Mage PVP Guide
Mage Guide
What to expect from this guide:
- 1.*A general insight into Cataclysm
- 2.*A description of the Cataclysm Mage PvP style
- 3.*Viable comps and how to play them
- 4.*General Mage information
- 5.*How to find partners and climb in rating the best way
- 6.*Current Mage balance issues
- 7.*Macros and Addon suggestions
- 8.*Rated BG setups and your role in Rated BG’s
- 9.*Gear/spec suggestions
A General Insight into Cataclysm
A description of the Cataclysm Mage PvP style
Viable comps and how to play them
The current RMP playstyle:
RMP has been a viable comp since the dawn of time. Every season you see high rated RMPs rocking in the ladders, and you could assume that means the comp is always “overpowered”, but it’s not really, it just happens to scale very well with skill though right now in Cataclysm Blizzard has made it quite easy to be successful with this comp.What you need to do:
In comparison to the WoTLK playstyle you had a much
easier time timing things while playing RMP because the Priest and the
Mage always stacked so much haste. In the current RMP state you need to
coordinate the casts and not get interrupted at the same time, you could
realize that this is a hard thing to do. But the thing most RMPs fail
at is that in order to get a good CC going you need to save up your Deep
Freeze for when the Priest uses Psychic Scream. This is what you do:
Priest fears one target, lets say it’s a Rogue DPS, you Deep Freeze the
healer, lets say it’s a Druid in the team, then Ring of Frost him, and
Polymorph the Rogue out of the fear while nuking the third target. You
want to do get double CCs as much as possible in order to get kills, and
you need to play around your Priests manapool, so remember that you are
on a time limit. Also remember that you will be trained most of the
games, so one member of your team needs to have a CC thrown at the
healer (or a silence) before you use roots/snares on the melee training
you (to avoid dispel ofcourse).
Setups broken down
- Mage – Frost
- Rogue – Subtlety
- Priest – Disc
Strenghts:
*RMP scales very well with skill, there is never really a
“omg there is nothing we could have done” game. Trust me on that one,
they can be hard counters and get kills 100x times easier than you can,
but playing VS some of the best Hunter/Prot Warrior/Holy Paladin teams
in S8 and after games beating them, I am convinced you can beat anything
playing this comp if you have enough coordination and skill.
- RMP is very strong VS any melee/melee/healer teams because of the control a Mage can provide.
- RMP has so many playstyles so it’s very easy to get a good teamplay going.
- Defensive + Offensive dispels makes it easy to train down certain healers, and makes swaps very easy to make.
Weaknesses:
- Wizardcleaves can be difficult to handle if you don’t watch out for incoming bursts and protect your healer from being CC’d.
- If you aren’t timing anything, RMP can be considered a very bad comp.
- Your damage is very low on Plate, especially Warriors are right now really hard to kill.
- Your healer will go oom before any other healer (unless you are burning, which is very rare in 3vs3) because of the spam dispels required on the Rogue.
- Hunters will make your Mage cry
- Any double melee cleave can be tough until you learn what to do (this is the normal reaction when average rated players play the comp) because your Priest will die if they both connect on him twice.
- Mage – Frost
- Warlock – Affliction
- Druid – Resto
Strengths:
- Just like RMP this comp scales well with coordination, you can beat anything. But you will have troubles with SP/x/healer teams until patch 4.1 is here and shadow priest dispel is nerfed
- You can keep people controlled most of the games (especially melees, roots X3, Clone X3, Sheep X3, Fear X3 rotate)
- You can and should control two people most of the game (example: Fear Druid, Polymorph Rogue then after two times you can swap, Polymorph Druid and Fear Rogue, then follow up with Root on Rogue and Cyclone on Druid)
- Your overall damage is very high because of the Warlock spread damage.
- Druids have a very hard time going OOM
- Druids are the hardest healer to get CCs on
Weaknesses:
- You play 2 Cloth DPS + Druid, the damage anyone of you take from melees can be very hard.
- With the lifebloom nerf, you are more open to swaps.
- Comp has become weaker because the removal of Devour Magic on friendly targets.
- No offensive dispel (not counting spellsteal/devour from Fel Hunter)
- Your single-target damage is very bad and most times you win a game because you have two targets low at once
- With the 20 % CC time nerf on Fear and 20 % CC time nerf on Polymorph this comp became a bit weaker.
