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Against teams with four DPS classes you really need to be fast.

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by: WOW GOLD
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This is a pretty general guide for mage arena-play. It might be a bit biased from my own experience, I havenīt tried every setup. Itīs mainly for 5 vs 5 but if you are totally new you can probably learn something from this for the other brackets aswell. This guide is assuming a 2 healer 3 drops such as WOW gold setup and itīs written because Iīve seen requests for arena-guides on the forums here. Everything about arena PvP canīt be written in a guide but the aim with this guide is to provide some pointers for the mage-class general role in arena. If you feel something is terrably wrong, feel free to say so, just do it in a constructive way.

Crowd Control: Your main role is crowdcontrol, keeping your team alive.

Your main target to crowdcontrol is warrior, to keep mortal strike off your team as much as possible will make you win the mana-war. The warrior will become immune to sheep at times, then you have to resort to cone of cold / frostnova. Never ever start off with a polymorph in the beginning of a game, the enemy dispellers will just dispell it and your polymorph got diminishing returns on that target. Itīs much better to wait until your team started dps:ing something so their dispellers have to choose between dispelling or healing, this makes their life harder. This also gives room for pulling their warrior to a nasty place for polymorph (fun when they fall for it, and they very often do :)).

Against teams with 2 healers and 3 drops like World of Warcraft gold (the most common setup) your goal is to keep the other teams DPS away from the person in your team that gets targeted. This involves frostnovaing, polymorphing and slowing the enemy melee DPS. Doing this out of sight from the enemy dispellers is a good thing and you should strive towards that (example of this is sheep behind a pillar). This requires good communication between you and your focused teammate and good timing on your different CC abilities and diminishing returns. Against teams with two melee DPS itīs good to try and get both in the same frostnova for example, donīt just use nova as soon as you get hit by something, you got healers on your team. In solo pvp you usually want to get away as soon as possible taking no damage at all, this is not always the case in group pvp.

Another thing worth mentioning is that if you see a warrior heading for your hamstered healer or yourself but not yet really in melee range, rather use a cone of cold then a frostnova, to have frostnova ready when someone is actually beating on you/your mate.

Against teams with four DPS classes you really need to be fast. Counterspell should be used to keep your team alive rather then interupting healers. It is for exampel a good idea to interupt a shadowbolt/fireball/mindflay/unstable affliction/lightningbolt. When this is done, proceed to sheeping another target fast. You should be able to win fairly easy if your teammates also interupt the other dps:ers. If you got improved counterspell it may be a good idea to just silence an arcane power mage and sheep him since his damage is instant and high.

To make polymorph harder to dispell, itīs good to put detect magic on your sheeps, paladinīs dispell can only dispell one debuff per cast so there is a 50% chance that the detect-magic debuff get dispelled instead of polymorph. Winters chill is also a great talent for this since itīs a magic debuff, it even stacks and paladins dispell will only remove one stack per cast. This is less useful against priests because their dispell removes two debuffs per cast. To make this even more effective, you can tell your teams paladin (if you have one) to put a judgement on the sheeps (crusader for example), it also counts as a magic debuff and with 2/2 in the stoicism talent it has a 30% chance to not get dispelled at all (zomg!).

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