Ignite

Ignite is a great talent for any Fire mage. Fire mages benefit the most from crits of any spell caster, due to the power of Ignite. Ignite means your criticals are basically doing double damage to your target (allbeit over 4 seconds), which is an awesome thing to have (spell crits are 1.5 damage, while melee crits are double damage. This brings your crits up to nearly melee damage range). 25 crit is not unheard of, and 20 is a very reasonable amount achievable with mid level gear. This makes...

Fire Ward

The absorption is rather pitiful, and it generally won't ever last the entire duration. The mana cost isn't bad, but the situations where casting this spell helps are very limited. If you are duelling a mage cast it beforehand for a slight buffer. Absorbs 105 Fire damage. Lasts 30 sec. Absorbs 185 Fire damage. Lasts 30 sec. Absorbs 300 Fire damage. Lasts 30 sec. Absorbs 430 Fire damage. Lasts 30 sec. Absorbs 585 Fire damage. Lasts 30 sec.

Paladin

Paladins also have healing, so they can be quite tough to take down, and they have multiple lives through their immunity shields. Fortunately, they don't do a lot of damage, and you can normally keep them at bay very easily, because they don't have a root, or any way to increase their speed. Kiting and survival is the key in this battle. You may want to use your wand to preserve your mana, because paladins can take a long time to take down. Once they are getting low, they will use their shield...

Teleport

This spell allows you to teleport to each of the three major capital cities of your faction. It does not interact with your hearthstone's cooldown, so you can bind that to the Inn in the location you are questing, and use this spell to travel to one of the cities (to use the Auction House or get new skills, for example). It requires a reagent to cast, which costs 10 silver (9 if honoured). It's handy to always keep a few on you at all times. Teleports the caster to Thunder Bluff.

Wand Specialization

2 talent points for a 25 boost to damage is nothing to be sneezed at. This talent has been vastly improved, and wands are now a viable source of damage (particularly so for the leveling mage). There are occasions where you will have to resort to wanding, and anything that can produce free damage is not bad. This is a worthwhile boost to dps for leveling mages, and can contribute marginally for raid mages, although it is not really Increases your damage with Wands by 13 . Increases your damage...

Conjure Food

This spell makes soloing quicker, and saves a lot of money that would otherwise be spent buying food. It is also very useful in instances to give to your tanks to regen health more quickly after a fight, saving the healer's mana. At the level you learn the spell, you can only conjure 2 per time. Each level allows you to conjure 1 more, to a maximum of 20. Stacks cannot be split, and the game doesn't automatically split them either (meaning if you are seven levels above your latest version of...

Improved Cone of Cold

Cone of Cold is a very strong spell, and this talent makes it exceptional. With this, Cone of Cold will become one of your most used spells, especially when AoEing. With 3 points in this talent, your Cone of Cold increases from 350 average damage to nearly 475. Definately take this talent if you are going to do any AoE farming, but also just for general Increases the damage dealt by your Cone of Cold spell by 15 . Increases the damage dealt by your Cone of Cold spell by 25 . Increases the...

Cold Snap

This is a worthwhile talent to have for emergency situations. If you need to flee, and have used your Frost Nova allready, you can pop this and freeze whoever is chasing you for an easy escape. It's also handy for AoE grinding to refresh your Ice Barrier or Ice Block when situations get out of hand. For 1 point, it's a talent worth getting. Also allows access to Frost Channeling, which isn't a bad talent either. Rank When activated, this spell finishes the cooldown on all of your Frost spells.

Polymorph

The best crowd control (CC) skill in the game. It works on probably 80 of the creatures in the game world (excluding demons, dragonkin and undead, which are all fairly uncommon). In solo play this will allow you to pull single targets in linked mobs, while the other wanders harmlessly as a sheep. In groups, it is extremely useful for making pulls much easier by eliminating a mob from the group. It will often be your job to pull using Polymorph. In PvP, it extremely useful in the beginning of a...

Amplify Magic

This is an adequate spell that has limited uses. It is particularly useful when combined with a priest for AoE grinding. This helps the priest heal, but the effect is only moderate. It's another buff, however, and the mana cost is small enough for that to not be a hindrance. Don't use it when soloing, as it serves no purpose. Also don't use it if any of the groups you are Ae-ing have spell based attacks (which is usually not the case). Amplifies magic used against the targeted party member,...

Winters Chill

Less effective than the old Winter's Chill, but not entirely useless. This, like its fire counterpart, is especially effective when grouped with other frost casters. Take this talent if you are planning on raiding with a heavy frost spec, as it will improve dps. Gives your Frost damage spells a 20 chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 1 . Stacks up to 10 times. Gives your Frost damage spells a 40 chance to apply the...

Arctic Reach

This isn't a bad talent, but there are better places to spend your points. Range isn't as important for a Frost mage as it is for a Fire mage, because all of your spells slow your targets, making them reach you slower. The radius bonus isn't worth it either, because with a little practice, you shouldn't need it anyway. Increases the range of your Frostbolt spell and the radius of your Frost Nova and Cone of Cold spells by 10 . Increases the range of your Frostbolt spell and the radius of your...

Improved Fireball

A good general talent for increasing damage output. Fireball is one of the most cast spells for a Fire mage, and this increases its usefulness. 3 seconds isn't a bad cast time for the amount of damage it can do, and can mean an extra cast before the mob reaches you, if you time it correctly. This talent is more useful in PvE situations than in PvP, where Impact offers more value (although both can be taken, if you need to take one for PvP, take Impact).

Group Strategies

The main role of a mage in the group is simple deal as much damage as possible. There is a holy trinity of classes in World of Warcraft, consisting of a tank (warrior) a damage dealer (mage) and a healer (priest). Mages are the best damage dealers in most situations, so you should never have trouble finding a group. Unlike when you are soloing, it's not wise to go all out damage as quickly as possible. Damage generates agro, which makes things more difficult for the healer, because healing a...