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05/15/08, 9:42 AM
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#16
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Piston Honda
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Originally Posted by thedopefishlives
If you're quaffing a Flask of Blinding Light, getting Imp CoS, have Sunfire on your weapon, etc., then it's possible that AM will be situationally more powerful than Frostbolt. I just wanted to mention that even fully talented, AM does not scale as well as Frostbolt does.
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Not debating the scaling. Frostbolt does scale better than AM. I went back and rechecked after our last discussion and it turns out that the big determining factor is not +hit, as I'd thought, but rather the extra 172 damage on AM from Spellfire. Frostbolt scaling does overcome this in the t6 range, but for most situations while wearing spellfire, AM is equal or better in terms of DPS and the dpm varies by JoW or no JoW, as mentioned. This is significant because spellfire is best in slot in terms of dps until well into t6, particularly if you're stacking int.
Basically, Spellfire==investigate 50/0/11 in your raid environment. No Spellfire == 40/0/21 always.
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05/15/08, 11:27 AM
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#17
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Bald Bull
Human Paladin
Darksorrow (EU)
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Originally Posted by Alvira
Part 2D: About about cooldowns and what to cast during bloodlust and AP?
All this goes back to arcane wanting to spam AB the whole fight. While arcane power is extremely good, it sucks up even more mana if you are spamming ABs during AP. And throw in bloodlust, and the mana consumption goes up even more.
The first AP is usually not an issue. This usually happens before you need to evocate, so you will have no problems timing it with that first bloodlust and spamming AB. I believe the main issue comes if the fight is long enough for the AP cooldown to be up, and for a second AP to come in. Similarly, when the bloodlust cooldown is up, and cast a second time.
Most arcane mages will have enough mana for that first AP powered AB spam. It’s the second that is the key issue here. If you have the gear, and mana support to be able to AP, AB through the second bloodlust. Then all the more power to you. But what if that would prove difficult? Then, the debate is whether it is better served casting frostbolts, or fireballs, etc during the AP, bloodlust period because you can’t afford the mana to AB spam. Some would even argue that it is so important to time this right, that you have to lapse into a low mana spell sequence BEFORE you reach this stage, intentionally saving up the mana for this part. Again, this is subject to debate and discussion. Given the danger of over compensating and ending up with excess mana. I am personally the believer that if you know you can’t AP,AB spam the second bloodlust without having to go to extreme lengths before that, then go with a filler spell sequence spam instead. Or possibly, forgo the second arcane power instead. It’s a whole discussion in itself, and I am just starting it off.
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The only discussion is if BL gets you under the GCD, should you still spam AB with AP during it, or go to <filler spell>?
If that's not the case, it will always be better to stack AP, BL and whatever other CDs you have, while spamming AB, because AP increases your DPM, so do other +spell damage on use trinkets, while spell haste CDs/trinkets will just allow you to cast more increased DPM ABs.
Last edited by gcbirzan : 05/15/08 at 11:28 AM.
Reason: generic filler spell,not frostbolt
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05/15/08, 11:36 AM
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#18
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Soda Popinski
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Originally Posted by Alvira
I am not so sure that it is that easy to plan DPM head of time for each boss. Each boss has a certain total time it takes to finish, which might vary dramatically depending on whether you had one or more people die during the fight. And your own DPM may change depending on which group you were placed in for different fights. So, all this may result in the fight taking longer or shorter than what you expected, and your own mana regeneration being more or less than what you expected.
Thus, I am not sure its that easy to plan DPM ahead of time.
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You just pointed out one of the ways to plan your DPM ahead of time. There are many possible strategies, this is just one of them.
You can have a conservative playstyle (ie: try to keep mana for the end in case the fight extends). Try means obviously that you err more towards the side of high DPM at the start. See, this is the problem with all simulators. They do their job fine but they do assume a static fight duration. I am not saying this is incorrect on their par, but in practice we do not know ahead of time the true fight duration. We may have a rough idea, but its never precisely that. With this said, it also means that if you follow to the letter any simulator given rotations to the letter, you're likely to end up, in practice, with a sub-optimal result, simply because the fight duration probably won't match. They'll give you a 'close enough' result. I think ultimately, and this is not something TC-based but more something I would do instinctively, I would rather, as a player, opt for an overall strategy that takes variable-kill-time into account, rather than come up shorthanded with no real answer to it. My strategy will never be optimal, but it will be far more flexible. I am not pretending one approach is better than the other, but personally I far prefer my way of doing things (obviously).
