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04/30/08, 3:17 AM
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#251
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Deeper Shade of Blue
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Originally Posted by Duravi
400 mp5 shadowpriest seems very unrealistic for Brutallus, also you do know that meteor slash causes pushback right? And you have no pushback resistance on your main nuke, ab, so you're going to be losing a bit of dps right there just for starters.
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Our shadowpriest does 400 mp5 on Brutallus, that's exactly the amount of mana he returned over our first kill broken down by the fight duration. He probably does more now since he has gotten several very nice gear upgrades but I went with 400mp5 to be more realistic (not every guild has a shadowpriest as good as ours).
As for the meteor strike interruption, I set the interrupt level for Rawr at 5%. There are 3 interrupts that occur while soaking and they come at 12 second intervals followed by 36 seconds of no interruption and then the next set. Work that out and you get 4.17% interruption due to meteor strikes, I went with 5% to account for more realistic conditions.
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04/30/08, 3:54 AM
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#252
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Soda Popinski
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Originally Posted by Alvira
And the mage tank should preferably have hit maxed out. Which is easier for arcane to do even while loading up on arena and stamina heavy gear.
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Why do you need hit cap ? He casts dampen magic every minute and the buff lasts 2 min. Drimk one major arcane protection potion, PW:S, mana shield on the pull, and you can survive one full AM tick if you get a resisted spellsteal. I don't buy unto that argument.
Originally Posted by Alvira
I outfitted a fire mage using Rawr with best possible gear and fireball spam, even with scorch and COE, destruction pots up, gives only 2107 DPS. Fire would need to rely on that molten fury and drums from the entire raid to give higher DPS.
Would fire be able to achieve that kind of DPS even with the best possible buffs and gear and raid support? Maybe , maybe not. Possibly if the entire raid is so stacked with drums of battle. Then yes. But otherwise, I think Fire would be hard pressed to give that type of DPS. Then again, how common is it to give druid innervates and ensure that arcane mages are paired with SP and Shammy at this stage?
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That was like 3 weeks ago, all I had was 2 sunwell drops
Wow Web Stats
Also, I am not stacked with a bunch of drums - all I had was 3 drums I activated on my own (hint: that means 3 lost GCDs).
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04/30/08, 4:13 AM
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#253
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Soda Popinski
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Originally Posted by Aldor
stuff
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Your original point was about arcane mage being more worthwhile than an extra warlock once you already have 3 warlocks in the raid. If you would be so kind to compare the dps output of a destro warlock that can use COD vs any mage spec, you might be severely deceived by the numbers. Oh also, for bonus points, on brutallus warlocks can summon and enslave an infernal for an extra 200 dps for 4:30-5:00.
Now I don't know where you want to get at. My point was that nobody can say which spec is better simply because everything is situational. You can have a shot and try to list me 200 different points where arcane is better than fire, and I can also counter with an equally boring list that really gets us nowhere. If you want to make an argument, please stick to only a few strong points, not a quabble over bits and nibbles - all it does is dilute your overall stance. Quite honestly I can't even believe you brought up the fact that 4 destro lock is bad because of debuff issues - I think its patently absurd, but oh well. We can debate for days and days on end - I can assure you I can argue it both ways, and it will never end. In the end, nobody will agree on anything precisely because
1- specs can't be compared because there are intangibles in plays, which we cannot quantify (ie: every boss/strategy will be different, time spent dpsing, number of interruption, distance to boss, possibility of being out of range of totems, etc.)
2- even if specs could be compared, the numbers would vary from fight to fight because every fight will naturally cater to x or y spec. We would never agree on which fight should be used for comparison.
In the end, it comes back to what I said originally. I can give you facts. I can give you TC. I can give you also a bunch of parses. In the end, you make the judgement call and spec what you prefer.
If you just want to really argue that arcane is better than fire for an infinity amount of reasons (although I am not even certain if you are pro arcane or not, or just very argumentative), unless you think you can bring something truly new and enlightening I'd prefer see the subject be dropped. We're not really going anywhere. I haven't said once arcane was not viable, I think 2.4 made it back in line as a real competing spec, and yes like fire it has some peculiarities that are worth discussing. If you want to argue that bringing a mage over a warlock in a case of 3 warlocks and x mages, then go for it. But that has nothing to do with fire vs arcane.
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actually I disagree with soo many things in your post I decided to complete upon it
Originally Posted by Aldor
That particualr issue was about bringing an extra lock over an extra mage, if you do have a debuff limit issue with exccessive locks then a mage becomes more viable
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try harder
Originally Posted by Aldor
I was rambling about random bosses were Arcane comes in handy. I would be happy to address any number of tier 6 bosses.
Again I was generalizing, lets leave trash out for a moment. Bosses that need buffs to be spell stole Arcane comes out ahead, bosses that require heavy decursing Arcane come out ahead.
