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06/27/08, 5:48 PM
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#1501
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Don Flamenco
Draenei Priest
Auchindoun (EU)
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For 10-man instances, I'd question the value of any tallent taken purely for 'raid synergy', simply because you will struggle to find enough classes drawing on that synergy to truly justify it. 10 classes and 10 slots means an average of 1 of each class, 1/3rd of each spec. So how many people are getting SIGNIFICANT buffs from imp. scorch? If you're lucky, 2. And thats assuming you're deep fire and benefitting from it as well. Frost mage/Death knight synergy might be effective, but is it regular enough to be worth taking an otherwise inferior spec? I'm not saying frost is inferior, I don't beleive it will be. But the point is, is it worth modyfying your spec based on a CHANCE you might be grouped with a destro lock (fire), frost knight (frost), boomkin(arcane) or whatever. The only 2 possible outcomes of this that I can see are either:
1) Everyone respecs before any given 10-man raid in order to maximise efficiency/synergy, or
2) Everyone specs for best personal contribution to the raid and throws synergy to the wind.
Personally, I think the 2nd option is more likely (which currently means arcane is your friend in 10mans, offering competative DPS and other functions for the raid).
Although, a frostfire build the can buff imp. scorch AND WC might just be enough all-round synergy (and personal DPS) to be worth taking.
On the subject of tanking in 10-mans; I'd like to think that 1 dedicated MT and 1 OT (possibly off-spec) would be best. The warrior tallent vigilance to me seems to be perfectly suited to 10-mans; throwing on an off-tank who might not otherwise be ideally spec'd for the role (ret paly in prot gear, DK that skipped some tank tallents, whatever). Bringing 2 full prot classes with little functionality in DPS is far from ideal (even though prot warrior in WotLK looks like a far more capable DPSer than they are currently, with better AP scalling and more damage on abilities).
I guess we'll see how it pans out.
PS: Christ Lance is the best name for a spell ever. My hat goes off to the gentleman above who came up with it.
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OMNOMNOM.
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06/27/08, 6:44 PM
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#1502
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Bald Bull
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You're kinda assuming that you're drawing 10 people at random out of a 25-man raid, or at least an inconsistent group out of a larger one. The third option is that you have a tight raiding group of maybe 12ish people, and you know what sort of synergy you can continually expect. If you know that your mage is consistently fire, and your priest is consistently holy, your destro warlock is better off with a fire build. If you know your DK specs frost and your group has low mana synergies you'd be really inclined to consistently run a Frost build. And so forth.
It's definitely true that some of the smaller synergies that come at a high cost will not see much use in 10-mans. In particular, I'm looking at Blood Frenzy, Expose Weakness, and Malediction. Arms builds in general might see some more use due to the relative paucity of MS effects in the same group, and affliction could hopefully stand on their own, but those effects in themselves become much more composition-sensitive. Hell, some raids may even see a melee group with an enhancement shaman and no windfury totem.
PS Isn't that the Lance of Longinius? (And no, Eva did not originate that term)
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06/27/08, 7:01 PM
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#1503
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Don Flamenco
Draenei Priest
Auchindoun (EU)
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Originally Posted by PSGarak
You're kinda assuming that you're drawing 10 people at random out of a 25-man raid, or at least an inconsistent group out of a larger one. The third option is that you have a tight raiding group of maybe 12ish people, and you know what sort of synergy you can continually expect. If you know that your mage is consistently fire, and your priest is consistently holy, your destro warlock is better off with a fire build. If you know your DK specs frost and your group has low mana synergies you'd be really inclined to consistently run a Frost build. And so forth.
It's definitely true that some of the smaller synergies that come at a high cost will not see much use in 10-mans. In particular, I'm looking at Blood Frenzy, Expose Weakness, and Malediction. Arms builds in general might see some more use due to the relative paucity of MS effects in the same group, and affliction could hopefully stand on their own, but those effects in themselves become much more composition-sensitive. Hell, some raids may even see a melee group with an enhancement shaman and no windfury totem.
PS Isn't that the Lance of Longinius? (And no, Eva did not originate that term)
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I don't really have a lot to go on with this, but my assumption is that the kind of people who are forming tight, regular setups are the kind that are hitting 25-mans. It just seems like a more hardcore mentallity to me and since 25-mans are going to give better loot, I'd assume they would be harder and hence more suited to such hardcore folks.
Its only my gut speaking now, but I figure 10-mans would be more casual and therefor people hitting them would see more alts, players with lesser playtime swapping in/out throughout a raid week, etc. I guess there would be a demographic of folks with a dedicated 11-12 man setup but the way 10-mans are going right now it just seems to me that its way more casual than that.