You can also take the reverse strategy, which is more focused around high burst at the start, and err more towards medium-high DPM towards the end, allowing a 'cleaner' kill with near-zero mana. This 'strategy' is closer to what you want from a pure 'max dps' perspective, but it is also the least flexible. It will better react to a faster-kill-than-planned (good), but will fail a lot harder if the reverse happens.
There is also the other other strategy which I used to use. Problem is, this is more or less easy to do, particularly since they added icy veins. If your current_mana (out of the total_mana_available_over_entire_fight) matches roughly the boss HP, you will never theorycally run out of mana and finish the fight at 0 mana. It means that if you have 40k mana available over a 10 min fight, it means at 5 min mark you should have used 20k mana. It also means you use 40k mana at 10 min. Of course, this strategy ignores totally DPM. Maybe it is more of a 'guideline' that ignores DPM spikes.
Of course, you can also do a bit of both, but those are just the major guidelines.
If anything, you can always plan some parts of a fight ahead of time. What you want is roughly 2 things:
1- have guidelines to know ahead of time mana incomes (something that can easily be calculated mentally)
2- have guidelines about the mana used on every cycle
If you prefer, the first first thing I would check on my outline is:
1- how much mana total do I regen on average every 20, 30, 40 and 60 seconds. (this is important to easily compute cycles)
2- how much mana do I consume during a AB-spam AP/lust, during AB-spam IV, frostbolt spam. Please note that personally when doing this, the goal is to make live decisions on the spot during a boss encounter, so you want to keep things simple. It also means that I would avoid taking into account the mana regen during the cycle -- only take into account how much mana I consume.
------
I requested that the number of points brought up in the OP are too many. I know I already said it in my earlier post, but I think this sums it best:
In any case, having a thread with no real focus is like a conversation with no topic.
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<Eej> YOU"RE GONNA PULL
<Eej> IF YOU SQUEEZE OFF ANOTHER ARCANE BLAST
<Spectear> You've obviously never played with Manly.
<Spectear> That's hardly a reason to stop DPS.
Very Manly Staff
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05/15/08, 1:05 PM
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#19
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Don Flamenco
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Originally Posted by Sakku
hello,
For my first post here, i'll copy-paste something i posted elsewehere 
trying to get some answers by math, etc. If you can help  (sorry for my bad english  )
warning, long.
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Very interesting idea. But just my 2 cents on this. An arcane mage with two piece T5 can also use moten armour, drums, destrution pots if its really that short a fight. And the arcane mage has the option to have some filler spell sequenecs to conserve mana.
So, while there is some increased mana cost that comes with the T5 bonus, the arcane style of play accomodates this for the most part. I mean, even with the increased cost, we can spam AB most of the fights in MH and BT. The increased mana cost of AB is something that I suspect most arcane mages have come to live with and accept along with the necessity of two piece T5.
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05/15/08, 1:19 PM
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#20
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Don Flamenco
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Originally Posted by Pintofbrew
Alvi, your post is hugely long and makes my eyes hurt. You need to work in some headers, font sizes, perhaps some colours. You need to organize it into chapters and make it easy to read for first-timers. When I get undergraduate coursework to correct that looks like this, I mark it down simply because it doesn't help the reader understand.
Also, many of the questions you pose have already been answered. How to weave AB-AM, whether AM on CC is beneficial and under which circumstances is it not have all been discussed. Can arcane-fire work, are elixirs better than flasks.
All in all with some more work to shape-up this first post you may have an informative arcane-spec FAQ which many have been looking for.
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I will update the opening post in thread as it progresses. Have put in headers bolded and underlined. About answers to many of the points I raised. The thing is I have seen them raised here and there all over the place. But have we really come a any difinitive answer on all of the points?
