WoW Classic Mage Weapons Guide Last updated on Feb 19, 2020 at 18:02 by Seksixeny 1 comment Weapons, especially Wands early on, can be significant upgrades for a Mage, magnified if you play Arcane for Wand Specialization. Patch 1.7 has/will change the passive effects of Flarecore Leggings and Flarecore Robe to +damage/healing from +fire spells. Damn fine buff for all MC casters. Now priests can wear gear that still helps them to their job, and mages/warlocks can wear gear that effects more than a line of spells that'd be useless in MC.
- Classic Wow Spell Dmg Gear Vs Normal Gear Mage Classic
- Classic Wow Spell Dmg Gear Vs Normal Gear Mage Guide
- Classic Wow Spell Dmg Gear Vs Normal Gear Mage Build
- Classic Wow Spell Dmg Gear Vs Normal Gear Mage Trainer
Complete guide for the Mage Class for WoW Classic with two alternative Talent options included
You can find all our Pocket Guides for other WoW Classic Classes builds right here: Best WoW Classic Builds
If you have just started leveling your Mage, you may want to check out our Mage leveling Guide first
Changelog |
- Added Phase 2 BiS Equipment
- Added Phase 3 BiS Equipment
- Reviewed Talent Builds, Consumables, and Rotations
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Overview
Mage is one of the most well-rounded Classes in WoW Classic. He supports great utility and survivability toolkits and packs a solid punch. Spells, like Polymorph, Cone of Cold, Blizzard, and Frost Nova, make him great at controlling and kiting adds during encounters, which makes him a must-have asset in any group. Tools, like Blink and Ice Block, allow him to escape danger and avoid death in situations where most other Classes would simply perish. On top of that, Mage deals solid damage right from the start. Arcane Power Mages put out very solid DPS numbers during early phases, thanks to some amazing Talents that boost their Damage and Sustain, while Fire Mages scale very well into late phases, easily overtaking all other ranged damage dealers in Naxxramas.
If all this does not sound good enough, Mage also comes with some amazing tools of convenience. He is able to conjure food and drinks for himself and his group, which turns him into a vending machine in Raids, which allows him to save up a lot of Gold and make some friends. Moreover, he can teleport and create portals to major cities, which saves him a lot of time and effort while traveling and can be used to make some additional profit (lazy people just love to buy portals).
Time for some cons... as a magic-user, Mage wears light Cloth armor and has a very low Health pool. This means that mistakes made during encounters can easily end his life, especially if his survivability tools are already on Cooldown. Moreover, despite some good mana efficiency-related Talents, Mage is one of the most mana-hungry Classes in the game. Proper resource management is paramount for a Raiding Mage and frequent mana breaks are unavoidable during leveling.
Pros | Cons |
Great utility | Very squishy, especially when taken by surprise or after making a mistake |
Regarded as the best Ranged DPS in Classic | Has mana efficiency problems |
One of the most well-rounded Classes; has answers for almost anything the game can throw at him | One of the most popular Classes; finding a solid Guild might be a problem because of the strong competition |
Free food and drink | People will constantly ask for free food and drink... |
Ability to teleport between major cities | End-Game rotations are rather dull (but this is rather common in Classic) |
High skill ceiling |
The Best Race Choice
Note: Here, we will point you only towards the best PvE DPS Mage Race. If you'd like to know more about other race picks, please check our WoW Classic Beginners Guide, where we dive deep into all available Mage's race choices for both factions.
Classic Wow Spell Dmg Gear Vs Normal Gear Mage Classic
Alliance | Gnome is a clear winner on the Alliance side. His Intellect Racial is very strong as it provides additional Mana and Spell Critical Strike Chance. Escape Artist, while regarded as a PvP Racial, finds surprisingly many uses in the PvE environment as well. On top of that, Engineering Specialization is better than you might think because Engi is your go-to End-Game PvE profession. If you can't stand Gnomes for some reason, pick a Human, the difference is not that big; you will still be competitive (and much taller). |
Horde | When it comes to Horde, Troll is the only Race that has magic DPS-boosting Racial. His Berserking gives him a Haste buff that directly increases DPS for a short time, making him the best at bursting down Targets (but the difference is rather negligible unless you are aiming for the very top). Beast Slaying comes in handy during some encounters, but it is very situational. Overall, Troll is the best for PvE, but If you fancy some PvP in addition to your regular Raid nights, you might want to pick Undead instead, as his racials are great for PvP. |
The Best Professions Choice
There are two professions that make a real impact in Raids and they are Engineering and Tailoring (Alchemy is also a decent option, but you can buy Flasks, Elixirs, and Potions from other players, which makes it much less impactful). Engineering gives you access to powerful explosives that increase your AoE and Single-Target DPS. Moreover, Engi gadgets come in handy in many back-to-the-wall situations. The fact that Engineering is also considered the best PvP profession is an added benefit to its power in the PvE environment. Tailoring, a seemingly mediocre PvE profession, gives you access to a powerful Bind on Pickup Robe - Robe of the Archmage which is Best in Slot for the whole Phase 1 and stays competitive until AQ. Getting it will definitely raise the power level of your character during the first few Phases of Classic.
