Tuesday, August 21, 2012

[PVP] Fury Warrior Guide & Spec (4.0.6)

This Warrior Fury PvP guide will tell you all you need to know to start PvPing with your Warrior. This guide is for both beginners and more advanced Warriors, but most of the information is . I'll try to make it as unbiased as possible, as Fury PvP is quite new for most people and there are lots of variations for it out there.

Fury Warriors had for a long time (WoTLK) been considered as a PvE DPS class-spec only, but that all changed with the release of Cataclysm. In the 4.0.6 patch of the game, Fury Warriors are more than viable for PvPing, even out-matching Arms Warriors in certain encounters. 
Fury Warriors lack the stuns of Arm Warriors, but to balance that out, we have amazing burst damage and self-healing abilities, which is exactly why Fury Warriors can be very rewarding and fun to play (Fury Warriors should have the advantage over Arms Warriors in 1v1).

This guide was made with (especially) Molten-WoW 4.0.6 realms in mind (Warsong (Pure PvP)), but the same tips go for pretty much every existing World of Warcraft 4.0.6 server.

II. Spec/Talentss
III. Glyphss
IV. Stats and Stat Prioritiess
V. Macross
VI. Tips and Trickss

This guide will not include basic information on abilities, as anyone that has reached level cap should have learned those already (if you have an instant level 85 character, you should consult a basic guide first). However, I will attempt to point out some useful PvP tips, that new players might not even consider or know about.

  • Charge - This should be your primary opener, as long as you can get it off (it is unusable while in combat). It allows you to close the gap and gain a little bit of rage. In 1v1 duels with other Warriors, getting the Charge opener could very well be the victory deciding factor. It requires you to be in Battle Stance.
  • Intercept - This ability is what sets Fury apart from Arms; you can Intercept while Charge is on cooldown. This is a great way to close the gap after the first wave of CC. Try to keep this for the crucial moments, as once you are in combat you can no longer use Charge, and Heroic Leap has quite a long cooldown.
  • Rend - While this ability forces you to swap back to Battle Stance/Defensive Stance, it is extremely useful for (for example) keeping rogues from Vanishing (or a Mage from going Invisible), as well as preventing bandaging. When using this ability against a rogue it is important to keep the duration of the debuff above 5 seconds (or 1/3 of the duration) as their Vanish duration can last up to 5 seconds.
  • Taunt  This ability can be used to force player owned pets to focus you unless commanded to do otherwise by their masters. This can be surprisingly useful.
  • Shattering Throw - Most players know this as the Paladin bubble breaker, however, it can also be used to break other immunities such as a Mage's Ice Block. Extremely useful and should be saved for the right times.
  • Intimidating Shout - In addition to its defensive value, you can also use it as an offensive ability, interrupting your enemy from escaping and allowing you to get a burst combo on them.
  • Berserker Rage  - In addition to Fear and Sap, the incapacitation effects that this removes are a Rogue's Gouge, a Paladin's Repentance. This ability also allows you to use Raging Blow and Enraged Regeneration on demand rather than waiting for Enrage to proc. It is debatable wether or not to use this against teams with fear, but against non-fear teams this should definitely be a part of your normal dps rotation to fill in the gaps when Enrage has not proc'd.
  • Unholy Frenzy This Death Knight ability is affected by Fury mastery and you can get a lot more use out of it. If you partner with a DK, be sure to let them know to cast this on you and to time it with your other cooldowns for a massive damage spike.

II. Spec/Talentss

This spec is a general all-in-all good spec for most situations (from ranked arenas). Below, I will explain the reasons you should take/leave certain talents, and also describe a few variations.