For example, is weaving in frostbolts and not letting the AB debuff fall off the definitive best way to play it as arcane frost? If it was, there wouldn't be so much interest in which filler spell sequences to use.
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05/15/08, 2:15 PM
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#21
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Piston Honda
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I realize that this issue is always thorny, but as a raid leader I'm interested in the following:
How does Arcane/Frost compare to fire in terms of DPS for various combinations of support and fight length. For example, with no support, with just a shadow priest, with just a shaman, and with both, what kind of DPS comparison can one expect in T6 level gear on:
a 4 minute fight? 6 minute fight? 8 minute fight?
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05/15/08, 2:54 PM
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#22
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Bald Bull
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Originally Posted by JaMMi
Double FrB ; custom AB spam length [ ] "Please enter this field the number of AB casts in a row you would like to simulate" ; Rawr will add a double frosbolt to this cycle and calculate the dps"
Single FrB cycle ; custom AB length [ ] "Please enter this field the number of AB casts in a row you would like to simulate" ; Rawr will add a single frosbolt to this cycle and calculate the dps"
Or alternatively ; it is possible for Rawr to run the numbers and tell you whether, for example, 7:2 or 14:1 are better dps using custom fields x and y where y is never greater than 2?
Or ; is the functionality there already?
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What you want is a mix of AB spam and FrB. To force Rawr to give you such a solution (meaning that it is theoretically worse than what it would otherwise give you), just disable the AB cycles option. This way the solution will be some AB spam and FrB. It won't tell you directly what ratio is optimal, but from the time spent on each you should be able to compute the optimum ratio yourself.
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05/15/08, 3:14 PM
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#23
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Piston Honda
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Originally Posted by Alvira
For example, is weaving in frostbolts and not letting the AB debuff fall off the definitive best way to play it as arcane frost? If it was, there wouldn't be so much interest in which filler spell sequences to use.
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If you accept that the best strategy for maximizing damage output is to 1) Not run out of mana and 2) cast as many fully stacked ABs as possible, it's a reasonable approach. The basic idea behind the "as many fully stacked ABs as possible" is that you lose 2 seconds of AB casting time every time you have to restack the debuff when compared to casting 3 ABs fully debuffed**. What the rotations do is put off the decision on whether to AB spam or not as long as possible.
If you permanently had 3 stacks of the debuff up, there'd be no difference between the damage output or mana consumption in casting 20 FrB->10 AB, 10 AB->20 FrB, and 10 AB->2xFrB rotations. Even with the debuff falling off, the 10 AB->20 FrB and 10 AB->2xFrB options remain the same. The only difference is that the AB debuff is maintained all the way through on the rotation option. Since the debuff is maintained, doing 10 AB->20 rotations, and 20 rotations->10 AB is exactly the same, but the last is the better choice because it puts off the decision to fully blow out your mana as late as possible, which minimizes the risk that you'll run out of mana completely if the fight doesn't go as expected and allows you to spend mana when you have more information about how the fight is going.
The weaving strategy will fail in two scenarios:
1) You don't have the regen to sustain AB->2xFrB and would have to revert to pure FrB spam to not go OOM. This can occur in either an excessively long fight or one where you've underestimated the fight length. I solve this by having enough regen. AB->2xFrB is ~900 mp5, subtract spriest, gems, pots and you get ~470 mp5, I'm at 400 now, shooting for 450 before I start stacking +dam. This gimps top end damage in optimal scenarios on shorter fights but limits the worst case scenarios and allows me to push harder towards optimum without the risk of going oom. Is this the best option for pure dps? Not really, but I favor consistency over absolute top end.
2) You overestimate the time remaining in the fight and start your AB spam too late, finishing with more than 0 mana. This can be solved by initiating the final AB spam sequence a bit earlier than necessary and doing a few rotations to finish out.
Now, this does mean that AB->FrB is neither highest dps nor is it best for buying time, but there's no real harm in weaving in 1 FrB if it helps you time the fight as long as weaving only one doesn't force you to FrB spam.