At the start, you should pick Mining to supplement your Engineering Skill, you should also stock up on Cloths instead of vendoring/selling them. After you max out Engi, you should switch Mining to Tailo, as it can be easily (and cheaply) leveled without a supporting profession.
Note: If you want to know more about all available professions and secondary skills, please check our detailed WoW Classic Professions Guide.
Statistics Priority
- Spell Hit Chance - Increases your chance to hit with all your offensive Spells. You need a total of 16% Hit Rating and you already get some of it from Talents. Getting Hit-Capped should be your top priority.
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- Spell Critical Chance - Gives you a chance to do additional (Critical) Damage with your offensive Spells. This statistic has more value for Fire Mages, but Arcane Power Mages benefit from it as well.
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- Spell Damage - Increases your Damage done with Spells. The damage bonus from Spell Damage is calculated differently for different Spells and their Ranks, but in general, this stat is one of the best for Mages.
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- Intellect - Increases your total Mana Pool and provides you with additional Spell Critical Chance (59,5 Int = 1% Spell Critical Strike Chance).
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- Spirit - Increases your Health and Mana regeneration rate. Your Mana will regenerate in combat if you don't cast any spells for 5 seconds (the 5-second rule). Arcane Meditation Talent increases the value of Spirit by a tiny bit. Mage's Sustain is rather good and various consumables can be used to regenerate Mana, so Spirit should no be your priority.
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Statistic Priority for different Mage Builds: - Arcane Power Mage:Spell Hit Cap⇒Spell Damage ⇒Crit Chance⇒Intellect⇒Spirit
- Fire Mage: Spell Hit Cap⇒Crit Chance ⇒Spell Damage⇒Intellect⇒ Spirit
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The Best Talent Builds
Proper Talent allocation is essential for maximizing Damage output. Here, we will describe the most optimal spec and lead you through the Talent Trees level-by-level to explain some choices.
There are two paths to choose - Arcane Power Build that is the best at the start, and Fire Build that becomes viable after Blackwing Lair as there are very many Fireproof Bosses in Molten Core, BWL and Onyxia's Lair. Moreover, Fire build strongly synergizes with Critical Strike Chance, which makes it scale with gear better than the Arcane Power variant.
Arcane Power Mage PvE DPS Build
Arcane Tree: - 2/2Arcane Subtlety - Resistances are very powerful in Classic and Talents that reduce them even more so.
- 3/5Arcane Focus - 3/5 is enough to achieve Arcane Spell Hit cap against enemies two levels higher than you (level 63 Boss has a 17% chance to resist your spells, so putting more points here is counterproductive).
- 4/5Magic Absorption - Resistances are needed in many Classic Boss encounters, which makes this Talent much better than it looks. Also, there is no better place to put your points up to this point.
- 5/5Arcane Concentration - Clearcasting is one of the most powerful effects in Classic and this Talent gives you a 10% chance to get it after you damage an enemy with your spell.
- 3/3 Improved Arcane Explosion - Fun fact: Arcane Explosion spam is the strongest AoE DPS rotation in Classic (but it drains Mage's mana very quickly).
- 1/1 Arcane Resilience - This is underwhelming and will not save your life, but it is also necessary if you want Arcane Mind, and you do.
- 3/3 Arcane Meditation - Helps with your Sustain by quite a bit.
- 1/1 Presence of Mind - Part of the infamous 3-Minute-Mage Instant Pyroblast Combo, also solid in PvE.
- 5/5 Arcane Mind.
- 3/3 Arcane Instability
- 1/1 Arcane Power - Very powerful Cooldown that gives you great Burst Damage potential when combined with Clear Casting procs and Presence of Mind.
Frost Tree: - 5/5Improved Frostbolt
- 3/3Elemental Precision- This gives you 6% Frost Spell Hit Chance, which is enough aginst enemies 2 levels higher than you.