  • Battle Trance - While this ability is a decent rage saver the points are better spent towards increasing your damage. When considering this talent vs. Booming Voice I like to remind people that this talent requires you to be on target to get the full effect. In PvP you will spend a lot of your time off target. Because of this I much prefer the “on demand” rage generation of Booming Voice.
  • Rude Interruption 5% damage doesn’t seem like much but with the amount of interrupting required in PvP you will find it pretty easy to keep almost 100% up time of this ability vs. healers and other casters, and more damage is always better.
  • Executioner  Most players should count themselves extremely lucky if they are able to survive even one Execute. The likelihood that you will get any use out of this talent in PvP is very slim.
  • Meat Cleaver  This is a close range AoE talent. It is extremely rare that multiple enemies will be close enough and remain close enough for any length of time to take advantage of this talent. You should not be using Cleave or Whirlwind on single targets.
  • Titan's Grip vs V Single-Minded Fury - The great debate: 
  1. Titan's Grip is going to grant you more burst damage when you use your Death Wish and Recklessness as well as just bigger hits from Raging Blow. TG is also going to grant you more stats. This is especially useful in PvP where some of those stats are survival stats. TG is generally the most preferred talent choice and for good reason.
  2. Single-Minded Fury should theoretically grant you slightly more damage overall. However this is heavily dependent on 100% up time on your target which you will not see in PvP. This means that depending on how much time you actually spend on the target TG may very well grant you more overall damage. SMF does have the advantage against classes that can dispel enrage effects since it relies less on Raging Blow for it’s damage, making it a good choice versus Druids/Rogues/Hunters that can all dispel enrage.
[The most prepared option would be to take both talents and swap weapons based on your opponent and the situation. However, before you undertake such an option, understand that your currency would be better spent on buying better pieces of gear, rather than buying a second weapon set. It is really only advised if you can pick up some PvE one handers of sufficient ilvl.]
  • Drums of War - As of the most recent patch this talent is not much more than a rage saver and not a very good one at that. It doesn’t affect Piercing Howl, which will be your most used rage costing shout.
  • Grip Tactical Mastery - This is actually a fairly nice talent and players should feel encouraged to take one or two points in it if they find themselves wanting the extra rage when they stance dance.
  • Deep Wounds - This is the most standard talent choice for the last three points. The bleed is nice and extra damage is always good. The bleed effect also offers other advantages like preventing bandaging and stealthing.
  • Incite - This ability is still performing decently enough and I've seen numbers showing it still out performing Deep Wounds, rage permitting, but with the changes to Recklessness it is much less useful during the burst phase, and is generally not taken by most players.
III. Glyphss
  • Prime Glyphs:
  1. Glyph of Bloodthrist - Mandatory
  2. Glyph of Raging Blow - Mandatory
  3. Glyph of Slam - Mandatory

  • Major Glyphs:
  1. Glyph of Piercing Howl - Mandatory
  2. Glyph of Intercept - Mandatory
  3. Glyph of Death Wish - Optional, but very nice and the most common choice.
  4. Glyph of Long Charge - Optional. Useful for opening on casters at range before you get forced into combat.
  5. Glyph of Shield Wall - Optional. You are not going to be throwing shield wall around a lot anyway so when you do throw it, the extra reduction is nice.
  6. Glyph of Victory Rush - Optional. Very useful in Battle Grounds where you can chain killing blows to keep your health up.
  7. Glyph of Thunder Clap - Optional, but not recommended b/c of very limited use. Now that Thunderclap, or Whirlwind are the only ways for Wars to break stealth the extra range can be helpful against rogues and druids

  • Minor Glyphs:
  1. Glyph of Bloody Healing - Mandatory
  2. Glyph of Berserker Rage - Mandatory
  3. Glyph of Demoralizing Shout - Optional, most common
  4. Glyph of Enduring Victory - Optional, more useful in Battle Grounds.

IV. Stats and Stat Prioritiess

Opinions vary heavily here, but it largely boils down to two styles.

More overall damage. This one is often better for longer fights where you have to try to out-damage your opponents:

Hit (to 5%)>Strength>Crit>Mastery

More burst damage. This one is better for shorter fights (or when you attempt to kill someone before their team can save them). It is also better for solo fights as it gives you more self-healing.

