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Old 03/20/08, 7:01 PM   2 links from elsewhere to this Post. Click to view. #3576
Sancus
Don Flamenco
 
Undead Mage
 
Executus
Originally Posted by dakalro View Post
The raid utility and dps ... moot point, you've never had 2 warlocks//40 man raid period so you have no bussiness saying you're in a bad position, when you get to become SS/HS bot outside the instance and CoE/CoR bot inside just outdps-ing the tanks then you can whine
The game mechanic situation pre-bc has no bearing on the situation today. Repeat this to yourself 100 times. People who make the argument "you can't complain because we were worse off 2 years ago" are insane retards, it doesn't fucking matter in the slightest, balance demands that you look at how things are NOW. Warlocks consistently, on-average, outdps mages by a significant margin while using their utility curses. All you have to do is look at the scoreboard to confirm this. If Warlocks are actually allowed to use damage curses(this should never, ever happen in TBC), they outdps everyone in the game except for Warglaive rogues. This is unbalanced, period.

<Vontre> I removed the cooldown on evo
<sancus> and what happened?
<Vontre> DPS went down rofl
 
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Old 03/21/08, 2:50 PM   #3577
andastra
Don Flamenco
 
Human Mage
 
Kilrogg
Originally Posted by Krazen View Post
What happens if you change this to using both at the 1:00 mark (thus Evocating at 1:19), the 2m CDs at the 3:00 mark, and both again at the 5:00 mark?
There's also mana gems to consider. You're going to want to use the first one at around 0:30 and a second one around 2:30 so you can use a flame cap at <20%. You'll also want to use all three combustion charges before 1:30 so it'll be up again around 4:30. Combustion adds crits and therefore mana regen due to MoE. Evocation at 1:19 just means you'll be using it when you only need 2 seconds out of 10 to get back to full mana and run the chance of going oom near the end when you get heroism and pop icy veins and haste trinkets at the same time.
 
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Old 03/21/08, 2:53 PM   #3578
 Astrylian
Rawr
 
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Night Elf Druid
 
Suramar
Nevermind, thinking of the wrong thing. Sorry.

Last edited by Astrylian : 03/21/08 at 11:03 PM.
 
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Old 03/21/08, 2:57 PM   #3579
Risingstar
Piston Honda
 
Human Mage
 
Draenor
Originally Posted by Astrylian View Post
I thought the GCD bottomed out at 1sec, which would be Heroism+Icy Veins alone; all haste from gear and trinkets would be wasted for those 40sec, wouldn't they?
Yeah but IV only lasts 20 seconds.
 
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Old 03/21/08, 2:59 PM   #3580
 Astrylian
Rawr
 
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Night Elf Druid
 
Suramar
Nevermind, again thinking of the wrong thing. Sorry.

Last edited by Astrylian : 03/21/08 at 11:02 PM.
 
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Old 03/21/08, 10:56 PM   #3581
Roywyn
Bald Bull
 
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Gnome Mage
 
Argent Dawn (EU)
Originally Posted by Astrylian View Post
I thought the GCD bottomed out at 1sec, which would be Heroism+Icy Veins alone; all haste from gear and trinkets would be wasted for those 40sec, wouldn't they?
Andastra was talking about Flame Caps, that means a fire spec, that means haste isn't actually limited.
Yeah, the GCD caps at 1s there, but your primary nukes will be above the cap.

Haste caps are as follows.
Fireball - caps at 300% (3s/1s) cast speed (+200% haste)
IV = 120%, BL = 130%, 3.00/(1.20*1.30) = 192% speed needed to cap under BL+IV.
That's +92% haste, or 1440+ haste rating.
Frostbolt - caps at 250% (2.5s/1s) cast speed (+150% haste)
IV = 120%, BL = 130%, 2.50/(1.20*1.30) = 160% speed needed to cap under BL+IV.
That's +60% haste, or 940+ haste rating.

Arcane Blast
At 2.5s with IV/BL caps at +60% haste, or 940+ haste rating.
At 2.13s with IV/BL caps at +38% haste, or 610+ haste rating.
At 1.83s with IV/BL caps at +17% haste, or 275+ haste rating.
At 1.5s with BL, it caps at +15% haste,or 240+ haste rating.

