WoW Forever Mage talents and spells: what changed

Forever builds on the Mage's Classic trees: each gets a new talent that plays off the others, and the class regains far more of its mana while casting.

To try a build as you read, open the Mage talent calculatorMage talentsArcane, Fire, Frost.

Spells

  • Frostfire Bolt

    Every mage trains it from level 40. It counts as both Frost and Fire, so talents from both trees help it.
    ForeverRank 3

    Launches a bolt of frostfire at the enemy, causing 270 to 314 Frostfire damage, slowing movement speed by 40% and causing an additional 57 Frostfire damage over 9 sec. This spell will be checked against the lower of the target's Frost and Fire resists and counts as both Frost and Fire damage.

  • Mage Armor

    Keeps half your mana regeneration going while you cast, up from 30%.
    ClassicRank 3

    Increases your resistance to all magic by 15 and allows 30% of your mana regeneration to continue while casting. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.

    ForeverRank 3

    Increases your resistance to all magic by 15 and allows 50% of your mana regeneration to continue while casting. Only one type of Armor spell can be active on the Mage at any time. Lasts 30 min.

  • Cone of Cold

    Slows by 40% for 6 seconds, where Classic's slowed by 50% for 8.
    ClassicRank 5

    Targets in a cone in front of the caster take 338 to 368 Frost damage and are slowed by 50% for 8 sec.

    ForeverRank 5

    Targets in a cone in front of the caster take 328 to 358 Frost damage and are slowed by 40% for 6 sec.

Other changes

  • Arcane Intellect
    Lasts an hour instead of 30 minutes.
  • Arcane Brilliance
    Reaches your whole raid, not only the target's party.
  • Dampen Magic
    Works 50% better, as the old Magic Attunement talent made it, and so does Amplify Magic.
  • Remove Lesser Curse
    Also removes Banes.
  • Flamestrike
    Only one of yours can burn at a time.
  • Teleport: DalaranAlliance only
    A new teleport at level 50, for Alliance mages: Dalaran is an Alliance city in Forever.
  • Arcane Missiles
    Checks line of sight once, when the channel starts, the patch notes say.
  • Detect Magic
    Gone from the trainer.

Arcane

Arcane gets a spell that builds up and a way to spend it: Arcane Blast makes your other spells stronger with each cast, and Missile Barrage turns your casts into fast, free Arcane Missiles. Arcane Meditation keeps half your mana regeneration going while you cast.

Classic
Forever
  • Arcane Blast

    Arcane's new spell: each cast makes your other spells stronger and the next Arcane Blast dearer, so you cast a few and then spend them.
    ForeverRank 1/1

    Blasts the target with energy, dealing 57 to 65 Arcane damage. Each time you cast Arcane Blast, the damage of all your other spells is increased by 10% and the mana cost of Arcane Blast is increased by 175%. Effect stacks up to 4 times and lasts 8 sec or until any other damage spell is cast.

  • Missile Barrage

    Your Arcane Blasts, Fireballs, Frostbolts and Frostfire Bolts can make your next Arcane Missiles faster and free.
    ForeverRank 1/1

    Gives your Arcane Blast spell a 40% chance, and your Fireball, Frostbolt, and Frostfire Bolt spells a 20% chance to reduce the channeled duration of your next Arcane Missiles spell by 50%, reduce the Mana cost by 100%, and missiles fire every 0.5 sec.

  • Arcane Meditation

    Keeps half your mana regeneration going while you cast, up from 15%.
    ClassicRank 3/3

    Allows 15% of your Mana regeneration to continue while casting.

    ForeverRank 3/3

    Allows 50% of your Mana regeneration to continue while casting.

  • Arcane Mind

    Raises your Intellect by 10% and makes your Arcane critical strikes deal double damage, instead of raising your maximum mana.
    ClassicRank 5/5

    Increases your maximum Mana by 10%.

    ForeverRank 5/5

    Increases your Intellect by 10% and increases the critical strike damage bonus of your Arcane spells by 100%.

  • Arcane Impact

    Takes Improved Arcane Explosion's place and adds critical chance to all your Arcane spells.
    ClassicRank 3/3

    Improved Arcane Explosion

    Increases the critical strike chance of your Arcane Explosion spell by an additional 6%.

    ForeverRank 3/3

    Increases the critical strike chance of your Arcane spells by 6%.

Other changes

  • Arcane Focus
    Raises your chance to hit with Arcane spells by 5%, down from 10%.
  • Improved Channeling
    Takes Improved Arcane Missiles' place and also gives Arcane Blast a 70% chance not to be interrupted by damage.
  • Arcane Geometry
    Takes Magic Attunement's place and adds 6 yards to your Arcane spells.
  • Arcane Shielding
    Takes Improved Mana Shield's place: Mana Shield costs a third less mana per hit, and Mage Armor gives 50% more resistance.
  • Magic Absorption2 ranks, 5 in Classic
    Fully resisted spells give back 2% of your mana, down from 5%.
  • Arcane Subtlety
    Lowers the target's resistances by 15, up from 10, and cuts Arcane threat by 30%, down from 40%.
  • Arcane Resilience2 ranks, 1 in Classic
    The same armor from half your Intellect.