Hit (to 5%)>Mastery>Crit>Strength

I am going to do my best to describe what the main stats you should look at are, so that you can pick for yourself.

  • Hit Rating:
You need to achieve this one's soft cap (5%) or get as close to it as soon as possible. Achieving the soft cap will guarantee that you won't miss with your abilities (you can still miss with auto-attacks). You can also experiment with higher hit percentages if you feel like your current rage regeneration is not enough (around 8% is good for this purpose).
  • Strength:
This increases your damage with all abilities and white swings (auto attacks). This is useful for (especially) longer fights.
  • Mastery:
This enhances your enraged related abilities, meaning that it greatly increases your burst damage when you use your two damaging cooldowns  and it increases the healing you get from Enraged Regeneration. Choosing between mastery and strength is equivalent to choosing between more overall damage or more burst damage. Depending on the length of fight and the type of opponent, one will be better than the other.
  • Crit Rating:
This increases your chance to get a critical hit. More of it is never a bad thing. Over a long fight it averages out to be a flat damage increase, but it is not as good as strength in that regard. Sacrificing other stats for crit will essentially make your damage less predictable and more spiky. If you are focusing on a burst build having more of this stat can help you get that lucky crit streak and kill an opponent before they can react.
  • Expertise Rating:
Reduces the chance you will be blocked or parried. The usefulness of this stat is heavily dependent on the situation and the opponent. Stunned opponents, disarmed opponents with no offhand weapon/shield, feared/hexed/and otherwise not in control of their character opponents, and opponents you attack from behind can not block or parry. Tank spec’d opponents, and certain talents of certain classes mean they will block or parry much more often than a typical opponent. There seems to be a divergence among high rated players. Some go after expertise, some have as little as possible.
  • Resilience:
This is your best and primary survival stat. It reduces the amount of damage you take from players. Again priorities and the amount of Resilience appear to vary widely. You should get the amount that you feel comfortable with.

No specific stat priority is going to be right for every person or every encounter and you should pick yours based on your team mates and what you are going to be doing. Hopefully understanding what each stat offers will help you towards picking your correct path.

Because everyone's stat priority can be different, and because gear is mostly centrally located, I decided to leave out a list of specific gear/gems/enchants. PvP gear can be attained at your local PvP vendors in Stormwind or Orgrimmar.
 I suggest you use your local neighborhood Wowhead and www.wow-gem.com to track down the enchants and gems you desire for your particular build. Don't forget that you can now reforge your gear to change some stats as well. Landslide x2 is your best weapon enchant. Hurricane x2 is a much cheaper alternative that will also increase your rage generation and proc chances.

V. Macross
All in one Charge/Intercept Stance Swap Macro:
/cast [stance:1, nocombat] Charge; [stance:1, combat] Berserker Stance;
/cast [stance:3, nocombat] Battle Stance; [stance:3, combat] Intercept;

and with hamstring added into the mix:
#show [combat] Intercept; Charge
/cast [nocombat,stance:1] Charge; [combat,stance:3] Intercept; [nocombat,nostance:1] Battle Stance; [combat,nostance:3] Berserker Stance
/cast [stance:1/3] Hamstring

Slam Macro - You should replace your slam button with this. All it does is to not allow you to cast Slam unless Bloodsurge has proc'd, so you don't accidentally lock yourself in a long Slam cast.
/cast Slam

VI. Tips & Trickss

Double Stun
This tip is mostly useful for arenas. The more experience Warriors are probably already familiar with this trick, but most newer ones seem to have a tendency to get tunnel vision on a single target. You should save your Heroic Fury and Intercept for when your target is close to death, then Intercept the healer>Heroic Fury>Intercept your target for effectively locking both players down for four seconds.

This can be also used on the healer (should he/she be your main target).

Heroic Leap "Fix" [May, or may not work on Molten]
With the buggy Heroic Leap path finding as it is now, this trick can be life-saving; if you are falling (= fall 1.5x your normal jump height) the ability ignores completely all pathing and lets you jump. This means that even a small ledge will do.

