Sicknature
Grandfathered
F2p Mage guide WoD 6,1 compatible
Intro
Table of content:
Specs
Frost
Frost is the first of the three mage specs that comes to mind when most players think about the mage class. Frost has the most cc (Crowd Control) out of the three specs.
Frostbolt,
is a snare and this will slow your enemies by 50% for 15 seconds and this is also your main damage spell as frost.
Fireblast,
is the second spell in line of the frost mage arsenal. this is to do some extra damage on shatter combos and to do some damage while kiting.
Polymorph,
is the strongest cc you have as a mage. it will turn your enemy into a sheep for 7 seconds but it is reduced by diminishing returns by every cast.
What this means is that the first polymorph will last 7 seconds. the next one will last 3 seconds and the last one 1 second and after that the target will become immune for 20 seconds. You can use polymorph to keep a enemy that is not your current target out of combat. this can be either a healer or a dps class.
Shatter,
This is a Frost only spell. it increases your critical chance on frozen targets by 50% and adds another 1,5.
(you can you use Fireblast at the end of a frostbolt for double crits on one freeze)
Frost Nova,
sends a frozen blast out in 360 degrees around you freezing all enemies around you in a 12 yard radius and does a small amount of damage. use it to keep melee off of you and others. Can also be used to build up shatters.
Water elemental.
Frost mages are the only mages that can get a pet. This pet has a few usefull abillities like Freeze wich freezes all targets in a 8 yard radius and can be used at a distance of 45 yards and a damaging attack Waterbolt.
Blink,
teleports you forward by 20 yards and it also removes stuns and roots. (a well timed blink can also be used to avoid fall damage or to dodge a spell/attack)
Frostfire Bolt.,
Cast this when you're locked out of the Arcane or Frost spellschools.
Counterspell,
Can be used while an enemy is casting a spell wich will lock them out of that spellschool for 6 seconds.
(Can be used with polymorph for a 14 second healer lockout)
Ice Block,
Makes you immune to all damage and cc (also ones that were already applied before using ice block). this will also make you immune to falling damage.
The frostmage is great at keeping enemies at distance and is probably one of the strongest cc classes in this bracket. using the focus macro which you can find in the macro section you will be able to control your focus while targeting a different enemy. Frost works the best with the set listed in the gear section.
As a frostmage, you use frostbolts to keep enemies at distance and slowed. This together with fireblast and your pets waterbolt are your main damage spells. You can use a fireblast at the end of a frostbolt to get double shatter crits on a single freeze. But like i said frost is more about the CC then damage. Your job is to use your freezes to defend your healers allies and flag carriers. This can be done in different ways aswell, you can use a freeze to destealth stealthed classes, Slow enemies chasing your flag carrier or to keep melee at ranged. Don't forget to use polymorph to make the fights easier.
Frost also has the most actions per minute as you also have to control your pets actions separately. Pet control only has a few benefits but surely is very useful when the right macros are used (which can be found in the macro section)
The frostmage can work with all three talents but works best with Blazing Speed
Stat weights:
For frost i prefer keeping several sets that i have keybound to swap alot. This varies on the situation, position (of me or the flag carriers in the battleground) and how or what the rest of my (nearby) team is doing.
I highly suggest getting a set with a fair amount of haste and enough spellpower and crit to dish out fast cc but still maintaining enough spellpower to not completely hit like a wet noodle or miss your crits on every shatter.(See frost set under gear section)
So like i said it varies on the situation so i will refer to frost1 and frost2.
I will start with the most benificial stat on the left, and countdown to least usefull in this set/playstyle.
Frost 1(haste): Haste -> Intellect -> Critical Strike -> Stamina.
Frost 2(hybrid): Intellect -> Critical Strike -> Haste -> Stamina.
Arcane
Arcane Charge,
This is the lifeline of your damage(Increases the damage of Arcane blast by 50%and mana cost by 100% per charge). You're always trying to get these to 4 by casting arcane blasts and explosions.
Arcane Blast,
is your main spell as arcane. This grants you one arcane charge at the end of every cast. (Costs a lot of mana at 4 charges)
Arcane Barrage,
is an instant cast that depletes your arcane charges. For every charge you had it hits an extra target for 50% damage. (use this before getting arcane charges for a small amount of damage or while kiting as well)
Arcane Explosion,
is a AoE attack (Area on Effect) explosion which hits all targets in a 10 yard radius for a small amount of damage and it has a 30% chance to grant a arcane charge.
(also use this to destealth stealthed classes)
Polymorph,
is the strongest cc you have as a mage. It will turn your enemy into a sheep for 7 seconds but it is reduced by diminishing returns by every cast.
What this means is that the first polymorph will last 7 seconds. The next one will last 3 seconds and the last one 1 second and after that the target will become immune for 20 seconds. You can use polymorph to keep a enemy that is not your current target out of combat. This can be either a healer or a dps class.
Ice Block,
Makes you immune to all damage and cc (also ones that were already applied before using ice block). This will also make you immune to falling damage.
Counterspell,
can be used while an enemy is casting a spell which will lock them out of that spellschool for 6 seconds.
(Can be used with polymorph for a 14 second healer lockout)
Arcane is the damage spec of the three and comes with reasonable CC as well since you keep Polymorph in all three specs. As an arcane mage you're always trying to stack your arcane charges to 4. This increases your damage by 50% per charge on arcane blast which is a lot! At 4 charges you will do a lot of damage with arcane blast and hit a extra target for 50% of the original damage for every charge you had with arcane barrage. This spec works best if you keep your distance and deal damage and interrupts at targets from afar.
You can still cast polymorph so use it wisely to keep extra targets away from a fight or to build up charges by chain polymorphing a target at the end of every arcane blast.
Arcane also has an AoE (Area on Effect) abillity: Arcane explosion and this can be used to destealth stealthed classes or to do a small amount of damage to mutliple enemies at once.
The arcane mage plays the best with Ice floes because you can stay on the move while building up the charges
Stat weights:
When geared right Arcane hits like a truck!
For arcane i also prefer playing with 2 different sets myself. With arcane i play less defensive and try to get a little closer to the actual fight then i do specced as frost. When you stack alot of intellect in your gear and get to 4 charges then you can do amazing pressure with every hit being around a non crit 800(for me). And when you finally get a healer to slip up while having this pressure on him then usually it's just one counterspell and then it's over for him/her.
There are two different ways i like to play as arcane wich are full intellect/spellpower(with a little touch of haste) or haste/crit hybrid.
The first one is purely meant for long range heavy support damage (30/40 yard distance at most times) and returning flags.
i usually use second one when fighting multiple targets at once because of the fast casts, fast charge build up (faster cc aswell!) and because it's easier to spread some quick damage out with the crit attached.
Stat benefits from left(best) to right(least benificial, but not bad at all).
Arcane 1(Intellect/Spellpower): Intellect -> Haste -> Crit -> Stamina.
Arcane 2(Haste/Critical Strike hybird): Haste -> Crit -> Intellect -> Stamina.
