This is OP by a long, long way. Unless it can only be cast on friendly targets, in which case I struggle to see how it can be usefull at all. But on enemy targets? Hello Mr. Warlock, you can pay for my mana shields while I AB you down.
But if its friendly target only, what are you gonna do? call out over voice chat 'Hey, my mana is low can anyone let me use theirs for a while?'... situationally useful in a situation you should be hoping never happens, really.
How mana link would operate in conjunction with mana shield is highly speculative though. The wording suggests only spell casts will drain mana, I highly doubt the damage absorption from mana shield is counting as a spell cast. As for the AB spam, if your opponent actually let's you do it he isn't oom, he's dead.
As far as PvP goes I can't see it as OP unless my mana shield assumption is false, as for PvE though...
Regarding Fireball (Frostfire Bolt) / Scorch / Fireblast rotations to take advantage of Hot Streak chains...
From Radikal's video on his site (Radikal Noise) ignite looks as buggy as ever... is it really worth the inclusion of Fireblast when it nukes your ignite and activates the gcd?
The Pally spell "Holy Wrath" is probably the best test:
Sends bolts of holy power in all directions, causing [ 7% of AP + 7% of Spell Power + 777 ] Holy damage and stunning all Undead and Demon targets within 10 yds for 3 sec.
If a Pally can find a stun-immune Undead or Demon target (maybe that 5-man quest demon on the floating island in NW Netherstorm?) it could be tested there.
How about this test, simply find a rogue and a third player, go to a PvP zone, have the rogue cheapshot, vanish, cheapshot, restealth, cheapshot, etc, until the 3rd player is stun immune.
Now try to deep freeze him.
As far as I know, there are only 3 DR's for stuns: random procs (impact, mace spec stun), Controlled (cheapshot, concussion blow) and Kidney shot (By itself).
SO deep freeze and Cheapshot SHOULD share the same DR and the target should be stun immune when Deep Freeze hits.
If nothing else, at least you'll be able to confirm what Deep Freeze shares a DR with . . .
How mana link would operate in conjunction with mana shield is highly speculative though. The wording suggests only spell casts will drain mana, I highly doubt the damage absorption from mana shield is counting as a spell cast. As for the AB spam, if your opponent actually let's you do it he isn't oom, he's dead.
As far as PvP goes I can't see it as OP unless my mana shield assumption is false, as for PvE though...
I agree with the Mana Shield not being effected by Mana Link. A Warrior or Rogue hitting you at level 70 will chew through a mana shield in about 1/2 a sec if you stand there and take it.
Perhaps the best use of the spell would be to use your instant AoEs. They deal decent damage, can't be spell locked and they use a lot of mana. With Icy Veins you could drain almost 5k mana with just Arcane Explosion is about 8 seconds. Casting and canceling Blizzard could drain 15k mana in the amount of same time.
I wonder how it would interact with Clearcasting. ^_^
I agree with the Mana Shield not being effected by Mana Link. A Warrior or Rogue hitting you at level 70 will chew through a mana shield in about 1/2 a sec if you stand there and take it.
Perhaps the best use of the spell would be to use your instant AoEs. They deal decent damage, can't be spell locked and they use a lot of mana. With Icy Veins you could drain almost 5k mana with just Arcane Explosion is about 8 seconds. Casting and canceling Blizzard could drain 15k mana in the amount of same time.
I wonder how it would interact with Clearcasting. ^_^
Now that's the way to abuse it, although it could be altered in ways to stop such abuse.
As for the torment of the weak confusion, isn't all effects reducing the movement speed of the target labelled as snares?
In which case the wording would suggest it only applies specifically to slow, which seems odd unless they forgot to swap slow and focus magic's places.
Is this business about Mana Link and Mirror Images based on anything other than random speculation based on spell tooltips or what?
Until I see hard evidence, the mirror image thing is air in my view, as much as I would love having three versions of myself barreling down on some metal stick swinging melee.
Originally Posted by Faxmonkey
How about this test, simply find a rogue and a third player, go to a PvP zone, have the rogue cheapshot, vanish, cheapshot, restealth, cheapshot, etc, until the 3rd player is stun immune.
Now try to deep freeze him.
As far as I know, there are only 3 DR's for stuns: random procs (impact, mace spec stun), Controlled (cheapshot, concussion blow) and Kidney shot (By itself).
SO deep freeze and Cheapshot SHOULD share the same DR and the target should be stun immune when Deep Freeze hits.
If nothing else, at least you'll be able to confirm what Deep Freeze shares a DR with . . .
Easiest test, if FoF was working properly, is to have it proc and fire deep freeze on dr boom. Simple.
As a side note, just thought of a particularly devious use of living bomb now if it behaves a certain way. If the knock up works on players even if already in the air, can you imagine a squad of fire mages subtly staggering living bomb. I wonder how high they would bounce, I wonder if they would survive the eventual fall. Probably not likely to get tested, but would be great to know if it behaved this way.