This touches on my one anoyance with the proposed - that 25-man raids will be more rewarding yet more challenging than 10-man content. Has any 10-man player ever said they wanted an easier ride for less reward? I'd gladly enter a 10-man instance thats of equal difficulty to a 25-man or, hell, even harder difficulty for the sake of getting equal quality loot. I'm not sure where they get this idea that 'More people = harder'. The only challenge that comes from getting 15 more people in the raid is dealing with all the drama. Difficulty of content is entirely maleable by blizzard beyond that.. Should players really be rewarded for putting up with more people in their raids?
But I digress. Christ lance is the funniest name I've heard since 'hellfire man-parts'
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OMNOMNOM.
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06/27/08, 10:38 PM
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#1504
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Don Flamenco
N/A
Undead Mage
No WoW Account
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More people is always more difficult. Witness the latter half of Sunwell, where a single mistake from any person in the raid can (and frequently will) lead to a wipe. Getting perfect play from 25 people is inherently more difficult than getting perfect play from 10 people.
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06/28/08, 12:44 AM
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#1505
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Piston Honda
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10mans are a far different animal from 25mans. In 25mans, generally you have 10-12 classes purely there for utility (tanks, healers, whatever gimmick the fight requires), and the other 13-15 classes are there JUST to dps.
In 10mans, generally you have 2 tanks (one can be an OT to fill both dps and utility) 2-3 healers, and 5 dps... but dps almost ALWAYS has an innate utility that they're brought for. Whether it's a fight gimmick that requires specific classes and sometimes even specific talent specs (Wizard of Oz event in Karazhan is a perfect example), or whether it's common utility (polymorph, banish/enslave, traps, etc).
10man instances, especially when they're progression-level, are FAR less forgiving in terms of class makeup, so you can't get to the point where you're bringing 4-5 WG mages, because you won't have the required utility to make it through. As the poster above put it, it's very hard to build a lot of raid synergy in 10man instances... so my advice for mages (all classes, really) is to spec for best personal performance for the 10man setting.
As it stands right now, were I to make a frostfire bolt build designed PURELY for 10man raids, I don't think I'd even take WG.
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06/28/08, 1:18 AM
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#1506
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Piston Honda
Draenei Shaman
Argent Dawn
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Originally Posted by Nyoghta
In your example, you are assuming mage armor, arcane mediation and arcane concentration.
You are going to want 51 points in fire to get all single target dps increases... [snipped]
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If Burnout doesn't get a better bonus, then it will suck for single target DPS. That was already true because 33/38/0 is better. If Burnout gets buffed, then the damage increase from it would be greater than the damage increase from Molten Armor and IV. Of course, getting all 3 would be best, but that's going to be terrible for anything other than very short burst fights or Vael 2.0.
Anyway, the mana penalty on Burnout isn't the deal breaking portion of it. With less conservative estimates for the mana regen and a less mana efficient spec, you lose some DPS time in longer fights, but you'll gain IV for quick fights. That's a trade off I'd rather not make.
I don't foresee Molten Armor being used by anyone except in quick fights or trash. 3% crit will be worth very little compared to 30% mana regen while casting. Maybe for frost DPS specs. Not sure.
And until the actual abilities hit live, we won't really be able to tell whether Burnout is better or not. For the most part, it is going to be better in short fights, while endurance fights will call for a different spec. That isn't a new thing. Fire requires a shadow priest currently to be any useful in longer fights, while frost can go for 20+ minutes with just a shaman and JoW. Fire isn't an endurance tree to begin with and Burnout just makes it more apparent. You'll still be able to go about 6-8 minutes without a shadow priest come WotLK, using pots and evocate. Stacking more spirit will make it better. Stacking haste will make it worse (and 2.5s fireballs would be retarded for fire, especially at entry level raiding).
Like you said, we differ in opinion about whether it will be a useful talent. I figure it will be worth taking if I go that deep in the fire tree. Given the state of the other trees, it doesn't look good, but we've still got time for Blizzard to fix things.
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06/28/08, 9:20 AM
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#1507
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Von Kaiser
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So Tom Chilton basically confirmed Frostfire bolt will be affected by frost and fire talents in the WotLK dev panel today. Looks like an elemental or tri-spec will be the way to go, probably a 0/33/38 spec to get Winter's Grasp and Molten Fury, maybe 33/11/10 + 17 tri-spec as a WG leech.
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06/28/08, 11:13 AM
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#1508
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Bald Bull
Orc Death Knight
Frostwhisper (EU)
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This has been discussed quite a bit. You neglected 50-fire specs to get to Burnout.
Ultimately, unless we're looking at arcane spec, FFB will also offer a very nice alternative to mages for those pesky immune mobs. While a FFB as frost or fire may not be as good as a FrB or FiB at the same spec, it'll definitely allow us more options than the 100g trip to org.
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06/28/08, 11:50 AM
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#1509
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Von Kaiser
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Originally Posted by Pintofbrew
This has been discussed quite a bit. You neglected 50-fire specs to get to Burnout.
