hellheat
OG
This is to anyone who is interested in making a 19 twink fire mage or is trying to learn survival stratedgy in bg's. I am Hellheat of <Commanding Presence> Anvilmar, and i would like to share some things i've learned over this time. As a fire mage, it is very useful to stretch your HP as much as possible in order to remove the "glass" from "glass cannon". If you can get low hp out of the way of your destruction, you've got the best of both worlds (damage and survivability).
WAYS TO BEEF UP STAMINA:
-Arena Grand Master - Trinket (Gurubashi Arena Event)
-Toughness - Passive Ability (Mining)
-Fishing Hat - Head (Fishing Contest)
-Furbolg Medicine Pouch - Held-In-Offhand (Vendor)
-Greater Stamina - Boots (Enchant) *As apposed to Minor Speed*
[char=Anvilmar]Hellheat[/char]
The gear / talent tree listed above is what i strongly recommend for the best results of a Fire Spelldamage build mage. 220-260 non-crit fireballs. 370-400 crit fireballs. Those unbuffed hits combined with lots of hp are no fun to be around when you are the opposing player.. Now, some say the only reason to make a mage twink would be for cc purposes. I disagree, as i can not only release extreme damage in short amounts of time (i have taken a 1.3k paly down to his death in 5 seconds and counting with two 2.5sec cast fireballs and instant fireblast. Extreme vulnerability debuff involved), but can also do every ability a frost mage can do, including: frostbolt, frost nova, polymorph, frostbite (talent 3/3), frost armor and all the chilling effects. I have found being a fire spelldmg built mage is very fun once gotten used to.
Fighting 1v1:
Warlock: a tricky yet very beatable apponent due to equivalent armor type, a warlock will lay down the dots (dmg over time) while you start off with fireball/fireblast combo or a polymorph for more preparation time. Before you know it, you will be feared away with dots ticking your life away along with shadow bolt/drain life. Use the abilities or the trinket that you have to break out of the fear. USE YOUR REMOVE CURSE. this will take off one of the few dots that are on you. you will notice that the warlock's damage is not a burst of instant damage like your own, but different spells that cause your life to drain over time. your fireball/ fireblast is more affective in the seconds used, than 3 dots are. between a mage and warlock twink, it boils down to the time spent casting and the time spent cc'd.. If the warlock is standing still, use flamestrike. Use anything to put out more damage before you are carried away to your grave by fear spam and dots.
Warrior: Warrior = Hard Armor. Mage = Cloth.. A suggested stratedgy is using polymorph before frostnova, and slammin down a quick flamestrike/ frostbolt before you are being attacked again. As the warrior is almost near you, frost nova, run 20 yds away, and throw fireballs/ fire blasts. You should be ok as long as you have the skill to keep a kite going. It does take practice.
Shaman: Sheep the shaman, toss the totems.. Earth Shock is a real pain here. Use the knowledge you have to take the shaman out. The stratedgy is very similar to fighting a warlock. Try out different things while fighting a shaman. Again, a tricky class with additional heals.
Rogue: Rogues are an anti-caster, meele class that use many different abilities created to anihilate casters. When you are fighting a rogue, it is rare that you get the first shot unless the rogue is caught by surprise. So be ready for a rogue at all times in bg's. Frost nova as you are struck by a rogue, if your frostbite does not take effect, run far away until one step from out-of-range, then frostbolt. This is where the kiting skill takes place. Do not be upset if it seems you can not beat rogues. It takes practice, as it does to beat any other class.
Hunter: DANGER! this is the dropping point usually for you. A hunter is the deadliest opponent of all because of the extreme dps that outranges the level of the hunter. Attempt to polymorph the pet first (pet resists somewhere around 70% of cc spells), which can take up to 5 failed attempts, if you succeed, run to the hunter and frost nova. Get just out of range of ranged attacks while being out of meele range (a little tricky, but you get the hang of it) and give it your all. Don't sweat a loss to a hunter. It is normal.
Paladin: the class with many, many lives.. Heals, Divine Protection (splits damage taken in half), bubble, lay on hands, and more if they pursue the extra abilities.. This takes much skill and patience to win. Combine some of the above strategies to slay this beast, kiting being a main source.
Priest: This class, in most cases, is strictly used for healing purposes. you will not normally be fighting one lone priest. If you happen to do so, fireball/fireblast and polymorph to interrupt the heals (it does not always matter if dots are on the person you want to sheep. It can be used for distraction purposes and interruption). The priest bubbles are weak to a firedamage built mage. One fireball and bye bye bubble. But also, bye bye that mana used.
