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Old 09/06/10, 2:02 AM   #18796
elitehealz
Banned
 
Blood Elf Priest
 
Illidan
Can someone give me feedback on these two specs. I found that they give me the most Heals by Recount - but other healers have whispered me "your spec is selfish". How is this spec selfish?

Below is my 'uber' heals per second, mana is no object. Never cast Greater Heals. You spam Renew/POM/COH/Flash, rince and repeat. Glyph: Circle, Renew, Flash.
Talent Calculator - World of Warcraft

Below is my 'instant' cast only spec. Spam Renew/POM/COH only. Mentalagility is to support the raid "RENEW" casting of mana and Martydom is for reducing inturupt of DivineHymm. Glyph: Circle, Renew, GuardianSpirit. GuardianSpirit so you can keep spamming it every min and casting 'renew' on tank since you never cast flash then flash glyph is not needed.
Talent Calculator - World of Warcraft

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Old 09/06/10, 5:57 AM   #18797
Holiun
 
Night Elf Warrior
 
Auchindoun
This is an old thread it seems

I pvp prot war! Against mages and warlocks I always win because,,,,,, charge, after stun wears off they begin to cast so I shield bash. Casters never stop casting so i pop devestate for shield slam which dispels one buff or use cb sw and spell reflect.. constantly interchanging whichever is available keeps me frozen to the ground when fighting a mage but tthat mage never gets the chance to blink and dies right in front of me, so dont get me started on warlocks. Keeping healers busy is easy for about fifteen seconds literally but in fives I have a problem if there are two healers. I will check to see if shield slam removes a bop, if so you then that one dpser will die. Heres my problem. Should I respec and move talents to fury so I can have the ability to generate rage and output more damage rather than putting talents in my arms tree.

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Old 09/06/10, 6:54 AM   #18798
Elimbras
Don Flamenco
 
Dwarf Priest
 
Eitrigg (EU)
Originally Posted by elitehealz View Post
Can someone give me feedback on these two specs. I found that they give me the most Heals by Recount - but other healers have whispered me "your spec is selfish". How is this spec selfish?

Below is my 'uber' heals per second, mana is no object. Never cast Greater Heals. You spam Renew/POM/COH/Flash, rince and repeat. Glyph: Circle, Renew, Flash.
Talent Calculator - World of Warcraft
You don't take inspiration. Even just because of your COH, inspiration has a good uptime, and it helps against all physical damage. Depending on your raid setup, it can be a must-have (especially for example, in 10, with a paladin and a druid).
Yon don't tale either Body And SOul, which can be a lot of raid utility for some fights. But that point is more debated, and I don't think you would be called selfish for not taking it.

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Old 09/06/10, 8:08 AM   #18799
Pottsy
Glass Joe
 
Troll Rogue
 
Jubei'Thos
To engineer or not to engineer.

Hi guys.
Im a mut rogue with decent gear, averaging 15-16k dps on saurfang.
ATM i have leatherworking and Jewelcrafting as my two main professions, and have been considering changing LW to engineering.
Just posting to ask:
a) Nitro boots vs icewalker. net dps loss or gain (saurfang, obv. gonna be a increase on movement fights), considering i am at close to 400 hit.
b) Haste enchant to hands vs crusher?
c) Saronite bombs, how do they alone compare to static buffs such as JC gems etc.

Overall, would you recommend changing from leatherworking to engineering, considering that i have 20kg, with an estimated 4k cost to swap.

PS have read some posts on it, but all seem somewhat vague as to the specific contributers to the ep value of engineering.

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Old 09/06/10, 10:39 AM   #18800
wizzstrider
 
Human Mage
 
Gurubashi
Ok i'm kidda confuse about Shadow Priests rotation on the exp:

Mind Blast you be back on the rotation (mastery system), thats for sure.

BUT, Mind Flay you increase your chance do get Shadow Orbs, so it will be necessary as well. But 3 stacks of Mind Spike make your Mind Blast hit a crit for sure...

