The mage is a DPS caster that specializes in burst damage and area of effect spells in world of Warcraft. Mage utility spells also include conjuring food and drink and the ability to teleport to major cities and open portals for party members. In PvP, magi deal ranged damage while using snare effects and Polymorph to control enemy players. Their primary role in a group is damage dealing and crowd control through the use of Polymorph. At the end of game levels, mage damage is supplemented with spells like Counterspell and Spellsteal.
The magi of the Kirin Tor first mastered the art of casting spells using the elements of ice and fire. Magi are also known for being able to summon elementals, usually water elementals, but can also summon air, earth, and fire elementals. The greatest mortal mage ever to have lived is the naga, Queen Azshara. In fact, she may no longer be mortal.
Magi also understand the workings of arcane energy so well they can counter most magic with great effectiveness. Those who have dedication to and natural predilection for one of the schools of specialization becomes more entrenched. At this point they choose either evocation or transmutation as a preferred school.
Setup
Archmage Kalec: Arcane, Counterspell (counters "Spells")
Archmage Vargoth: Arcane, Blizzard (counters "Minions")
Archmage Modera: Frost, Blink (counters "Hazards")
Meryl Felstorm: Frost, Blizzard (counters "Minions")
Ravandwyr: Fire, Blink (counters "Hazards")
Kirin Tor Invokers: Presence of Mind (helps with "Spells")
Magi, the most common of arcanists, are found all over Azeroth. They focus on magic that creates and changes things, most often with the purpose of damaging their enemies and boosting the power of their allies. Such beings can obtain a familiar, which is a normal animal that gains new powers and becomes a magical beast when summoned to service by a mage, while others choose to become a focused mage.
One thing to note is that the only reason I chose fire as the spec to only be represented once is that the bonuses from the other fire mages are either lackluster or too undesirable (as described below). Furthermore, I know that Presence of Mind doesn't actually counter (as in stop the negative effects [Lethal, Slowing, Cursed] of spells), but, since there's no other criteria to go by as far as I can tell, I figured it makes the most sense to go with a single Counter spell champion setup.
Magi also understand the workings of arcane energy so well they can counter most magic with great effectiveness. Those who have dedication to and natural predilection for one of the schools of specialization becomes more entrenched. At this point they choose either evocation or transmutation as a preferred school. The magi of the Kirin Tor first mastered the art of casting spells using the elements of ice and fire. Magi are also known for being able to summon elementals, usually water elementals, but can also summon air, earth, and fire elementals. The greatest mortal mage ever to have lived is the naga, Queen Azshara. In fact, she may no longer be mortal.
In PvP, mages deal ranged damage while using snares, stuns and [Polymorph] to control enemy players. Mages are the archetypal "glass cannons", capable of dealing an immense amount of damage if left uninterrupted, but vulnerable to attack. Mages compensate for this with a range of snares, stuns and incapacitation effects, and must keep on their toes if they are to survive.
In terms of bonus abilities, Kalec is a no-brainer with +15% success on missions with Minions and Hazards, and Ravandwyr is solid with just a bonus on missions with Minions. Vargoth gets +15% success when with Invokers, which works well since we are focusing on them. Plus, he is the absolute best combat ally, so it is nice to be able to swap him in and out of that role if you want. Meryl allows us to heal our Invokers.
This doesn't really help with missions, but it’s a nice quality thing. Modera is the only one with a throwaway ability (+15% success when with Water Elementals), since our strategy is more focused on Kirin Tor Invokers. Nonetheless, we need her for her counters. The most logical alternative would be to swap her out for Esara (Fire, counters "Spells"), but Esara's bonus ability doesn't help with success chance at all (-20% mission duration), so Modera is the way to go.
Millhouse Manastorm (Fire, counters "Minions"): The main thing is that doubling the mission duration is too onerous and not worth a +20% bonus. I don't have any trouble getting to 200% mission success chance, and doubling some of the longer missions is just way too long. If it were +20% mission success for +20% mission duration, then we could talk. I also get that it combos with Arcane Destroyer, but again, it's not that hard to reach +200% without sacrificing so much. Plus if you were to use him, you'd probably want a 2 Arcane/2 Fire/1 Frost setup and would have to rethink all the counters.
Esara Verrinde (Fire, counters "Spells"): She is just a really lackluster champion. I don't feel that her bonus of -20% mission duration would really help me crank out all that many more missions, since I am almost never catching my missions just as they end. In order to make the most of her, you'd have to watch your mission board like a hawk, and that's not something I'm interested in. Furthermore, her bonus ability doesn't actually help us with mission success chance. However, if you really wanted to, it would be easy to just swap her in for either Modera or Meryl, and you would maintain a 2/2/1; 2/2/1 setup.
Arcane Destroyer (Arcane, counters "Hazard"): Arcane destroyer has a decent bonus ability, +15% mission success chance on missions longer than 8 hours. There are 2 main factors that have lead me to bench Arcane Destroyer: (1) The way that his counters work, you'd have to do some additional rearranging if you replaced either of the Arcane mages on your roster to maintain a 2/2/1; 2/2/1 setup, and (2) both Kalec and Vargoth have better abilities.
Kalec gets +15% mission success change whenever a mission has Minions OR Hazards, and Vargoth gets +15% mission success chance when you run with Invokers (all the time). I personally don't want to run the Millhouse combo, and I don't want to be in a situation where I am avoiding countering the Slowing mechanic so that I have longer missions.
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