Mage: SHOW HIM WHO'S BOSS!
any further questions just talk to me ingame..
WAYS TO BEEF UP STAMINA:
-Arena Grand Master - Trinket (Gurubashi Arena Event)
-Toughness - Passive Ability (Mining)
-Fishing Hat - Head (Fishing Contest)
-Furbolg Medicine Pouch - Held-In-Offhand (Vendor)
-Greater Stamina - Boots (Enchant) *As apposed to Minor Speed*
[char=Anvilmar]Hellheat[/char]
The gear / talent tree listed above is what i strongly recommend for the best results of a Fire Spelldamage build mage. 220-260 non-crit fireballs. 370-400 crit fireballs. Those unbuffed hits combined with lots of hp are no fun to be around when you are the opposing player.. Now, some say the only reason to make a mage twink would be for cc purposes. I disagree, as i can not only release extreme damage in short amounts of time (i have taken a 1.3k paly down to his death in 5 seconds and counting with two 2.5sec cast fireballs and instant fireblast. Extreme vulnerability debuff involved), but can also do every ability a frost mage can do, including: frostbolt, frost nova, polymorph, frostbite (talent 3/3), frost armor and all the chilling effects. I have found being a fire spelldmg built mage is very fun once gotten used to.
Fighting 1v1:
Warlock: a tricky yet very beatable apponent due to equivalent armor type, a warlock will lay down the dots (dmg over time) while you start off with fireball/fireblast combo or a polymorph for more preparation time. Before you know it, you will be feared away with dots ticking your life away along with shadow bolt/drain life. Use the abilities or the trinket that you have to break out of the fear. USE YOUR REMOVE CURSE. this will take off one of the few dots that are on you. you will notice that the warlock's damage is not a burst of instant damage like your own, but different spells that cause your life to drain over time. your fireball/ fireblast is more affective in the seconds used, than 3 dots are. between a mage and warlock twink, it boils down to the time spent casting and the time spent cc'd.. If the warlock is standing still, use flamestrike. Use anything to put out more damage before you are carried away to your grave by fear spam and dots.
Warrior: Warrior = Hard Armor. Mage = Cloth.. A suggested stratedgy is using polymorph before frostnova, and slammin down a quick flamestrike/ frostbolt before you are being attacked again. As the warrior is almost near you, frost nova, run 20 yds away, and throw fireballs/ fire blasts. You should be ok as long as you have the skill to keep a kite going. It does take practice.
Shaman: Sheep the shaman, toss the totems.. Earth Shock is a real pain here. Use the knowledge you have to take the shaman out. The stratedgy is very similar to fighting a warlock. Try out different things while fighting a shaman. Again, a tricky class with additional heals.
Rogue: Rogues are an anti-caster, meele class that use many different abilities created to anihilate casters. When you are fighting a rogue, it is rare that you get the first shot unless the rogue is caught by surprise. So be ready for a rogue at all times in bg's. Frost nova as you are struck by a rogue, if your frostbite does not take effect, run far away until one step from out-of-range, then frostbolt. This is where the kiting skill takes place. Do not be upset if it seems you can not beat rogues. It takes practice, as it does to beat any other class.
Hunter: DANGER! this is the dropping point usually for you. A hunter is the deadliest opponent of all because of the extreme dps that outranges the level of the hunter. Attempt to polymorph the pet first (pet resists somewhere around 70% of cc spells), which can take up to 5 failed attempts, if you succeed, run to the hunter and frost nova. Get just out of range of ranged attacks while being out of meele range (a little tricky, but you get the hang of it) and give it your all. Don't sweat a loss to a hunter. It is normal.
Paladin: the class with many, many lives.. Heals, Divine Protection (splits damage taken in half), bubble, lay on hands, and more if they pursue the extra abilities.. This takes much skill and patience to win. Combine some of the above strategies to slay this beast, kiting being a main source.
Priest: This class, in most cases, is strictly used for healing purposes. you will not normally be fighting one lone priest. If you happen to do so, fireball/fireblast and polymorph to interrupt the heals (it does not always matter if dots are on the person you want to sheep. It can be used for distraction purposes and interruption). The priest bubbles are weak to a firedamage built mage. One fireball and bye bye bubble. But also, bye bye that mana used.
Mage: SHOW HIM WHO'S BOSS!
any further questions just talk to me ingame..