Thursday, May 3, 2012

[PVE] Warrior - Protection TANK Spec & Guide (For 3.3.5)


This spec / talent build is for level 80 Warriors and the 3.3.5(a) version of World of Warcraft

Protection Warriors were once considered as the ONLY viable tank class/spec (Vanilla), and even though there is now much more competition, Warrior tanks are still very wanted in raids due to them being clearly superior at tanking single targets (e.g. Bosses) and their amazing raid buffs.

This specific guide is a so called basic spec, mainly meant for new players (but more advanced ones can use it as well).

What are you waiting for?

[Looking for picture - 
If you have a 3.3.5 Protection PvE Warrior, send us 
its screenshot, and it might get posted here!]

Haven't leveled your Warrior to level 80 yet? No worries, go check out our 
Warrior - Fury 1-80 Leveling Talent Build & Guide (3.3.5)

  • Glyphs
  • Additional information

Protection Tank Talent Build / Spec (3.3.5)

The major Glyphs to be used with this spec are: 

Glyph of Blocking : Increases your block value by 10% for 10 sec after using your Shield Slam ability.
Glyph of Revenge : After using Revenge, your next Heroic Strike costs no rage.
Glyph of Heroic Strike : You gain 100 rage when you critically strike with your Heroic Strike ability.

Minor Glyphs:
Glyph of Bloodrage : Reduces the health cost of your Bloodrage ability by 100%.
Glyph of Charge : Increases the range of your Charge ability by 5 yards.
Glyph of Command : Increases the duration of your Commanding Shout ability by 2 min.

Additional information:

The "hit cap" for Warrior Protection tanks is 247 hit rating, or about 8%.You will gain hit cap from both gear and buffs (and debuffs on your target), but also talents, as in the talent build above.
    If you cannot get to that minimal 247 physical special and auto-attack hit cap, you will need to use this talent build in order to get as close to the hit cap as possible.

This spec uses some precious talent points in +hit talents, because hit rating is extremely important for any melee class/spec (especially tanks), and thus you should aim for the hit cap as soon as possible.
    Because of the need for +hit talents, this spec is mostly meant for newbier players. Therefor it is made with 5-man dungeons in mind.

You should always try to make your specs reflect your gaming style and preference, though, even when you follow specs and guides*.

This guide was provided to you by TheWoWcrafters

Wednesday, March 28, 2012

[PVE] Death Knight - Unholy DPS Spec & Guide [Not Hit Capped] (For 3.3.5)

Death Knight

This spec / talent build is for level 80 Death Knights and the 3.3.5(a) version of World of Warcraft

Unholy is one of the most respected (and feared) dps class-specs in end-game raids, due to their tremendous amounts of damage with all their multiple target/AoE (Area of Effect) abilities, but especially their diseases (Unholy DK dps is also abnormally high on Molten-WoW due to being bugged). Some even go as far as to claim them to be the single strongest class-spec in AoE dps (and I can't argue with them). However, just as if it weren't enough already, they have great single target dps as well. And to top it all, they also even have great raid buffs!

What are you waiting for?

[Looking for picture - 
If you have a 3.3.5 Unholy PvE Death Knigth, send us 
it's screenshot, and it might get posted here!]

Haven't leveled your Death Knight to level 80 yet? No worries, go check out our 
Death Knight - Blood 1-80 Leveling Talent Build & Guide (3.3.5)

  • Glyphs
  • Additional information

Unholy DPS Talent Build / Spec (3.3.5)
[Not Hit Capped]

The major Glyphs to be used with this spec are: 

Glyph of Icy Touch : Your Frost Fever disease deals 20% additional damage.
Glyph of Disease : Your Pestilence ability now refreshes disease durations and secondary effects of diseases on your primary target back to their maximum duration.
Glyph of Dark Death : Increases the damage or healing done by Death Coil by 15%. 

