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07/08/08, 4:54 AM
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#1801
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Don Flamenco
N/A
Undead Mage
No WoW Account
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Mage DPS without a shadow priest does not drop to zero. It's quite possible to DPS without one, it's just not as good. I've cleared all of T5 and T6 (recently, mind you) without a shadow priest, and while it isn't ideal, caster DPS without group support is no worse than sticking a rogue or warrior in a shitty group. Mana is not a crutch in the way you're making it out to be.
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07/08/08, 5:12 AM
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#1802
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Don Flamenco
Draenei Priest
Auchindoun (EU)
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Our current belief with hot streak (single target) is that the 'free crit' it gives you counts to the next stack. How I *think* this may work in the combat log would be like this-
-Fireball1 cast
-Fireball1 launches
-Fireball2 cast
-Fireball1 lands(crit)
-Fireball2 launches
-Fireball3 cast
-Fireball2 lands(crit)
-Fireball3 Launches
-Fireball4 cast
-Fireball3 lands(crit) ---------- At this point you have 3/3 hot streak buff. Heres where we get 2 possible methods of outcome
Fireball4 Launches, crit is calculated as it leaves your hands and hot streak stacks are consumed.
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Fireball4 lands(crit) - new stack starts.
ALTERNATIVELY
Fireball4 Launches, crit is calculated as it leaves your hands, but buff persists untill the spell lands (Not likely, but similar to how combustion works).
Fireball4 Lands (crit) - Buff is consumed, new stack starts at 1
If the second method is in play, we can squeeze a fireblast in before the fireball lands as we do with combustion and get 2 crits off hot streak, putting 2 buffs on the next hot streak stack for free. If the first method is the one in play, which I believe is more likely, then it still may be possible to 'pre-cast' a fireblast and have 2 spells benefit from hot streak.
If either 'trick' is possible, it makes hot streak a far more potent tallent. Someone needs to get on the beta and test these things, really.
On another topic; is there any merit to an FFb build that takes deeper arcane for spell power, ignite AND ice shards (can also get shatter if theres a WG to leach)? I'm assuming its a bug that arcane tallents don't affect FFb.
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OMNOMNOM.
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07/08/08, 5:47 AM
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#1803
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Hand Wind Only
Orc Death Knight
Frostwhisper (EU)
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Manly: You may want to add "how long does Netherwind proc last before it's timed it's self out" to that list. As well as "will Arcane Potency still affect two spells if they leave your hands at the same time?" because with half the spells in a cycle ABarr and the other half partially instant anyway, we're looking at a fairly large sum of Fireball+NW-Fireball or Fireball+ABarr going off on the same Clearcast charge, greatly amplifying the crit gained from Arc. Pot.
Arazan: Your armory links to a character with no rep with either Ashtongue Deathsworn or Scale of the Sands. I'm sorry I have to say this, as it's the kind of thing reserved for WoW forums and other useless places, but this is clear indication you do not raid in 25-mans. In a 10-man it is very reasonable you do not get an SP, indeed it is reasonable there isn't one in the raid at all, but having you quote me and go "whoa, whoa, whoa, Fire mages are entirely dependent on super mana pots, gems on every cooldown, and evocation up until they get the level of gear where they're hit capped AND have crit rates in the 30%s AND be in a group with a shadowpriest" is quite irrelevant.
Firstly, I don't care about how fire mages are before they reach hitcap. You can and should reach hitcap before you're done with Karazhan. My alt lock reached the mage hitcap before I raided once with BoE gear and gemming.
Secondly, you mistakenly assume crit rate somehow magically affects mana. A bullshit-geared mage will have perhaps 29% crit, a high-crit geared mage will have perhaps 5% more than that. That's a grand total of a mousefart more than 1.2% cheaper spells overall. This is negligible.
Thirdly, currently, in a raid, the game is very, very simple:
Do you have an SP? -> Mana is Irrelevant
Do you not have an SP -> There is all sorts of shit you have to compromise on, depending on length of fight and JoW.
This results in a scenario where "mage without SP = non competitive" meaning you won't even get a spot if there's no SP to feed you, unless you're farming some gimp boss where DPS doesn't matter, in which case you won't care about being sub-optimal to start with.