** Of course the mana cost drops which changes dpm and complicates analysis and the behavior of 2t5 further complicates things, I'm not pretending that this is conclusive proof. If the 'remain fully debuffed' advice is incorrect, then we're back to doing 2.1 rotations interspersed with extended AB spam, as suggested by Rawr.
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05/15/08, 3:36 PM
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#24
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Glass Joe
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Newbish question
Hi, just new to the theorycrafting scene and what not, I was curious, from what I have seen, many recommend that you have 2piece T5, for obvious reasons of course, to spec into arcane. I'm simply here to ask, is raiding arcane without 2p T5 a viable raiding build, or should I stick to fire until I get it?
Secondly, For an AB spam playstyle in raids, I assume it is realistically impossible to do full AB spam when you have average raid support (no innervates, 1 SP, 1 sham), without popping pots, am I correct?
And lastly, when you spoke of having 400mp5, I'm quite confused as to how you achieved this, because I'm 50/11 atm, and I managed to only have 200? (In response to post prior to mine).
/bow out of theorycrafters' way.
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05/15/08, 4:03 PM
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#25
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Piston Honda
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You mention getting innervated not just once in your inital post (2E, 2G, subsequent posts). I initially thought of it as a joke but then you continued to mention it. Subsequent posters did not. I have been raiding for as long as anyone here and have experience as a resto druid through 4/5 3/9. Never once has it been acceptable or even a consideration to Innervate a DPS class, and I have raided with a few arcane mages. Is your experience different? Has any mage here gotten an innervate under any sort of serious circumstances? If so, then surely it was restricted to a highly situational encounter (Brutallus?)?
Sorry for the ancillary discussion, I realize there are umbrella-topics being discussed on this first page. Been a while since a new thread has been started and I think you have made a great effort thus far. An arcane compendium was surely needed and will serve as a great resource for mages/RL/GMs.
I realize it can drastically increase your personal dps, but if you don't think Innervate is a serious possibility (and I dare say this "debate" as you put it has never cropped up in the Raiding as a Tree thread), you might consider removing its repeated mentions from your initial post, being a dedicated Theory Craft thread. I've seen it discussed in other mage threads only as a "situational" possibility (I wouldn't be opposed to it, we raid with enough druids). Seems more in the realm of "speculation" rather than a reliable regen mechanic that can be accounted for on a fight-to-fight repeatable basis.
Edit: I lied, this actually cropped up a few pages ago. The conclusion was that the druid would have to gem/gear differently to lower his +heal in favor of regen to Not need his own innervate on any serious encounter. Otherwise, a shadow priest would likely get it first if it came down to a dps class. Overall, the reception of innervating an arcane mage was returned with a raised eyebrow and continuation of other, more practical, discussions.
Last edited by Daedalix : 05/15/08 at 4:27 PM.
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05/15/08, 4:25 PM
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#26
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Piston Honda
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Originally Posted by Teronidas
Hi, just new to the theorycrafting scene and what not, I was curious, from what I have seen, many recommend that you have 2piece T5, for obvious reasons of course, to spec into arcane. I'm simply here to ask, is raiding arcane without 2p T5 a viable raiding build, or should I stick to fire until I get it?
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It's not optimal, but it's doable. The 2t5 bonus is worth ~200 dps when you get it, so if you're comfortable with the heavy consumable use for inferior dps, then your dps won't be embarassing but won't be superb either.
Originally Posted by Teronidas
Secondly, For an AB spam playstyle in raids, I assume it is realistically impossible to do full AB spam when you have average raid support (no innervates, 1 SP, 1 sham), without popping pots, am I correct?
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All discussions here are assuming you're potting on every cooldown--that you start the fight spamming AB and pot as soon as you're down 3000 mana and again on every cooldown.
Originally Posted by Teronidas
And lastly, when you spoke of having 400mp5, I'm quite confused as to how you achieved this, because I'm 50/11 atm, and I managed to only have 200? (In response to post prior to mine).
