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Old 08/13/08, 3:59 PM   #4601
Muphrid
Don Flamenco
 
Gnome Mage
 
Llane
Originally Posted by Lhivera View Post
ETA: the big nightmare in all this is assigning a DPS value to a utility function, because nobody's going to agree on the value. The best we can really hope for is that Blizzard gets it close enough to right that it doesn't invalidate specs.
Worse yet, a lot of these new utility elements have variable percentage returns based on stats. Even Winter's Chill is going to have diminishing return as crit rates rise. Compare with Curse of the Elements, which will always have the same percentage return so long as raid composition does not vary with gear level.

It's bad enough trying to figure out how good some utility is. It's worse still when you know that the power of that utility is going to vary with gear.

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Old 08/13/08, 4:10 PM   #4602
P51mus
Von Kaiser
 
Gnome Warlock
 
Drenden
Originally Posted by Lhivera View Post
Ebon Plague stacks to 12%, so Affliction CoE is going to overwrite Ebon Plague. So DK's could just as well be complaining that their utility is limited because if you have an Affliction Warlock, their utility is reduced.
I'm pretty sure it's 13%, unless they changed something recently. And I haven't heard anything about that. Which means they're the same as far as the +% magic damage goes, but ebon plague will boost disease damage 60% while CoE reduces resistances on the target. Of course, the only player disease not from a DK is an undead priest racial, and the -resistance on CoE is usually worthless for raids. So about even.

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Old 08/13/08, 4:17 PM   #4603
Lhivera
Bald Bull
 
Lhivera's Avatar
 
Human Mage
 
Aggramar
Originally Posted by P51mus View Post
I'm pretty sure it's 13%, unless they changed something recently. And I haven't heard anything about that. Which means they're the same as far as the +% magic damage goes, but ebon plague will boost disease damage 60% while CoE reduces resistances on the target. Of course, the only player disease not from a DK is an undead priest racial, and the -resistance on CoE is usually worthless for raids. So about even.
Sorry, my info was out of date. I was assuming it was still a stacking effect, so it looked like 4% stacking 3 times to me.

Regardless, CoE is still only dropped if there's a DK in the raid of the correct spec, and if there is such a DK, you swap in the damage curse and your DPS goes up, so it's a self-correcting thing. If CoE + Imp Buff means you do 3% less damage than a Fire Mage, then when you drop CoE, now you're doing the same DPS as the Fire Mage; you've traded utility for DPS, and in fact you have the advantage of being able to make that trade on the fly, built into your class.

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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Old 08/13/08, 4:21 PM   #4604
Deedre
Piston Honda
 
Human Mage
 
Turalyon
How easy is it to apply and maintain ebon plague compared to CoE?

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Old 08/13/08, 4:25 PM   #4605
Qbert
Piston Honda
 
Qbert's Avatar
 
Undead Mage
 
Moonrunner
Originally Posted by Fireflash38 View Post
I am drooling with anticipation of Fire in BGs after WotLK. Between LB, knockback on Blast Wave, and Disorients on Dragon's breath, you can control a huge group of enemies in the chokes in AV, or by cliffs in WSG/EotS/AB. One mage could stop everyone from grabbing the Flag in EotS.

Unfortunately, in organized PvP like Arenas, huge AoE damage is not as effective, healers are more attentive, and you would waste all of your mana and just get yourself killed. But Frost and Arcane are looking great for arenas, providing plenty of mobility and good damage.

The only issues I have left are the prevalence of snare/stun immunities given willy-nilly to melee and the lack of any new kiting tools to counter everything that melee is getting for anti-kiting.
I don't think people are viewing LB in the right PvP context. It isn't an active knockup or spell interrupt, 12 seconds is a very long time in PvP and would have to be combined with a full set of Cyclone DR to have any viable & predictable CC timing associated with it. I think it will be a nice anti-melee tool in that you are given relief for surviving 12 seconds (although I hear the knockup is far from effective if considered an anti-melee ability).

I think the real PvP benefits associated with LB will be the ability to have a predictably timed damage burst + CC off the GCD that you can prepare burst damage sequences with. I consider it like an automatic fireblast+impact proc cast by someone else in 12 seconds. You can knowingly start a damage sequence against the target to hit at the same time as LB for unmatched burst damage, and be able to follow it up with DB/blastwave CCs to finish the job preventing reaction.