Minor Glyphs:
Glyph of Pestilence : Increases the radius of your Pestilence effect by 5 yards.
Glyph of Blood Tap : Your Blood Tap no longer causes damage to you.
Glyph of Raise Dead : Your Raise Dead spell no longer requires a reagent.

Additionally you can switch any of the major mods for one of the following:

Single Target:
Glyph of the Ghoul : Your Ghoul receives an additional 40% of your Strength and 40% of your Stamina.

Multiple Target / AoE:
Glyph of Death and Decay : Damage of your Death and Decay spell increased by 20%.

Additional information:

The "hit cap" for Unholy Death Knight tanks is 263 hit rating, or about 12,5%.You will gain hit cap from both gear and buffs (and debuffs on your target), but also talents, as in the talent build above.
    If you cannot get to that minimal 263 physical special and auto-attack hit cap, you will need to use this talent build in order to get as close to the hit cap as possible.

This spec uses some precious talent points in +hit talents, because hit rating is extremely important for any dps, and thus you should aim for the hit cap as soon as possible.
    Because of the need for +hit talents, this spec is meant for newbier players, thus it is made with mostly 5-man dungeons in mind.

You should always try to make your specs reflect your gaming style and preference, though, even when you follow specs and guides*.

This guide was provided to you by TheWoWcrafters

Friday, March 16, 2012

[PVE] Shaman - Elemental DPS Spec & Guide (For 3.3.5)

This spec / talent build is for level 80 Shamans and the 3.3.5(a) version of World of Warcraft

Elemental is considered a Shamans best both PvE DPS and PvE PvP talent tree (3.3.5). See enhancement. It focuses on the Shaman's offensive spell casting, by both increasing their damage from spells, and decreasing the spells' cost and cast time.
It is the only Shaman's ranged DPS build, and one that can actually do some good damage too.

[Looking for picture - 
If you have a 3.3.5 Elemental PvE Shaman, send us 
it's screenshot, and it might get posted here!]


Haven't leveled your Shaman to level 80 yet? No worries, go check out our 
Shaman - Enhancement 1-80 Leveling Talent Build & Guide (3.3.5)

  • Glyphs
  • Additional information

Elemental DPS Talent Build / Spec (3.3.5)

The major Glyphs to be used with this spec are: 

Glyph of Lava : Your Lava Burst spell deals 10% more damage.
Glyph of Lightning Bolt : Increases the damage dealt by Lightning Bolt by 4%.
Glyph of Totem of Wrath : When you cast Totem of Wrath, you gain 30% of the totem's bonus spell power for 5 min.

Additional information:

This spec is a pretty basic one. You should always try to make your specs reflect your gaming style and preference, though, even when you follow specs and guides*.

This guide was provided to you by TheWoWcrafters

Thursday, March 1, 2012

[PVE] Priest - Holy Healer Spec & Guide [Mana] (For 3.3.5)

This spec / talent build is for level 80 Priests and the 3.3.5(a) version of World of Warcraft

Holy Priest healers were once considered as the only real healer class/spec (Vanilla). However, with other class/specs getting more healing-wise mechanics, talents and abilities, they have gotten some more competition and thus aren't as popular as they used to. Perhaps one of the factors in the diminishing amount of holy priests is their difficulty to be played correctly.
Discipline Priests have their potential in PvE healing (even though they are mainly PvP healers), but mostly as a 'support spec' in 25-man raids.
What makes Holy Priests good healers (and harder to play) is their versatility ("a spell for every situation") and of course their big heals.

Haven't leveled your Priest yet? No worries, go check out our 
Priest - Shadow 1-80 Leveling Talent Build & Guide (3.3.5)

Holy Healer Talent Build / Spec (3.3.5)

This spec prioritizes mana regen, inevitably losing some heal per second in the process. It is best used in raids (10man+)


==//== Choose 3 ==//==
Glyph of Circle of Healing : Your Circle of Healing spell heals 1 additional target.
Glyph of Flash Heal : Reduces the mana cost of your Flash Heal by 10%. 
Glyph of Prayer of Healing : Your Prayer of Healing spell also heals an additional 20% of its initial heal over 6 sec.
Glyph of Spirit of Redemption : Increases the duration of Spirit of Redemption by 6 sec.

