Scorcerer Explanation - Strength Line - Primarily the reason you spec into this line is for Catalyst. The extra crit. doesn't hurt either. The dodge is useful there have been numerous times where I have pulled agro on a single add and this single talent kept me alive for the 2 seconds it took for the tank to pull it back to him.Agility Line -Recovery speed, this is the time between when you cast an ability (CA or Spell) in which you can cast another, current default is 0.5. Side note: this also affects the amount of time a spell is available after it (the spell) is resisted, which seems to be more of beneficial value than the time reduced between casts.Stamina Line - You receive some physical mitigation, which helps again when you pull a mob off the tank, sadly it won't really help in a raid, but you might get luck with the parry skill. Disruption: "This reduces your target's resistance to your Disruption spells." Mechanically, it decreases the odds that you will be fully resisted when casting a spell. Ordination: "This is how well you use spells that augment your friends and weaken your enemies." This skill reduces the full-resist chance of debuffs and affects the power cost of spells that use this skill. Subjugation: "This is how well you use spells to command pets and control monsters." An increase in this skill decreases the odds that a spell that uses this skill will be resisted. Wisdom Line - First off we get Freehand Scorcery at max lvl it gives you 28% more damage on your next ability. Later in this guild I will more or less explain the rotation. However, I will simply say if you pair this spell up with any spell in your arsenal, it becomes godly especially with Ice Comet, Fusion, or Rays of Disintegration.With Ward of the Sages the wizard gets some extra warding vs spells. Works great for those pesky aoes most mobs in games do.Brain Storm Wisdom gives extra damage to all of the wizards spells, these points are very well spent because it is a passive ability meaning it affects every single spell the wizard casts.Sagacity reduces the power cost of all your spells. In simple terms its allows you to cast more spells in a longer period of time, which also ups your dps ( less time regening mana, or using items or spells to replenish it ).Mental Acuity simple adds crit bonus. Crit Bonus is the amount of damage that can possibly be done when a spell actually crits. With no Crit Bonus the spell will still crit, but with Crit Bonus it will crit for much mmore damage.All in all there are quite a bit of useful skills in this tree. There are some points in which you could move around, however I have founds this spec to be the most damage increasing spec you will find. However I would not recommend using this spec in PVP even with full PVP gear.WizardFortify Elements - At max level increases your mana by 20%. As stated above more mana means you get to dps for a longer period of time.Magi's Shielding - Grants the wizard a ward in which absorbs all incoming types of damage. This is really useful while raiding. It will save you, and if it doesn't it will provide your healer with a little more time to get their heal off on you.Ice Spears - Simply put it lowers the chance a mob has of resisting your spell, while also doing a small amount of damage. Later I will explain its part in your rotation, but for now you need to make sure it is the first ability cast on a mob, while also making sure it doesn't fall off. Its not there to deal huge amounts of damage, however it is there to help your other spells do more damage as a whole.Immolation - At max level this skill benefits everything about immolate. Its a good investment.Magma Chamber - At max level this skill benefits everything about Magma Chamber. Again a wise investment.Fire Storm - This is your one of your most commonly used aoe spells. Putting points into this line increases the range of this ability, as well as reducing the power cost.Ball of Fire - Decreases the casting time, while increasing the Crit. Bonus, and reduces the cost of mana. Later you will get a skill which causes Rays of Disintegration to refresh its cool down instantly. In short this spell should be used on cool down as soon as possible.Incinerate - Again a good investment. Though it is not used as much it ever.Glacial Wind - These 2 points are used here for aoeing adds or trash however, you could take these 2 points and place them into Mail of Frost which would give you a tad bit more survival.Surge of Ro - Increases the duration of the buff which forces all spells to be heat based.Storming Tempest - More damage quicker, yay!Ice Comet - The bread and butter of our class. Free upgrades to it, well heck yeah.Fusion - The strongest point blank directional aoe we have. It hits very hard, and is almost worth casting even on a single target. Free upgrades to this spell would be foolish to turn down.Frigid Gift - Like Surge of Ro, upgrading this allows your duration to be increased, which later you will learn why this is so important.Manaburn - This is one of the largest debated spells. It does hit very hard, but can not crit. However it does leave you with no mana. If you are very good at replenishing your mana then this spell is for you, if not you may not want to use this spell. However, like I stated it does do a holy a lot of damage.Iceshape - Makes all spells cold damage.Shield of Icicles - Another great ability in our arsenal. This ability is put on the tank of your raid, for the nest 3 hits the tank takes this shield returns damage to the attacker. It has a low reuse time, and a very fast cast time, and the damage from it is not to be taken lightly.Burning Storms - Again one of the most commonly used aoe abilities we have. Increasing the damage on this is a huge plus.Ball of Flames - As stated above this spell should be used on cool down, so adding extra damage to it is very very awesome.Frost Sword - Any upgrade to the Frigid Gift ability is a most welcome one.Elemental Surprise - Deals extra damage to any mob over 80% health. This should give the wizard ample time to "pad the meters"Fiery Blast - This spells in short takes all the damage you do in a period of time holding it and at the end of the cast time releasing it as a huge damage ability. Later in the rotation more or less I will describe how to get the most effectiveness from this ability.