Wowhead says that Mind Spike have a similar DPS of Mind Flay, so, whats the deal, what will be better:

-Mind Blast on CD, with Mind Flay between.

or

-3 stacks Mind Spike > Mind Blast, and repeat.

Does anyone knows for sure whats better? Mind Spike is really only for quick fights?
Cause mana will not be a real issue with the new mecanic, that sloows u to have Shadow Fiend more often and make SWD a "mana maker".

Anyone? =D

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Old 09/06/10, 12:05 PM   #18801
 Goatbert
Goatbert#1373
 
Goatbert's Avatar
 
Gnome Warrior
 
Zul'Jin
Double posted, please delete.

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Old 09/06/10, 1:45 PM   #18802
Golorious
Glass Joe
 
Blood Elf Paladin
 
Garona
Cancel aura on Shadow Mourne

On shadowmourn is it still an dps increas to cancel the chaosbane aura? There was a blue post implying a few months ago that cancel aura tricks to improve dps were not intended but I don't know if they did anything about it. I am hopping to get Shadow mourne this week.

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Old 09/06/10, 2:53 PM   #18803
Blakhoof
Glass Joe
 
Tauren Druid
 
Sentinels
I switched from DBM to "Deus Vox Encounters" or DXE, while it does much the same as DBM, it shows important stuff like stacks and debuffs on the other tank. So for something like Festergut it shows you on a bar that the other tank has x number of stacks, when he hits 9 you taunt. It also has a built in range feature and some of the other features you're used to with DBM,

It comes out of the box set up pretty good, just need to move some of the bars to where you like them on the screen. Having switched recently to DXE, I high recommend it.

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Old 09/06/10, 3:55 PM   #18804
vulence
 
Orc Shaman
 
Aszune (EU)
ok pps i got a major problem, i have busted my head over this caps and ratings that everybody is talking about, but my main prob is that my english is bad, and when u start talking about caps and using all sorts of terminology, i get lost so my question is this , can someone SIMPLY tell me what 2 do with my char , to get more dps out of it, because ppl with much worse gear get lots more dps ? thank u an advance (armory link The World of Warcraft Armory - Mandrill @ Aszune - Profile )

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Old 09/06/10, 6:01 PM   #18805
enqi
Glass Joe
 
enqi's Avatar
 
Worgen Warlock
 
Frostmane (EU)
Ok, So after having about 50 requests for help in-game and in PM's the past 2 months I'm going to give my thoughts in a reply here, based on the fact that people has asked me personally for help I'm going to disregard reading the replies made so far in this thread hence why there might be abit of repitition.

Spec and glyphs is entirely yours and your guilds choice, Noone can tell you "this is the best" because all healer "teams" in all guilds have a flaw and a strong side, as a part of that team you're there to compliment and strengthen it, please stop bothering me about this.

Gems and gear is very simple, I'm going to start off with disc;
There's a few ways of playing disc, the two most common once are those who likes to spam shields like a headless chicken, this isn't necesserely a bad thing but will gimp your effectiveness (no, not HPS, HPS doesn't matter at all while raiding, I'm not saying you're supposed to stand there doing nothing but ye, you get me) and those who likes to mix it up. You have around 10 healing spells which is more or less useful to you, they are there to be used, using only one of these is like playing the piano and only using the A keys, aka extremely faulty and will make your healing efficiency look like one of a crippled 80 year old.

Yes, almost every single disc priest socket spellpower, do they know why? Most likely not, do you? I guessed so.

Very simple, Lich King 25H used to be hard and used to require your shields to absorb quiet alot of damage based on your gearlevel, now? not so much but remains your best bet based on the fact that spirit and intellect is close to useless for you and haste will naturally come from your gear.. loads of it.

When you gear as a priest, both holy and disc, no matter what people tell you or what forum you look at, IT WILL ALWAYS BE HASTE... HASTE HASTE HASTE HASTE, I'm tired of saying it all over again to every person who looks me up on EJ from old threads and ask me for questions, heck the reason I wrote this is because a guy from the US actually made a EU account to ask me these things. If you hear some moron telling you haste is useless as disc, look another way as a being who's ignorant enough to think that a disc priest has time to put out a shield before every heal is cast on Halion (yes, try coop heal Halion25H disc/hpala and come back to me and say haste is bad) is literally not thinking straight.