You gear will have 419 - 526 haste. The latter if you stack haste.
You can get up to 320 MSD + 320 EoQ + 330 MQG + 280 BoWiz haste from procs/trinkets if you stack them for no reason, but you should only have 175 as trinket clicky in a proper setup.

So, you'll have up to 419+175=594 haste in a good setup, and up to 1776 haste with an inferior setup.
So, your AB1 will get close to the cap and AB2/3 will drop unter the cap, all other spells won't reach the cap yet.
 
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Old 03/23/08, 6:03 AM   #3582
Northerner
Great Tiger
 
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Troll Mage
 
Mal'Ganis
R.E. Warlocks:

I think it should be obvious that haste increases ISB uptime given that it has only two factors. Those being a static time element (scales nicely with haste) and a charge component (which scales linearly with haste from increased applications). With respect to haste itself only the first component still scales of course.
 
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Old 03/23/08, 5:13 PM   #3583
galzohar
Bald Bull
 
Blood Elf Paladin
 
Darksorrow (EU)
While it's nice to make yourself slightly more accurate by taking into account extra ISB from haste, in reality the effect is quite neglicible, just like the effect of having less shadowbolts affected by SP/shaman regen and thus lifetap will be making up a bigger % of your casts is quite neglicible as well.

When making generalizations it's important to pay attention which benefits are extremely tiny and which are not.
 
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Old 03/23/08, 8:58 PM   #3584
Silentwalker
Glass Joe
 
Undead Mage
 
Echo Isles
Originally Posted by Northerner View Post
R.E. Warlocks:

I think it should be obvious that haste increases ISB uptime given that it has only two factors. Those being a static time element (scales nicely with haste) and a charge component (which scales linearly with haste from increased applications). With respect to haste itself only the first component still scales of course.
What Galzohar was talking about was correct but it should be obvious on the other side that the ISB uptime would only be increased if the warlocks had more haste than the other shadow damage dealers in the raid (IE Shadow Priests). If the warlocks and the shadow priests have the same amount of haste the ISB is negated. Exactly what Galzohar was talking about.

I just wanted to add to what Galzohar was saying if that is not minded by Galzohar.
 
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Old 03/23/08, 11:30 PM   #3585
Madlax
Piston Honda
 
Undead Warlock
 
Twisting Nether (EU)
First off, thanks for the replies - solved a bunch of thoughts.
2nd - a little feedback for the case-scenario:
1) No run time, so no good LT time
2)
The mages are losing ~2.5% from using evocation, 3% from using mage armour if needed, and if I remember the numbers correctly off the top of my head, ~2% from using two less flamecaps (maybe higher with cooldown stacking).
Gonna see with Molten/Mage armor tomorrow if any of the mages drops by - though I don´t think they will need Mage Armor.
I´m aware that with increasing haste gear the viewpoint will change slightly.
Also I´ll change the test setup slightly - trying to get 2 bloodlusts ~25%.

You do realise that giving a warlock a shadow priest to reduce life tap time while forcing your mage to use evocation and to use mana gems/pots during MF/BL/IV/CB/SG is a net DPS loss?
Proving that is the whole purpose of the assumption.
 
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Old 03/24/08, 1:20 PM   #3586
Evene
Von Kaiser
 
Murloc Mage
 
Dark Iron
If you do this again I hope your comparison includes a warlock with mana regen from mana spring and mana pots if you're comparing him to a mage who's using pots and has mana spring.
 
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Old 03/24/08, 1:39 PM   #3587
Ivorthemage
Piston Honda
 
Human Mage
 
Uldum
Given the impact of mana regen on dps for arcane mages, has anyone done the theorycrafting for 40/0/21 and leatherworking, to see if drums of restoration actually add more dps than drums of battle?
 