I think it could be perfectly viable for an arena team with a skillful target-switching strat. Toss LB on the eventual target, play defensive, CC, & soak damage into a separate target. Switch targets right before LB blows, get an added damage burst & CC off the GCD. It really does have some interesting PvP potential, although entirely hinging on the ability for a fire spec to survive a focus fire.

On the PvE side of the timing aspect, I'm curious to see if you could pull off an AOE triple shatter bomb due to latency using a flamestrike+blastwave/DB to coincide with the timing of the explosion on a novad group of mobs using a 0/51/20 spec. It would certainly be possible with combustion and possibly hot streak procs too.

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Old 08/13/08, 4:27 PM   #4606
aikiwoce
Piston Honda
 
Human Mage
 
Dawnbringer
Originally Posted by Lhivera View Post
Sorry, my info was out of date. I was assuming it was still a stacking effect, so it looked like 4% stacking 3 times to me.

Regardless, CoE is still only dropped if there's a DK in the raid of the correct spec, and if there is such a DK, you swap in the damage curse and your DPS goes up, so it's a self-correcting thing. If CoE + Imp Buff means you do 3% less damage than a Fire Mage, then when you drop CoE, now you're doing the same DPS as the Fire Mage; you've traded utility for DPS, and in fact you have the advantage of being able to make that trade on the fly, built into your class.
I'm sorry, but has it been confirmed that Ebon Plague overwrites non-Malediction/Malediction CoE, or the other way round? Which one gets priority?

If CoE/Ebon Plague isn't overwritten do their secondary effects get cancelled out?

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Old 08/13/08, 4:43 PM   #4607
Fireflash38
Von Kaiser
 
Undead Shaman
 
Lightninghoof
Originally Posted by Qbert View Post

On the PvE side of the timing aspect, I'm curious to see if you could pull off an AOE triple shatter bomb due to latency using a flamestrike+blastwave/DB to coincide with the timing of the explosion on a novad group of mobs using a 0/51/20 spec. It would certainly be possible with combustion and possibly hot streak procs too.
All that it would really take is timing. Do the same thing that frost mages do to gather, just w/o Ice barrier.

Frost Nova w/ 5+ s left on LB, flamestrike at 3s left, and Dragon's breath or Blastwave to finish it up. AoE grinding could be ridiculous both as frost and as fire. If you had the instant flamestrike talent, just cast flamestrike, BW, flamestrike, DB.

Timing a LB doesn't sound that difficult in PvP, its main effectiveness would be a stop to zergs, just as imp Bliz is extremely effective even as rank 1.

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Old 08/13/08, 5:07 PM   #4608
[DRF]Solmyr
Von Kaiser
 
Undead Mage
 
Spirestone
Looks like they updated calculator: WoW -> Info -> Classes -> Talent Calculators

Things that I immediately noticed:
-Deep Freeze still has a cast time
-Missile Barrage can't be proced by Arcane Blast
-Fire Starter still at 45% chance

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Old 08/13/08, 5:15 PM   #4609
Zeldyrr
Piston Honda
 
Human Mage
 
Garona
Originally Posted by [DRF]Solmyr View Post
Looks like they updated calculator: WoW -> Info -> Classes -> Talent Calculators

Things that I immediately noticed:
-Deep Freeze still has a cast time
-Missile Barrage can't be proced by Arcane Blast
-Fire Starter still at 45% chance
Looks like it reverted to an older version of the calc. FoF is back to one charge. I would disregard or treat with high skepticism.

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Old 08/13/08, 5:24 PM   #4610
JocktheMotie
Glass Joe
 
Undead Mage
 
Gilneas
Originally Posted by [DRF]Solmyr View Post
Looks like they updated calculator: WoW -> Info -> Classes -> Talent Calculators

Things that I immediately noticed:
-Deep Freeze still has a cast time
-Missile Barrage can't be proced by Arcane Blast
-Fire Starter still at 45% chance
I don't think they've been correct even once so far. I'd go by MMO-champion.com's calculator's, they seem to have them together correctly, not to mention they're great at hunting down blue posts across the beta boards.

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Old 08/13/08, 5:26 PM   #4611
Ravager
Piston Honda
 
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Undead Mage
 
Mal'Ganis
Originally Posted by Zeldyrr View Post
Looks like it reverted to an older version of the calc. FoF is back to one charge. I would disregard or treat with high skepticism.
Agreed. I've since stopped looking at that official talent calculator because lately it has seemed to be more "unofficial".