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I don't see why 'fights that require you to spellsteal' and 'fights with decursing' make arcane come out ahead. I know you're talking about the 3% arcane hit, but lets be honest here - that argument is BS. And I don't see how in gods name arcane is better suited at decursing than other specs. I know you have archimonde in mind, but should you think for a second, you realise that there is no reason to immediately stop your fireball to decurse now. If all 3 (for example) firemages just decurse when theyre out of fireball casting - hey, that gives on averages a decurse available every second, which is less than the time it takes for it to tick. And even if it ticked, one tick won't kill a player. And even if one tick could kill a player, then nothing stops a fire mage from fireballing right after a decurse, then switch to scorch/fireblasts as the decurse timer is back on.
In any case, decursing for the most part is not a mage-specific task.
Originally Posted by Aldor
ROS in BT prefer a mage to spell steal over a purge, Councel requires a mage tank. [edit: whats your point?]
Hyjal, lets see 80% of the Trash and 100% of Achimode require decursing. Having a 1.5 second cast allows me to spam AB and decurse without a stoping as my only limiter is GCD. Fire mages spend half there time outside GCD when Fireballing, meaning I don't have to drop mid cast to decurse, a Firemage does.
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Ah yeah, I was right on the money.
Originally Posted by Aldor
Bosses which need decursing Arcane has a bigger mana pool/mana regen capacity out side of Damage.
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Seriously, try harder.
Originally Posted by Aldor
In such was one of my points, for said encounter having just one arcane mage deal with a lot of side crap frees up a lot of space for DPS / Healing to go free, and often times you would only need one arcane mage for said tasks. Spending 2000-4000 mana on blinking/decursing/manashield/fire warding is a large chunk of a 10k mana pool but it is rather negligable for a 15k+ mana pool and a 12-14k Evocate.
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If at any point in time you cast mana shield or fireward at a time where you could be casting a dps spell, you're being sub-optimal. This is the same thing as your frostnova/morogrim example. Its bad examples. If you really want to make the argument that arcane is superior specifically because it is 'less' affected by the mana cost of blink/decurse/manashield/whatnot, then not only you can - seriously - try harder, but you will notice one day that a fire mage can use his full dps rotation 100% of the time without mana issues. It doesn't matter how many lbink or spellsteal I need to do; I won't go oom. All you did was pointing out was that the more you need to use their abilities as arcane spec, the more it hampers your abilities to dps.
Originally Posted by Aldor
Less item budget? Arcane can use some hit, espicialy if they are frost bolting. Fire can't do dick with spirit. If I over cap on hit I might loose 20-40 points in stats, a fire mage can loose as much as 100 stats via spirit if not more. Arcane can socket Int/Damage with equal viabilaty and Spirit a close thrid, when a fire mages often have to skip their socket bonuses just to keep it damage. When you have 4-6 yellow sockets and 3-4 blue socket slots with red gems, you loose potential stats.
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I challenge you to point me out one set bonus on a best-in-slot piece for fire spec that has a socket bonus that is not worth going for. Hint: there are none.
Likewise, I can argue that arcane mages easily go far above the hit cap. Does it really matter ? Not really. I could also point out that any point spent on crit rating for any piece of arcane mage gear is far less efficient than it is for fire mages, but I'm sure you left that one out.
Originally Posted by Aldor
Scorch DPS is crap vs Fireball correct? If you have a fight that requires moving a lot, 10% of your damage via scorch become 15-20% of your damage via scorch. Is this or is it not negligable?
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Ok so you created a theorycal case that does not exists in the game to prove a point. Problem is, I can also come up with cases that do not exists in game that makes arcane look bad. Notably, pushbacks. But nobody really cares. Your example does not exists and ignores that multiple fire-mage stacking lessers the issue - if there ever was one. And no scorch dps isn't as bad as what you make it out to be.
Originally Posted by Aldor
How many tier 6 bosses have a 30 yard range issue? I generally find it puts fire behind me, creating a natural forced spacing. My arguemtn is not if it is an issue, but how negligible it is.
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Not many. I did not point out that. But should you want to know, vashj favors firespec for killing striders - you never need to move at all. Supremus makes it a lot easier for a fire mage to stay in range of the boss and in range of totems. In any case, its a really minor detail - why bother mentioning it ?
Originally Posted by Aldor
Conversly I could argue that having a 3 second cast time roots a fire mage more then an arcane mage with 1.5 second cast, several fights require you move narry more then a hair left or right to get out of Rain of Fire, which is often more a strafing thing and less a move away from the boss issue. Any mana used outside of damage doesn't hurt an arcane mage as much do to larger mana pool and mana regen capacity. Any fight that requires decursing/blinking/mana sheilding/fireward all factor into mana cost issues based on mana pool and regen capacity
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What is your point? You can also plan ahead and move before that happens in some case. In other cases you don't need to immediately move - you can safely finish your cast. Decursing on archimonde is a good example. If you need to move, then fire wins with fireblast - it has better options for 'on the move' dps. I'm sure you'll point out soon how awesome POM-frostbolt is on the move because you haven't mentioned it yet.