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You stack int and wear gear with spirit on it. If you regemmed all your gear with +int gems and used adepts+draenic, you'd have 321 mp5 I5SR when fully raid buffed.
Last edited by grayrest : 05/15/08 at 4:33 PM.
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05/15/08, 4:28 PM
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#27
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Deeper Shade of Blue
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Originally Posted by Daedalix
You mention getting innervated not just once in your inital post (2E, 2G, subsequent posts). I initially thought of it as a joke but then you continued to mention it. Subsequent posters did not. I have been raiding for as long as anyone here and have experience as a resto druid through 4/5 3/9. Never once has it been acceptable or even a consideration to Innervate a DPS class, and I have raided with a few arcane mages. Is your experience different? Has any mage here gotten an innervate under any sort of serious circumstances? If so, then surely it was restricted to a highly situational encounter (Brutallus?)?
Sorry for the ancillary discussion, I realize there are umbrella-topics being discussed on this first page. Been a while since a new thread has been started and I think you have made a great effort thus far. An arcane compendium was surely needed and will serve as a great resource for mages/RL/GMs.
I realize it can drastically increase your personal dps, but if you don't think Innervate is a serious possibility (and I dare say this "debate" as you put it has never cropped up in the Raiding as a Tree thread), you might consider removing its repeated mentions from your initial post, being a dedicated Theory Craft thread. I've seen it discussed in other mage threads only as a "situational" possibility (I wouldn't be opposed to it, we raid with enough druids). Seems more in the realm of "speculation" rather than a reliable regen mechanic that can be accounted for on a fight-to-fight repeatable basis.
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When I was raiding as Arc/Frost I got them all the time from our Druid tank. I would whisper him for one and if it was available and no healer had died he would hit me with it. Only encounter I could count on getting it though was for Brutallus.
I would never ask for one for one of our resto druids but in fights with transitions where our feral can pop out and innervate and where healers won't need it, it seems like a great thing to do to avoid it just being wasted and not used.
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05/15/08, 4:55 PM
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#28
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Banned
Human Mage
Balnazzar (EU)
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Re: Innervates.
If they're not going to be used otherwise, then sure get your druid friends to innervate you. As an arcane mage you not only benefit hugely from it (400% of my spirit regen as I stand in Shattrath after raid [buffed] 2468 per 5) but also you can turn the mana into damage ; and effectively "dump" the mana onto boss in the form of damage.
If raid mana is high, and an innervate is going to waste - then you wouldn't really be doing your job if you didn't have a druid on /r for quick innervate requests.
Times change ; I personally would never have imagined a day when mages were awarded innervates ; but when you remove prejudice and think about how many times an innervate isn't used... its almost a positive thing that now it can be used in a productive way.
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05/15/08, 4:59 PM
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#29
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Banned
Human Mage
Balnazzar (EU)
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Originally Posted by grayrest
You stack int and wear gear with spirit on it. If you regemmed all your gear with +int gems and used adepts+draenic, you'd have 321 mp5 I5SR when fully raid buffed.
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I used mana oil on Teron tonight as a trial so I had 441 mp5 while casting. Its easily achievable ; the real skill is in using Rawr and your own testing to ensure that you don't gimp your damage output to achieve it.
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05/15/08, 8:19 PM
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#30
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Bald Bull
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Coping with uncertain fight duration
You can say that you can't generate optimum result if you don't know the fight duration. Another way to look at it is if you know what the optimum is under different durations you are better prepared to handle the reality. One thing one will notice is that optimum sequence does not change drastically when making small changes to fight duration. Most differences will occur as result of additional cooldowns becoming available.
I'll show an example analysis for my specific case using sequence reconstruction in Rawr. It is good to know at least an approximate fight duration. If you don't know whether it is going to be 3 minutes or 10 minutes then all bets are off. Let's say we're expecting a 5 minute fight. Then it is reasonable to be prepared for anything between 4-6 minutes. I'll show the sequence reconstructions as computed by Rawr and give an interpretation of them. In some cases you'll see some suboptimal suggestions which I'm still working on improving, but it's good enough to get a general sense.