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Old 03/24/08, 7:20 PM   #3588
Hate Monkey
Don Flamenco
 
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Troll Mage
 
Arthas
Originally Posted by Ivorthemage View Post
Given the impact of mana regen on dps for arcane mages, has anyone done the theorycrafting for 40/0/21 and leatherworking, to see if drums of restoration actually add more dps than drums of battle?
Maybe it has been a while since I last played deep arcane, or that I even had mana problems, but isn't the point of TheoryCrafting to reach your maximum potential. A 40/0/21 spec still falls behind a deep fire build in aspects of overall raiding efficiency and overall output of damage. There should be no reason to find a justification, or minimal dps boost for such a failing idea of a spec anyways.

[Drums of Restoration] is such a bad item anyways. It suffers from the same reason Mana Gems for so long sucked so badly. It doesn't restore enough mana. 40mana/sec for 15 seconds, when a ramped up AB costs 600 mana, is wasting that GCD for 1 extra spell worth it? Hardly.

Bitterness is like cancer. It eats upon the host. But anger is like fire. It burns it all clean.
 
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Old 03/24/08, 7:32 PM   #3589
galzohar
Bald Bull
 
Blood Elf Paladin
 
Darksorrow (EU)
The amount of mana consumeables a warlock is using will have no real effect on the DPS (#, NOT %) he gains from more mana. Each ~2k mana is 1.5s more spent casting, while for a mage using evocate with 10k mana each 1500 mana is another 2s spent casting. Of course when the mage stops using evocate already then every additional mana will not be used as efficiently as each gem you drop for a flame cap doesn't provide as much damage as dropping evocate did - but it is extra damage. That's why it's extremely complicated - while the warlock gets rather fixed gains from mana regen, the dps a mage gains from mana regen are quite fight and raid dependant.

Of course the warlock should use mana potions, but it doesn't really mean anything (at least not significant although I actually don't see how the warlock's regen from other sources would have any effect whatsoever) for the shadowpriest dps increase comparison. While if a mage doesn't use mana potions he artificially increases his need/gain of/from a shadowpriest by forcing himself to evocate, while a warlock would lifetap anyway. So while both classes should pot, for mages need to have mana pots modeled while for warlocks it doesn't really affect the result of this specific comparison (although for general comparisons you should obviously include warlock pots, no reason not to).
 
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Old 03/24/08, 8:20 PM   #3590
Searix
Piston Honda
 
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Human Mage
 
Stormreaver
Actually drums of restoration are per person, so in a stacked dps caster group that's 3000 raid mana and health per person that pops it. Really if you're looking at just yourself benefitting from the drums, that's 600 mana/health vs. 20 spell haste (if you distribute both over 2 minutes).

Btw my theorycraft is still showing 40/10/11 as more dps than 40/0/21 if you get improved scorch but not winter's chill
 
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Old 03/25/08, 1:22 AM   #3591
Ivorthemage
Piston Honda
 
Human Mage
 
Uldum
"Maybe it has been a while since I last played deep arcane, or that I even had mana problems, but isn't the point of TheoryCrafting to reach your maximum potential. A 40/0/21 spec still falls behind a deep fire build in aspects of overall raiding efficiency and overall output of damage. There should be no reason to find a justification, or minimal dps boost for such a failing idea of a spec anyways."

You havent read the re-assessments of the spec that have been coming out recently. The mana changes make arcane blast spam far more viable, particularly for those of us who have 2-piece T5 but no T6. Not everyone is at the same gear level.

"[Drums of Restoration] is such a bad item anyways. It suffers from the same reason Mana Gems for so long sucked so badly. It doesn't restore enough mana. 40mana/sec for 15 seconds, when a ramped up AB costs 600 mana, is wasting that GCD for 1 extra spell worth it? Hardly."

I would prefer an answer that had math, but thank you for your opinion.
 
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Old 03/25/08, 4:03 AM   #3592
diskape
Glass Joe
 
Human Mage
 
Zenedar (EU)
With PTRs and TTRs finally being closed (for good) and a very good chance that the patch will hit the live servers tomorrow - can someone sum up everything that EJ mage community have learned during the past couple of weeks? Things like "what is THE new 2.4 dps spec and why" and such. It'll be a great help for many EJ readers. Thanks in advance guys.
 