Again, any talk of mana regen and attempting to compare arcane spec to fire spec is to your disadvantage. Sure that means more AB time since you get to regen mana whereas firespec doesn't 'gain' from it - but firespec also doesn't needs extraneous mana. As I pointed out at the start of my post you will never find a case where we can compare firespec to arcane spec.
[quote=Aldor;730057]
Originally Posted by Aldor
I could point to Fire Totems in SSC, but lets take a more recent instance. Hyjal infernal spawns on a boss (Forget which one.) Burning the infernals is more imperative then actually burning the boss. Boss fights allot 5-10 minutes, burn phases often allot you only seconds. My argument is having an Arcane mage for this one fight helping out more then it is gimping you in the other 4 HYJAL bosses. The ability to ramp up DPS for a burn portion IMO can make up for the lack of damage needed on another boss. However you only need one arcane mage to assist in the burning portion.
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What? If you have problems killing the adds on anetheron, its the entirety of your ranged dps that is to blame - not something that magically makes arcane spec better.
Originally Posted by Aldor
What about lack of gear competition vs locks and other mages. Having perfectly good loot get chucked/DE doesn't benafit the raid.
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You can try harder than that. Theres not much loot that is specifically wanted by arcane mages but not by firespec/warlocks. Very few.
Originally Posted by Aldor
What about lack of gear competition vs locks and other mages. Having perfectly good loot get chucked/DE doesn't benafit the raid.
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When you play arcane spec, you accept that you need to downgrade to useing 2pct5. When you play firespec, you accept that you need to use 2 blue gems. What is your point?
Originally Posted by Aldor
Keeping the AB buff up is a pain in the ass I will admit, but if I don't let it drop I can keep my AB up during bouts of moving or stop casting. Also IV/Coldsnap on pull negates issue with AB ramp up, and PoM can negate it for evocating and saving it for times when you do drop it. Assuming I drop it once per minute, 1 PoM every 3 minutes while not making up for the loss, certainly makes it less painfull.
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I read that many times, and still cannot make sense out of it. I also do not see how IV/coldsnap negates AB ramp-up time. It still exists, you still pay fully the cost of that bug. All you do by doing so is using inefficiently your cooldowns if that is what you do.
Originally Posted by Aldor
I would stess the "general" conditions. One would say "you can't argue optimal for arcane cause several fighst are not optimal", I would counter argue "How many boss fights have -general- conditions."
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Ah finally we might agree on something. Would you agree that specs cannot be compared ultimately and that the whole conversation leads us nowhere ?
We will never agree because arcane wins in some cases, and loses in somes. Same for fire. In the end, we have a bunch of 'pros' and 'cons' for both specs, too many of them to make any sense out of it. Not to mention that all of the pro and cons are non quantitative, so we have to resort to qualitatively argue our points - which is why this is not TC.
Last edited by manly : 04/30/08 at 5:15 AM.
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04/30/08, 6:08 AM
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#254
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King Hippo
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Ok I'm getting a bit tired of this Fire vs Arcane debate so I'll bring something else up that I was just reminded of reading this.
I often see a point being brought up about how it is the end of the world if you lose the AB debuff. The argument usually being that you lost a lot of time and dps by having to reramp it. What noone takes into account is that arcane is very good at making up for lost dps. Yes by reramping you lose dps, but at the same time the ramp up is a lot more efficient and it buys you mana to do more dps later. So in context of arcane saying losing the debuff is bad just because it has lower dps is not good enough.
Now for the usual Arcane/Frost not dropping debuff is probably optimum, depending on exact conditions, but still the loss is not as big as people make it sound. What was more interesting to me is what I found out last week when I tried something in Rawr. For deep arcane the optimum choice is ABAMx3+FrB cycle. We will all agree that overlapping the debuff is not 100% and can fail because of pushbacks. So what I wanted to see is what the cost is of having the debuff drop to make a better estimation of what option is better taking this uncertainty into account.
When talking about what is better to use for arcane we've established in the 2.3 thread that one has to look at the dpm tradeoff against AB, the lower dpm tradeoff meaning a better conversion. With my gear I get 2.99 dpm tradeoff for ABAMx3+FrB (ABAM3FrBCC in Rawr). The cycle that many are suggesting and also used in magegraf is alternating AB and AM (ABAM in Rawr). This cycle has a tradeoff of 3.3 dpm, a better alternative with AM on clearcast and ramping with AB-AM (ABAM3CC) has a tradeoff of 3.17 dpm. Now the interesting thing I found is this. If I adjust the ABAMx3+FrB cycle to not overlap the AB and make it always start from full duration it has a tradeoff of 3.11 dpm. So while obviously not utilizing the debuff is not reasonable, even if you lost it each time the dpm conversion is still better than other alternatives.