Fire
Fireball,
is a ranged fire attack.
Pyroblast,
is the fire mage burst spell. Two direct crits with firespells will award a instant cast pyroblast that costs no mana and does 25% extra damage
Heating Up,
Granted after getting a critical strike with a firespell. Getting two of these gives you a pyroblast proc.
Polymorph,
is the strongest cc you have as a mage. It will turn your enemy into a sheep for 7 seconds but it is reduced by diminishing returns by every cast.
What this means is that the first polymorph will last 7 seconds. The next one will last 3 seconds and the last one 1 second and after that the target will become immune for 20 seconds. You can use polymorph to keep a enemy that is not your current target out of combat. This can be either a healer or a dps class.
Ice Block,
Makes you immune to all damage and cc (also ones that were already applied before using ice block). This will also make you immune to falling damage.
Counterspell,
can be used while an enemy is casting a spell which will lock them out of that spellschool for 6 seconds.
(Can be used with polymorph for a 14 second healer lockout)
Frostfire Bolt.,
Cast this when you're locked out of the Arcane or Fire spellschools. Can also be used to slow your targets while kiting by 40% for 8 sec. (Crits with this spell will grant heating up)
Fire relies on critical strikes to build up damage. Fire has cc in the means of polymorph and frostfire bolt and can do a nice amount of damage if rng is on your side and when you have enough crit gear. Fire is currently the weakest spec of the three specs. There are no specific macros for fire but i have posted a gear set in the gear section. (a well timed fireblast at the time your fireball hits the target increases your chance on a crit because they hit your target at the same time)
Fire works best with the icefloes for the mobillity while building up pyroblast procs
I currently have fairly little to say about fire stat weighs so ill only make one.
Fire: Crit -> all.
Talents
Races/Racials
Gear
i will add the alternative for when you still need to gear aswell
Macros(and how to use them)
Good day ladies and gentlemen, my name is Sîck
I've always loved wow and especially the pvp part of it.
I started out with healer classes like restodruids and hpals on the server arathor back in early TBC and played there till WotLK after what i took a break till cataclysm.
When i started playing cataclysm i became a big fan of caster classes by the likes of mages and warlocks since they have the lowest physical damage reduction of all classes and rather rely of self heals(warlock) and CC (both but i mean mages in this case ^^)
So i made my first f2p character by the name of høpsin-aerie peak and later moved on to a mage because i wasn't enjoying rogue that much.
while playing my mage i really fell in love with the class and decided to make that my main class and also leveled a mage on endgame.
I also want to thank Trickynick and Broken for helping me with this guide and getting it approved!
Anyways enough about me, lets get this guide started
I've always loved wow and especially the pvp part of it.
I started out with healer classes like restodruids and hpals on the server arathor back in early TBC and played there till WotLK after what i took a break till cataclysm.
When i started playing cataclysm i became a big fan of caster classes by the likes of mages and warlocks since they have the lowest physical damage reduction of all classes and rather rely of self heals(warlock) and CC (both but i mean mages in this case ^^)
So i made my first f2p character by the name of høpsin-aerie peak and later moved on to a mage because i wasn't enjoying rogue that much.
while playing my mage i really fell in love with the class and decided to make that my main class and also leveled a mage on endgame.
I also want to thank Trickynick and Broken for helping me with this guide and getting it approved!
Anyways enough about me, lets get this guide started
Table of content:
- Specs
- Talents
- Races
- Gear
- Macros
- Tips and tricks
Specs
Frost is the first of the three mage specs that comes to mind when most players think about the mage class. Frost has the most cc (Crowd Control) out of the three specs.
Frostbolt,
is a snare and this will slow your enemies by 50% for 15 seconds and this is also your main damage spell as frost.
Fireblast,
is the second spell in line of the frost mage arsenal. this is to do some extra damage on shatter combos and to do some damage while kiting.
Polymorph,
is the strongest cc you have as a mage. it will turn your enemy into a sheep for 7 seconds but it is reduced by diminishing returns by every cast.
What this means is that the first polymorph will last 7 seconds. the next one will last 3 seconds and the last one 1 second and after that the target will become immune for 20 seconds. You can use polymorph to keep a enemy that is not your current target out of combat. this can be either a healer or a dps class.
Shatter,
This is a Frost only spell. it increases your critical chance on frozen targets by 50% and adds another 1,5.
(you can you use Fireblast at the end of a frostbolt for double crits on one freeze)
Frost Nova,
sends a frozen blast out in 360 degrees around you freezing all enemies around you in a 12 yard radius and does a small amount of damage. use it to keep melee off of you and others. Can also be used to build up shatters.
Water elemental.
Frost mages are the only mages that can get a pet. This pet has a few usefull abillities like Freeze wich freezes all targets in a 8 yard radius and can be used at a distance of 45 yards and a damaging attack Waterbolt.
Blink,
teleports you forward by 20 yards and it also removes stuns and roots. (a well timed blink can also be used to avoid fall damage or to dodge a spell/attack)
Frostfire Bolt.,
Cast this when you're locked out of the Arcane or Frost spellschools.
Counterspell,
Can be used while an enemy is casting a spell wich will lock them out of that spellschool for 6 seconds.
(Can be used with polymorph for a 14 second healer lockout)
Ice Block,
Makes you immune to all damage and cc (also ones that were already applied before using ice block). this will also make you immune to falling damage.
The frostmage is great at keeping enemies at distance and is probably one of the strongest cc classes in this bracket. using the focus macro which you can find in the macro section you will be able to control your focus while targeting a different enemy. Frost works the best with the set listed in the gear section.
As a frostmage, you use frostbolts to keep enemies at distance and slowed. This together with fireblast and your pets waterbolt are your main damage spells. You can use a fireblast at the end of a frostbolt to get double shatter crits on a single freeze. But like i said frost is more about the CC then damage. Your job is to use your freezes to defend your healers allies and flag carriers. This can be done in different ways aswell, you can use a freeze to destealth stealthed classes, Slow enemies chasing your flag carrier or to keep melee at ranged. Don't forget to use polymorph to make the fights easier.
Frost also has the most actions per minute as you also have to control your pets actions separately. Pet control only has a few benefits but surely is very useful when the right macros are used (which can be found in the macro section)
The frostmage can work with all three talents but works best with Blazing Speed
Stat weights:
For frost i prefer keeping several sets that i have keybound to swap alot. This varies on the situation, position (of me or the flag carriers in the battleground) and how or what the rest of my (nearby) team is doing.
I highly suggest getting a set with a fair amount of haste and enough spellpower and crit to dish out fast cc but still maintaining enough spellpower to not completely hit like a wet noodle or miss your crits on every shatter.(See frost set under gear section)
So like i said it varies on the situation so i will refer to frost1 and frost2.
I will start with the most benificial stat on the left, and countdown to least usefull in this set/playstyle.
Frost 1(haste): Haste -> Intellect -> Critical Strike -> Stamina.
Frost 2(hybrid): Intellect -> Critical Strike -> Haste -> Stamina.
