Pozwole sobie w calosci zacytowac wg mnie ciekawe info na temat talentow dla maga:
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If you are at a total loss of what talents to get for your mage, this thread will give you a basic idea.
Introduction
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Every time you level up within the game after level 10 (including reaching level 10), you will be awarded 1 talent point (TP) to distribute as you see fit. This means that by the time you reach level 60, you will have a total of 51 TPs to use. Only when you reach level 10, will the Talent interface (default shortcut N) be available.
There are 3 trees that are available to the mage class to specialise in, they are Arcane, Frost and Fire, the same as the 3 schools of magic that all mages have. Talents help to improve your mage in various aspects and allow players to further customize their character to be better in certain areas. There really isn't a "best" build, since it depends on what you are really shooting for when you are picking the talents, whether it is for more PvP effectiveness, for mana efficiency or otherwise.
Note that mages perform perfectly fine without talents, you can still easily reach level 60 completely without talents as beta testing has proven, so there is no way you can get "gimped" for not picking certain talents. Each of the talent trees contain talents that will help out your mage in that school of magic, upgrade certain spells, and even give your mage new skills and spells.
Talents in each tree are divided into 7 tiers
Tier 1 - No requirements
Tier 2 - Requires 5 points invested in Tier 1
Tier 3 - Requires 10 points invested in Tier 1 and 2
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Tier 7 - Requires 30 points invested in Tier 1-6
Tier 7 talents are also commonly referred to as Ultimate Talents, and requires a 31 points invested in that particular tree to obtain them (30 in requirements and 1 point for that talent). This prevents you from learning the ultimate talents of the other 2 trees because you only have a maximum of 51 TPs to use.
Talent Points allocations are permanent so click carefully and decide before hand what you really want. If you are unsatisfied with your talent choices, you may have pay any Mage Class Trainers in the game a fee to have all your talent points resetted. This costs 1g on the first time, 5g on the second, 10g on the third and increases by 5g per respecialisation.
Fire Tree - DPS
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DPS: Best
DPM: Worst
Survivability: Worst
The Fire tree focuses on increasing the mage's damage output and is offensive in nature. This allows the mage to kill more quickly and deal out more damage in the same amount of time, which is an important aspect of PvP. This is achieved by reducing the casting time, have a smaller cooldown or by increasing their damage output directly. Specializing in the fire tree is also made viable by the relative abundance of +fire/magic damage equipment which stacks with talents that increase damage proportionately. The fire tree offers 2 new spells, Blast Wave and Pyroblast, as well as the ability to make your next fire spell gain a 100% critical strike chance.
Frost Tree - DPM/Survive
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DPS: Worst
DPM: Best
Survivability: Best
In contrast, the Frost tree focuses on the mage's survival abilities and is defensive in nature. By making enemies slow down and rooting them in place, a frost mage can easily kill enemies before they even have a chance of reaching you. Although the damage output of frost spells are not as spectacular as those of fire spells, many frost talents also boost the damage out frost spells significantly. The frost mage will kill a lot slower than the fire mage, but they will also have less downtime. The frost tree offers a limited form of invulnerability, a talent to reduce the casting cost of frost spells and another ability to end the cooldown of all frost spells immediately.
Arcane Tree - Utility
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DPS: Good
DPM: Good
Survivability: Good
The Arcane tree focuses on making the mage function more efficiently in terms of mana usage. This ranges from increased mana regeneration rates to a new ability to regain back most of the mage's mana within mere seconds. The arcane tree also offers some PvP advantages by improving the spells such as Counterspell, Dampen Magic and Mana Shield and is able to reduce the chances that Arcane spells will get resisted by the enemy. The arcane tree is also able to increase the burst damage capabilities of the mage, with an ability to make the next spell instant cast and another talent to increase the damage of all your spells temporarily.