Yes, haste is the best thing you can EVER gear for no matter what spec, shadow/disc/holy, it's good for all of it.
When you gear for disc, follow this: Spellpower>Haste>Crit>mp5>spirit. Disregard what the mathnerds tell you and listen to someone with experience of high-end raiding.


Yes, time to holy. I'm going to keep this very short as I've had less questions regarding this.
If your average iLVL of your gear is lower than 264, Gear for SP/Spi SP/Int. If your average iLVL of your gear is 265 or above, HASTE. 100% haste nothing else, if you want to use the 10stats as blue to get your meta, You wont go oom, if you do, you're doing it wrong. My healing gear (which I use for disc aswell) is 100% haste sockets and a sp/spi for the meta. I've disc healed LK, I've holy healed Sindra, I've disc and holy healed halion and for the mathnerds disappointment haste outperforms everything.

I hope this answers all your questions and PLEASE do not start whispering me in Cataclysm if you doubt the EJ math or opinions, EJ is here for guidelines and nothing else, If you wanna do deeper testing than what is up on EJ, do it yourself, don't ask others because everyone plays their healing class diffrent, even if it's just very slightly. Which is why you should see this reply as guidelines and nothing else.


Thanks for your time reading this and PLEASE read and UNDERSTAND what I wrote before looking me up in-game to ask me questions.

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Old 09/06/10, 7:47 PM   #18806
Lightflower
Von Kaiser
 
Tauren Druid
 
Dath'Remar
Originally Posted by khel View Post
You have many decent setups to use, though I prefer a Holy Paladin personally, and you just need to keep working on him and adjust tactics every time you wipe in a new way to prevent it from happening again.
We've been having attendance issues but think we have them solved and we went back in with:

Feral Druid (tank)
Blood DK (tank)
Fire Mage (respec from Arcane)
Frost DK
Boomkin
Rogue
Marks Hunter
Fury Warrior
Resto Druid (me)
Disc Priest

We got through P1 and managed to work out clean transitions once we got the Necrotic Plague stacking worked out on the Shamblers - it was really positive and I'd like to thank everyone for all the help they've offered.

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Old 09/06/10, 9:27 PM   #18807
vulence
 
Orc Shaman
 
Aszune (EU)
ok pps i got a major problem, i have busted my head over this caps and ratings that everybody is talking about, but my main prob is that my english is bad, and when u start talking about caps and using all sorts of terminology, i get lost so my question is this , can someone SIMPLY tell me what 2 do with my char , to get more dps out of it, because ppl with much worse gear get lots more dps ? thank u in advance (armory link The World of Warcraft Armory - Mandrill @ Aszune - Profile )The World of Warcraft Armory - Mandrill @ Aszune - Profile

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Old 09/07/10, 2:13 AM   #18808
Pottsy
Glass Joe
 
Troll Rogue
 
Jubei'Thos
Engineering

Hey all :)
Apparently my last post was regarded as hand-holding so....

Just wanna know what other rogues experiences have been with engineering - have you found it a net dps loss, gain, or barely any change in comparison to other top-end crafting profs such as JC BS? Not just for static fights, but also dreamwalker, lk etc.

Also, does feint still work for mitigating Mark of the fallen champion? It seemed as though it did not on my last attempt, however, didnt have an indepth look into logs.

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Old 09/07/10, 4:21 AM   #18809
Kuraitonu
Glass Joe
 
Night Elf Druid
 
Uldaman
Would somebody be willing to do a dps test for me?
What I want is a test in a 25m raid situation against a boss that doesn't require a lot of moving like lets say Deathbringer.
I want all the gear I have + agility food and endless rage ofc. Then a test with Trinket 1: DBW (non H) - Trinket 2: Sharpened Twilight Scale (non H) - Weapon: Oathbinder, Charge of the Ranger-General (non H)
And then re-gem everything so that I have at least 1400 arp. Re-gem the 20 agility and 10agi 10 crit gems before you have to put 34 arp gems in there. But I think you will have to regem all arp.
And then pm me the results or however you would like too.
I won't be hit capped, but in my 25m we have a dreanei so it caps me anyway.