Arcane Charge,
This is the lifeline of your damage(Increases the damage of Arcane blast by 50%and mana cost by 100% per charge). You're always trying to get these to 4 by casting arcane blasts and explosions.
Arcane Blast,
is your main spell as arcane. This grants you one arcane charge at the end of every cast. (Costs a lot of mana at 4 charges)
Arcane Barrage,
is an instant cast that depletes your arcane charges. For every charge you had it hits an extra target for 50% damage. (use this before getting arcane charges for a small amount of damage or while kiting as well)
Arcane Explosion,
is a AoE attack (Area on Effect) explosion which hits all targets in a 10 yard radius for a small amount of damage and it has a 30% chance to grant a arcane charge.
(also use this to destealth stealthed classes)
Polymorph,
is the strongest cc you have as a mage. It will turn your enemy into a sheep for 7 seconds but it is reduced by diminishing returns by every cast.
What this means is that the first polymorph will last 7 seconds. The next one will last 3 seconds and the last one 1 second and after that the target will become immune for 20 seconds. You can use polymorph to keep a enemy that is not your current target out of combat. This can be either a healer or a dps class.
Ice Block,
Makes you immune to all damage and cc (also ones that were already applied before using ice block). This will also make you immune to falling damage.
Counterspell,
can be used while an enemy is casting a spell which will lock them out of that spellschool for 6 seconds.
(Can be used with polymorph for a 14 second healer lockout)
Arcane is the damage spec of the three and comes with reasonable CC as well since you keep Polymorph in all three specs. As an arcane mage you're always trying to stack your arcane charges to 4. This increases your damage by 50% per charge on arcane blast which is a lot! At 4 charges you will do a lot of damage with arcane blast and hit a extra target for 50% of the original damage for every charge you had with arcane barrage. This spec works best if you keep your distance and deal damage and interrupts at targets from afar.
You can still cast polymorph so use it wisely to keep extra targets away from a fight or to build up charges by chain polymorphing a target at the end of every arcane blast.
Arcane also has an AoE (Area on Effect) abillity: Arcane explosion and this can be used to destealth stealthed classes or to do a small amount of damage to mutliple enemies at once.
The arcane mage plays the best with Ice floes because you can stay on the move while building up the charges
Stat weights:
When geared right Arcane hits like a truck!
For arcane i also prefer playing with 2 different sets myself. With arcane i play less defensive and try to get a little closer to the actual fight then i do specced as frost. When you stack alot of intellect in your gear and get to 4 charges then you can do amazing pressure with every hit being around a non crit 800(for me). And when you finally get a healer to slip up while having this pressure on him then usually it's just one counterspell and then it's over for him/her.
There are two different ways i like to play as arcane wich are full intellect/spellpower(with a little touch of haste) or haste/crit hybrid.
The first one is purely meant for long range heavy support damage (30/40 yard distance at most times) and returning flags.
i usually use second one when fighting multiple targets at once because of the fast casts, fast charge build up (faster cc aswell!) and because it's easier to spread some quick damage out with the crit attached.
Stat benefits from left(best) to right(least benificial, but not bad at all).
Arcane 1(Intellect/Spellpower): Intellect -> Haste -> Crit -> Stamina.
Arcane 2(Haste/Critical Strike hybird): Haste -> Crit -> Intellect -> Stamina.
Fireball,
is a ranged fire attack.
Pyroblast,
is the fire mage burst spell. Two direct crits with firespells will award a instant cast pyroblast that costs no mana and does 25% extra damage
Heating Up,
Granted after getting a critical strike with a firespell. Getting two of these gives you a pyroblast proc.
Polymorph,
is the strongest cc you have as a mage. It will turn your enemy into a sheep for 7 seconds but it is reduced by diminishing returns by every cast.
What this means is that the first polymorph will last 7 seconds. The next one will last 3 seconds and the last one 1 second and after that the target will become immune for 20 seconds. You can use polymorph to keep a enemy that is not your current target out of combat. This can be either a healer or a dps class.
Ice Block,
Makes you immune to all damage and cc (also ones that were already applied before using ice block). This will also make you immune to falling damage.
Counterspell,
can be used while an enemy is casting a spell which will lock them out of that spellschool for 6 seconds.
(Can be used with polymorph for a 14 second healer lockout)
Frostfire Bolt.,
Cast this when you're locked out of the Arcane or Fire spellschools. Can also be used to slow your targets while kiting by 40% for 8 sec. (Crits with this spell will grant heating up)
Fire relies on critical strikes to build up damage. Fire has cc in the means of polymorph and frostfire bolt and can do a nice amount of damage if rng is on your side and when you have enough crit gear. Fire is currently the weakest spec of the three specs. There are no specific macros for fire but i have posted a gear set in the gear section. (a well timed fireblast at the time your fireball hits the target increases your chance on a crit because they hit your target at the same time)
Fire works best with the icefloes for the mobillity while building up pyroblast procs
I currently have fairly little to say about fire stat weighs so ill only make one.
Fire: Crit -> all.
Talents
The mage gets 3 different talent choices:
Evanesce,
replaces your ice block and turns it into 3 seconds. this can be cast while casting frostbolt or polymorph as it's not on the global cooldown and you can also move while this is active.(Global cooldown is the 1/2 sec cooldown you see on most of your spells immediately after casting it)
Blazing speed,
is a spell that increases your movement speed by 150% for 1,50 seconds during what you'll be immune to slows. Also not on the global cooldown so can be cast while other spells are being cast.
Ice Floes,
allows the mage to cast a spell while moving. This can be used in a interesting way to cast 6 spells after one another while moving by doing this: Cast arcane blast and at 3/4th of the spell cast apply a charge of ice floes. This will allow you to finish that spell while moving and leaving you with one charge of ice floes for the next spell. if you repeat this 2 more times then you can can 3 arcane blasts or polymorphs back to back while moving and still end up with 3 charges of ice floes on your char.
The mages talents are all off the global cooldown which allows for some intresting gameplay. Although i feel like blazing speed and ice floes are stronger then evanesce in 90% of the situations.
Fixed as of 6,1!!
replaces your ice block and turns it into 3 seconds. this can be cast while casting frostbolt or polymorph as it's not on the global cooldown and you can also move while this is active.(Global cooldown is the 1/2 sec cooldown you see on most of your spells immediately after casting it)
is a spell that increases your movement speed by 150% for 1,50 seconds during what you'll be immune to slows. Also not on the global cooldown so can be cast while other spells are being cast.
allows the mage to cast a spell while moving. This can be used in a interesting way to cast 6 spells after one another while moving by doing this: Cast arcane blast and at 3/4th of the spell cast apply a charge of ice floes. This will allow you to finish that spell while moving and leaving you with one charge of ice floes for the next spell. if you repeat this 2 more times then you can can 3 arcane blasts or polymorphs back to back while moving and still end up with 3 charges of ice floes on your char.
The mages talents are all off the global cooldown which allows for some intresting gameplay. Although i feel like blazing speed and ice floes are stronger then evanesce in 90% of the situations.