So while for Arcane/Frost using cycles is not as benefitial (specially because you don't get the OO5SR effects you get with AM), when you do lose the debuff it's not as bad as it looks like.
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04/30/08, 12:30 PM
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#255
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Von Kaiser
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I too don't see much point in the great war of arcane vs fire - it really comes down to personal preference. I have a problem at the moment, not so much with the theory on my - admittedly, very easy to calculate/play fire spec - but with an optimal gear setup for it. I've toyed around with various spreadsheets, and stumbled on the following from Rounced on the previous page of this thread (which is the same as my list) - I'd just like to know what everyones planning to do gear-wise. Remember there's also a dagger announced from either M'uru and Kiljaeden, albeit it's obviously still unconfirmed!
Originally Posted by Rounced
Best in Slot for 2/48/11
4T6 - Helm, Bracers, Belt, and Boots
Amulet of Unfettered Magic
Council Cloak
Robes of Ghostly Hatred
Amice of the Convoker
Gloves of Tyri's Power
Leggings of Calamity
2x Ring of Ancient Knowledge
Hex Head
Skull
Wand of Demonsoul
Grand Magisters Staff of Torrents.
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04/30/08, 12:39 PM
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#256
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Piston Honda
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With that gear on a 360 second Brutallus fight with a 400mp5 Shadowpriest, Elemental Shaman, using Elixirs and Brilliant Oils and all buffs I'm showing 2421dps. That's also without using AB cycles (since interruption will cause the debuff to be lost and cost you too much dps to be reliably used) and with gemming to make sure the Meta gem will be activated.
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Your assumptions are fire-friendly.
1) Try it with a resto shaman instead of an elemental shaman, which is more optimal for an arcane mage. Or compare elemental with a fire mage to resto with an arcane mage.
2) Arcane mages can benefit greatly from an innervate. Now, the ability to *get* an innervate is situational, but don't be shocked if it isn't even being used, or is being used inefficiently (saving the druid 1.5g on a mana pot) on many fights you are currently in (I have seen mages embarassed by making the argument that innervate is better for a healer when the innervate is being wasted on the parses the mage uses to point to the superiority of their pet spec). I would agree that it isn't safe to assume an innervate, but it should be recognized that if an arcane mage can get one their dps goes through the roof, and that the innervate to the arcane mage can situationally be in the best interests of the raid.
3) If you can eliminate fire mages, locks can drop COE and you get 1 more curse of doom. If you are viewing spec choice as a function of raid optimization rather than individual dps optimization (and you should be), this counts in favor of arcane.
I agree on the limitations of arcane, and won't be getting into an arcane/fire p*****g contest. But I still don't think arcane's potential has been fully pushed yet. I think "viable but situational" is a fair description.
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04/30/08, 12:52 PM
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#257
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Piston Honda
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Manly said:
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But should you want to know, vashj favors firespec for killing striders - you never need to move at all.
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Its a minor point, but I have done arcane/frost on strider dps. It kicks ass.
Yes, range is a pain in the ass, but:
1) You have no threat problems whatsoever and can therefore start dps a lot earlier.
2) Can easily work frostbolts into the AB rotation to keep a chill up, with minor dps loss. (Yes, you can argue that fire can do this too with a 2/48/11 spec, but then your range superiority argument goes out the window, as the fire mage has to stay in 30 yard range for frostbolts, just like the arcane mage does).
3) Can easily tweak your frost tree to include permafrost and/or frostbite with no discernable loss in dps, while increasing the survivability of the kiters and reducing the need of other dps classes to reposition.
4) You have the flexibility to work on the elemental adds if necessary, unlike a frost mage.
5) Arcane mages have a lot of burst flexibility which is very nice on striders. Any fight where the damage needed is "bursty" benefits arcane as the bursty damage is spread over a smaller denominator of effective dps uptime.
6) repositioning isn't *that* hard with blink and all the snares on the striders.
7) There is a very good chance you will have 2t5 at this stage of your progression, and with that bonus and no T6 arcane dps has a major advantage on fire.
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04/30/08, 1:37 PM
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#258
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Soda Popinski
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All I said was rebutting the argument specifically talking about range 'not being an issue' to which I gave the vashj counter-example. And your post does show that you have to deal with range (hint: you mentioned blink). The point isn't about whether or not arcane can do well on vashj, or whether or not arcane can cope and use its burst dps to make up for the issue - but in the grand realm of thing, range is an issue. As I said, its a really minor point I didn't even bring up in the first place.