Starting with 4 minutes the optimum sequence is:
00:00.000: Heroism+Icy Veins+ABAM3FrBScCC (16121 mana)
00:20.000: Heroism+Arcane Power+Hex Shrunken Head+Arcane Blast (15352 mana)
00:25.230: Mana Potion (13121 mana)
00:25.230: Heroism+Arcane Power+Hex Shrunken Head+Arcane Blast (15521 mana)
00:29.590: Mana Gem (13661 mana)
00:29.590: Heroism+Arcane Power+Hex Shrunken Head+Arcane Blast (16061 mana)
00:35.000: Heroism+Hex Shrunken Head+Arcane Blast (13753 mana)
00:40.000: Arcane Blast (11861 mana)
01:14.750: Evocation (2743 mana)
01:23.770: Arcane Blast (16121 mana)
01:35.200: ABAM3FrBCC (13121 mana)
02:19.460: Arcane Blast (14636 mana)
02:25.230: Mana Potion (13121 mana)
02:25.230: Arcane Blast (15521 mana)
02:32.320: Mana Gem (13661 mana)
02:32.320: Arcane Blast (16061 mana)
03:09.240: ABAM3FrBCC (6374 mana)
03:20.760: Icy Veins+Hex Shrunken Head+Arcane Blast (6768 mana)
WARNING: Will run out of mana!
03:25.760: Icy Veins+Arcane Power+Hex Shrunken Head+Arcane Blast (5068 mana)
03:40.760: ABAM3FrBCC (0 mana)
So we start with Heroism burst at the start. One possible consideration when running this in real situation is threat which is not currently considered in the reconstruction. Goal here is to burn mana as fast as possible to get the pot/gem cooldowns going. Further AB burst until we have enough room for Evocation and a bit more to create a sizeable mana gap in anticipation of switch to dpm cycle which is mana negative. Main purpose of the switch to dpm cycle at this point is to prepare for the next AP+IV phase. After enough mana is recovered (or more importantly not burned with AB spam) it switches back to AB spam, and ends with AP+IV burst. You can see here a clear bug at the end as it runs out of mana during AP+IV, while it could move the final AB dpm cycle in front of it (this is a bug in the reconstruction, the cycle solution is guaranteed to have enough mana, it's just a matter of arranging the different cycles in temporal relationship).
Next if we look at 4:30 fight we get:

00:00.000: Icy Veins+Arcane Power+Hex Shrunken Head+Arcane Blast (16121 mana)
00:07.800: Mana Potion (13121 mana)
00:07.800: Icy Veins+Arcane Power+Hex Shrunken Head+Arcane Blast (15521 mana)
00:12.630: Mana Gem (13661 mana)
00:12.630: Icy Veins+Arcane Power+Hex Shrunken Head+Arcane Blast (16061 mana)
00:15.000: Icy Veins+Hex Shrunken Head+Arcane Blast (15151 mana)
00:20.000: Arcane Blast (13451 mana)
01:00.810: Evocation (2743 mana)
01:09.830: Arcane Blast (16121 mana)
02:02.490: ABAM3FrBCC (2304 mana)
02:07.190: Arcane Blast (2464 mana)
02:07.800: Mana Potion (2304 mana)
02:07.800: ABAM3FrBCC (4704 mana)
02:09.400: Hex Shrunken Head+Arcane Blast (4758 mana)
02:12.630: Mana Gem (3910 mana)
02:12.630: Hex Shrunken Head+Arcane Blast (6310 mana)
02:29.400: ABAM3FrBCC (1911 mana)
03:47.800: Arcane Blast (4595 mana)
03:49.400: Heroism+Icy Veins+ABAM3FrBScCC (4175 mana)
04:07.800: Mana Potion (3467 mana)
04:07.800: Heroism+Icy Veins+ABAM3FrBScCC (5867 mana)
04:09.400: Heroism+Arcane Power+Hex Shrunken Head+Arcane Blast (5806 mana)
04:12.630: Mana Gem (4426 mana)
04:12.630: Heroism+Arcane Power+Hex Shrunken Head+Arcane Blast (6826 mana)
04:24.400: Heroism+Hex Shrunken Head+Arcane Blast (1806 mana)
We have a similar structure. Starting with AP+IV burst, evocation, brief switches to AB dpm cycle to conserve mana and end with heroism burst. One thing that changed is the alignment of trinket. 4:30 allows for 3 uses of a 2 min trinket, so we see a change there. If we are planning for 5 minutes then in the 4:00 scenario we probably wouldn't realize in time that fight will be shorter than expected and we would use the trinket whenever it was ready. So that would be one source of suboptimal sequence as a result of unexpected change in fight duration. Other than that the structure is more or less the same. The AP+IV and Heroism bursts are switched, but that choice is more or less arbitrary.