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Old 09/07/10, 8:17 AM   #18810
GronkerLonker
Glass Joe
 
Tauren Warrior
 
Forscherliga (EU)
From a newbi point of view

Hi,
first of all I'm a complete newbie to mages. I hava a 34 gnome pyromaniac who has retired and lives a peacefull live (occasionally setting a flower ablaze) since end of vanilla, but that's it.

After some years of tanking I felt the urge to try something different, something exciting and soon fel in love with the arcane mage and it's new mana adept mastery.

However as always I couldn't help gathering some theoretical information on how to get sarted with that new class and came here to get an indepth look at it's mechanics.

I'm pretty much shocked now that I read this thread.

I decided to make a short theoretical analysis from my point of view, as I have no idea how it feels to play an arcane mage.

The prerequisits I take into consideration are:
  1. CC is more important
  2. Fights have longer duration due to higher health pools and need of CC + Focus fire
    -> focusing on single target fights
  3. I do not look at PVP

The first thing that caught my eye is, that arcane has only 3 offensive spells.

Arcane Blast:
2,5sec cast, no cooldown, the center of the rotation.
Arcane Barrage:
instant, 5 sec cooldown, part of the rotation
Arcane Missiles:
channeled, 40% proc chance from any damage spell, availability almost guaranteed after 4 successful spells

The implications are:
  • Arcane damage is balanced around using a low damage offschool spell along with the arcane spells.
    This is unlikely, as the 20% arcane damage bonus would hint in the opposite direction.
    Weaving in a pretty low damage ability could work if you look at the average overall damage, but would maybe feel awkward ("Meh these 800 Frostbolt crits are so annoying I'm almost considering not pushing the button").
  • Arcane spells are so versatile, we do not need that much.
    Arcane Blast applies a buff increasing arcane damage, but also it's own mana cost.
    The buff will be removed by Arcane Missiles AND Arcane Barrage.
    Arcane missiles is a proc and thus not completely uasable as fixed part of a rotation.
    => We have some different possiblitys to combine our spells here, that are promising an interesting gameplay
  • Arcane has so much going on, that three direct damage spells are way enough to watch.
    Looking at mana adept and the "Mana will not be a non issue" statements it implicates the mana bar has to be monitored closely.
    That along with the importance of crowd control and a rich set of different mini utilities in the arcane tree may mean a lot of work for arcane mages.

Assumption:
I suppose it is a combination of 2) and 3) and a good design of the only 3 spells will mean a lot of fun. Prerequisits of the good design is that the mana management is designed pretty active.

Things I took a deeper look at depending on the statement, that Blizzard wants to expand the mana management playstyle for arcane:
1) Burnout cycles
The default burn out cycle takes advantage of stacking the Arcane Blast buff as much as possible and then consume it with Arcane Missiles (or Arcane Barrage if Arcane Missiles did not proc and it's not a valid choice to keep the expensive Arcane Blasts going).

With Presence of Mind, Arcane Potency, Improved Mana Gem and Arcane Power there is a pretty solid burnout / burst cycle possible almost every 2 Minutes only with talents.
I suppose you will be able to pull this of in every pull as fights shall last quite a bit longer then today.
In combination with mana adept you will want to have as much mana as possible throughout the whole cycle (wich could bring mana potions to some importance here depending on the amount mana adept influences your damage).
This implicates the burnout cycle is best started at the very beginning of a fight. This could be a pain in the a..rm for tanks. Furthermore boss fights surely will last long enough to allow multiple burnout cycles, which brings us to the question on how to regain mana:

2) Mana management toolset
Arcane Concentration can trigger a clearcasting state you will mostly use it to fire a free Arcane Blast and hope this procs if you have a high stack of the buff.