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04/30/08, 1:45 PM
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#259
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Piston Honda
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Range is definitely an issue for arcane on many fights, including Vashj. Good mages can plan ahead and reduce the extent to which its an issue, but I would certainly be doing more dps on Vashj if I had another 6-11 yards to play with.
The most annoying fight for arcane that I have encountered so far is Leo, and its entirely due to range problems when he whirlwinds.
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04/30/08, 4:26 PM
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#260
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Von Kaiser
Gnome Mage
Burning Legion
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Originally Posted by Aldor
Alright lets go with some anti-arcane arguments I have heard.
"Arcane has to downgrade gear to remain viable"
"AB ramping is bugged"
"Anything that Arcane can scale with such as +damage +crit, Fire scales with better"
"Arcane doesn't have range and an extra 10 Yards makes a hug difference"
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The trouble here is that we have a "straw man argument" -- the person you're quoting (manly, "I don't think I can answer that. I can give you facts. I can give you TC. But in the end you make the judgement call and go with your own pick.") doesn't actually say any of those things. Normally a straw man argument is merely sloppy debate technique, since you're really responding to your own version of your opponent's argument rather than his. However since you successively quote manly, the insert and reply to the these straw man arguments, then continue to quote manly and offer your responses, you create the deceitful impression that these are his words too. Since you need your straw man to drag the debate back to a question of the absolute value of arcane versus fire (rather than the "judgement call" that formed the actual thesis you're replying to) it is even more distorting.
I apologize if this comes off trolling but I consider it a fair rebuttal to a poorly supported argument. I am also very uncomfortable with someone attributing false quotes to another and think it should be pointed out.
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Originally Posted by Kyth
The only true error is in not learning how to make your second kill better.
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04/30/08, 4:38 PM
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#261
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Glass Joe
Undead Mage
Blackwing Lair
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Originally Posted by Ivorthemage
Range is definitely an issue for arcane on many fights, including Vashj. Good mages can plan ahead and reduce the extent to which its an issue, but I would certainly be doing more dps on Vashj if I had another 6-11 yards to play with.
The most annoying fight for arcane that I have encountered so far is Leo, and its entirely due to range problems when he whirlwinds.
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Yes the range is annoying but if you're not topping the meters on Leo as Arcane you are doing something wrong. Yes the 30 yard range is annoying but no other class can compete with AB spam, and thats all you should be doing this fight, the whirlwinds give you ample time to run around a regain a lot of your mana. As arcane I have never not crushed this fight, as is the case with every boss which allows you to regen mana like this such as Supremus.
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04/30/08, 4:46 PM
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#262
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Rawr
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So, dropping the Arcane vs Fire debating, lets get back to actually interesting TC.
Someone posted on the Blizz forums that there was a bug in 2.4.2, that if you used the spell queuing system to chain cast a spell, you could keep casting at whatever hastened speed you started the chain at. I've confirmed using Quartz that this does not happen on Live, but I'm not on the PTR. Should be easy to test, using Quartz on the PTR. Chain cast Frostbolts with Icy Veins and see if your speed goes back up to 2.5 (or slightly lower if you've got some passive haste) once IV wears off.
Remember, this was posted on the Blizz PTR forums, so it's quite possible (likely) that the poster and half dozen people that confirmed it were just retarded, but figured it'd be worth bringing up here.
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04/30/08, 5:10 PM
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#263
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Soda Popinski
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Originally Posted by Astrylian
So, dropping the Arcane vs Fire debating, lets get back to actually interesting TC.
Someone posted on the Blizz forums that there was a bug in 2.4.2, that if you used the spell queuing system to chain cast a spell, you could keep casting at whatever hastened speed you started the chain at. I've confirmed using Quartz that this does not happen on Live, but I'm not on the PTR. Should be easy to test, using Quartz on the PTR. Chain cast Frostbolts with Icy Veins and see if your speed goes back up to 2.5 (or slightly lower if you've got some passive haste) once IV wears off.
Remember, this was posted on the Blizz PTR forums, so it's quite possible (likely) that the poster and half dozen people that confirmed it were just retarded, but figured it'd be worth bringing up here.
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If what you say is true, I am getting myself a [Mystical Skyfire Diamond] metagem, and bringing back my [Mind Quickening Gem]. This change would result in immediate fix, as I can very very easily picture 1s fireball spam (and of course, the resulting dps).
edit: maybe it only applies to channelled spells. if that is the case, AM spam w/ 11 frost would be the superior spec to own them all.
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04/30/08, 5:44 PM
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#264
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Piston Honda
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Yes the range is annoying but if you're not topping the meters on Leo as Arcane you are doing something wrong. Yes the 30 yard range is annoying but no other class can compete with AB spam, and thats all you should be doing this fight, the whirlwinds give you ample time to run around a regain a lot of your mana. As arcane I have never not crushed this fight, as is the case with every boss which allows you to regen mana like this such as Supremus.