- 5/5Ice Shards - Very strong offensive Talent that also greatly increases the value of Critical Chance statistic.
- 3/3Piercing Ice - Flat Damage increase for all your Frost spells.
- 1/2 Arctic Reach - Extra Range comes in handy during many encounters as it gives you some freedom of movement.
- 3/3 Frost Channeling - Helps with both Sustain and Aggro management; it doesn't get better than that.
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Fire Mage PvE DPS Build
Arcane Tree: - 2/2Arcane Subtlety
- 3/5Arcane Focus
- 5/5Magic Absorption
- 5/5Arcane Concentration
Fire Tree: - 5/5Improved Fireball
- 5/5Ignite - The reason why Fire Mage overtakes other Mage Builds when better gear becomes available. This Talent greatly increases Mage's DPS and is definitely one of the best in the entire game. On top of that, its effect resets and grows after each Fire Spell Critical Strike made by a Mage that has this Talent, which makes it just insane (the more Fire Mages in a Raid, the crazier this Talent becomes).
- 2/2Flame Throwing - Additional 6 yards range on all your Fire Spells. This generally reduces your downtime by a bit when you are forced to move.
- 2/2Incinerate - 4% extra Critical Chance with your Fire Blast and Scorch. Speaking of Ignite synergy...
- 2/2 Burning Soul - The Threat Reduction part makes this Talent a must-have for PvE.
- 3/3 Improved Scorch - With this Talent, your Scorch also applies a stackable debuff that increases Fire Damage taken by your Target by 15% (if stacked 5 times).
- 3/3Master of Elements - This helps with your sustain and synergizes with your Spell Critical Chance, which is convenient.
- 3/3Critical Mass - More Crit = even better Ignite synergy.
- 5/5Fire Power
- 1/1 Combustion - Very strong Burst Damage Cooldown, irreplaceable during enrage phases of Boss fights. And it also synergizes with Ignite.
Frost Tree: |
Where to get Pre-Raid/Raid BiS Gear
In order to maximize your DPS, you should aim to assemble the best possible Gear. This applies to both Pre-Raid and each of the Raid Tiers/Phases.
Classic Wow Spell Dmg Gear Vs Normal Gear Mage Guide
Note1: The list will be updated with new items concurrently with the introduction of new Raids/Phases, so remember to visit this page after a new Raid opens for an update on what current best Mage items in each lot are.
The Best Mage Items |
Main Hand | - Pre-Raid - Demon Blade (BoE World Drop; can be purchased on AH)
- Phase 1 - Azuresong Mageblade (drop from Golemagg the Incinerator, Molten Core)
- Phase 2 - Azuresong Mageblade / Sageclaw (Arathi Basin Reputation Reward - Exalted)
- Phase 3 - Staff of the Shadow Flame (Drop from Nefarian, Blackwing Lair)
- Phase 4 - TBA
- Phase 5 - TBA
- Phase 6 - TBA
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Off-Hand | - Pre-Raid - Drakestone of Frozen Wrath (Drop from Weaver, Dreamscythe, and Hazzas, Sunken Temple; note: The item has a Random Enchantment)
- Phase 1 - Drakestone of Frozen Wrath
- Phase 2 - Drakestone of Frozen Wrath
- Phase 3 - Drakestone of Frozen Wrath
- Phase 4 - TBA
- Phase 5 - TBA
- Phase 6 - TBA
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Ranged | - Pre-Raid - Lunar Wand of Frozen Wrath (BoE World Drop; can be purchased on AH; note: The item has a Random Enchantment)
- Phase 1 - Lunar Wand
- Phase 2 - Cold Snap (Drop from Azuregos, Azshara World Boss)
- Phase 3 - Cold Snap
- Phase 4 - TBA
- Phase 5 - TBA
- Phase 6 - TBA
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Trinket 1 | - Pre-Raid - Briarwood Reed (Drop from Jed Runewatcher, Upper Blackrock Spire)
- Phase 1 - Briarwood Reed
- Phase 2 - Briarwood Reed
- Phase 3 - Neltharion's Tear (Drop from Nefarian, Blackwing Lair) / Mind Quickening Gem (Drop from Vaelestrasz the Corrupt, Blackwing Lair)
- Phase 4 - TBA
- Phase 5 - TBA
- Phase 6 - TBA
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Trinket 2 | - Pre-Raid - Eye of the Beast (Quest Reward from 'For the Horde!' / 'General Drakkisath's Demise', Upper Blackrock Spire)