The only direct mana management ability (other than potions) is Evocation. With a cooldown slightly longer than POM and Arcane Power it may be best used after a burnout cycle to regain mana quickly (and let threat drop away a little bit) and keep up a high average damage going afterwards.
However it is likely, that you need to have a basic recovery mechanism available at need with Evocation on cooldown, what brings us to the low mana rotation and the:

3) Mana reg cycles
With Arcane Blast stacking a buff increasing it's own cost, but beeing the only damge ability that is always at hand it is necessary to get rid of the buff as fast as possible, so that you can use the next blast and keep damage going.
The possibilities to do this are:

a) Let it wear of.
The buff has a 6sec duration, thus you would have to cast an off school spell (or something not damaging at all) to let it fall away. This is not likely to be a favoured technique as you can:

b) Cancel it with arcane damage spells (other than arcane blast).
Not taking Arcane Nova into account (it is not likely, that you will stand next to the boss and use a low damage ability with a cost of 22% basemana just to cancel the buff) there are only two spells that do the job: Arcane Missiles (AM) and Arcane Barrage (ABarr).
Arcane Barrage has a 5 sec cooldown, thus a reliable rotation would only be 2xArcane Blast (AB)-ABarr. This would mean you need to cast one blast with a 175% mana cost modifier depending on the influence of mana adept and mana reg, this could not be enough.
In swaps Arcane Missiles. The proc chance for the missiles is: 0.4/0.64/0.784/0.8704/0.92224/0.953344/0.9720064 after 1/2/3/4/5/6/7 spells. So it is pretty likely, that the missiles will have proced after 3 spells and almost "guaranteed" after 5 (note that the thing with probability calculation is it can always fail you). A bit research on WoWHead.com produced a duration of the AM-Proc aura of 20sec, so time enough to use it as needed after it proced.
So the low mana rotation would be something like:

If you have an AB-Buff:
If ABarr is up use it to cancel the buff.
If ABarr is on cooldown but AM is active use it to cancel the buff.

The keypoint is what to do if:
ABarr is on cooldown and AM is not active.

Here you have two choices: Either cast an off school spell presumably lowering your dps drastically or if you can afford to do so manawise cast another AB.
After that your ABarr is guaranteed to be off cooldown and you are back to the beginning of the rotation after casting it.



Remember the important thing here is to not use AM on cooldown but to save it for the windows where ABarr is on cooldown

So it will boil down to how much impact the one buffed AB has to your mana pool and how dearly you need mana to play along with mana adept if it is a:
AB-ABarr-AB-AB-ABarr
or a
AB-ABarr-AB-OffSchoolSpell-ABarr
rotation. Interrupted of course where AM procs.

A nice thing to look out for here are Arcane Concentration procs, as you can use them with another AB to increase chances for an AM proc and / or to increase rotation length to get ABarr of cooldown. In some cases though (if you were just to cast ABarr and have a pending AM proc) it will "only" increase damage.
Furthermore it is completely random, so there is not "much more to do" other then to fire an AB if it procs.

4) Balanced cycles
Of course it is possible to keep a more balanced rotation going where you do not take full advantage of a 4 stack AB-Buff.

Conclusion:
The toolset for directly filling up your mana pool is somewhat small for the sole mage. However the tools are given in form of a low mana rotation.
Evocation will be the counter to the pretty high burn out rotation where you fire your cooldowns.
It has to be seen whether it is intended to keep a constant balance to keep mana high or to switch between burn out and mana reg cycles.
I think this is somewhat difficult to calculate and will pull the playstyle more towards an intuitive understanding of the impacts (wich may be nice for some players and a pretty nasty thing for others).

Thoughts on talents
Passive damage increase:
  • Netherwind Presence
  • Improved AM
  • Missile Barrage
  • Arcane Tactics
  • Torment the Weak
    At least while leveling it requires the application of a slow effect.
  • Slow and Nether Vortex
    Here we have a sad (but I think intended) synergy with Torment the Weak at least for PVE NV almost removes Slow from the action bar. This is somewhat awkward, as you just gained this new spell.
    I think the reasoning is, that arcane mages should not be burdened with debuff management as Slow is a powerfull debuff (does it work on bosses?).
These are the plain +damage talents.