Going on to 5 minute fight:

00:00.000: Icy Veins+Arcane Power+Hex Shrunken Head+Arcane Blast (16121 mana)
00:06.390: Mana Gem (13661 mana)
00:06.390: Icy Veins+Arcane Power+Hex Shrunken Head+Arcane Blast (16061 mana)
00:14.040: Mana Potion (13121 mana)
00:14.040: Icy Veins+Arcane Power+Hex Shrunken Head+Arcane Blast (15521 mana)
00:15.000: Icy Veins+Hex Shrunken Head+Arcane Blast (15151 mana)
00:20.000: Arcane Blast (13451 mana)
01:00.810: Evocation (2743 mana)
01:09.830: Arcane Blast (16121 mana)
01:31.090: ABAM3FrBCC (10544 mana)
02:02.320: Arcane Blast (11613 mana)
02:06.390: Mana Gem (10544 mana)
02:06.390: Arcane Blast (12944 mana)
02:14.040: Mana Potion (10938 mana)
02:14.040: Arcane Blast (13338 mana)
02:39.400: Hex Shrunken Head+Arcane Blast (6683 mana)
02:59.400: ABAM3FrBCC (1436 mana)
04:06.390: Mana Gem (3729 mana)
04:06.390: ABAM3FrBCC (6129 mana)
04:14.040: Mana Potion (6391 mana)
04:14.040: ABAM3FrBCC (8791 mana)
04:19.400: Heroism+Icy Veins+ABAM3FrBScCC (8975 mana)
04:39.400: Heroism+Arcane Power+Hex Shrunken Head+Arcane Blast (8206 mana)
04:54.400: Heroism+Hex Shrunken Head+Arcane Blast (1806 mana)
Again basically the same structure. For 5:30 we have:

00:00.000: Icy Veins+Hex Shrunken Head+Arcane Blast (16121 mana)
00:08.820: Mana Potion (13121 mana)
00:08.820: Icy Veins+Hex Shrunken Head+Arcane Blast (15521 mana)
00:14.290: Mana Gem (13661 mana)
00:14.290: Icy Veins+Hex Shrunken Head+Arcane Blast (16061 mana)
00:20.000: Arcane Blast (14121 mana)
01:03.360: Evocation (2743 mana)
01:12.390: Arcane Blast (16121 mana)
01:43.480: ABAM3FrBCC (7963 mana)
01:54.400: Heroism+Arcane Blast (8336 mana)
02:08.820: Mana Potion (2879 mana)
02:08.820: Heroism+Arcane Blast (5279 mana)
02:14.290: Mana Gem (3209 mana)
02:14.290: Heroism+Arcane Blast (5609 mana)
WARNING: Will run out of mana!