- Phase 1 - Talisman of Ephemeral Power (drop from Baron Geddon, Gaar, Golemagg the Incinerator, and Magmadar, Molten Core)
- Phase 2 - Talisman of Ephemeral Power
- Phase 3 - Talisman of Ephemeral Power
- Phase 4 - TBA
- Phase 5 - TBA
- Phase 6 - TBA
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Neck | - Pre-Raid - Star of Mystaria (Drop from Balnazzar, Stratcholme)
- Phase 1 - Choker of the Fire Lord (drop from Ragnaros, Molten Core)
- Phase 2 - Choker of the Fire Lord
- Phase 3 - Choker of the Fire Lord
- Phase 4 - TBA
- Phase 5 - TBA
- Phase 6 - TBA
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Ring 1 | - Pre-Raid - Freezing Band (BoE World Drop; can be purchased on AH) / Songstone of Ironforge (Quest Reward from 'The Princess's Surprise', Blackrock Depths)
- Phase 1 - Ring of Spell Power (drop from Shazzrah, Lucifron, Gehennas, and Sulfuron Harbinger, Molten Core)
- Phase 2 - Ring of Spell Power
- Phase 3 - Ring of Spell Power
- Phase 4 - TBA
- Phase 5 - TBA
- Phase 6 - TBA
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Ring 2 | - Pre-Raid - Freezing Band / Maiden's Circle (BoE World Drop; can be purchased on AH)
- Phase 1 - Ring of Spell Power (drop from Shazzrah, Lucifron, Gehennas, and Sulfuron Harbinger, Molten Core)
- Phase 2 - Ring of Spell Power
- Phase 3 - Band of Forced Concentration (Drop from Ebonroc, Blackwing Lair) /Ring of Spell Power
- Phase 4 - TBA
- Phase 5 - TBA
- Phase 6 - TBA
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Head | - Pre-Raid - Master's Hat of Frozen Wrath (BoE World Drop; can be purchased on AH; note: The item has a Random Enchantment) / Crimson Felt Hat (Drop from Magistrate Barthilas, Stratcholme)
- Phase 1 - Arcanist Crown (drop from Garr, Molten Core)
- Phase 2 - Arcanist Crown
- Phase 3 - Mish'undare, Circlet of the Mind Flayer (Drop from Nefarian, Blackwing Lair)
- Phase 4 - TBA
- Phase 5 - TBA
- Phase 6 - TBA
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Chest | - Pre-Raid - Robe of the Archmage (Tailoring Recipe that drops from Firebrand Pyromancer, Lower Blackrock Spire; note: the robe is Bind on Pickup, which means that you have to craft it yourself. It does not require Tailoring Skill to use, however) / Freezing Lich Robes (drop from Ras Frostwhisper, Scholomance)
- Phase 1 - Robe of the Archmage / Robe of Volatile Power (drop from Lucifron, Shazzrah, Sulfuron Harbinger, and Gehennas, Molten Core)
- Phase 2 - Robe of the Archmage / Robe of Volatile Power
- Phase 3 - Robe of the Archmage
- Phase 4 - TBA
- Phase 5 - TBA
- Phase 6 - TBA
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Legs | - Pre-Raid - Skyshroud Leggings (drop from Highlord Omokk, Lower Blackrock Spire)
- Phase 1 - Netherwind Pants (drop from Ragnaros, Molten Core) / Arcanist Leggins ( drop from Magmadar, Molten Core)
- Phase 2 - Netherwind Pants / Arcanist Leggins
- Phase 3 - Netherwind Pants / Arcanist Leggins
- Phase 4 - TBA
- Phase 5 - TBA
- Phase 6 - TBA
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Gloves | - Pre-Raid - Hands of Power (drop from Quartermaster Zigris, Lower Blackrock Spire)
- Phase 1 - Hands of Power
- Phase 2 - Hands of Power
- Phase 3 - Netherwind Gloves (Drop from Flamegor, Firemaw, and Ebonroc, Blackwing Lair)
- Phase 4 - TBA
- Phase 5 - TBA
- Phase 6 - TBA
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Boots | - Pre-Raid - Master's Boots of Frozen Wrath (BoE World Drop; can be purchased on AH; note: The item has a Random Enchantment) / Omnicast Boots (drop from Golem Lord Ardelmach, Blackrock Depths)
- Phase 1 - Arcanist Boots (drop from Lucifron, Molten Core)
- Phase 2 - Knight-Lieutenant's Silk Walkers/Blood Guard's Silk Walkers (Rank 7 PvP Reward)
- Phase 3 - Knight-Lieutenant's Silk Walkers/Blood Guard's Silk Walkers / Ringo's Blizzard Boots (Drop from Death Talon Wyrmguard, Blackwing Lair)
- Phase 4 - TBA
- Phase 5 - TBA
- Phase 6 - TBA
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Shoulders | - Pre-Raid - Boreal Mantle (drop from Warder Stilgis, Blackrock Depths)