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Old 03/25/08, 9:06 AM   #3593
Mystz0r
Von Kaiser
 
Human Priest
 
Kazzak (EU)
Has someone made a cookie-cutting set of gear anywhere? I might've missed it, apologies if I did!
 
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Old 03/25/08, 9:48 AM   #3594
Beska
Von Kaiser
 
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Human Mage
 
The Venture Co (EU)
Originally Posted by diskape View Post
With PTRs and TTRs finally being closed (for good) and a very good chance that the patch will hit the live servers tomorrow - can someone sum up everything that EJ mage community have learned during the past couple of weeks? Things like "what is THE new 2.4 dps spec and why" and such. It'll be a great help for many EJ readers. Thanks in advance guys.
I think this'll be absolutely great. This thread is pretty much all over the place and a new thread summing up 2.4 would help.
 
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Old 03/25/08, 9:57 AM   #3595
Roywyn
Bald Bull
 
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Gnome Mage
 
Argent Dawn (EU)
Originally Posted by Ivorthemage View Post
You havent read the re-assessments of the spec that have been coming out recently. The mana changes make arcane blast spam far more viable, particularly for those of us who have 2-piece T5 but no T6. Not everyone is at the same gear level.
Seems like you haven't read much about it either. Keep in mind that the haste changes are at least as important as the spirit change.

Originally Posted by Ivorthemage View Post
"[Drums of Restoration] is such a bad item anyways. It suffers from the same reason Mana Gems for so long sucked so badly. It doesn't restore enough mana. 40mana/sec for 15 seconds, when a ramped up AB costs 600 mana, is wasting that GCD for 1 extra spell worth it? Hardly."

I would prefer an answer that had math, but thank you for your opinion.
You can do that yourself easily. Calculating over a 2 minute duration (that's the drum cooldown), Drums of Restoration are 5*600 mana, or 125 mp5, and Drums of Battle are 80*5*30s/120s = +100 haste ~= +112 damage, -37 mp5.

That means you gain 142 mp5 at the cost of 112 damage. Which is nearly as bad as using the
07:11:46 called in wowhead_item::start:324 Item not found!
. Yes, the healing one.

Read up in http://elitistjerks.com/658230-post3191.html about your way to trade mana for damage.
 
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Old 03/25/08, 11:28 AM   #3596
Evene
Von Kaiser
 
Murloc Mage
 
Dark Iron
Originally Posted by galzohar View Post
The amount of mana consumeables a warlock is using will have no real effect on the DPS (#, NOT %) he gains from more mana. Each ~2k mana is 1.5s more spent casting, while for a mage using evocate with 10k mana each 1500 mana is another 2s spent casting. Of course when the mage stops using evocate already then every additional mana will not be used as efficiently as each gem you drop for a flame cap doesn't provide as much damage as dropping evocate did - but it is extra damage. That's why it's extremely complicated - while the warlock gets rather fixed gains from mana regen, the dps a mage gains from mana regen are quite fight and raid dependant.

Of course the warlock should use mana potions, but it doesn't really mean anything (at least not significant although I actually don't see how the warlock's regen from other sources would have any effect whatsoever) for the shadowpriest dps increase comparison. While if a mage doesn't use mana potions he artificially increases his need/gain of/from a shadowpriest by forcing himself to evocate, while a warlock would lifetap anyway. So while both classes should pot, for mages need to have mana pots modeled while for warlocks it doesn't really affect the result of this specific comparison (although for general comparisons you should obviously include warlock pots, no reason not to).
My point is his comparison had a mage using mana pots in a group with mana spring he equated that to a certain amount of time till the mage was oom. However for a warlock he used ZERO mana regen and equated time spent life tapping for the same fight duration to loss damage. Warlock using mana pots and having mana spring life taps less which directly affects damage output for a set duration fight. A more accurate comparison would eitheir decrease the number of lt's for mana spring/pots or compare to the amount of time a mage can last without pot and mana spring. I don't see how it isn't obvious in a comparison for who should get a shadow priest comparing a mage using mana pots with mana spring to a warlock with zero mana regen is flawed.
 
