i have a very different notion of how to make a DPS mage. i suppose its my inner min/maxer.
you don't get high DPS just by picking a bunch of damage spells. you don't have the mana to cast them all anyway. you just want a bread and butter spell that you can pump to epic proportions. the itemization in the game supports this idea as well since you can easily stack up the full +50% damage to a specific element. actually you can stack more but it caps at 50.
so you've got 5 elements to choose from: fire, frost, electric, nature, spirit.
right out you can exclude Nature because you don't have any good nature damage spells. your remaining 4 elements give you the following spell selection based on what you chose.
Fire:
Flame Blast - a nice short range damage spell. it ticks 4 times so its actually very high damage over the full duration.
Flame Weapons - only worth using if you've got 2+ melees in the party, but if you do this is good.
Fireball - a truly spectacular spell and a convincing reason to go fire. its both a very high damage AoE nuke and a crowd controlling knockdown. once you get good at aiming in you can event tag guys who are near your group without getting a friendly fire.
Inferno - a very high damage AoE "storm" type spell but it has no controlling elements so its useless without being paired with some other kind of crowd control since mobs just run out of it.
Frost:
Winter's Grasp - a truly excellent single target damage spell. high damage, low mana cost, good range, and some disruptive element to it as well (the freeze is too short to be a true crowd control but it can definitely make enemies way easier to kill).
Frost Weapons - same as Flame Weapons
Cone of Cold - probably the best crowd control spell in the game. also does ok damage. solid gold, the compelling reason to go frost.
Blizzard - a low damage "storm" type AoE. this one however is also a massive AoE crowd controlling spell. this makes it superior to Inferno or any other storm type spell just because it works all by itself, doesn't need a combo. in fact, this one is good to combo with other storms (except Inferno, since Blizzard grants fire resistance).
Electric:
Lightning Bolt - kinda bad single target damage spell. it works and not much resists electric, but its inferior to Winter's Grasp.
Shock - decent short range AoE. its got high burst damage so its a good spell to finish off mobs who are already weakened from earlier attacks. strictly speaking not as efficient as Flame Blast though.
Tempest - a medium damage "storm" AoE. on its own its like a cheaper, less damaging inferno. not so great unless you've got an AoE crowd control to keep mobs in its area. pairs very well with Blizzard though.
Chain Lightning - this is decent but can run into performance issues if enemy formations are too small for it to bounce around alot. Really good as a "safe" AoE when your party is in close with the enemies though. its damage efficiency isn't as high as some a spell like Fireball though.
those are the three primal lines and each is self-contained. the Spirit Element is also a good one to focus on but its main damage spells are a bit more spread around. you can assemble a very nice set of them though if you know what you're looking for.
Spirit:
Arcane Bolt - a very nice single target damage spell. its damage per cast is lower but keep in mind it has a very short cooldown (6 seconds), a very low mana cost (base cost of 15), and a very long range.
Drain Life - another single target damage spell. base damage is bad but it doubles when paired with Vulnerability Hex. Improved Drain has very respectable damage AND it heals you. very good spell.
Crushing Prison - its a high end crowd control with a large spirit DoT component. the DoT sticks on bosses even when the crowd control doesn't work so this is always a good damage spell.
Walking Bomb - damage is big but the spell is awkward.
Death Cloud - another "storm" type AoE. similar in most ways to Inferno. damage is slightly lower but so is the mana cost.
so i'd say you pick one of those elements and back it up by stacking equipment that adds +% element damage. thats a much better way of boosting your output than any amount of spellpower.
finally, you'll need the following support spells to further maximize your damage no matter what you chose as primary element.
Vulnerability Hex and Affliction Hex - these will give pretty massive damage increases. resists can be lowered into the negatives in this game so these always produce bonus damage.
Mind Blast - at some point you'll pull aggro and a mob will charge you. this is where mind blast comes in. this stuns the mob and clears your aggro.
Force Field - highly effective crowd control when used on enemies. but mainly you'll use this on your own tank once he's taunted a crowd. then you drop nukes on top of him while he's immune and surrounded by enemies.
Spell Wisp - this is not worth it for defensive mages who get more out of a deep mana pool. you're not a defensive mage. you like spellpower. this is a good way to get spellpower and its cheap on talent points.
Heal - you don't need the whole Healing line but every mage should have this spell, just in case. particularly useful for sequences where you need to solo (various duels in the game, and also sequences in the Fade).
so you'll notice thats its a fairly light build on talents. you'll get 4 damage spells (somewhat more if you're doing spirit) in your primary element and 6 support spells. you'll have lots left over to diversify your mage later in the game. you can pick up a second element (and probably a second equipment set to swap into when you want to use the other element) or you can pick up some crowd control spells. i'd highly recommend going down the glyph line for that purpose. Glyph of Paralysis is handy on its own and so is Glyph of Repulsion, but together they make Paraylsis Explosion which is just ridiculously good.
the final thing to plan for is staff damage. you don't always need to be spamming nukes. sometimes just light support from the staff is very good. this is particularly true if you went Fire which has no single target nuke and will rely entirely on staff for single target. Staffs benefit from your +% damage gear if the staff is in the right element. the best staves in the game are Frost type and there are almost no Spirit damage staves so keep that in mind when picking your element.
finally, here's a sample build based on Fire as primary element.
Arcane Bolt -> Arcane Shield -> Staff Focus
Flame Blast -> Flaming Weapons -> Fireball -> Inferno
Heal
Spell Wisp
Glyph of Paralysis -> Glyph of Warding -> Glyph of Repulsion -> Glyph of Nullification
Mind Blast -> Forcefield
Vulnerability Hex -> Affliction Hex
thats 17 talent points. it can probably be completed sometime between level 12-14 depending on how many spell talent books you buy. you can develop different endgame talent lines if you like. i'd probably go and get Crushing Prison or Disorient->Horror->Sleep to get some more crowd control. or maybe develop Frost as a secondary element.
recommended equipment for this build:
Cinderfel Gauntlets (
http://www.gamebansh...AO_Items.id=154)
Ring of Faith (
http://www.gamebansh...AO_Items.id=780)
Ember (
http://www.gamebansh...AO_Items.id=301)
Charm of Flame (
http://www.gamebansh...AO_Items.id=139)
Torch of Embers (
http://www.gamebansh...O_Items.id=1011)
those 5 items get you the full +50% fire damage.
the remaining slots can be used for just about anything. probably look mostly for items that boost spellpower and willpower.