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On Leo I am far less concerned about topping the charts in terms of dps than I am in having all cooldowns and full mana bars up and ready to go when he hits 15%, as that is the only challenging part of the fight (Leo still wipes us occasionally as we use our SSC nights partially to gear up alts and backup raiders). Its annoying as hell to blow arcane power only for him to do his pinball impression in the opposite corner of the room.
That said, I am usually in top 2 for dps on this fight even not trying to top the meters for the reasons you mention. We have an extremely good destruction lock and the two of us are fighting for the top spot on almost every boss. He usually gets me on this fight.
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04/30/08, 8:35 PM
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#265
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Von Kaiser
Undead Mage
Twisting Nether
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Originally Posted by Ivorthemage
Manly said:
Its a minor point, but I have done arcane/frost on strider dps. It kicks ass.
Yes, range is a pain in the ass, but:
1) You have no threat problems whatsoever and can therefore start dps a lot earlier.
2) Can easily work frostbolts into the AB rotation to keep a chill up, with minor dps loss. (Yes, you can argue that fire can do this too with a 2/48/11 spec, but then your range superiority argument goes out the window, as the fire mage has to stay in 30 yard range for frostbolts, just like the arcane mage does).
3) Can easily tweak your frost tree to include permafrost and/or frostbite with no discernable loss in dps, while increasing the survivability of the kiters and reducing the need of other dps classes to reposition.
4) You have the flexibility to work on the elemental adds if necessary, unlike a frost mage.
5) Arcane mages have a lot of burst flexibility which is very nice on striders. Any fight where the damage needed is "bursty" benefits arcane as the bursty damage is spread over a smaller denominator of effective dps uptime.
6) repositioning isn't *that* hard with blink and all the snares on the striders.
7) There is a very good chance you will have 2t5 at this stage of your progression, and with that bonus and no T6 arcane dps has a major advantage on fire.
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If we're talking strider kiting, I actually find that its more efficient to have a 2/48/11 or something close to that for it. What I ended up doing was speccing for impact (10% chance to stun on fire spell hit) and then into permafrost as well. If you wanted to take it a step further (like my guild did) we had at least one mage spec for imp blizzard, netting 75% slow speed on the strider and then in between periodic rank 1 blizzard casts he would spam scorch for lots of impact hits.
Obviously this is not a thread focused on strategies for strider, Im just pointing out that there are other specs that are competitive or even better in terms of dealing with the striders, we could probably argue points either way but what it probably will come down to is the theme that Manly has mentioned before with regards to arcane vs fire. Its pretty much just going to be a matter of preference.
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"Time is like a monkey, you think its there and then its gone eating a banana."
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04/30/08, 11:50 PM
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#266
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Von Kaiser
Dwarf Paladin
Burning Legion (EU)
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As a pure frostmage, I know that maybe many of you will ignore me, but still i need to ask this in order to improve myself.
How are you calculating the dps gain from AToI in rawr?
As a mage with around 40-45 normal critrate, I assume that the buff from AToI is more or less 90% up.
At the same time rawr is telling me, that the actuall dps gained from this trinket is 34 and for hexx its 78.
Here is a link to my armory The World of Warcraft Armory
Slightly offtopic, since I am already here.
Do you stack Skull or Hexx with Icy Veins???
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05/01/08, 1:49 AM
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#267
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King Hippo
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Rawr.Mage uses a 2nd order approximation for AToI. Meaning that it first estimates the uptime based on normal haste and then recomputes the uptime using the adjusted average haste including AToI proc. It also takes into account that for non-instant spells the spell immediately following the proc is not affected by it. For any more specific details you can check in the source (Rawr.Mage/Spell.cs BaseSpell.CalculateDerivedStats).
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05/01/08, 2:19 AM
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#268
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Von Kaiser
Troll Mage
Shadow Council
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Originally Posted by Mystz0r
I too don't see much point in the great war of arcane vs fire - it really comes down to personal preference. I have a problem at the moment, not so much with the theory on my - admittedly, very easy to calculate/play fire spec - but with an optimal gear setup for it. I've toyed around with various spreadsheets, and stumbled on the following from Rounced on the previous page of this thread (which is the same as my list) - I'd just like to know what everyones planning to do gear-wise. Remember there's also a dagger announced from either M'uru and Kiljaeden, albeit it's obviously still unconfirmed!