Until I see hard evidence, the mirror image thing is air in my view, as much as I would love having three versions of myself barreling down on some metal stick swinging melee.
Would be nice if something like Mirror Image were the Arcane 41 pointer.
That first explosion is obviously an anomaly, maybe he got a spell power proc from a piece of gear on that one. Regardless, it looks like the DOT gets 65%, the detonation gets 35%. By contrast, Seed of Corruption gets 120% on the DOT, 22% on the detonation. As it happens, Living Bomb's total coefficient is 25% higher than would be expected from a 12-second DOT, while Seed of Corruption's is 20% higher than would be expected from an 18-second DOT.
Still, this seems to be more than high enough to make it worth the GCD for single-target DPS (at gear levels similar to what Ronwyn is using, DPCT is about 18% higher than Fireball). The question is whether it's worth the mana.
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.
Still, this seems to be more than high enough to make it worth the GCD for single-target DPS (at gear levels similar to what Ronwyn is using, DPCT is about 18% higher than Fireball). The question is whether it's worth the mana.
As long as it does enough damage to justify the global then at the very least it gives something to dump mana on, particularly during Molten Fury range if we find ourselves with an abundance. Though the duration limits its use in that manner, so it would likely need to be used more proactively early if we predicted a glut of mana.
Yapp, with its current wording it only procs of damage that is absorbed. Alltho the name sounds fitting Magic Absorbtion gives you spell resistance and any damage it mitigate counts as resisted. If they however changes Incanters absorbtion to proc of absorbed AND resisted damage both that and Magic Absorbtion would be a lot more interesting talents. Especially since incanters absorbtion would be a very nice talent for any fight you are forced to wear heavy resist gear. Stats get gimped but you resist a lot of damage and get spelldamage buffs to compensate.
Plopp plopp kaboom! This is an intelligent signature.
Not sure if it's been mentioned, but mana shield has been changed to drain 1.5 mana per point of damage, so with 2/2 MA, you're looking at a 1:1.05 ratio of damage prevented to mana drained.
Also, Fingers of Frost is still completely broken.
Not sure if it's been mentioned, but mana shield has been changed to drain 1.5 mana per point of damage, so with 2/2 MA, you're looking at a 1:1.05 ratio of damage prevented to mana drained.
When Mana Link is introduced, we can start celebrating. Until then you just kinda sigh at the ability and wonder what they're thinking.
Errr, what changed about Arcane to make it "sucks cos it lacks DPS talents?" The tree didn't change in the sense they didn't remove any DPS talents at all! In fact, if AB continues to proc missile barrage, itsn't that a DPS increase?
They didn't change anything. The Arcane tree has been terrible for 4 years, your first 25 points are 4 DPS and 21 fillers points.
Which is why Arcane Missiles are a waste of time and mana. Which is why Arcane Barrage is terrible compared to Fire/Frost even with a 50% higher coeefficient than any other instant. Which is why basic unstacked Arcane Barrage does no significant damage.
Originally Posted by Jonny_Monroe
If the DPM is so good do you really need to get frost channeling? Can't you take some of the nicer looking arcane 'utility' tallents? prismatic cloak or magic abs? 50/3/15(+3) is what i'm playing with right now but I need to see how raid mana consumption works out.
The problem is that it still costs a truckload of mana. It does 50% more damage than other other arcane stuff, but also costs nearly 50% more.
Even with Frost channeling, it still burns about 2.2k mana in 5 seconds.
Spirit grants you about 650mp5, JoW ~500 mp5, BoWtotem ~200 mp5, Pot/Gems ~200 mp5, Mana Pool/Evocation about ~550 mp5.
That's just rough estimate and assumes high gear, being pretty generous with spirit/intellect. You won't make that in blues.
Frost Channeling is about 250 mp5 in there. Master of Elements is about 140 mp5 and you lose Icy Veins.
You can probably get by without 18 Frost at some point. It's like always being a few steps behind in terms of mana.
On another note - the change to pushback makes you not lose your Blast debuff now if you get pushed back only once.
And it's pretty awesome in general.
Originally Posted by Lhivera
Couple posters elsewhere have given living bomb damage which suggests a lower coefficient than was posted above:
DOT = ... = 0.6508 or 0.6449
Explosion = ... = 0.3578 or 0.3546
This was by Sbo who is level 77 right. If they were sloppy on coding, you could have a 1-4 level downranking penalty by that level.
Would be great to get a level 70 test without direct damage talents.
Arcane Missiles 10/11 get penalties right after the level you learn them *cough*
Thanks! That makes it 20% per tick and 40% on the explosion.
Just that I got that right - the explosion is an AoE, but the DoT is single target?
It has a much lower base damage than DB/BW, but scales twice as good.
At 1.8k spell power it's 10% behind DB (or 6% behind BW). At 3k spell power it's 5% above DB (or 8% above BW).
That's without the DoT, which does about the same damage as hitting 2 additional targets would do.