Hence, what I said: While Raiding the Mage Doesn't Care about Mana. This should and will be changed. Whether or not he cares about mana when he's wearing bullshit gear I'm simply not interested; You'll be wearing sub-standard crap for what? One month? Two? You'll be raiding 25s for over a year. How you experience raids at the lowest rung of the raiding ladder is completely inconsequential.
Jarlyn: The difference between Destro Pot/Flamecap is night and day versus managem/evo/Marmor/manapot. It most certainly is possible, no doubt, but it is not competitive.
Last edited by Pintofbrew : 07/08/08 at 5:53 AM.
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"i like farm pot, even only 1 gold drops from a pot, i will still farm it anyway for nothing just to hear the crisp sound. this is a superb playing style that you can't understand."
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07/08/08, 6:01 AM
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#1804
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Von Kaiser
Human Priest
Emerald Dream (EU)
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Originally Posted by Draele
Personally I feel like the entire concept of having bosses immune to a school of magic is just silly. Frostfire Bolt shouldn't even be a necessity. Maybe it's bleeding over into the realm of the other thread about respecs but this seriously damages character spec identity. We need to stand up and tell Blizzard "I'm a fucking Fire Mage! No I'm not going to respec. Fire *is* my character."
Respeccing is fine and even having easy respecs is okay too I suppose, but to *expect* people to respec for certain encounters because you explicitly designed the encounter to encourage respecs (IE making the boss immune to Fire) is the most ridiculous idea I've ever heard. We don't need encouragement to play in different ways. This game has been around long enough that people have found their niches. We don't need Blizzard to tell us "Okay, that's enough of playing that spec for now. We want you to switch for XYZ encounter." People are Frost/Fire/Arcane/etc for a reason. They enjoy it. You don't need to artificially control people's spec choices.
It's just silly.
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I think an encounter with for example an add immune to a random element spawning every 30 seconds where you'd be able to use your main spells most of the time, but there would still be a reward to using other spells, would be a good implementation of immunities.
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07/08/08, 6:05 AM
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#1805
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Don Flamenco
N/A
Undead Mage
No WoW Account
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I'm fully aware mage DPS having to use all mana regen consumables + evo is not competitive. My point was that putting in a mage in a shitty group is no worse than putting any other DPS class in a shitty group. Everyone needs group buffs to produce maximum DPS, mages are no better or worse than anyone else in this regard.
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07/08/08, 6:11 AM
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#1806
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Piston Honda
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/rant
Developers and people reviewing their ideas (us) should look at what they do by examining:
a) What is the objective of the thing in question
b) Does it meet that objective
Look at Frostfire Bolt with this logic, what is its objective? Assuming they want an elementalist to be used in pve that means that Frostfire Bolt should either...
a1) Be the highest raid dps spec for mages
a2) Be some psuedo alternative to respeccing for immunity fights.
Unfortunately, these both are unacceptable solutions:
b1) If FFb is the highest dps spec and is cast like a fire spec (8x(?),Scorch), there's no point to having fireball or frostbolt on your bar in PvE.
b2) On immunity fights, it has to be 100% of the same dps of whatever you used to be casting. Assuming mage damage is based on a perfect platform where we are perfectly slotted into raids, if that 100% is 101% we should always be that spec (a1), or do 99% and sit for a class/respec into something that can do that 100%.
This is precisely why im wondering if there's something extremely crucial we're missing about the spell. I really hope blizzard isn't doing either of those. We got a new bolt with TBC, its called Arcane Blast, and look at it now. Why do we need another one.
I also continue to not understand Blizzard's idea about what's the highest dps spec, does blizzard just want all of us to be mathmaticians, go to EJ forums, TC the highest dps spec, and exclusively use it for the rest of the expansion like TBC? Since scaling finally happened, where's/what's the point of all the Arcane mages out there? DPS Feral Druids? Affliction Locks? Mutilate Rogues? We TCed, we turned the magical key on the door hiding the best dps/pvp spec, where do the rest of the trees/specs stand?
Another thing about mana/spirit is its INHERENTLY flawed. You either have enough mana, or not enough. On a given boss X, if you say gem/enchant spirit in wrath 95% of the time you'll either a) Have enough mana anyways or b) Not have enough mana. This spirit thing worries me.