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If we're talking about optimal gear for 2/48/11 (based on the gear discovered so far in 2.4, anyway), I'd avoid building a set around the Grand Magister's staff. It has so much spell hit by itself that the spell hit on otherwise optimal gear choices ( [Loop of Forged Power], [Mana Attuned Band], etc.) goes to waste. Plugging stats for a mage with optimal Hyjal/BT gear (4T6, Illidari Cowl, Zhar'doom, Belt of Blasting, to note the particulars) and full raid buffs/consumables into Lhivera's calculator, we get:
1 spell hit = 1.51 damage
1 spell crit = 0.81 damage
1 spell haste = 1.15 damage
Of course, stat equations are imperfect and change depending on gear; it seemed sensible, therefore, to draw equations from an optimal pre-Sunwell gear set, so as to determine how best to utilize the new Sunwell gear. Applying these values to the staff (with 3x [Reckless Pyrestone]), the equated damage value is 434.44. That's barely above the value of Sunflare+ [Heart of the Pit] (428.80), a combo which derives none of its DPS from spell hit. This suggests gear should be optimized through the 1H+OH combo, to avoid exceeding the spell hit cap (preserving the value of spell hit from other sources).
Based on the set of all known 2.4 gear (which, it must be noted, is subject to change based on future Sunwell gear discoveries), I see the following as the optimal gear set:
4T6 (Bracers, Belt, Boots, Gloves)
Sunflare + [Heart of the Pit]
[Wand of the Demonsoul]
[Robes of Ghostly Hatred] (or [Sunfire Robe] for tailors)
[Cowl of the Illidari High Lord]
[Leggings of Calamity]
[Amice of the Convoker]
[Amulet of Unfettered Magics]
[Cloak of the Illidari Council]
[Loop of Forged Power]
[Mana Attuned Band]
[The Skull of Gul'dan]
[Hex Shrunken Head]
Some explanation is in order:
- With the exception of the T6 gloves and [Heart of the Pit], the above are all best-in-slot choices, and the entire set offers 161 spell hit rating. Based on the stat equations, the Heart is slightly weaker than [Chronicle of Dark Secrets], but the Chronicle would have placed the set at 178 spell hit rating, well above the cap. Comparing all "best-in-slot" items with spell hit rating to the top choices for those slots without spell hit suggests the Chronicle is the optimal piece to swap out (to avoid wasting spell hit). I'll exclude the T6 pieces, since those need to be balanced for the 4T6 bonus (and all but the gloves are best-in-slot items anyway).
[Chronicle of Dark Secrets] (89.30) vs. [Heart of the Pit] (81.05) = 8.25 damage loss
[Mana Attuned Band] (99.28) vs. [Ring of Ancient Knowledge] (79.65) = 19.63 loss
[Cowl of the Illidari High Lord] (153.53) vs. [Helm of Arcane Purity] (130.98) = 22.55 loss
[Loop of Forged Power] (104.19) vs. [Ring of Ancient Knowledge] (79.65) = 24.54 loss
* [Amulet of Unfettered Magics] (102.70) vs. [Hellfire-Encased Pendant] (76.01) = 26.69 loss
* Jewelcrafters may come out ahead by keeping the Chronicle and swapping in [Pendant of Sunfire] (101.50) for the Amulet, creating a set with 163 spell hit rating.
- For 4T6, since the new Sunwell pieces (Bracers, Belt, Boots) are all best-in-slot items, choosing the fourth piece boils down to comparing the +damage value of the remaining T6 options to the corresponding non-T6 best-in-slot items. Using the Theorycraft-o-Matic equations again, the following suggests that (at least for now) the smallest sacrifice for the 4T6 bonus comes from choosing the T6 gloves:
[Gloves of Tyri's Power] (127.12) vs. [Gloves of the Tempest] (114.15) = 12.97 damage loss
[Cowl of the Illidari High Lord] (153.53) vs. [Cowl of the Tempest] (130.20) = 23.33 loss
[Robes of Ghostly Hatred] (177.38) vs. [Robes of the Tempest] (149.42) = 27.96 loss
[Leggings of Calamity] (185.53) vs. [Leggings of the Tempest] (142.63) = 42.90 loss
[Amice of the Convoker] (140.07) vs. [Mantle of the Tempest] (96.07) = 44.00 loss
Once again, this could all change depending on future gear discoveries in Sunwell. But for now, this appears to be the optimal gear set for 2/48/11.
5/3 UPDATE:
The new M'uru loot has changed this setup. [Ring of Omnipotence] (96.97) comes in just behind [Mana Attuned Band] (99.28) in spell damage value. That means the new M'uru ring should replace the ZA ring, and [Chronicle of Dark Secrets] should replace [Heart of the Pit], since the damage gap between the offhands was larger (8.25 for offhands compared to a mere 2.31 for rings). Also, [Shifting Naaru Sliver] (102.10) appears to be a clear upgrade over [Hex Shrunken Head] (88.17).
So for this setup:
[Ring of Omnipotence] replaces [Mana Attuned Band]
[Chronicle of Dark Secrets] replaces [Heart of the Pit]
[Shifting Naaru Sliver] replaces [Hex Shrunken Head]
(160 spell hit total, excluding gems)
Last edited by Zephriel : 05/03/08 at 10:49 PM.
