cooldown on all of your cold spells.
Incredibly useful ability that lets you get off two Frost Novas, or two Cone of Colds right after each other. Also refreshes your Ice Block and Ice Barrier timers. Not to be passed up if you're a Frost Mage.

Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by 65%. Lasts 2 seconds (5 seconds with full Permafrost).
Blizzard is not intended to crit (according to a Blue Blizzard poster), however the chill is reapplied each wave (conceivably this means Frostbite will also have a chance to be reapplied each wave). In many cases, in instances, this movement slowing ability is what you need to make sure enemies take the full 8 second damage when you start pulling aggro away from the tanks. If you are going to invest points here use this talent 2/3 this way it won't overlay the Cone of Cold slow.
[Tier 4]

Increases the range of your Frostbolt and Blizzard spells and the radius of your Frost Nova and Cone of Cold spells by 20%.
More range on Frostbolt/Blizzard (to 36 yards) and a wider Cone of Cold and Frost Nova. Debatable, and not as much of a must have as Flame Throwing is for fire, simply because the Frost playstyle is different. Once you get Frostbite, for example, you won't mind mobs hitting you so much since they might freeze themselves by doing so, enabling you to step back and get a Shattered Frostbolt on them. For PvP, however, more range is always good. This talent is also very useful in Molten Core, since you can stand just outside the 30 yard AoE range and nuke at your pleasure.

Reduces the mana cost of your Frost spells by 15% and reduces the threat caused by your Frost spells by 30%.
An efficiency upgrade for Frost. You might want to drop these three points in Improved Cone of Cold instead since you can gain mana by +Intellect items on your gear, and also due to the fact that Frostbolts don’t consume your mana like Fireballs, but it is your choice. Many people like Frost Channeling because they often cast Blizzard in MC, and having the mana cost of Blizzard reduced is a very nice thing.

Increases the critical strike chance of your frost spells against frozen targets by 50%.
Another core Frost Mage talent. What this talent means is that if you have chance to crit of 5%, then against frozen targets (e.g. Frostbitten or Frost Nova'd targets) you will have a 55% chance to crit. A well-played Frost mage milks Shatter for all its worth. But remember, only on frozen targets, not chilled.
[Tier 5]

You become encased in a block of ice, protecting you from all physical attacks and spells for 10 seconds, but during that time you cannot attack, move, or cast spells.
Required for Ice Barrier, this spell shines when AEing or in group PvP. It cannot be dispelled so essentially you can prolong your life for 10 seconds. If a pull goes bad while AEing or a healer is stunned, you can hit Ice Block and give the time to tanks to get the aggro off you. Probably the most valuable talent in Frost for group PvP, simply because you make yourself unkillable (granted, you can't do anything during those 10 seconds, but you stay alive and continue to pose a threat).
Also removes DoTs, makes it very useful against Shadow priests and Warlocks (don't forget Warriors’ Hamstring). Furthermore, it can be used to make your PvP enemies stop hitting you and target someone else.

Increases the damage dealt by your Cone of Cold spell by 35%.
A useful upgrade to Cone of Cold. This lets your crit Cone of Colds hit for about 1000. A part of the nice “Frost Nova-Cone of Cold combo". Sometimes you can even, Nova, Frostbolt, and Cone of Cold quickly and get both to crit using the Shatter off Frost Nova.
[Tier 6]

Gives your Frost damage spells a 100% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.
[Tier 7]

Instantly shields you, absorbing 818 damage. Lasts 1 minute. While the shield holds, spells will not be interrupted.
It's on a funky two minute timer, can be overwritten by Power Word: Shield and ever worse, can be dispelled. However, when solo AoEing, it's very useful since it gives you an ability you otherwise wouldn't have available. It'll save your life many times in PvP. Spell not being interrupted is good however.