(Semi)Active damage increase
  • Arcane Flows
    [This talent allows the use of a high burnout rotation (and a following regeneration) by lowering the respective cooldowns
  • Focus Magic
    This at least creates the responsibility to buff the right person to draw as much advantage as needed.
  • Invocation
    Has some nice synergy with Imp. Counterspell and Incanters Absorbtion, they may form a nice caster tanking package (Build up damage with IncAb then interrupt and execute)
  • Prismatic Cloak
    Buffs the damage through threat management. Interestingly if you do not talent this, you could use the thread reduction period to regenerate mana after burn out cycles.
  • Presence of Mind, Arcane Power, Arcane Potency, Improved Mana Gem
    Along with Arcane Flows the toolset for the massive damage cycle.
    Arcane Potency also plays along with Arcane Concentration as damage boost talent.
    Oh and Presence of Mind: Instant conjure refreshment! Yummy.

Utility
  • Incanters Absorbtion
    This one is interesting as it can boost your dps by "standing in the fire" or tanking casters at the cost of monitoring the buff.
  • Improved Counterspell
  • Improved Blink
  • Improved Polymorph
All valid utility talents with lots of different use.

Mana Management
  • Arcane Concentration
    Can help in a low mana rotation, Synergy with Arcane Potency, maybe creates the choice between use with Arcange Barrage or Arcane Blast (or maybe something completely different?).

Conclusions:
A strong toolset for a short heavy damage run is provided.
Several interesting utility talents.
In my opinion a good balance between mandatory talents and a set of nice coices you can pick from at the end.
The whole TTW, Slow, Nether Vortex package feels awkward, maybe the best starting point for improvements.
Lack of direct mana management tools. While this may not be an issue dpswise, a more interesting direct influence at some points would be nice.

Suggestions:
First of all I think it would be great to get the Mana Adept mechanic working at lvl 10 (the way eclipse starts for druids if I'm not mistaken). It is a pretty active mechanic that defines the spec and it would be great if one could practise this while leveling.
Furthermore I would like to see TTW go away and if Slow is considered PVP utility, at least Nether Vortex to be merged with maybe Arcane Power. The place of TTW and NV should be occupied by two interesting mana management tools.

As I'm intrigued by the "buff and consume" mana reg rotation here are my suggestions on how to further underline them:

Talent: [Insert cool arcane spellname here] consumes all AB-Buffs granting X% of mana -> That way you would be forced to decide whether to recover fast or to use AM and ABarr for dps in a low mana rotation, that may grant the possibility for different playstyles (burn and recover or sustained dps).

Talent: [Insert cool arcane spellname here] transforms the AB buff to let your AB jump to X additional targets per stack splitting its damage. This could be a debuff with a long duration and maybe you could even decide to apply it to multiple targets to let the ABs jump around like hell (this would be awesome, though I fear balance may be somewhat difficult oh and ensure every target is only affect once by a blast ). Imagine 5 targets, all debuffed. You shoot at the first, the blast jumps to the oter four and then from each to four other targets... ok that may be a little bit heavy, but at least let it jump to 4 other targets .

Another idea could be a set of spells transforming the AB buff to have different effects (high damage + high mana as is, low damage + mana reg, AOE via AB Jump (or even AM jump but then it's consumed),...) but that would result in some kind of stances either per target or as mage stances.

The end
So if you are still reading thank you for that and congratualtions: You just climbed a wall of text.
As stated above I have no idea how a mage is played today and unfortunately I have no Beta-Account to test it on Beta. Thus this is all highly theoretical and I'm thankfull to anyone pointing out flaws in my reasoning, especially before I post this stuff on the official forums.
I still hope Arcane Mage will be fun in Cata as I have not yet abandoned the idea of playing one.
And while we're at excuses: I'm no native english speaker, so excuse my english if it is odd at some points.

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