Of course everything depends on what AoE caps will be at 80.
[Edit]:
Oh, also, that spell makes a very interesting DoT for Fire Mages.
80% dmg DoT over 12s and 40% dmg that can crit for an instant. Yummy!
At 3k spell power, even if it cannot proc MoE it has a similar DPM to FireBlast, but has a 40% higher DPCT.
DPS figures at 3k spell power without considering Hot Streak (no idea how it works with LB and if combos still would work):
5408 - Fireball Spam
(5459 - FB*3/FiBl cycles; if you have above 25% haste)
5480 - FB*2/FiBl cycles, work up to 25% haste
6027 - FB*5/LB cycles, work up to 37.5% haste
6090 - FB*2/FiBl/FB*2/FiBl/LB, work up to 25% haste
The cycles that work up to 25% total haste are limited by the FireBlast cooldown.
That looks rather impressive. Chaining Fireballs, weaving Bombs and tossing FireBlasts on top of Hot Streaks will look really good.
Chaining Frosfire Bolts will be looking even better, actually.
And you can get one 5%-powered FFB DoT tick when you cast LB!
[Edit]:
Zinaida's numbers with FP+PWF look odd. Feels like FP only affecting the base damage or so. But you're out testing and editing already
Thanks a lot!
Regardless, it looks like the DOT gets 65%, the detonation gets 35%. By contrast, Seed of Corruption gets 120% on the DOT, 22% on the detonation. As it happens, Living Bomb's total coefficient is 25% higher than would be expected from a 12-second DOT, while Seed of Corruption's is 20% higher than would be expected from an 18-second DOT.
I would suspect both effects (LB and SoC) are adjusted for "on average" not remaining on their targets for the full duration.
SoC still triggers early due to the triggerdamage not scaling (this was the only problamtic part in it's design really, and the whole reason it was so immensively strong in TBC), and LB can get dispelled and then still triggers.
In both cases I suspect the increased coefficient is there to account for this.
Originally Posted by Roywyn
Which is why Arcane Missiles are a waste of time and mana. Which is why Arcane Barrage is terrible compared to Fire/Frost even with a 50% higher coeefficient than any other instant. Which is why basic unstacked Arcane Barrage does no significant damage.
Considering the !basic! design of Arcane Barrage, it's a pure PvP ability. The increased co-efficient, the placement, the design - it's the ability to continue "much" (not all ofc) of your damage under movement, without having to stop.
While this can be situationally handy in PvE, ofc it really really shines in PvP, allowing you to nuke harder than other casters once on the run.
It also fits into the design of the rest of the tree, IMO.
It seems they're trying to establish Arcane as a second PvP tree here, or am I misjudging that? Frost as the defense-based PvP setup, Arcane as the offense-based PvP setup?
SQUEAK.
-- (The Death of Rats, Terry Pratchett, Soul Music)
With fire power and PWF:
724 spellpower
413-414 dot
853 explosion
1079 spellpower
486-487 dot
1011 explosion
1284 spellpower
528-529 dot
1098 explosion
edit: rechecked these results, molten fury confused me -_-
Living bomb now consumes a GCD. The explosion seems to be unreliable, it seems to happen randomly at any time during the dot, and not necessarily at the end. It can also occur more than once during a single application. I would guess that the proc rate is something like 15-20%, but that's purely anecdotal. The knockup effect is very small, but does momentarily halt the mob.
Impact seems to proc from just about everything, including blizzard and arcane missiles.
Brain freeze is still not working.
Fingers of frost doesn't seem to work either. The buff reads "Your next 0 spells treat the target as if it were frozen". There are two charges and they are consumed by your casts, but do not seem to benefit. Ice lance still does normal damage and deep freeze is not castable.
Torment of the weak:
Normal AM damage: 941-942
AM damage with slow on target: 941-942
AM damage with frostbolt on target: 941-942
Seems to be completely broken.
edit:
Originally Posted by Setia
As of right now, Torment of the Weak only affects targets which have Slow on them - various snares won't work.
What did you do to test this? I can't seem to get any effect out of it whatsoever.
Winter's Chill (Tier 6) is now a 3 point talent and gives your frost spells a 33/66/100% chance to apply the winter's chill effect. The winter's chill effect now increases Arcane, Fire, and Frost spell damage by 2%. Stacks up to 5 times
Does this new Winter Chill stack with Scorch debuff ? It is the same debuff now, isn't it ?
Swordguard Embroidery - "Embroiders a magical pattern into your cloak, causing your damaging melee attacks to sometimes ignore $55775s1 of your target's armor. You can only embroider your own cloak and embroidering your cloak will cause it to become soulbound."
Looks like they are implementing tailoring only cloak enchants. I'll update if I find more.
Update: Maybe not tailoring, given the third one.
The wording looks like that on the newest leatherworked armour patches; if you assume that "Embroidery" is the name of the item, which will have a level requirement to use, this is simply the method used to prevent level 70+ enchants being used on level 19 twinks.