You will hear and see many talent builds from different players. The most common ones are one of the following (or the so-called cookie-cutter talent builds):
1) Fire/Arcane (33 Fire, 18 Arcane) or (30 Fire, 21 Arcane)
2) Arcane/Fire (31 Arcane, 20 Fire)
3) Frost/Arcane (33 Frost, 18 Arcane)
4) Arcane/Frost (31 Arcane, 20 Frost)
There are certainly other possibilities where people invest heavily into only a single tree, or some other unique builds such as a talent build that is specialised for AoE spells (The AE Talent Build). Some players have points invested in all 3 trees also. The 4 above just lists the most common ones. Many mages consider 3 skills in the Arcane tree as necessary:
A) Evocation (1/1) (For mana efficiency)
B) Improved Counterspell (2/2) (for PvP)
C) Improved Arcane Explosion (5/5) (For PvP and many PvE encounters)
D) Improved Arcane Missiles (For both PvP/PvE, and as a consequence of A, B and C)
To get these 4 skills, it becomes almost a certainty to also put 5 points in Arcane Concentration, making these 18 points seen in almost all talent builds.
1a) 33 Fire, 18 Arcane
Soloing: Good (Worst in survival, Best in speed)
Instancing: Best
Duels: Good (Worst vs Melee, Best vs Casters)
Small Scale Group PvP: Excellent
Large Scale Group PvP: Good
Improved Arcane Missiles (5/5)
Arcane Concentration (5/5)
Improved Arcane Explosion (5/5)
Evocation (1/1)
Improved Counterspell (2/2)
Improved Fireball (5/5)
Impact (5/5)
Ignite (5/5)
Flame Throwing (2/2)
Incinerate (2/2)
Pyroblast (1/1)
Burning Soul (3/3)
Improved Scorch (1/5)
Critical Mass (3/3)
Fire Power (5/5)
Combustion (1/1)
This build tries to maximise burst damage by taking Combustion and all the crit and damage related fire talents. This build is very good for small quick skirmishes and 1v1 duels. Much equipment also adds damage to fire spells and all these stack together. This is also effective in group PvP, although some players will argue that frost chilling effects are far more valuable in raid-group pvp than just pure direct damage.
Things to think about:
Blast Wave vs Incinerate, Scorch and something else?
Or maybe Improved Fireblast instead?
Or get Improved Mana Shield instead of Incinerate?
Give up Combustion to get Arcane Power? (See 31 Arcane, 20 Fire build)
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1b) 30 Fire, 21 Arcane
Improved Arcane Missiles (5/5)
Arcane Concentration (5/5)
Improved Arcane Explosion (5/5)
Evocation (1/1)
Improved Counterspell (2/2)
Improved Mana Shield (2/2)
Presence Of Mind (1/1)
Improved Fireball (5/5)
Impact (5/5)
Ignite (5/5)
Flame Throwing (2/2)
Incinerate (1/2)
Pyroblast (1/1)
Burning Soul (3/3)
Critical Mass (3/3)
Fire Power (5/5)
This build tries to get PoM and gives up Combustion instead, when compared to the other build above.
Things to think about:
Presence of Mind vs Combustion?
Fire Power and 2 more fire talent points (10% fire damage) vs Arcane Mind and Arcane Instability (8% mana, 3% crit, 3% damage) --> 28 Arcane, 23 Fire
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2) 31 Arcane, 20 Fire
Soloing: Good
Instancing: Best
Duels: Good (Good vs Casters, Poor vs Melee)
Small scale Group PvP: Excellent
Large Scale Group PvP: Good
Improved Arcane Missiles (5/5)
Arcane Concentration (5/5)
Improved Dampen Magic (2/2)
Improved Arcane Explosion (5/5)
Evocation (1/1)
Improved Mana Shield (2/2)
Improved Counterspell (2/2)
Presence Of Mind (1/1)
Arcane Mind (4/4)
Arcane Instability (3/3)
Arcane Power (1/1)
Improved Fireball (5/5)
Impact (5/5)
Ignite (5/5)
Flame Throwing (2/2)
Incinerate (2/2)
Pyroblast (1/1)
This build focuses on most of the good things in Arcane and gets Pyroblast from the Fire tree. The PvP trade off is Arcane power's +35% damage for 15 seconds versus Fire Power's +10% damage all the time and Combustion's Insta-crit. More mana and PoM is always nice to have too. The idea is to have more burst damage at the time you really need it (Arcane Power, PoM), compared to a one-time crit (Combustion).
Things to think about:
Burning Soul?
Blast Wave vs Arcane Power?