Minor Glyphs
Levitate : Your Levitate spell no longer requires a reagent.
Shadowfiend : Receive 5% of your maximum mana if your Shadowfiend dies from damage.
Shadow Protection : Increases the duration of your Shadow Protection and Prayer of Shadow Protection spells by 10 min.

This guide was provided to you by TheWoWcrafters

Thursday, February 16, 2012

[PVE] Druid - Restoration Healer Spec & Guide [Not Haste Capped] (3.3.5)

This spec / talent build is made for level 80 Druids and the 3.3.5(a) version of World of Warcraft

Restoration (a.k.a "resto") Druids are are of those class-specs that you will always want to have (at least one) in your raid groups. The reason for this is their incredible Improved Tree of Life raid healing buff that increases the healing done to ALL raid members by 6%.

And even better, they do not only have good healing buffs, they are also excellent raid healers. Their fast instant cast Rejuvenations, Wild Growths, Lifeblooms and burst heals (Swiftmend/Nourish) makes healing look so easy, as they just jump around and /dance through boss encounters.

Their downside is that they are not very good tank healers. For dungeons and tank healing in raids, other classes/specs are better suited, but a restoration druid can 

Haven't leveled your Druid yet? No worries, go check out our

  • Info
  • Stat Priority
  • Spell Rotation
  • Glyphs

Restoration Healing Talent Build / Spec (3.3.5)
[Not Haste Capped]

The "haste soft cap" for resto druid healers is 1192.36 haste rating, or about 36.36%. Achieving the haste soft cap is EXTREMELY important for a resto druid, as it decreases your Global Cooldown (GCD) to 1 second. The difference between a GCD of 1.5 seconds and a 1 second one is that in 15 seconds you will be able to cast 50% more spells (15-10=5).

You should definitively aim for haste when it comes to gear, and if it isn't enough, you should take haste+ talents to go with them. This specific spec as 3 talent points in Celestial Focus which increases your total spell haste by a total of 3%.

Stat Priority:

Haste (to soft cap) > Spellpower > Spirit > Crit* > Intellect > MP5

*Critical Strike Rating

However, if you're a fairly fresh level 80, you should prioritize your stats as the following instead: Spellpower + Enough regen (to get by) > Haste (to soft cap) > Spellpower > Spirit.

- Spellpower: This is your main stat (as a caster). You should prioritize it even though it will naturally increase with better gear. Spellpower increases how much your healing abilities do.
- Haste: This stat is extremely important for us, as it lowers the Global Cooldown down to 1 second (with the soft cap). However, it is still useful even after reaching the soft cap, as it decreases the cast time of your non-instant cast spells, such as Regrowth and Healing Touch.
- Spirit: Spirit increases your mana regen and also gives us a small boost to your spellpower when in Tree of Life form (0.15 spellpower/1 spirit // 0.168 with Blessing of Kings and Improved Mark of the Wild + 0.194 with Living Spirit)
- Critical Strike Rating: 1% crit = 45.9 crit rating. Critical strike heals do 1.5 times the healing of non-crit heals. Despite that, it isn't a very desirable stat for resto druids, since it doesn't benefit us much without the 4pc T9 bonus (Rejuvenation ticks can crit) - if you are under the haste cap, avoid items with crit.
- Intellect: Intellect is rather un-useful for rdruids will come with gear, don't prioritise it.
- Mp5: You should rather aim for items with spirit than Mp5, simply because Spirit increases your spellpower while in Tree of Life form, while Mp5 doesn't. More importantly, Mp5 does not scale with buffs such as Blessing of the Kings.