Fixed as of 6,1!!
Ice floes has several uses besides the simple spellcasting while moving! For example you can use it to mount up while moving, bandage while moving, pick herbs while moving and even walk around stealthed in shadowmeld with it! (This last trick was found by Xó-Darkmoonfaire)
Races/Racials
Undeads get a fear/charm breakout abillity name will of the forsaken which has a 3 minute cooldown and shares cooldown with your pvp trinket. Undeads also get a lifesteal attack that dous around 100 damage and heals you for the same amount and abillity that lets you eat dead humanoids/ undeads that heals you for 7% of your total health and mana every 2 seconds for 10 seconds.
Blood elfs get a a AoE silence named arcane torrent which silence every enemy within 8 yards for 2 seconds and it also restores 2% mana. They also get three passive effects which increase their crit, reduces their arcane damage taken and allows them to get +10 more enchanting skillspoints.
Goblin has a rocket jump racial which is useful for getting away or closing a gap. Also very useful while fcings as well. In addition to the jump they also get a small damage abillity which shares a cooldown with it. They also get a few passive abillities which increase haste, allow 15 extra alchemy skillpoints and discounts on vendor items. they can also bank anywhere in the world on a 30 min cd.
Orc's get a abillity which increases their offensive abillity for 15 seconds on a 2 min cooldown. They also get two passives that reduce stun duration by 10% and increase pet damage by 1%.
Trolls get a haste cooldown which increases their haste by 15% for 10 seconds and has a 3 min cooldown. They also get 3 passive abillties that give 10% increased regeneration rate, 20% extra exp gained for slain beasts and 15% reduced effects on movement impairing effects.
Pandaren have a attack like sap that incapacitates the target for 4 seconds and has a 2 min cd. They also have passives that reduce falling damage, increase beneficial effects from food (well fed buffs) by 100%, Allows them to get 15 more skillpoints in cooking and 100% more xp off rested bonus.
For horde the strongest choices are either orc for damage, troll for cc or goblin for flag carrying. Although undeads and pandas work in some situations aswell.
Blood elfs get a a AoE silence named arcane torrent which silence every enemy within 8 yards for 2 seconds and it also restores 2% mana. They also get three passive effects which increase their crit, reduces their arcane damage taken and allows them to get +10 more enchanting skillspoints.
Goblin has a rocket jump racial which is useful for getting away or closing a gap. Also very useful while fcings as well. In addition to the jump they also get a small damage abillity which shares a cooldown with it. They also get a few passive abillities which increase haste, allow 15 extra alchemy skillpoints and discounts on vendor items. they can also bank anywhere in the world on a 30 min cd.
Orc's get a abillity which increases their offensive abillity for 15 seconds on a 2 min cooldown. They also get two passives that reduce stun duration by 10% and increase pet damage by 1%.
Trolls get a haste cooldown which increases their haste by 15% for 10 seconds and has a 3 min cooldown. They also get 3 passive abillties that give 10% increased regeneration rate, 20% extra exp gained for slain beasts and 15% reduced effects on movement impairing effects.
Pandaren have a attack like sap that incapacitates the target for 4 seconds and has a 2 min cd. They also have passives that reduce falling damage, increase beneficial effects from food (well fed buffs) by 100%, Allows them to get 15 more skillpoints in cooking and 100% more xp off rested bonus.
For horde the strongest choices are either orc for damage, troll for cc or goblin for flag carrying. Although undeads and pandas work in some situations aswell.
Pandaren have a attack like sap that incapacitates the target for 4 seconds and has a 2 min cd. They also have passives that reduce falling damage, increase beneficial effects from food (wel fed buffs) by 100%, Allows them to get 15 more skillpoints in cooking and 100% more xp off rested bonus.
Humans get a abillity that works a lot like the insignia pvp trinket which removes all movement impairing effects and stuns, roots and fear effects (this shares cooldowns with your regular trinket). They also have a series of racials which increases their reputation gain by 10% and gives them an extra 5 versatillity points.
Night elfs get shadowmeld, this is a abillity that will grant you stealth and can be used to avoid a ranged attack like a chaosbolt or a steady shot. They also have some nice passives that increases their chance to dodge melee and ranged attacks by 2%(this dousn't work for magic attacks), Critical strike chance by 1% during day and 1 % haste during night, Speed while in ghost form by 75% and a reduce on nature damage by 1%.
Gnomes get a abillity that removes all snare or other movement reducing effects on you. they also get 15 extra skillpoints in engineering, a 1% haste increase, 5% increased mana, and 1% reduced arcane damage.
Worgen get the abillity to increase their movement speed by 40% for 10 seconds, the abillity to drop down on all fours and run as fast as your average mount (this is basically a mount aswell) and are able to switch bitween human and worgen forms. They also get passive abillities that grant them 1% increased critical strike, 10 extra skillpoints in skinning and 1% reduced damage from nature/shadow damage.
Dwarfs get the abillity to remove poisons and magic effects and reduces damage taken by 10% for 8 sec. They also get critical damage and healing increased by 2%, 1% reduced frost damage and find extra fragments while doing archaeology from their passive racials.
Dreanei get a HoT (heal over time) effect that heals the mage for 20% of their total health over 5 seconds. They also get passive abillities that allows them to get 10 extra jewelcrafting skillpoints, 3 extra intellect points and 1% reduced shadow damage.
Alliance has more diverse racial choices then horde for both cc and damage. Gnomes would be best in my opinion for cc, Because of the passive haste bonus they get and the engineering bombs, The snare removal on a 1 minute cooldown and for the extra mana as arcane. Altough humans and worgen make for excellent flag carrying or damage mages and night elfs would have more chance on survival.
Humans get a abillity that works a lot like the insignia pvp trinket which removes all movement impairing effects and stuns, roots and fear effects (this shares cooldowns with your regular trinket). They also have a series of racials which increases their reputation gain by 10% and gives them an extra 5 versatillity points.
Night elfs get shadowmeld, this is a abillity that will grant you stealth and can be used to avoid a ranged attack like a chaosbolt or a steady shot. They also have some nice passives that increases their chance to dodge melee and ranged attacks by 2%(this dousn't work for magic attacks), Critical strike chance by 1% during day and 1 % haste during night, Speed while in ghost form by 75% and a reduce on nature damage by 1%.
Gnomes get a abillity that removes all snare or other movement reducing effects on you. they also get 15 extra skillpoints in engineering, a 1% haste increase, 5% increased mana, and 1% reduced arcane damage.
Worgen get the abillity to increase their movement speed by 40% for 10 seconds, the abillity to drop down on all fours and run as fast as your average mount (this is basically a mount aswell) and are able to switch bitween human and worgen forms. They also get passive abillities that grant them 1% increased critical strike, 10 extra skillpoints in skinning and 1% reduced damage from nature/shadow damage.
Dwarfs get the abillity to remove poisons and magic effects and reduces damage taken by 10% for 8 sec. They also get critical damage and healing increased by 2%, 1% reduced frost damage and find extra fragments while doing archaeology from their passive racials.