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Old 03/25/08, 11:43 AM   #3597
Ivorthemage
Piston Honda
 
Human Mage
 
Uldum
"Seems like you haven't read much about it either. Keep in mind that the haste changes are at least as important as the spirit change."
I have read a lot about it, and I am well aware of the haste changes. Haste is a bit problematic for this spec though, as it chews through mana faster, and

You can do that yourself easily. Calculating over a 2 minute duration (that's the drum cooldown), Drums of Restoration are 5*600 mana, or 125 mp5, and Drums of Battle are 80*5*30s/120s = +100 haste ~= +112 damage, -37 mp5.

That means you gain 142 mp5 at the cost of 112 damage. Which is nearly as bad as using the [Redeemer's Alchemist Stone]. Yes, the healing one.

Read up in [Mage] TC after 2.3 about your way to trade mana for damage.
Trading mana for damage is what this spec is all about. The problem is that I haven't seen a handy metric yet for converting mana regen to damage with this particular spec.

Anyway, I figured out a way to answer my own question.

600 mana over 120 seconds is 5 mp5, inside the 5 second rule. With the spirit changes, 1 spirit gets you about 1mp5, *outside* the 5 second rule. So 5mp5 is worth ~7 spirit for an arcane mage with mage armor up. The reason why I translate into spirit is that magegraf allows me to add spirit, but not MP5.

When I plug 7 spirit to current stats in magegraf, I get a 2 dps increase.

Drums of Battle get me the equivalent of 20 haste. 20 haste is a 15 dps increase.

So yes, Drums of Battle are a lot better.
 
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Old 03/25/08, 11:45 AM   #3598
Ivorthemage
Piston Honda
 
Human Mage
 
Uldum
"Seems like you haven't read much about it either. Keep in mind that the haste changes are at least as important as the spirit change."
I have read a lot about it, and I am well aware of the haste changes.

You can do that yourself easily. Calculating over a 2 minute duration (that's the drum cooldown), Drums of Restoration are 5*600 mana, or 125 mp5, and Drums of Battle are 80*5*30s/120s = +100 haste ~= +112 damage, -37 mp5.

That means you gain 142 mp5 at the cost of 112 damage. Which is nearly as bad as using the [Redeemer's Alchemist Stone]. Yes, the healing one.

Read up in [Mage] TC after 2.3 about your way to trade mana for damage.
Trading mana for damage is what this spec is all about. The problem is that I haven't seen a handy metric yet for converting mana regen to damage with this particular spec.

Anyway, I figured out a way to answer my own question.

600 mana over 120 seconds is 5 mp5, inside the 5 second rule. With the spirit changes, 1 spirit gets you about 1mp5, *outside* the 5 second rule. So 5mp5 is worth ~7 spirit for an arcane mage with mage armor up. The reason why I translate into spirit is that magegraf allows me to add spirit, but not MP5.

When I plug 7 spirit to current stats in magegraf, I get a 4 dps increase.

Drums of Battle get me the equivalent of 20 haste. 20 haste is a 14 dps increase.

So yes, Drums of Battle are a lot better. I know you knew that, but for me how one arrives at an answer is as important as the answer itself.

Last edited by Ivorthemage : 03/25/08 at 11:52 AM.
 
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Old 03/25/08, 1:02 PM   #3599
Cryic
DPS
 
Human Mage
 
Llane
Originally Posted by Hate Monkey View Post
Maybe it has been a while since I last played deep arcane, or that I even had mana problems, but isn't the point of TheoryCrafting to reach your maximum potential. A 40/0/21 spec still falls behind a deep fire build in aspects of overall raiding efficiency and overall output of damage. There should be no reason to find a justification, or minimal dps boost for such a failing idea of a spec anyways.
Using Rawr.mage, here's the numbers I posted to my guild's forums based on our current progression and the way we normally set up the groups (2 to 3 mages, warlock, shadow priest and sometimes a shaman of various specs). I plugged in buffs based on what we / I normally use: iSpirit, 3 paladin buffs, 250mp5 spriest, flame caps. I normally do not use destruction pots, nor drums. We sometimes have iCoS.