As for PvP, there aren't really any "rotations" for healing. However, I have tried to give you some overview on how to heal in both dungeons and raids

In 5-man dungeons, try to keep everyone HoT'd (at least with Rejuvenation/ + Regrowth for the tank) and cast SwiftmendNourish to fill gaps but only on people who have HoTs on them. Nature's Swiftness + Healing Touch as needed.

Lifebloom and Wild Growth are optional, but if you use them, use them wisely:

Only use Wild Growth when you know it will affect 3+ people.
Remember to let Lifebloom bloom after it has reached it's 3rd stack.

As a raid healer, all you have to do is jump a lot and cast Rejuvenation and Wild Growth in a 5 to 1 rotation (5 rejuvenations, 1 Wild Growth - rinse and repeat).

You can also use LifebloomSwiftmendNourishNature's Swiftness + Healing Touch and Regrowth (you should use this as little as possible) as needed.

Do not use Tranquility in raids. It is not only (mostly) useless, but it will also make you look like a complete fool.

There is no "ultimate spec" that would be the "best", but the overall best glyphs to use as a resto druid are:

Glyph of Rapid Rejuvenation : Your haste now reduces the time between the periodic healing ticks of your Rejuvenation spell.
Glyph of Swiftmend : Your Swiftmend ability no longer consumes a Rejuvenation or Regrowth effect from the target.
Glyph of Nourish : Your Nourish heals an additional 6% for each of your heal over time effects present on the target.

This guide was provided to you by TheWoWcrafters

Wednesday, February 15, 2012

[PVE] Mage - Arcane DPS Spec & Guide (For 3.3.5)

This spec / talent build is for level 80 Mages and the 3.3.5(a) version of World of Warcraft

Arcane is a good spec (especially) for new mages, who do not have good enough gear for a fire/frostfireball spec (they require lots of crit). Arcane does actually more dps with lower gear than what fire specs could. 
I can't claim that this spec will make you top your raid's dps charts (because this spec has very limited potential for raids), but it does work just perfect for 5man dungeons, including the godlessly overdone Pit of Saron (the main source of gear for new players) and "RDF HC" (Random Dungeon Finder Heroic).

Arcane Mages also have pretty good raid buffs (not only one's dps matters), which makes them viable for raiding, despite their lower direct individual dps.
Haven't leveled your Mage to level 80 yet? No worries, go check out our 
Mage - Frost 1-80 Leveling Talent Build & Guide (3.3.5)

  • Stat Priority
  • Spell Rotation
  • Glyphs
  • More information

Arcane DPS Talent Build / Spec (3.3.5)
This spec is good for short and none movement requiring 'fights'.

Stat Priority:
The stats you should prioritize with this spec are the following:

Hit* > Spell Power > Haste > Intellect > Crit* > Spirit

*Hit (until cap)
*Critical Strike Rating

Spell Rotation:
The spell rotation to to be used with this spec is the following:

Arcane Blast x4 >> Arcane Missiles on Missile Barrage proc. Rince and repeat.

That might look quite simple (too simple for some), but fortunately we also have some CDs (Cooldowns) to spice up your dpsing: 

Mirror Image : [3min CD] - Creates copies of the caster nearby, which cast spells and attack the mage's enemies. Lasts 30 sec. Costs 10% of base mana.
Arcane Power : [2min CD] - When activated, your spells deal 20% more damage while costing 20% more mana to cast. This effect lasts 15 sec.
Presence of Mind : [2min CD] - When activated, your next Mage spell with a casting time less than 10 sec becomes an instant cast spell.

The major Glyphs to be used with this spec are: 

Glyph of Arcane Missile : Increases the critical strike damage bonus of Arcane Missiles by 25%.
Glyph of Arcane Blast : Increases the damage from your Arcane Blast buff by 3%.
Glyph of Molten Armor : Your Molten Armor grants an additional 20% of your spirit as critical strike rating.

More information:

The reason I didn't add Arcane Barrage to the spec is because it's a huge dps loss even if you use it when moving, which is why/when people even usually take/use it. You can for example use Blink and then cast Arcane Missiles instead and have higher dps.

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