MAGE TALENT GUIDE (9.0.1)
MAGE
ARCANE
Amplification: makes Arcane Missiles do more damage by shooting two extra missiles when used with Clearcasting.
Rule of Threes: makes your next Arcane Blast or Arcane Missiles free after getting a third Arcane Charge.
Arcane Familiar: lets you summon a pet that does minor damage to enemies, and increases your maximum Mana by 10%.
Master of Time: reduces the cooldown of Alter Time by 30 seconds, and makes Alter Time reset the cooldown of Blink when it expires or when re-activated.
Shimmer: replaces your Blink ability. It functions exactly the same as Blink, except it is off the Global Cooldown, is a 25-second cooldown instead of 15, does not interrupt spellcasting, and it does not break stuns. This spell has 2 charges.
Slipstream: allows Arcane Missiles and Evocation to be channeled while moving.
Incanter’s Flow: increases your damage between 4% and 20%, cycling every 10 seconds.
Focus Magic: can be used to put a buff on a friendly player that will cause that player to have 5% increased critical strike chance. Whenever they critically strike, your own critical strike will also be increased by 5% for 10 seconds.
Rune of Power: places a small zone which increases the damage you do by 40% for 10 seconds. This ability has a 40-second cooldown. also drops automatically when you cast Arcane Power.
Resonance: empowers Arcane Barrage to deal 15% extra damage for each additional target struck.
Arcane Echo: causes targets afflicted with Touch of the Magi to cause an explosion around them whenever they take direct damage.
Nether Tempest: can be applied to one target, and deals damage over time to the target and all other targets within 10-yards.
Chrono Shift: causes Arcane Barrage to slow enemies by 50% and increase your movement speed by 50% for 8 sec.
Ice Ward: gives Frost Nova 2 charges.
Ring of Frost: places a ring that can freeze up to 10 targets for 10 seconds at the targeted location, broken by damage. When the freeze ends, the targets will be slowed by 65% for 4 seconds.
Reverberate: gives Arcane Explosion a chance to generate an additional Arcane Charge, as long as it hits at least 3 targets.
Arcane Orb: travels in a line and deals AoE damage to everything it hits. It generates 1 Arcane Charge on cast and 1 every time it deals damage.
Supernova: does a little bit of AoE damage, with double the primary target damage, while knocking up all enemies hit.
Overpowered: causes Arcane Power to now increase damage by 50% and reduce Mana costs by 50%.
Time Anomaly: there is a chance to get Arcane Power for 8 seconds, give you 1 second of Evocation or to get Time Warp for 6 seconds.
Enlightened: increases your damage while above 70% mana by 8%, and increases your mana regeneration by 20% while under 70% mana.
MAGE
FIRE
Firestarter: causes Fireball and Pyroblast to always critically strike when your target is above 90% Health.
Pyromaniac: gives you a small chance to re-activate Hot Streak instantly.
Searing Touch: makes Scorch a guaranteed Critical Strike and deals 150% more damage when the target is below 30% Health.
Blazing Soul: causes Blink to apply Blazing Barrier.
Shimmer: replaces your Blink ability. It functions exactly the same as Blink, except it is off the Global Cooldown, is a 25-second cooldown instead of 15, does not interrupt spellcasting, and it does not break stuns. This spell has 2 charges.
Blast Wave: causes an explosion around yourself, dealing Fire damage to all enemies within 8 yards and knocking them back and then reducing their movement speed by 70% for 4 seconds.
Incanter’s Flow: increases your damage between 4% and 20%, cycling every 10 seconds.
Focus Magic: can be used to put a buff on a friendly player that will cause that player to have 5% increased critical strike chance. Whenever they critically strike, your own critical strike will also be increased by 5% for 10 seconds.
Rune of Power: places a small zone which increases the damage you do by 40% for 10 seconds. This ability has a 40-second cooldown. also drops automatically when you cast Arcane Power.
Flame On: reduces the cooldown of Fire Blast by 2 seconds, and increases the maximum number of charges by 1.
Alexstraza’s Fury: causes Dragon's Breath to always critically strike, do 50% damage, and contribute to Hot Streak. Additionally, your next Pyroblastor Flamestrike does 35% more damage.