Dreanei get a HoT (heal over time) effect that heals the mage for 20% of their total health over 5 seconds. They also get passive abillities that allows them to get 10 extra jewelcrafting skillpoints, 3 extra intellect points and 1% reduced shadow damage.
Alliance has more diverse racial choices then horde for both cc and damage. Gnomes would be best in my opinion for cc, Because of the passive haste bonus they get and the engineering bombs, The snare removal on a 1 minute cooldown and for the extra mana as arcane. Altough humans and worgen make for excellent flag carrying or damage mages and night elfs would have more chance on survival.
Gear
i will add the alternative for when you still need to gear aswell
Horde Frost
Horde Arcane
Horde CC
Horde Fire
Horde Stam Stacking
Horde Hybrid haste/crit set (arcane/fire)
Head:
Lucky Fishing Hat Flying Tiger Goggles
Neck: Brilliant Necklace Thick Bronze Necklace
Shoulders: Tattered Dreadmist MantleFeline Mantle, Mourners Stole or if you're lucky enough with chest farming then Magicain's Mantle.
Cloak: Tumultuous Cloak of the Sorcerer Battle healer's Cloak, Lushwater Cloak +1 armor enchant
Chest: Tattered Dreadmist Robe / Gorestained Garb Noble's Robe (but gorestained is fairly easy to get) +6 health enchant.
Bracers: Mindthrust Bracers Cuffs of the Black Elements+1 stamina enchant.
Gloves: Serpents Gloves / Gold-Flecked Gloves(gold flecked are easier to obtain and the stats are the same) +1 armor leatherworking enchant.
Waist: Enumerated Wrap of the SorcererGirdle of Nobillity
Leggs: Silk-Threaded Trousers / Godfrey's Britches(both easy to get) +1 armor leatherworking enchant.
Feet: Corpse Rompers / Conspirator's Slippers (both easy to get aswell) +1 armor leatherworking enchant.
Rings: Dread Pirate Ring / Lavishly Jeweled Ring Ring of Pardons / Stillwaters Signet
Trinkets: Swift Hand of Justice / Swift Hand of JusticeRune of Perfection / Insignia of the Horde
Weapon: Dignified Headmasters ChargeGrand Staff of Jordan / Emberstone Staff +3 int enchant.
Lucky Fishing Hat Flying Tiger Goggles
Neck: Brilliant Necklace Thick Bronze Necklace
Shoulders: Tattered Dreadmist MantleFeline Mantle, Mourners Stole or if you're lucky enough with chest farming then Magicain's Mantle.
Cloak: Tumultuous Cloak of the Sorcerer Battle healer's Cloak, Lushwater Cloak +1 armor enchant
Chest: Tattered Dreadmist Robe / Gorestained Garb Noble's Robe (but gorestained is fairly easy to get) +6 health enchant.
Bracers: Mindthrust Bracers Cuffs of the Black Elements+1 stamina enchant.
Gloves: Serpents Gloves / Gold-Flecked Gloves(gold flecked are easier to obtain and the stats are the same) +1 armor leatherworking enchant.
Waist: Enumerated Wrap of the SorcererGirdle of Nobillity
Leggs: Silk-Threaded Trousers / Godfrey's Britches(both easy to get) +1 armor leatherworking enchant.
Feet: Corpse Rompers / Conspirator's Slippers (both easy to get aswell) +1 armor leatherworking enchant.
Rings: Dread Pirate Ring / Lavishly Jeweled Ring Ring of Pardons / Stillwaters Signet
Trinkets: Swift Hand of Justice / Swift Hand of JusticeRune of Perfection / Insignia of the Horde
Weapon: Dignified Headmasters ChargeGrand Staff of Jordan / Emberstone Staff +3 int enchant.
Horde Arcane
Head: Lucky Fishing Hat Flying Tiger Goggles
Neck: Brilliant Necklace Thick Bronze Necklace
Shoulders: Tattered Dreadmist Mantle Feline Mantle, Mourners Stole or if you're lucky enough with chest farming then Magicain's Mantle.
Cloak: Tumultuous Cloak of the Sorcerer Battle healer's Cloak, Lushwater Cloak +1 armor enchant
Chest: Tattered Dreadmist Robe / Fallen Apprentice RobeNoble's Robe +6 health enchant.
Bracers: Mindthrust Bracers Cuffs of the Black Elements+1 stamina enchant.
Gloves: Serpents Gloves / Gold-Flecked Gloves (gold flecked are easier to obtain and the stats are the same) +1 armor leatherworking enchant.
Waist: Enumerated Wrap of Vision Girdle of Nobillity
Leggs: Silk-Threaded Trousers / Godfrey's Britches(both easy to get) +1 armor leatherworking enchant.
Feet: Corpse Rompers / Conspirator's Slippers(both easy to get aswell) +1 armor leatherworking enchant.
Rings: Lavishly Jeweled Ring / Ring of Pardons Seal of Argas
Trinkets: Discerning Eye of the Beast / Discerning Eye of the Beast Rune of Perfection / Insignia of the Alliance
Weapon: Dignified Headmasters ChargeGrand Staff of Jordan / Emberstone Staff
+3 int enchant.
Neck: Brilliant Necklace Thick Bronze Necklace
Shoulders: Tattered Dreadmist Mantle Feline Mantle, Mourners Stole or if you're lucky enough with chest farming then Magicain's Mantle.
Cloak: Tumultuous Cloak of the Sorcerer Battle healer's Cloak, Lushwater Cloak +1 armor enchant
Chest: Tattered Dreadmist Robe / Fallen Apprentice RobeNoble's Robe +6 health enchant.
Bracers: Mindthrust Bracers Cuffs of the Black Elements+1 stamina enchant.
Gloves: Serpents Gloves / Gold-Flecked Gloves (gold flecked are easier to obtain and the stats are the same) +1 armor leatherworking enchant.
Waist: Enumerated Wrap of Vision Girdle of Nobillity
Leggs: Silk-Threaded Trousers / Godfrey's Britches(both easy to get) +1 armor leatherworking enchant.
Feet: Corpse Rompers / Conspirator's Slippers(both easy to get aswell) +1 armor leatherworking enchant.
Rings: Lavishly Jeweled Ring / Ring of Pardons Seal of Argas
Trinkets: Discerning Eye of the Beast / Discerning Eye of the Beast Rune of Perfection / Insignia of the Alliance
Weapon: Dignified Headmasters ChargeGrand Staff of Jordan / Emberstone Staff
+3 int enchant.
Horde CC
Head: Lucky Fishing Hat
Neck: Brilliant Necklace
Shoulders: Sunderseer Mantle
Cloak: Tumultuous Cloak of the Sorcerer
Chest: Gorestained Garb +6 health enchant.
Bracers: Mindthrust Bracers +1 stamina enchant.
Gloves: Serpents Gloves / Gold-Flecked Gloves(gold flecked are easier to obtain and the stats are the same) +1 armor leatherworking enchant.