//Edit: Pint examined this better
/end rant
Btw @ Jarlyn, mages are the exception when we're out of mana, we do ~400 dps when oom with no alternatives compared to rogues/warlocks who can continue doing ~1800 in a shitty group
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07/08/08, 6:18 AM
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#1807
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Hand Wind Only
Orc Death Knight
Frostwhisper (EU)
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Originally Posted by Jarlyn
I'm fully aware mage DPS having to use all mana regen consumables + evo is not competitive. My point was that putting in a mage in a shitty group is no worse than putting any other DPS class in a shitty group. Everyone needs group buffs to produce maximum DPS, mages are no better or worse than anyone else in this regard.
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Absolutely. And if anyone thinks we're buff dependent, take a gander at what Rogues need to perform their utmost:
i Hunter's Mark
BoK
BoM
BoS
MotW
WF tot
Str tot
Possibly Agi Tot from twisting
Battle Shout
Unleashed Rage
Sunder Armor
Faerie Fire
Blood Frenzy
Expose Weakness
i LotP
i SotC
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"i like farm pot, even only 1 gold drops from a pot, i will still farm it anyway for nothing just to hear the crisp sound. this is a superb playing style that you can't understand."
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07/08/08, 6:27 AM
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#1808
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Bald Bull
Blood Elf Paladin
Echo Isles
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I also continue to not understand Blizzard's idea about what's the highest dps spec, does blizzard just want all of us to be mathmaticians, go to EJ forums, TC the highest dps spec, and exclusively use it for the rest of the expansion like TBC? Since scaling finally happened, where's/what's the point of all the Arcane mages out there? DPS Feral Druids? Affliction Locks? Mutilate Rogues? We TCed, we turned the magical key on the door hiding the best dps/pvp spec, where do the rest of the trees/specs stand?
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I was under the impression that a combination of a lot of things make some specs better than others depending on the content you're doing RIGHT NOW:
1. Immunity fights - Molten Core comes to mind, although this is not necessarily a good thing
2. Utility - those Feral Druids provide LOTP and offtanking, that Affliction Lock provides Shadow Embrace and +3% Curse of the Elements
3. Scaling - Affliction vs. Destro isn't nearly as lopsided at Kara/T4 than it is by T6/Sunwell
4. Itemization - before welfare epics made good swords freely available, a lot of Rogues were Dagger because that was what was on-hand. Also, Arcane T5.
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07/08/08, 7:16 AM
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#1809
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Bald Bull
Undead Mage
Bloodhoof (EU)
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While Raiding the Mage Doesn't Care about Mana. This should and will be changed
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I was thinking about this last night. Why should mana be an issue?
Outside of Arcane blast spamming, is there any mechanic in any of the other schools where mana is used for balance? For fire and frost, if you have infinite mana (a.ka. a shadowpriest), you're below a rogue / warlock / hunter. If you don't have infinite mana, you're screwed.
What exactly are they going to change the game so that mana isn't just a huge inherent disadvantage with no upsides to it in terms of raid balance? If all classes were balanced around the idea of "You have a pool of power, once it's gone it's gone" then it wouldn't matter, but given we have 2 DPs classes (and soon to be a third) coming along that don't use mana at all, it doesn't seem right that they make mana a bigger concern for no other reason than "because that's what mana does".
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07/08/08, 8:01 AM
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#1810
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Hand Wind Only
Orc Death Knight
Frostwhisper (EU)
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Mal, I honestly don't know. Every time I think about what's in the dev's minds, the only thing I come up with is how they've -now- got the point.
Look at DKs: They have massive potential adaptability, which, however, should not unballance their performance because it's throttled massively by Runes. Because Runes can't change through an encounter, they effectively get a (in some aspect) respec each time they face a different problem. That gives free-reign to devs to make a multitude of spells/talents/synergies with little fear of overbearing synergy (I'm looking at you, demo sacc.)
This combined with rogue-style short-term throttling, ie. "you can only output N energy per M seconds", means they have two separate ways of controlling DKs. Changing energy req to modulate rate, and changing Rune Req, to modulate adaptability. This is so much superior to the existing systems of mana/rage/energy. Mana is the least functional, sadly, for all but hunters. Because a lot of hunter output is non-mana dependent their "fluctuation" when refering to less or more mana intensive rotations is a lot more competitive. As 100% of our output is mana-dependent, we're in this sad state where:
You may be grouped with "not enough" mana, and may compensate by many ways (pot, gem, evo, armor).