From the Ashes: gives you a stacking Mastery buff of 2% per Phoenix Flames off cooldown. Additionally, any direct critical hits reduce the cooldown of Phoenix Flames by 1 second.
Frenetic Speed: causes Scorch to increase movement speed by 30% for 3 seconds when cast.
Ice Ward: gives Frost Nova 2 charges.
Ring of Frost: places a ring that can freeze up to 10 targets for 10 seconds at the targeted location, broken by damage. When the freeze ends, the targets will be slowed by 65% for 4 seconds.
Flame Patch: adds a burning ground effect to Flamestrike that lasts for 8 seconds.
Conflagration: makes Fireball to apply a small damage over time (DoT) effect to your primary target. Any targets affected by either this small DoT or Mastery: Ignite can flare up to deal AoE damage.
Living Bomb: applies a bomb to the target which explodes after a delay and spreads itself to nearby targets.
Kindling: reduces the cooldown of Combustion by 1 second every time Fireball, Fire Blast, and Pyroblast critically strike.
Pyroclasm: gives you a 15% chance to cause your next non-instant Pyroblast to do 225% extra damage after consuming Hot Streak, It can stack up to 2 times.
Meteor: summons a meteor to fall from the sky after a short delay, dealing large initial damage and leaving a burning patch on the ground for 8 seconds.
MAGE
FROST
Bone Chilling: causes all chill effects to stack a buff on you, increasing all spell damage dealt by 0.5% per stack for 8 seconds, stacking up to 10 times. Functionally it is a flat 5% boost to all spells.
Lonely Winter: removes your ability to cast Summon Water Elemental but your basic single target spells are empowered to deal 25% increased damage.
Ice Nova: is a short AoE burst cooldown, dealing reduced damage to secondary targets. Also freezes everything hit for 2 seconds.
Glacial Insulation: causes Ice Barrier to increase armour by 200%. Ice Block also applies Ice Barrier to you when it fades.
Shimmer: replaces your Blink ability. It functions exactly the same as Blink, except it is off the Global Cooldown, is a 25-second cooldown instead of 15, does not interrupt spellcasting, and it does not break stuns. This spell has 2 charges.
Ice Floes: has 3 charges and each charge allows a spell to be cast while moving.
Incanter’s Flow: increases your damage between 4% and 20%, cycling every 10 seconds.
Focus Magic: can be used to put a buff on a friendly player that will cause that player to have 5% increased critical strike chance. Whenever they critically strike, your own critical strike will also be increased by 5% for 10 seconds.
Rune of Power: places a small zone which increases the damage you do by 40% for 10 seconds. This ability has a 40-second cooldown. also drops automatically when you cast Arcane Power.
Frozen Touch: increases the proc chance of Fingers of Frost and Brain Freeze from Frostbolt.
Chain Reaction: increases your Ice Lance damage every time you cast an Ice Lance that is considered frozen.
Ebonbolt: is a heavily damaging spell that generates a Brain Freeze on cast.
Frigid Winds: causes all your chilling effects to reduce the target's movement speed by an additional 10%.
Ice Ward: gives Frost Nova 2 charges.
Ring of Frost: places a ring that can freeze up to 10 targets for 10 seconds at the targeted location, broken by damage. When the freeze ends, the targets will be slowed by 65% for 4 seconds.
Freezing Rain: makes any Blizzard casts in the 12 seconds following a Frozen Orb cast instant, while increasing the damage of those instant Blizzards by 50%.
Splitting Ice: causes Ice Lance, Glacial Spike, Ebonbolt, and Mastery: Icicles to cleave a target within 8 yards of the center of the primary target's hitbox for 80% of the primary damage.
Comet Storm: drops 7 comets around the cast target after 1 second. Each has a 6 yard radius splash, dealing full damage to all enemies in range.
Thermal Void: extends your Icy Veins by 10 seconds and an additional 1 second every time you cast a frozen Ice Lance while it is active.
Ray of Frost: is a 5 second channeled ability that ramps up in damage and slowing power by 10% every tick. Generates 2 Fingers of Frost over the course of the channel.
Glacial Spike: is an active ability that requires and consumes all 5 of your Mastery: Icicles to cast. It deals a large amount of damage, plus all the damage from your stored Icicles. However, Ice Lance no longer launches Icicles.