Ultimately, unless we're looking at arcane spec, FFB will also offer a very nice alternative to mages for those pesky immune mobs. While a FFB as frost or fire may not be as good as a FrB or FiB at the same spec, it'll definitely allow us more options than the 100g trip to org.
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I left out 5x fire spec due to the "fix" which guts the usefulness of burnout. The previous math by Lhivera shows deep fire falling behind even Arcane. With, I would assume, an expected nerf to Winter's Grasp, I can only see Frostfire bolt specs pulling ahead.
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06/28/08, 1:06 PM
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#1510
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Glass Joe
Human Mage
Shadow Council
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Originally Posted by Jonny_Monroe
I figure 10-mans would be more casual and therefor people hitting them would see more alts, players with lesser playtime swapping in/out throughout a raid week, etc. I guess there would be a demographic of folks with a dedicated 11-12 man setup but the way 10-mans are going right now it just seems to me that its way more casual than that
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I don't think it's reasonable to compare current 10-mans to upcoming 10-mans which will have a full progression path of their own through the end of the content. Assume dedicated teams doing that line beginning to end with toons (the normal meaning of alts doesn't necessarily apply here) to swap in and out as needed for given fights, even given whatever the gear disparity ends up being. Currently it is "Kara on farm, do ZA, recruiting more for Gruul [or SSC/TK]" and while the equivalent will still happen it'll no longer be the only option.
Obviously stacking five mages for the new ten mans is unlikely (if WG is *that* good, yipes) but a pool of 20+ well geared toons over 12-14 players can and will happen. The sets already exist and are raring to go--I'm part of one. That's why I'm interested in the smaller synergy builds/groupings and brought it up in the first place. Hadn't seen much number crunching on the small group numbers and wanted to toss it to wolves, as it were.
Ten does seem like a lousy choice though on Blizzard's part. Twelve would allow far more class variation and synergies while staying closer to the 25-man designs (and maybe not crippling those going the other way), without fatally borking letting those running small for whatever reason into the content.
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06/28/08, 1:09 PM
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#1511
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Bald Bull
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Originally Posted by TurtleSludge
I don't think it's reasonable to compare current 10-mans to upcoming 10-mans which will have a full progression path of their own through the end of the content. Assume dedicated teams doing that line beginning to end with toons (the normal meaning of alts doesn't necessarily apply here) to swap in and out as needed for given fights, even given whatever the gear disparity ends up being. Currently it is "Kara on farm, do ZA, recruiting more for Gruul [or SSC/TK]" and while the equivalent will still happen it'll no longer be the only option.
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I think it's a very good bet you will see some small, tightly-knit progression-oriented guilds forming around 10-man raids, putting the same kind of time into the content that 25-man-oriented progression guilds do currently.
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At Veridian Dynamics, we can even make radishes so spicy, people can't eat them. But we're not, because people can't eat them.
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06/28/08, 2:02 PM
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#1512
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Glass Joe
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Have you guys read any of the WWI news?
News from the WWI '08 WoW Dev panel - WOW Insider
Mages
Will get a Frostfire bolt to make Elementalists more viable.
Note that each class had 3+ points except the mage class.
In the QA section:
"Now that every other class has CC, what are you going to do so that Mages are more viable?"
Make sure their damage is competitive. They are "sidelined" by Warlocks now. Intended for Mages to be kings of AoE but Seed of Corruption was too effective. Scale up Mage damage, make sure they can overtake AoE.
Is anyone else really deflated with this lack of direction or information.
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06/28/08, 2:07 PM
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#1513
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Piston Honda
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I find the information given reassuring. They understand our issues, have identified them, and are presumably going to address them. The lack of specifics matters less than intent.
A while back on the official forums Lhivera point blank posed a question to Blue as to their intentions for the direction of the class. Many mages felt they had lost their identity in TBC. This statement is a satisfactory response to that question and gives mages a mission statement and a clear idea of what the developer intent is.
Last edited by Deedre : 06/28/08 at 2:08 PM.
Reason: Grammar
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06/28/08, 3:17 PM
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#1514
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Glass Joe
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Kalgan on BC mages in BC: "jaw dropping damage"
Kalgan on WotlK: "raw, unadulterated damage"
They seem to have hit the nail on the head. Little has changed from their opinion and the facts of what leaks we have to date. Too me having little information or changes means they are happy with the current state of the class.
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06/28/08, 3:23 PM
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#1515
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Don Flamenco
Draenei Mage
Lightbringer
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Originally Posted by Kludge
Kalgan on BC mages in BC: "jaw dropping damage"
Kalgan on WotlK: "raw, unadulterated damage"
They seem to have hit the nail on the head. Little has changed from their opinion and the facts of what leaks we have to date. Too me having little information or changes means they are happy with the current state of the class.
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Agreed. I don't mean to be completely negative, but most of us have been around on this pony ride once before. Promises of candies and flowers are just that - promises.
Best to work with what little substantive information we have than kick back and say it's all good "because Chilton said so."
=)
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