The class is ballanced around having "enough" mana, otherwise you'd be OP in an optimal scenario.
Ergo: Without "enough" mana, which effectively means making mana irrelevant, you're not competitive.
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"i like farm pot, even only 1 gold drops from a pot, i will still farm it anyway for nothing just to hear the crisp sound. this is a superb playing style that you can't understand."
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07/08/08, 8:25 AM
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#1811
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Piston Honda
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Originally Posted by Pintofbrew
Mal, I honestly don't know. Every time I think about what's in the dev's minds, the only thing I come up with is how they've -now- got the point.
Look at DKs: They have massive potential adaptability, which, however, should not unballance their performance because it's throttled massively by Runes. Because Runes can't change through an encounter, they effectively get a (in some aspect) respec each time they face a different problem. That gives free-reign to devs to make a multitude of spells/talents/synergies with little fear of overbearing synergy (I'm looking at you, demo sacc.)
This combined with rogue-style short-term throttling, ie. "you can only output N energy per M seconds", means they have two separate ways of controlling DKs. Changing energy req to modulate rate, and changing Rune Req, to modulate adaptability. This is so much superior to the existing systems of mana/rage/energy. Mana is the least functional, sadly, for all but hunters. Because a lot of hunter output is non-mana dependent their "fluctuation" when refering to less or more mana intensive rotations is a lot more competitive. As 100% of our output is mana-dependent, we're in this sad state where:
You may be grouped with "not enough" mana, and may compensate by many ways (pot, gem, evo, armor).
The class is ballanced around having "enough" mana, otherwise you'd be OP in an optimal scenario.
Ergo: Without "enough" mana, which effectively means making mana irrelevant, you're not competitive.
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A complete overhaul of the mana dps system could essentially copy hunters, using a Wand Autoshot with mostly instant abilities on cooldowns. I don't think this would be well received but could "fix" the mana problems that Mages face.
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07/08/08, 9:02 AM
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#1812
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Piston Honda
Tauren Paladin
Mal'Ganis (EU)
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Originally Posted by Searix
/rant
*ranting*
/end rant
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Maybe it is indeed intended to replace both Fireball and Frostbolt for max single target dps, and therfore, the 25man spec.. But in 5 mans and 10mans there is room for other spec aside max dps. there could be room for aoe heavy deep fire, survival deep frost or anti magic arcane, depending on encounter and setup, of course only if they all bring at least decent dps. And let's not forget about PvP. All those other specs wouldn't use frostfire bolt but their respective nukes but still would be viable in some part of the game. I don't see the problem of banning frostbolt and fireball from your bars, I'm doing that already, because only one of them is viable for every specc. banning both of them is not a major overhaul in gameplay but a bit more color to mage class. One more possible specc which wasn't really viable before, sounds good to me. If it fixes mage dps as a side effect, all the better.
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07/08/08, 9:05 AM
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#1813
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Piston Honda
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Increase mage damage, and a fair bit of this mana issue goes away: homogenization of dps tends to hurt those relying on limited resource mechanics in comparison to classes that don't.
And it is time to ease off on the splash damage and put back meaningful differences in risk between ranged and melee classes. This has gradually disappeared in encounter design, and it is a mistake. I'm not saying go back to the days of 360 degree cleaves, that was absurd on the other extreme. But a major advantage of mana based ranged classes to offset their limited resource was that they were safer and required fewer raid resources in terms of healing. Now you just throw enough shaman and CoH priests to cover the whole raid. Ranged dps requires nearly as much healing upkeep nowadays as melee.
Then it is okay for ranged classes to go oom and manage their mana with some care and you can design the game in such a fashion that they will do so.
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07/08/08, 9:18 AM
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#1814
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Piston Honda
Gnome Mage
Moonglade (EU)
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Actually this makes pretty good sense. Mage DPS has always been more or less about spamming your best bolt. Yea fire rotates a scorch to keep up the debuff, and arcane shifts between two bolts. But if we think about all our raiding pre and post TBC, think about the raw DPS time... How much about that time was 90% about casting one particular spell? Add as much CD management you want to that, the dps was still about a single spell.
If it turns out that fire is the über raidspec in WotLK then serious firemages will be spamming fireballs, if its frost they will be spamming frostbolts and if its FFB they will be spamming FFBs. If this spell indeed makes fire and frost bolts obsolete this is a good chanse for a graphic upgrade as well. FFB might have a cool animation to replace what we´ve been looking at for several years now.