- Phase 1 - Boreal Mantle
- Phase 2 - Boreal Mantle
- Phase 3 - Mantle of the Blackwing Cabal (Drop from Razorgore the Untamed, Blackwing Lair)
- Phase 4 - TBA
- Phase 5 - TBA
- Phase 6 - TBA
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Wrists | - Pre-Raid - Flameweave Cuffs of Frozen Wrath (drop from Lord Incendius, Blackrock Depths; note: The item has a Random Enchantment)
- Phase 1 - Arcanist Bindings (BoE Epic Drop, Trash Mobs in Molten Core)
- Phase 2 - Dryad's Wrist Bindings (Warsong Gulch reputation reward - Exalted)
- Phase 3 - Bracers of Arcane Accuracy (Drop from Broodlord Lashlayer, Blackwing Lair)
- Phase 4 - TBA
- Phase 5 - TBA
- Phase 6 - TBA
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Belt | - Pre-Raid - Ban'thok Sash (drop from Ok'thor the Breaker, Blackrock Depths)
- Phase 1 - Mana Igniting Cord (drop from Golemagg the Incinerator, Garr, Baron Geddon, and Magmadar, Molten Core)
- Phase 2 - Mana Igniting Cord
- Phase 3 - Mana Igniting Cord
- Phase 4 - TBA
- Phase 5 - TBA
- Phase 6 - TBA
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Back | - Pre-Raid - Archivist Cape of Frozen Wrath (drop from Archivist Galford, Stratcholme; note: The item has a Random Enchantment) / Spritecaster Cape (drop from High Interrogator Gerstahn, Blackrock Depths)
- Phase 1 - Archivist Cape of Frozen Wrath / Sapphiron Drape (drop from Onyxia, Onyxia's Lair)
- Phase 2 - Archivist Cape of Frozen Wrath / Sapphiron Drape
- Phase 3 - Cloak of the Brood Lord (Drop from Nefarian, Blackwing Lair)
- Phase 4 - TBA
- Phase 5 - TBA
- Phase 6 - TBA
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The Best Enchants and Consumables
Classic Wow Spell Dmg Gear Vs Normal Gear Mage Build
Proper enchants and consumables will greatly increase your Damage output. While getting enchants is a one-time-deal, farming consumables might be a real chore, but it is still worth it as numbers clearly show.
The Best Enchants |
Weapon (1H) | Enchant Weapon - Spell Power (+ 30 Spell Damage) |
Weapon (TH) | Enchant Weapon - Spell Power (+ 30 Spell Damage) |
Head | Lesser Arcanum of Voracity (+8 Intellect, available from Libram of Voracity Quest in Burning Steppes) |
Chest | Enchant Chest - Greater Stats (+4 to all stats) |
Legs | Lesser Arcanum of Voracity (+8 Intellect, available from Libram of Voracity Quest in Burning Steppes) |
Hands | Enchant Gloves - Riding Skill (Minor Raiding Speed Increase) |
Feet | Enchant Boots - Minor Speed (+8% Run Speed) |
Shoulders | Chromatic Mantle of the Dawn (+5 to all Resistances) |
Wrists | Enchant Bracer - Greater Intellect (+7 Intellect) |
Back | Enchant Cloak - Greater Resistance(+5 to all Resistances) |
The Best Consumables |
Major Mana Potion | Restores 1350 to 2250 Mana. Created by Alchemy. Recipe drops from various high-level mobs, elites, and Bosses. |
Greater Arcane Elixir | +35 Spell Damage for 1 hour. Created by Alchemy. The recipe can be dropped from Fireguard Destroyers in Blackrock Depths and Scareshield Raiders in Blackrock Spire. |
Flask of Supreme Power | +150 Spell Power for 2 hours; effect persists through death. Created by Alchemy. The recipe can be dropped from Ras Frostwhisper, Scholomance. |
Elixir of Frost Power | +15 Frost Spell Damage for 30 minutes. Created by Alchemy. |
Elixir of Greater Firepower | +40 Fire Spell Damage for 30 minutes. Created by Alchemy. |
Cerebral Cortex Compound | +25 Intellect for 1 hour. Obtained from 'Infallible Mind' repeatable Quest, Blasted Lands |
Nightfin Soup | It provides 8 mana per 5 seconds for 10 minutes. Created by Cooking. |
Demonic Rune | Restores 1356 mana at the cost of 862 life. Drop from Demons in Azshara, Felwood, and Blasted Lands (Satyrs and Fel Guards). |
Rotations
In Classic, Mage follows more of a priority list than a strict rotation. This means that if you have multiple spells available for casting, you should always choose the one that is higher on the list (if specified requirements are met).