Waist: Enumerated Wrap of the Sorcerer
Leggs: Silk-Threaded Trousers +1 armor leatherworking enchant.
Feet: Corpse Rompers +1 armor leatherworking enchant.
Rings: Dread Pirate Ring / Lavishly Jeweled Ring
Trinkets: Swift Hand of Justice / Swift Hand of Justice
Weapon: Grand Staff of Jordan
Neck: Brilliant Necklace
Shoulders: Sunderseer Mantle
Cloak: Tumultuous Cloak of the Sorcerer
Chest: Gorestained Garb +6 health enchant.
Bracers: Mindthrust Bracers +1 stamina enchant.
Gloves: Serpents Gloves / Gold-Flecked Gloves(gold flecked are easier to obtain and the stats are the same) +1 armor leatherworking enchant.
Waist: Enumerated Wrap of the Sorcerer
Leggs: Silk-Threaded Trousers +1 armor leatherworking enchant.
Feet: Corpse Rompers +1 armor leatherworking enchant.
Rings: Dread Pirate Ring / Lavishly Jeweled Ring
Trinkets: Swift Hand of Justice / Swift Hand of Justice
Weapon: Grand Staff of Jordan
Horde Fire
Head: Flying Tiger Goggles
Neck: Brilliant Necklace
Shoulders: Tattered Dreadmist Mantle
Cloak: Lushwater Cloak+1 armor enchant.
Chest: Noble's Robe +6 health enchant.
Bracers: Mindthrust Bracers +1 stamina enchant.
Gloves: Red Riding Gloves +1 armor leatherworking enchant.
Waist: Enumerated Wrap of the Sun
Boots: Conspirator's Boots +1 armor leatherworking enchant.
Rings: Stendel's Wedding Band / Stendel's Wedding Band
Trinkets: Rune of Perfection / Swift hand of JusticeDiscerning Eye of the Beast (depends on if you prefer harder hits or faster hits)
Weapon: Grand Staff of Jordan +1 intellect enchant.
Neck: Brilliant Necklace
Shoulders: Tattered Dreadmist Mantle
Cloak: Lushwater Cloak+1 armor enchant.
Chest: Noble's Robe +6 health enchant.
Bracers: Mindthrust Bracers +1 stamina enchant.
Gloves: Red Riding Gloves +1 armor leatherworking enchant.
Waist: Enumerated Wrap of the Sun
Boots: Conspirator's Boots +1 armor leatherworking enchant.
Rings: Stendel's Wedding Band / Stendel's Wedding Band
Trinkets: Rune of Perfection / Swift hand of JusticeDiscerning Eye of the Beast (depends on if you prefer harder hits or faster hits)
Weapon: Grand Staff of Jordan +1 intellect enchant.
Head: Lucky Fishing Hat
Neck: Thick Bronze Necklace
Shoulders: Magician's Mantle
Cloak: Tumultuous Cloak of Stamina +1 armor enchant.
Chest: Mystic's Robe +6 health enchant.
Bracers: Ivycloth Bracers of Stamina +1 stam enchant.
Gloves: Imbued Disciple Gloves +1 armor leatherworking enchant
Belt: Enumerated Wrap of Stamina
Legs: Godfrey's Leggings +1 armor leatherworking enchant
Feet: Seer's Boots +1 armor leatherworking enchant
Rings: Ring of Pardons / Blood Ring
Trinkets: Arena Grand Master / Inherited Mark of TyrannyArena Grand Master (two of them is alot of stamina!)
Weapon: Dawnblade / Old CraftyGrand Staff of Jordan
Neck: Thick Bronze Necklace
Shoulders: Magician's Mantle
Cloak: Tumultuous Cloak of Stamina +1 armor enchant.
Chest: Mystic's Robe +6 health enchant.
Bracers: Ivycloth Bracers of Stamina +1 stam enchant.
Gloves: Imbued Disciple Gloves +1 armor leatherworking enchant
Belt: Enumerated Wrap of Stamina
Legs: Godfrey's Leggings +1 armor leatherworking enchant
Feet: Seer's Boots +1 armor leatherworking enchant
Rings: Ring of Pardons / Blood Ring
Trinkets: Arena Grand Master / Inherited Mark of TyrannyArena Grand Master (two of them is alot of stamina!)
Weapon: Dawnblade / Old CraftyGrand Staff of Jordan
Horde Hybrid haste/crit set (arcane/fire)
Head: Lucky Fishing Hat
Neck: Brilliant Necklace
Shoulders: Tattered Dreadmist Mantle
Cloak: Tumultuous Cloak of the Sorcerer
Chest: Gorestained Garb +6 health enchant.
Bracers: Mindthrust Bracers +1 stamina enchant.
Gloves: Red Riding Gloves +1 armor leatherworking enchant.
Waist: Enumerated Wrap of the Sorcerer
Legs: Godfrey's Leggings +1 armor leatherworking enchant
Boots: Conspirator's Boots +1 armor leatherworking enchant.
Rings: Dread Pirate Ring / Lavishly Jeweled Ring
Trinkets: Swift Hand of Justice / Rune of Perfection
Weapon: Dignified Headmasters Charge +1 intellect enchant
Neck: Brilliant Necklace
Shoulders: Tattered Dreadmist Mantle
Cloak: Tumultuous Cloak of the Sorcerer
Chest: Gorestained Garb +6 health enchant.
Bracers: Mindthrust Bracers +1 stamina enchant.
Gloves: Red Riding Gloves +1 armor leatherworking enchant.
Waist: Enumerated Wrap of the Sorcerer
Legs: Godfrey's Leggings +1 armor leatherworking enchant
Boots: Conspirator's Boots +1 armor leatherworking enchant.
Rings: Dread Pirate Ring / Lavishly Jeweled Ring
Trinkets: Swift Hand of Justice / Rune of Perfection
Weapon: Dignified Headmasters Charge +1 intellect enchant
I added some extra gear incase you still need to gear up.
Alliance Frost
Alliance Arcane
Alliance Fire
Alliance CC
Alliance stam stacking
Alliance Frost
Head: Lucky Fishing Hat Flying Tiger Goggles
Neck: Brilliant Necklace Thick Bronze Necklace
Shoulders: Tattered Dreadmist Mantle Feline Mantle or if you're lucky enough with chest farming then Magicain's Mantle.
Cloak: Tumultuous Cloak of the Sorcerer Caretaker's Cape / Feyscale Cloak+1 armor enchant
Chest: Tattered Dreadmist Robe / Noble's Robe +6 health enchant.
Bracers: Hovel Digger's Bands +1 stamina enchant.
Gloves: Serpents Gloves / Gold-Flecked Gloves (gold flecked are easier to obtain and the stats are the same) +1 armor leatherworking enchant.
Waist: Enumerated Wrap of the SorcererGirdle of Nobillity
Leggs: Silk-Threaded Trousers / Godfrey's Britches (both easy to get) +1 armor leatherworking enchant.
Feet: Corpse Rompers +1 armor leatherworking enchant.