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07/08/08, 9:43 AM
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#1815
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Don Flamenco
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Should add one more unanswered question to the list, which was just brought up on the previous page. Does the new half-duration magic debuff effect from mage armor cause DoTs with an odd number of ticks to perform less than half the ticks, or does it add a "half damage tick" at expiration of the DoT to exactly halve the overall effect?
Originally Posted by Pintofbrew
Arazan: Your armory links to a character with no rep with either Ashtongue Deathsworn or Scale of the Sands. I'm sorry I have to say this, as it's the kind of thing reserved for WoW forums and other useless places, but this is clear indication you do not raid in 25-mans.
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Have you ever heard of Gruul, Magtheridon, Serpentshrine, or The Eye? You know, the content the vast majority of raiders were stuck on until the attunements to T6 were removed because less than 10% of raiders have ever managed to kill Kael according to WowJutsu (and a fair amount of those only went back to kill him after getting some T6 gear to make it easier)? Even without attunements less than one third of the people who have killed a boss in SSC or The Eye have killed anything beyond 3/9 BT and 2/5 Hyjal.
I know WowJutsu has its inaccuracies, but at least on my server I see the percentages bear out pretty well in practice. I'm on a slower progression server, and we only just had our first Illidan kill about two months ago. No one's killed Brutallus. You vastly underestimate the time people will be wearing gear below the highest tier in the game.
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Hence, what I said: While Raiding the Mage Doesn't Care about Mana. This should and will be changed. Whether or not he cares about mana when he's wearing bullshit gear I'm simply not interested; You'll be wearing sub-standard crap for what? One month? Two? You'll be raiding 25s for over a year. How you experience raids at the lowest rung of the raiding ladder is completely inconsequential.
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MOST raiders are in guilds where they'll be raiding with "crap" (read: T5 or worse) gear rather than the amazing (read: T6+) gear for more like 1.5 years of TBC's 2 year run. You're assuming everyone has access to 24 other people who aren't complete morons. Most of us don't, especially those of us on the 30% of servers or so with such slow progression most of the best players transfer away for greener grass. I myself was in a guild that fell apart when we couldn't kill Kael for 4 months of solid attempts, and then started working a night shift schedule which allows me to raid with none of the guilds I can find on any server. So I'm stuck with an Armory which, to you, says I've never stepped foot in a 25-man raid despite the fact I have no gear upgrades outside T6.
And how, exactly, does this make someone's math any worse, anyway? Someone's gear is worse than yours, so their opinions must be crap. Thanks for your armory assumptions. Take them back to the WoW forums where you said yourself they belong.
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Jarlyn: The difference between Destro Pot/Flamecap is night and day versus managem/evo/Marmor/manapot. It most certainly is possible, no doubt, but it is not competitive.
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I've never as a deep frost mage in T5 content seen the ability, even with a shadowpriest, to destro pot. I haven't raided since the JoW bug with frostbolt was fixed, so perhaps a JoW would provide the extra mana needed to last 10 minutes chaincasting without pots/gems. When I raided, every cooldown was used on mana pots and gems, and in many fights even mage armor and evocation were necessary. How exactly this is "not caring about mana" as you complain, I have no idea. You can't react to a lack of mana AFTER the fact like a warlock can (evocation notwithstanding, but even that should be used at 35%, not 0%); you have to be continuously vigilent so you DON'T RUN OUT LATER in the fight. This doesn't make it less of a factor than for a rogue who purposefully runs out and then waits for energy to come back, or a warlock who runs low and then lifetaps it back, it just makes it different. Using every cooldown on mana regeneration is very much caring about our mana pool, and even if access to T6-clad shadow priests "fix" this issue and allow us to not care about mana regen anymore, that is not, as you assert, the raids and gear you'll have access to after just 1 or 2 months.
Edit: If the issue is that mage dps is seen as uncompetitive WITHOUT destro pots, then that's easy enough to fix. Bring mage dps up to the line when using every cooldown on mana, and let destro pots bring dps ABOVE the line. Then balance mana use and regeneration to where you'll never be able to use a destro pot in a long fight you don't outgear. This is a different issue than "mana doesn't matter", though.
Last edited by Xentropy : 07/08/08 at 9:55 AM.
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