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Arcane Mage PvP Tier 1-11

Author: inwowgold Source: http://www.inwowgold.com

Arcane is more powerful than ever in World of Warcraft these days. The days of choosing between only Fire or Frost for your Mage are over. The Arcane tree can compete with even the Best Frost of Fire specs of our time. I applaud Blizzard for finally giving Mages another option. Let's dive right and and find out how we're going to build this Arcane Mage!

Tier 1:
Arcane Stability is a must. You're going to be using a lot of Arcane Missiles during your play time in PvP. This eliminates any attacks from pushing back your spellcasting time while you're channeling it. This is a must have and any Arcane Mage that skips this talent in WoW will be wishing they hadn't. Crowd Control is a must for PvP. Arcane Subtlety (maxed at 2 points) will give you another 30% resistance to your spells being dispelled. This is a great thing as it counts for Slow, Frost Nova, Blast Wave, etc. When you put that crowd control or slowing spell on a target, it'll stick if you have this talent.

Tier 2:
Arcane Concentration is where you live in Tier 2. This gives you a 10% chance to enter a clearcasting state when you damage anyone with a spell. That makes the next spell you cast FREE. You can't beat that with a stick...err...staff.

Tier 3:
Magic Attunement gives you basically 50% more damage when you have Amplify Magic on your target. Badass. Spell Impact gives 6% more damage to some of your spells. Normally I don't take spells like this because they're generally only used for 1 or maybe 2 spells. I took this talent though, because it does it to essentially all of the spells you're going to be using the most. That 6% adds up when it's stacked on to every spell you'll be using.

Tier 4
Arcane Shielding makes your Mana Shield take more damage. There's nothing wrong with that, especially because you're somewhat Vulnerable. You don't have Blazing Speed from the Fire tree, or Ice Barrier from Frost. Mana Shield is the best you've got, you might as well make it count. Improved Counterspell will make sure nobody casts a spell at all for 4 seconds after you Counter them. 4 seconds is a very long time in PvP. It's enough to give you some time to plan some moves, cast a long spell, etc. Torment the Weak gives you extra damage to players that are slowed or ensnared, which a lot of the time is going to be the case with you. Whether it's the chilled effect from your Ice Armor or Frost Nova, or even Roots from a druid, this will come in handy.

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