Rings: Lavishly Jeweled Ring / Dread Pirate RingSeal of Argas
Trinkets: Swift Hand of Justice / Swift Hand of Justice Rune of Perfection / Insignia of the Alliance
Weapon: Dignified Headmasters ChargeGrand Staff of Jordan / Emberstone Staff
+3 int enchant.
Neck: Brilliant Necklace Thick Bronze Necklace
Shoulders: Tattered Dreadmist Mantle Feline Mantle or if you're lucky enough with chest farming then Magicain's Mantle.
Cloak: Tumultuous Cloak of the Sorcerer Caretaker's Cape / Feyscale Cloak+1 armor enchant
Chest: Tattered Dreadmist Robe / Noble's Robe +6 health enchant.
Bracers: Hovel Digger's Bands +1 stamina enchant.
Gloves: Serpents Gloves / Gold-Flecked Gloves (gold flecked are easier to obtain and the stats are the same) +1 armor leatherworking enchant.
Waist: Enumerated Wrap of the SorcererGirdle of Nobillity
Leggs: Silk-Threaded Trousers / Godfrey's Britches (both easy to get) +1 armor leatherworking enchant.
Feet: Corpse Rompers +1 armor leatherworking enchant.
Rings: Lavishly Jeweled Ring / Dread Pirate RingSeal of Argas
Trinkets: Swift Hand of Justice / Swift Hand of Justice Rune of Perfection / Insignia of the Alliance
Weapon: Dignified Headmasters ChargeGrand Staff of Jordan / Emberstone Staff
+3 int enchant.
Alliance Arcane
Head: Lucky Fishing Hat Flying Tiger Goggles
Neck: Brilliant Necklace Thick Bronze Necklace
Shoulders: Tattered Dreadmist Mantle Feline Mantle or if you're lucky enough with chest farming then Magicain's Mantle.
Cloak: Tumultuous Cloak of the Sorcerer Caretaker's Cape / Feyscale Cloak+1 armor enchant
Chest: Tattered Dreadmist Robe Noble's Robe +6 health enchant.
Bracers: Mindthrust Bracers Cuffs of the Black Elements+1 stamina enchant.
Gloves: Serpents Gloves / Gold-Flecked Gloves (gold flecked are easier to obtain and the stats are the same) +1 armor leatherworking enchant.
Waist: Enumerated Wrap of Vision Girdle of Nobillity
Leggs: Silk-Threaded Trousers / Godfrey's Britches (both easy to get) +1 armor leatherworking enchant.
Feet: Corpse Rompers +1 armor leatherworking enchant.
Rings: Lavishly Jeweled RingSeal of Argas
Trinkets: Discerning Eye of the Beast / Discerning Eye of the Beast Rune of Perfection / Insignia of the Alliance
Weapon: Dignified Headmasters ChargeGrand Staff of Jordan / Emberstone Staff
+3 int enchant.
Neck: Brilliant Necklace Thick Bronze Necklace
Shoulders: Tattered Dreadmist Mantle Feline Mantle or if you're lucky enough with chest farming then Magicain's Mantle.
Cloak: Tumultuous Cloak of the Sorcerer Caretaker's Cape / Feyscale Cloak+1 armor enchant
Chest: Tattered Dreadmist Robe Noble's Robe +6 health enchant.
Bracers: Mindthrust Bracers Cuffs of the Black Elements+1 stamina enchant.
Gloves: Serpents Gloves / Gold-Flecked Gloves (gold flecked are easier to obtain and the stats are the same) +1 armor leatherworking enchant.
Waist: Enumerated Wrap of Vision Girdle of Nobillity
Leggs: Silk-Threaded Trousers / Godfrey's Britches (both easy to get) +1 armor leatherworking enchant.
Feet: Corpse Rompers +1 armor leatherworking enchant.
Rings: Lavishly Jeweled RingSeal of Argas
Trinkets: Discerning Eye of the Beast / Discerning Eye of the Beast Rune of Perfection / Insignia of the Alliance
Weapon: Dignified Headmasters ChargeGrand Staff of Jordan / Emberstone Staff
+3 int enchant.
Alliance Fire
Head: Flying Tiger Goggles
Neck: Brilliant Necklace
Shoulders: Tattered Dreadmist Mantle
Cloak: Silver Embroidered Cloak +1 armor enchant.
Chest: Noble's Robe +6 health enchant.
Legs: Godfrey's Leggings
Bracers: Messner's Cuffs +1 stamina enchant.
Gloves: Serpent Gloves +1 armor leatherworking enchant.
Waist: Enumerated Wrap of the Sun
Boots:Ablution Slippers +1 armor leatherworking enchant.
Rings: Stendel's Wedding Band / Stendel's Wedding Band
Trinkets: Rune of Perfection / Swift hand of JusticeDiscerning Eye of the Beast (depends on if you prefer harder hits or faster hits)
Weapon: Grand Staff of Jordan +1 intellect enchant.
Neck: Brilliant Necklace
Shoulders: Tattered Dreadmist Mantle
Cloak: Silver Embroidered Cloak +1 armor enchant.
Chest: Noble's Robe +6 health enchant.
Legs: Godfrey's Leggings
Bracers: Messner's Cuffs +1 stamina enchant.
Gloves: Serpent Gloves +1 armor leatherworking enchant.
Waist: Enumerated Wrap of the Sun
Boots:Ablution Slippers +1 armor leatherworking enchant.
Rings: Stendel's Wedding Band / Stendel's Wedding Band
Trinkets: Rune of Perfection / Swift hand of JusticeDiscerning Eye of the Beast (depends on if you prefer harder hits or faster hits)
Weapon: Grand Staff of Jordan +1 intellect enchant.
Alliance CC
Head: Lucky Fishing Hat
Neck: Brilliant Necklace
Shoulders: Sunderseer Mantle
Cloak: Tumultuous Cloak of the Sorcerer
Chest: Gorestained Garb +6 health enchant.
Bracers: Hovel Digger's Bands +1 stamina enchant.
Gloves: Serpents Gloves / Gold-Flecked Gloves(gold flecked are easier to obtain and the stats are the same) +1 armor leatherworking enchant.
Waist: Enumerated Wrap of the Sorcerer
Leggs: Silk-Threaded Trousers +1 armor leatherworking enchant.
Feet: Corpse Rompers +1 armor leatherworking enchant.
Rings: Dread Pirate Ring / Lavishly Jeweled Ring
Trinkets: Swift Hand of Justice / Swift Hand of Justice
Weapon: Grand Staff of Jordan
Neck: Brilliant Necklace
Shoulders: Sunderseer Mantle
Cloak: Tumultuous Cloak of the Sorcerer
Chest: Gorestained Garb +6 health enchant.
Bracers: Hovel Digger's Bands +1 stamina enchant.
Gloves: Serpents Gloves / Gold-Flecked Gloves(gold flecked are easier to obtain and the stats are the same) +1 armor leatherworking enchant.