02:14.400: Heroism+Arcane Power+Hex Shrunken Head+Arcane Blast (5569 mana)
02:29.400: Heroism+Hex Shrunken Head+Arcane Blast (0 mana)
02:34.400: ABAM3FrBCC (0 mana)
04:08.820: Mana Potion (3233 mana)
04:08.820: ABAM3FrBCC (5633 mana)
04:14.290: Mana Gem (5820 mana)
04:14.290: ABAM3FrBCC (8220 mana)
05:09.400: Icy Veins+Hex Shrunken Head+Arcane Blast (10107 mana)
05:14.400: Icy Veins+Arcane Power+Hex Shrunken Head+Arcane Blast (8407 mana)
First we notice the suboptimal placement of AB dpm cycle, more of it should be in front of Heroism. Another thing to notice is that this sequence is not really compatible with the plan we should use for 5 minute fight. The suggested order of major cooldowns is IV+Hex=>Heroism+AP+Hex=>IV+AP+Hex. We could rearrange the sequence into AP+IV+Hex=>IV+Hex=>Heroism+AP+Hex. That way we have a more similar structure, but we also see that longer fight duration allows a better variant of AP+IV desyncing and using both with the trinket. In 5 minute fight the IV is not ready yet when we have to use the trinket. Longer duration here allows us to wait with the trinket until IV is ready. Similar to the previous cases it is good to be aware of these nuances. As the fight goes on and we get better estimation of fight duration we can still change our plan. With this rearrangement the plans are more or less the same until the trinket is ready for the second time. At that point we have to make a decision on whether to delay with trinket to pair it with IV or just use it whenever it is ready. In my view it is better to play safe and assume shorter fight and use the trinket as soon as possible. We're balancing between cooldown stacking and the potential option that we won't even be able to use the cooldown if fight ends sooner than expected.
For end let's look at the 6 minute fight:

00:00.000: Icy Veins+Hex Shrunken Head+Arcane Blast (16121 mana)
00:08.820: Mana Potion (13121 mana)
00:08.820: Icy Veins+Hex Shrunken Head+Arcane Blast (15521 mana)
00:14.290: Mana Gem (13661 mana)
00:14.290: Icy Veins+Hex Shrunken Head+Arcane Blast (16061 mana)
00:20.000: Arcane Blast (14121 mana)
01:03.360: Evocation (2743 mana)
01:12.390: Arcane Blast (16121 mana)
01:26.480: ABAM3FrBCC (12423 mana)
02:03.940: Arcane Blast (13706 mana)
02:08.820: Mana Potion (12423 mana)
02:08.820: Arcane Blast (14823 mana)
02:14.290: Mana Gem (13388 mana)
02:14.290: Arcane Blast (15788 mana)
02:24.400: Heroism+Arcane Blast (13136 mana)
WARNING: Will run out of mana!
02:44.400: Heroism+Arcane Power+Hex Shrunken Head+Arcane Blast (5569 mana)
02:59.400: Heroism+Hex Shrunken Head+Arcane Blast (0 mana)
03:04.400: ABAM3FrBCC (0 mana)
04:08.820: Mana Potion (2206 mana)
04:08.820: ABAM3FrBCC (4606 mana)
04:14.290: Mana Gem (4793 mana)
04:14.290: ABAM3FrBCC (7193 mana)
05:39.400: Icy Veins+Hex Shrunken Head+Arcane Blast (10107 mana)
05:44.400: Icy Veins+Arcane Power+Hex Shrunken Head+Arcane Blast (8407 mana)
We see that this is more or less the same situation we had at 5:30 as no new cooldowns become available in this time frame.
Looking at all the examples we see that the big decisions concern cooldown stacking. Should I wait with the cooldown to stack it or use it now when it's ready. Other than this everything stays the same. Start with high mana burst to start the gem/pot cooldowns as soon as possible. After all mana cooldowns are going enter conservation mode anticipating the future bursts. This part is what requires the most experience to do right and has to be performed on the fly taking into consideration your actual external regeneration that is not under your control. In practice it's usually better to err on the side of conserving mana. As arcane it is very easy to burn mana. Even with the highest mana pools you can burn all your mana in about a minute. So until you're almost at the end just make sure that when mana pot/gem is coming ready you have enough room to use them as soon as they are available. After managing your mana becomes second nature then you can start worrying about the other decisions about how to stack cooldowns.
Overall I hope you got the impression that arcane is very flexible in terms of adjusting to uncertain fight duration. The plan remains more or less the same in all situations and as a result you can reestimate the remaining duration of the fight on the fly when you have a better estimate in hand. The key idea to take from this is to use AB spam on all cooldowns if appropriate and use your fillers for mana management in preparation of those bursts.
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