Improved Mana Shield vs Improved Dampen Magic vs Arcane Focus?
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3) 33 Frost, 18 Arcane
Soloing: Good (Best in survival, Worst in speed)
Instancing: Average
Duels: Good (Best vs Melee, Worst vs Casters)
Small Scale Group PvP: Good
Large Scale Group PvP: Best
Improved Arcane Missiles (5/5)
Arcane Concentration (5/5)
Improved Arcane Explosion (5/5)
Evocation (1/1)
Improved Counterspell (2/2)
Improved Frostbolt (5/5)
Ice Shards (5/5)
Improved Frost Nova (2/2)
Cold Snap (1/1)
Improved Blizzard (3/3)
Arctic Reach (2/2)
Frost Channeling (3/3)
Shatter (5/5)
Ice Block (1/1)
Frostbite (5/5)
Ice Barrier (1/1)
This build focuses on getting the Key Spells of the Frost tree, Ice Barrier, and the necessary Frostbite/Shatter/Ice Shards combination that defines the Frost tree. This is a good Group and Raid PvP build and it is also very effective for soloing survivability. Remember killing (and leveling) as a frost mage will be slower than a fire mage, even over a long time. However, in a group instance, the frozen aspect doesn't really matter as group members' damage will almost usually break the freeze before you can utilize Shatter.
Things to think about:
Improved Blizzard vs Piercing Ice?
Improved Blizzard vs Improved Cone of Cold?
Should you get Permafrost and/or Winter's Chill? (Consider an almost all Frost build)
Improved Cone oF Cold vs Artic Reach and 1 point elsewhere? (Cannot just dump all 3 points in Blizzard for CoC, you require 15 points to learn tier 4 talents)
Try to get PoM by sacrificing 3 Frost talent points? (30 Frost, 21 Arcane)
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4) 31 Arcane, 20 Frost
Soloing: Good
Instancing: Average
Duels: Good (Good vs Melee, Poor vs Casters)
Small scale Group PvP: Good
Large Scale Group PvP: Excellent
Improved Arcane Missiles (5/5)
Arcane Concentration (5/5)
Improved Dampen Magic (2/2)
Improved Arcane Explosion (5/5)
Evocation (1/1)
Improved Mana Shield (2/2)
Improved Counterspell (2/2)
Presence Of Mind (1/1)
Arcane Mind (4/4)
Arcane Instability (3/3)
Arcane Power (1/1)
Improved Frostbolt (5/5)
Ice Shards (5/5)
Winter's Chill (3/3)
Cold Snap (1/1)
Improved Blizzard (3/3)
Frost Channeling (3/3)
The Arcane part is the same as the 31 Arcane 20 Fire build. This build focuses on most of the good things in the Arcane tree and gets Improved Blizzard and Frost Channeling. Improved Blizzard's snare is devastating if used properly. However, most people will agree that the Frost tree needs a heavy investment for Frost to be truly effective and hence this build won't be as common as the other 4 listed above.
Things to think about:
Improved Mana Shield vs Improved Dampen Magic vs Arcane Focus?
Arctic Reach, Piercing Ice, Permafrost instead of Frost Channeling and Improved Blizzard?
There are other builds out there, but most are variations of one of these four. You'll notice that I have placed "Good" for all builds in Duels, but that's only because of Blizzard's Rock-Paper-Scissors PvP system, which means you will always have difficulty in dealing with healing classes and always find it easy to kill melee classes. The same goes for Soloing, because it's all about whether you want survivability or speed.
For instances, the only thing that really matters is damage output and frost doesn't really help in that department, hence fire builds have an edge there. (I'm not saying frost spells don't help out in instances, but I'm saying frost talents don't help out as much in instances compared to fire.)
For large scale group PvP (the 40 v 40 type), any mage going to the front line will be ripped apart in seconds. The chill effects are far more important than outright pure damage here in snaring enemies for the rest of your team to kill. Because the battle will also last very long, mana usage also becomes more important here, so frost spells are better in general. A nearly dead enemy from fire spells can retreat and get healed at the backlines. An enemy that gets snared/frozen has nearly no chance of retreating/surviving.
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Xinhuan
WoW Mage Webmaster
The Mage's Tower