We just killed Illidian last night, so the need to spec something different then fire to help on Illidian is still needed. Yes, I'm sure most guilds can kill with whatever specs, but we need to reduce the time of phase 2 as much as possible, which means non fire specs atm.

Here's the post:


Current Gear:

40 / 0 / 21 Spec:
When Using AB Cycles (ugh):
WC up by another mage + improved CoS: 2,146
No Deep frost mage present: 2,089 dps
+ No iCoS Up: 2,050 DPS
+ No JoW Up: 2,001 DPS (expected)
+ No Spriest or he dies early: 1,883 dps
Interesting Note: Mage armor used (gains only 20 dps though). SCB mage trinket is 2nd best for this spec.
Cycle is basically (AB+FrB)*3, FrB and then fill with a scorch if needed depending upon haste. Extremely complicated shit.

Edit: Dicked around with the cycles some more, you can basically just spam AB until OOM and Frostbolt and do about 99% the damage as the AB cycles. 2,130 dps vs 2,146.

Deep Frost spec:
1,762dps:
JoW Does not Matter (just have to chain chug)
+ no Spriest: 1737dps
Basically Stays the same.

Deep Fire:
1,919dps
+ No JoW: 1909
+ No Spriest: 1773.15

Full BT / MH Gear:
40 / 0 / 21 Spec:
When Using AB Cycles (ugh):
WC up by another mage + improved CoS: 2,288
No Deep frost mage present: 2,240 dps
+ No iCoS Up: 2,196
+ No JoW Up: 2,140 DPS (expected)
+ No Spriest or he dies early: 2,017 dps

Deep Fire:
2119.60 dps
+ No JoW: 2,102
+ No Spriest: 1,880

Deep Frost:
1928
+ No JoW: 1,927
+ No Spriest: 1,991

Sunwell Gear:
40 / 0 / 21 Spec:
When Using AB Cycles (ugh):
WC up by another mage + improved CoS: 2,561
No Deep frost mage present: 2,494 dps
+ No iCoS Up: 2,447
+ No JoW Up: 2,395 DPS (expected)
+ No Spriest or he dies early: 2,284 dps

Deep Fire:
2,500
+ No JoW: 2,467
+ No Spriest: 2,193
Or +No Shaman: 2,359

Deep Frost:
2,238
+ No JoW: 2,235
+ No Spriest: 2,155
40 / 21 falls behind Deep fire at the very end, but until then, it's extremely competitive, if not better (assuming the shit doesnt hit the fan).

I usually raid as Deep fire, mainly because I hate the thought of chain chugging mana pots to do decent dps on semi farm mobs, so please don't take this as an Arcane Zealot post I like all specs
 
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Old 03/25/08, 1:14 PM   #3600
 Xenophon
Gnomish Sacrifice
 
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Gnome Mage
 
Elune
Given that I do not have 4-piece T6 yet, our other mage is deep frost, and we generally have CoS up but not CoE, I have a feeling that 40-0-21 would be the best spec for me post-2.4. However, I have a question about cast sequence: I've been playing around with Vontre's magegraf, and it seems to be giving me some rather odd advise...

Its ideal cast sequence over a 5 min fight is

Arcane Blast x 15
Cold Snap
Arcane Blast x 56
Frostbolt x 7
Arcane Blast x 3
Frostbolt x 3
Arcane Blast
Frostbolt
Arcane Blast x 6
Frostbolt x 6
Arcane Blast x 3
Frostbolt x 4
Arcane Blast x 3
Frostbolt x 20

And has me at -3000 mana at one point.

I presume a more realistic scenario would be:

Pop trinkets, AP, and Icy Veins, AB spam till AP ends, cold snap to extent Icy Veins
Evocate
AB x 3
FB x3
Repeat the two above till AP/trinkets are back up
Pop trinkets, AP, Icy Veins, and heroism, AB spam till AP ends and/or mob is dead.

Let me know if I am too far off the mark here.
 
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