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05/01/08, 6:16 AM
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#269
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Von Kaiser
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Cool, thanks for that good post,  .
I have a slightly different priority on the order of upgrades, in terms of damage upgrade from the various pieces of Sunwell loot: [Amice of the Convoker] > [Sunfire Robe] > [Leggings of Calamity], which might be explained by the fact that Sunfire Robe obviously is better than Ghostly Hatred - I'll double check this when I get home from work. I'll just take tier6 parts on the go, being sure I always maintain the 4 pc.
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05/01/08, 6:44 AM
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#270
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Space for rent, call 11833 for more information
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Originally Posted by Zephriel
Gear and Explanation
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With your gear, and the following buffs:
Imp. MotW, BoK, AI, Wraith of Air Totem, Imp. BoW, BoS, Molten Armor, Flask of Pure Death, Superior Wizard Oil, 23 Spell Dmg Food, Imp. Scorch, CoS, CoE, JoW, BL, Destru Pot, Flame Cap, Drums
I get 2215 DPS for a 360 sec Figh (wth 250 mp5 Shadow priest), 2280 with 350 Mp5.
My own gear selection goes like this:
4 pieces T6 (Belt, Bracers, Boots, Head)
[Grand Magister's Staff of Torrents]
[Wand of the Demonsoul]
[Amulet of Unfettered Magics]
[Amice of the Convoker]
[Cloak of the Illidari Council]
[Robes of Ghostly Hatred] (or [Sunfire Robe] for tailors)
[Sunfire Handwraps]
[Leggings of Calamity]
[Loop of Forged Power]
[Ring of Ancient Knowledge]
[The Skull of Gul'dan]
[Hex Shrunken Head]
With this setup you have 165 Spellhit and you get 2211 DPS with a 250mp5 Shadowpriest, 2261 with a 250mp5 Shadowpriest, so my setup is a little behind yours, but 4 dps wont be noticable, its one crit more or less. I choose this setup because except the Robe you can get everything on the first 4 bosses, for Sunflare you will have to wait until KilJaden, which for my guild is a long long time away. Naturally if there is a Cloak Drop with Spellhit on it, you get serious problems because you are already capped, so this setup is more like what you can get for KilJaden and after you killed him, you can switch to Zephriels setup.
Last edited by Carnivean : 05/01/08 at 8:20 PM.
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05/01/08, 7:07 AM
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#271
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Glass Joe
Draenei Shaman
Kazzak (EU)
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Originally Posted by Carnivean
With this setup you have 165 Spellhit and you get 2211 DPS with a 250mp5 Shadowpriest, 2261 with a 250mp5 Shadowpriest, so my setup is a little behind yours, but 4 dps wont be noticable, its one crit more or less. I choose this setup because except the Robe you can get everything on the first 4 bosses, for Sunflare you will have to wait until KilJaden, which for my guild is a long long time away. Naturally if there is a Cloak Drop with Spellhit on it, you get serious problems because you are already capped, so this setup is more like what you can get for KilJaden and after you killed him, you can switch to Zephriels setup.
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Depending on if you have the Skull and on which Sunwell pieces you have gotten so far the staff can be a sidegrade at best to Tempest + Chronicle or Illidans staff. I personally have enough trouble already dropping hit for other stats when our elemental Shaman is in the raid.
Overall it feels like my DKP would be better spent on more meaningful upgrades while leaving the staff to others who might lack hit or a t6 level weapon.
Is there a working link on Sunflare as curse seems to be down at the moment?
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05/01/08, 7:17 AM
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#272
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Von Kaiser
Undead Mage
The Forgotten Coast
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The question is, can you use heart of the pit and tempest of chaos, and just hold your horses for the 2nd or third sunflare to drop? I can.
If you can too, then clearly its the superior build and leaves more room to play with hit/ele shamans. Replacing sunwell loot is not high on my priority list.
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05/01/08, 10:42 AM
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#273
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Glass Joe
Gnome Mage
Argent Dawn (EU)
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Originally Posted by manly
Why do you need hit cap ? He casts dampen magic every minute and the buff lasts 2 min. Drimk one major arcane protection potion, PW:S, mana shield on the pull, and you can survive one full AM tick if you get a resisted spellsteal. I don't buy unto that argument.
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Not to mention that you usually have 2 chances to cast Spellsteal before he casts his bolt on you. Which, if you have 16% chance to be resisted, is 2,56% of all pulls.
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Make love, not war!
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05/01/08, 12:50 PM
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#275
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Von Kaiser
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The new haste weapons beg the question of trying to mix in more weapon swapping. Any idea if the length of a combat weapon-swap global cooldown is affected by haste, such that you could put on a haste weapon with scorch/fireblast to give the haste bonus to the following fireball? Or would it cause a full GCD that clips off whatever might be gained?
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