General Mage information
General Mage playstyle is about keeping one target (atleast) in a CC and nuking the other one, as simple as that. You should CC the target with a dispeller (lets say you are playing 2vs2, and you are up against Priest/Rogue, this means the target you need to CC is the Priest, not the Rogue because of dispels). Other than that, you need to kite to keep yourself from taking damage, and remember it’s always better to block the damage rather than taking the damage and then blocking, causing your healer to waste mana and time on healing you up. Also while playing a Mage, you need to be quick, but at the same time patient. If you have a Nova on a melee, don’t just Ice Lance it instantly, back off a few steps, get some range, cast a shatter (Frostbolt+Ice Lance in the same GCD) instead of standing next to him, causing the root to break and endanger yourself again.
How to find partners and climb in rating the best way
Current Mage balance issues
- Polymorph casting time reduced slightly but not stacking with any haste or haste increasing effects such as Icy Veins or Heroism
- Frostbolt casting time reduced by 0.2 seconds to make casting more appealing than ice lance spamming
- Early Frost removed removed from the game
- Added New ability: Frost Bolt, casts a short on cast (0.5 sec) bolt that does 0 damage but snares your enemy by 60 % for 8 seconds. 35 yard range.
- Flame Orb/Frostfire Orb has been removed from the game.
- Improved Cone of Cold has been removed from the game.
- Water Elemental is back to being a pet that dies after 45 seconds
Macros and Addons
Polymorph arena 1-3
/Cast [target=arena1] polymorph
/petpassive/Cast [target=arena2] polymorph
/petpassive/Cast [target=arena3] polymorph
/petpassiveFocus Polymorph
/Cast [target=focus] polymorph
/petpassivePanic macro (healthstone + bm)
/use bloodthirsty gladiator's emblem of tenacity
/use healthstoneDecurse macros
/Cast [target=party1] remove curse/Cast [target=party2] remove curseGet in combat macro
/use Bloodthirsty Gladiator's Silk Handguards
/cast fire blastFocus CS
/Cast [target=focus] counterspellFocus Deep Freeze
/cast [target=focus] deep freezeSpellsteal + Cancel Sacrifice
/cast spellsteal
/cancelaura hand of sacrificeFocus Spellsteal + Cancel Sacrifice
/cast [target=focus] spellsteal
/cancelaura Hand of SacrificeFrostbolt out of block/invis
/Cast frostbolt
/cancelaura ice block
/cancelaura invisibilityMouse over deepfreeze
/Cast [target=mouseover] deep freezeMount
/Cast Wrathful Gladiator's Frost wyrm
/cast Spectral TigerPoly + cancel pet attack
/cast polymorph
/petpassiveStop casting CS macro
/stopcasting
/cast counterspellPowerup macro
#showtooltip Icy Veins
/Cast Icy Veins
/use Vicious Gladiator's Badge of DominanceAddons
As far as it goes for addons I am playing without them, in all fairness all of you should. It makes the game so much harder, which in return makes your skill so much higher, you pay attention to small details like the sound of kick rather than having a cooldown timer that shows you, yeah kick is back up now. You have to count DR timers in your head rather than having it all shown for you with shiny numbers. However when I was using addons here is what I recommend:
SpellAlerter: Shows when certain spells are being cast
Afflicted UI: Enemy cooldown timer
(shows duration + CD of certain spells, like Bubble (12 secs left, 11
secs left) CD left on the ability. Very useful for Shadowstep, kick,
Counterspell etc.
CooldownToGo: When you press an ability
that is not ready, the icon comes up and time left on the CD (lets say
you press Ice Barrier and it’s 8 seconds left, then the icon comes up
and counts down 8-7-6-5 etc)
Gladius: Arena unit frames addon, shows CCs, trinket cooldowns etc.
Gladiminish: Shows DR timers on people that have been CC’d, *requires Gladius.
Rated BG setups and your role in Rated BG’s
When I play Rated BGs I usually play a 4 healer setup, a
prot Warrior, 1 Rogue, 2 Mages, a Hunter and a DK. Basically the Mages
role in rated BGs is to slow the opponents from reaching your Flag
Carrier (if it’s a Flag BG like WSG or Twin Peaks) and once he’s safe
you put 3 healers on him, while one healer + all DPS goes for returning
your flag.
Gear/spec suggestions
Keep in mind that you need atleast 200 spell penetration and 4 % hit rating.
Wonderful Post! Thanks.
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