Waist: Enumerated Wrap of the Sorcerer
Leggs: Silk-Threaded Trousers +1 armor leatherworking enchant.
Feet: Corpse Rompers +1 armor leatherworking enchant.
Rings: Dread Pirate Ring / Lavishly Jeweled Ring
Trinkets: Swift Hand of Justice / Swift Hand of Justice
Weapon: Grand Staff of Jordan
Head: Lucky Fishing Hat
Neck: Thick Bronze Necklace
Shoulders: Magician's Mantle
Cloak: Tumultuous Cloak of Stamina +1 armor enchant.
Chest: Mystic's Robe +6 health enchant.
Bracers: Ivycloth Bracers of Stamina +1 stam enchant.
Gloves: Mangy Claw Mittens+1 armor leatherworking enchant
Belt: Enumerated Wrap of Stamina
Leggs: Archaeologis's Pants
Feet: Seer's Boots +1 armor leatherworking enchant
Rings: Hogger's Shiny / Ello's Band
Trinkets: Arena Grand Master / Inherited Mark of TyrannyArena Grand Master (two of them is alot of stamina!)
Weapon: Bloodsoaked Skullforge Reaver / Old Ironjaw Grand Staff of Jordan
By Trickynick-TwistingNether
Neck: Thick Bronze Necklace
Shoulders: Magician's Mantle
Cloak: Tumultuous Cloak of Stamina +1 armor enchant.
Chest: Mystic's Robe +6 health enchant.
Bracers: Ivycloth Bracers of Stamina +1 stam enchant.
Gloves: Mangy Claw Mittens+1 armor leatherworking enchant
Belt: Enumerated Wrap of Stamina
Leggs: Archaeologis's Pants
Feet: Seer's Boots +1 armor leatherworking enchant
Rings: Hogger's Shiny / Ello's Band
Trinkets: Arena Grand Master / Inherited Mark of TyrannyArena Grand Master (two of them is alot of stamina!)
Weapon: Bloodsoaked Skullforge Reaver / Old Ironjaw Grand Staff of Jordan
By Trickynick-TwistingNether
Macros(and how to use them)
Set focus macro : This macro sets your focus with one button and if you press it twice it removes your focus. It also allows you to set a focus by hovering your mouse cursor over your enemies and pressing the button to wich the macro is linked.
Polymorph / focus macro: This stops current spellcasting to cast polymorph at your focus. usefull when a rogue kicks a healer and needs fast controll.
Counterspell / focus macro: This interrupts current spellcasts and casts counterspell at your focus. Very usefull for when you need to stop a heal immediately.
Mouseover Polymorph macro: This will allow you to cast polymorph at a target by hovering your mouse cursor over them. if there is nothing beneath your mousecursor and you already have a target then it will cast it at them. (Replace with regular polymorph) Helps if you keybind it it shift + scroll up and down.
All in one Counterspell macro: This casts counterspell at mouseover targets(and if you mouseover potraits like your focus for example) and if no mouseovers are selected this casts counterspell at your current target. This also stops your spellcasting while doing so.(replace with regular counterspell)
Pet Controll macros: These will allow you to make your pet manually attack something or make it camp a certain spot. they also allow you to keybind the pet freeze and attack to something other then your pet bar.
Ice Block macro: This uses your ice block cooldown instantly and removes it with another press on the button.
Ice Block / Blink macro: This removes ice block and makes you blink away.
Ice Block / Blazing speed: This removes ice block and casts blazing speed.
Ice floes / shadowmeld macro: This stops your current casting and casts a charge of ice floes and then shadow meld to move around while stealthed but make sure you're standing still for the first second while doing this (by Xó-Darkmoonfaire)
Stopcasting macro: This stops your casting for fake casting.
/clearfocus
/focus [@mouseover]
/focus [@mouseover]
Polymorph / focus macro: This stops current spellcasting to cast polymorph at your focus. usefull when a rogue kicks a healer and needs fast controll.
Counterspell / focus macro: This interrupts current spellcasts and casts counterspell at your focus. Very usefull for when you need to stop a heal immediately.
Mouseover Polymorph macro: This will allow you to cast polymorph at a target by hovering your mouse cursor over them. if there is nothing beneath your mousecursor and you already have a target then it will cast it at them. (Replace with regular polymorph) Helps if you keybind it it shift + scroll up and down.
#showtooltip Polymorph
/cast [target=mouseover,exists,nohelp] Polymorph; Polymorph
/cast [target=mouseover,exists,nohelp] Polymorph; Polymorph
All in one Counterspell macro: This casts counterspell at mouseover targets(and if you mouseover potraits like your focus for example) and if no mouseovers are selected this casts counterspell at your current target. This also stops your spellcasting while doing so.(replace with regular counterspell)
#showtooltip Counterspell
/stopcasting
/cast [target=mouseover,exists,nohelp] Counterspell; Counterspell
/stopcasting
/cast [target=mouseover,exists,nohelp] Counterspell; Counterspell
Pet Controll macros: These will allow you to make your pet manually attack something or make it camp a certain spot. they also allow you to keybind the pet freeze and attack to something other then your pet bar.
#showtooltip Freeze
/dismount
/cast Freeze
(This casts the pet freeze and dismounts you to do so if you're mounted.)
/petfollow
/petmoveto
(This makes your pet move to a specific point, Pressing the macro again will make the pet follow you again.)
#showtooltip Waterbolt
/cast Waterbolt
(This casts your pets waterbolt abillity at your current target. Use the follow macro to make it stop attacking.)
/dismount
/cast Freeze
(This casts the pet freeze and dismounts you to do so if you're mounted.)
/petfollow
/petmoveto
(This makes your pet move to a specific point, Pressing the macro again will make the pet follow you again.)
#showtooltip Waterbolt
/cast Waterbolt
(This casts your pets waterbolt abillity at your current target. Use the follow macro to make it stop attacking.)
Ice Block macro: This uses your ice block cooldown instantly and removes it with another press on the button.
#showtooltip Ice Block
/cancelaura Ice Block
/stopcasting
/stopcasting
/cast Ice Block
/cancelaura Ice Block
/stopcasting
/stopcasting
/cast Ice Block
Ice Block / Blink macro: This removes ice block and makes you blink away.
#Showtooltip Blink
/cancelaura Ice Block
/cast Blink
/cancelaura Ice Block
/cast Blink
Ice Block / Blazing speed: This removes ice block and casts blazing speed.
#showtooltip Blazing Speed
/cancelaura Ice Block
/cast Blazing Speed
/cancelaura Ice Block
/cast Blazing Speed
Ice floes / shadowmeld macro: This stops your current casting and casts a charge of ice floes and then shadow meld to move around while stealthed but make sure you're standing still for the first second while doing this (by Xó-Darkmoonfaire)
#showtooltip Shadowmeld(Racial)
/stopcasting
/cast ice floes
/cast Shadowmeld(Racial)
/stopcasting
/cast ice floes
/cast Shadowmeld(Racial)
Stopcasting macro: This stops your casting for fake casting.
/stopcasting
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