Note: most of the time, you'll want to use your Cooldowns at the start of combat, so that you'll get a second (and a third in long encounters) charge before the fight ends.
Please use the following Priority List for sustained Single-Target Damage output:
- Fireblast during burn phases to maximize DPS at the cost of mana efficiency (use this to finish of enemies)
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- Arcane Explosion during burn phases to maximize DPS at the cost of mana efficiency (use this to finish of enemies)
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- Maintain Winter's Chill (if Frost) / Improved Scorch (if Fire) stacks on primary Target (after the effect runs out, stack it back to 5)
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- Frostbolt (if Frost) / Fireball (if Fire) as a main Damage source
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Please use the following Sequence while in the Multi-Target Engagement: |
Arcane Power Frost: |
- Arcane Explosion to finish of enemies
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- Cone of Cold if Targets are in range
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- Blizzard
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Fire: |
- Arcane Explosion to finish of enemies
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- Blast Wave on Cooldown
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- Maintain Flamestrike's ground effect
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Tips and Tricks for aspiring Mage Raiders
Classic Wow Spell Dmg Gear Vs Normal Gear Mage Trainer
- If you want to deal more Damage and stand out from your Raid competition, Stack Consumables. Spending some additional Gold or a few extra hours grinding might secure you a spot in a Raid, as Raid leaders prefer dedicated and well-prepared players.
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- Proper Mana management is paramount for your success in Raids. Learn to judge how long a fight will be and try to time the end of it with you running out of resources (if fight is about to end and you have spare mana, maximize your DPS with cost-ineffective but heavily-damaging spells, like Arcane Explosion). If you tend to run out of mana before combat ends, obey the 5-second rule and regenerate some of your resources by not casting for a while (use your Wand instead - you will lose out on DPS, but the net loss will be much lower than if you just tried to spam your spells as soon as you regen enough mana for a single cast). You can (and should) also use mana-regenerating consumables mentioned in the 'the best consumables' section.
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- Taking advantage of your defensive abilities is the key to your survival in Raids. As a mage, you don't have armor or health that will protect you. Use Blink, Ice Block and everything else in your toolkit to avoid being hit as getting hit often results in instant death.
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- Always try to improve. Get an addon that tracks your performance and try to optimize your equipment and rotation.
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END NOTE This Guide should help you to prepare yourself for that legendary Vanilla Raiding Experience and allow you to progress through Raid Tiers efficiently and with a good amount of fun. We hope that you have found this guide useful and informative. If we have missed a piece of information that is important to you, please let us know! Please do note that this is an early version of our guide, and we will be happy to receive constructive criticism, that will help us improve it, so leave your suggestions in the comments section below. |
Pictures used in this article are the intellectual property of Blizzard Entertainment Inc.
I played a lot of rogue back in the day, and one of the things i'd read about on Elitist Jerks from time to time is that if you're lacking hit rating, it is in some cases better to take crit pieces over some raw damage, when possible. That being said, I look at mages, whom have no hit gear right now, but, from what I see, a lot of mages are rushing straight flat spell damage gear, over crit.
Why is this? Wouldn't it be more beneficial to pick up crit gear where possible, over spell damage right now, until more hit becomes available? Or at the least, get to a specific crit chance before going for flat spell damage?
Reading an Elitist Jerks thread about Hit vs Crit that dates back to 2006, the mages value crit the same as, if not more than hit rating, so with the lack of hit gear in the game right now, wouldn't that make spell crit your go to stat?
The reason I ask, is that we recently did a guild raid. Our mages rushed 'preraid BiS' which consisted of a lot of raw spell damage, and a small amount of crit on gear, where as, I went a different route, and put a priority on spell crit, over spell damage.
In the end, I ended up blowing the other mages out of the water, in terms of damage done.
Any thoughts?