Fire

Fire's new Heating Up speeds up Pyroblast after your critical strikes, Wake of Fire rewards each kill, and Blizzard made Ignite stop counting damage bonuses twice.

Classic
Forever
  • Heating Up

    Fire's new talent in row 4: critical Fireballs, Frostfire Bolts, Fire Blasts and Scorches make Pyroblast fast enough to cast in a fight.
    ForeverRank 1/1

    Non-periodic critical strikes with Fireball, Frostfire Bolt, Fire Blast, and Scorch reduce the cast time of your next Pyroblast cast within 20 sec by 25%, stacking up to 3 times.

  • Wake of Fire

    Takes Improved Fire Blast's place: Fire Blast comes back 2 seconds sooner, and a kill makes your next one far likelier to crit. A patch made the bonus last 30 seconds, so it survives a drink between pulls.
    ClassicRank 3/3

    Improved Fire Blast

    Reduces the cooldown of your Fire Blast spell by 1.5 sec.

    ForeverRank 2/2

    Reduces the cooldown of your Fire Blast spell by 2 sec. Killing a non-trivial target increases the critical strike chance of your next Fire Blast cast within 30 sec by 50%.

  • Incineration

    Takes Incinerate's place and adds critical chance to Ice Lance and Arcane Blast as well as Fire Blast and Scorch, 6%, up from 4%.
    ClassicRank 2/2

    Incinerate

    Increases the critical strike chance of your Fire Blast and Scorch spells by 4%.

    ForeverRank 3/3

    Increases the critical strike chance of your Fire Blast, Ice Lance, Arcane Blast, and Scorch spells by 6%.

Other changes

  • Improved Fireball
    Also speeds up Frostfire Bolt.
  • Improved Scorch
    Its Fire Vulnerability now raises only your own Fire damage, and can't be resisted once Scorch hits.
  • Burning Soul3 ranks, 2 in Classic
    The same 70% chance to keep casting and 30% less Fire threat.
  • Impact3 ranks, 5 in Classic
    The same 10% chance to stun with your Fire spells.

Frost

Frost gets two new ways to use a frozen target: Ice Lance hits them far harder, and Fingers of Frost lets you treat a target as frozen when it isn't. Ice Block moves up to row 4, and Cold Snap down to row 5.

Classic
Forever
  • Ice Lance

    Frost's new instant spell, made for frozen targets, where it deals four times the damage.
    ForeverRank 1/1

    Deals 28 to 32 Frost damage to an enemy target. Deals 300% increased damage to Frozen targets.

  • Fingers of Frost

    Your chills can make your next two spells hit as if the target were frozen, so Shatter and Ice Lance work on targets that move.
    ForeverRank 2/2

    Gives your Chill effects a 15% chance to grant you the Fingers of Frost effect, which treats your next 2 spells cast as if the target were Frozen. Lasts 15 sec.

  • Winter's Chill

    Now helps only Ice Lance and Frostbolt land critical hits, and can't be resisted once the spell lands.
    ClassicRank 5/5

    Gives your Frost damage spells a 100% chance to apply the Winter's Chill effect, which increases the chance a Frost spell will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

    ForeverRank 5/5

    Gives your Frost damage spells a 100% chance to apply the Winter's Chill effect, which increases the chance your Ice Lance and Frostbolt spells will critically hit the target by 2% for 15 sec. Stacks up to 5 times. Winter's Chill cannot be resisted after the triggering spell hits.

  • Improved Blizzard

    Slows by 40%, down from 65%.
    ClassicRank 3/3

    Adds a chill effect to your Blizzard spell. This effect lowers the target's movement speed by 65%. Lasts 1.5 sec.

    ForeverRank 3/3

    Adds a Chill effect to your Blizzard spell. This effect lowers the target's movement speed by 40% for 1.5 sec.

  • Elemental Precision

    Raises your chance to hit with Frost and Fire spells by 5% over five ranks, where Classic gave 6% over three.
    ClassicRank 3/3

    Reduces the chance that the opponent can resist your Frost and Fire spells by 6%.

    ForeverRank 5/5

    Improves your chance to hit with Frost and Fire spells by 5%.

Other changes

  • Permafrost
    Makes your chills last a third longer, instead of 3 seconds longer.
  • Frostbite
    Low-rank spells barely trigger it now: a Rank 1 Frostbolt at level 60 never freezes, the patch notes say.
  • Ice Block
    Moves up to row 4.
  • Cold Snap
    Moves down to row 5.
  • Ice Barrier
    Also keeps damage from delaying your casts, not only from interrupting them.
  • Shatter3 ranks, 5 in Classic
    The same 50% more critical chance on frozen targets.

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