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Old 08/13/08, 7:11 PM   #4612
aikiwoce
Piston Honda
 
Human Mage
 
Dawnbringer
They changed 2 words. They removed "of" in Torment of the Weak, and corrected the spelling of "damage" in Living Bomb. Trust me it's nowhere near current.

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Old 08/13/08, 7:29 PM   #4613
Talbain
Piston Honda
 
Talbain's Avatar
 
Gnome Mage
 
Illidan
They were talking about more debuff slots for Wrath, so does anyone else know if that means that it's possible that debuffs won't be overwriting each other? Would be nice to see someone test all these debuff slots to see if they're even usable. Obviously there will be more debuffs, but if debuffs are overwriting each other it kind of kills the point of having more.

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Old 08/13/08, 8:08 PM   #4614
JonIrenicus
Von Kaiser
 
JonIrenicus's Avatar
 
Human Mage
 
Tichondrius
Originally Posted by manly View Post
You guys are calling for nerfs too soon. They said they weren't done deciding what stacks from what doesn't. I fully expect at this point scorch/wc to not stack, or to go back to single school versions. If the game had scorch/wc affect the 3 schools when the talents were released, im pretty sure they would have made them not stack.
I can see absolutely no reason for expanding the damage range of imp scorch, and the crit range of WC, and NOT having them stack, they are completely different effects. It is outside the bounds of logic that they would even consider such a thing. Now they may consider limiting the range of schools it effects again, but that is different.

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Old 08/13/08, 8:19 PM   #4615
manly
Soda Popinski
 
manly's Avatar
 
Troll Mage
 
Mal'Ganis
What precedents are you basing yourself on to come to this conclusion?
(and please, don't name coe, thats merging existing mechanics)

<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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Old 08/13/08, 8:22 PM   #4616
Lgs
Piston Honda
 
Lgs's Avatar
 
Goblin Mage
 
Terenas
It seems more likely they would just make imp scorch include shadow damage and have it not stack with CoE and the new DK ability. After doing that, they can buff fire's single target DPS while also adding interesting and innovating new talents high in the tree... and my dream will be complete.

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Old 08/13/08, 8:30 PM   #4617
JonIrenicus
Von Kaiser
 
JonIrenicus's Avatar
 
Human Mage
 
Tichondrius
Originally Posted by manly View Post
What precedents are you basing yourself on to come to this conclusion?
(and please, don't name coe, thats merging existing mechanics)

Not based on any precedent, just on my own sense of things. I can understand not wanting to have damage modifiers stack on into infinity. Particularly when a raid debuff has the same power level like ebon plague and CoE with the proper spec. But again, these are identical debuff types of the same power. Not having them stack is likely a function of wanting raids to have multiple ways to get a certain debuff and have more flexibility in achieving it. I am unaware of any other debuff granting 10% crit to 3 schools. If there was, then I could easily see them not allowing them to stack, but this is not the case.



Keeping imp scorch and WC as is, and not allowing them to stack would just be incredible strange. They are not the same dps increase for different classes, for a frost mage WC is about the same with frostbolt, but WC is slightly better for a fire mage with the 210 crit value, so how would they decide which buff gets applied? depending on the class?

Makes no sense to not have them stack unless they are of the same kind of debuff. If they find it is too much of a boost to other specs, then drop those schools or diminish the crit amounts. But having them not stack is beyond bad design, and I give them enough credit to not allow that to go through.

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Old 08/13/08, 8:44 PM   #4618
manly
Soda Popinski
 
manly's Avatar
 
Troll Mage
 
Mal'Ganis
Well, my reply was more about the philosophy behind it. I believe that expanding a buff to give it multiple school will cause it to suffer an efficiency loss. The more flexible a buff is, the more it needs to be toned down. Scorch was 15% to fire, it got changed into 10% for 3 schools.

Let me put it another way.

The more buffs your class depends on, the more all of those buffs have to be tiny buffs. The best example I can give you is rogues. Rogues depend on a stupidly large amount of buffs/debuffs/raid synergies in order to provide their dps. We're talking 12-15 and I probably forgot a few. Also, it just so happens that most of those buffs are very minor. If a mage had 10 buffs all increasing their dps by 10%, you would have simply no choice but to require all of them, simply because 10% is something major.

In the same line of thought, the more you expand a buff to apply to multiple classes, the less damage it should do, because indirectly it implies that the other classes will assume its existance -- in other words, you add one extra buff to other classes, as such, you want the buffs for every class to be small so that you don't as much rely on all of the buffs in order to provide the dps your class is balanced for.

For what its worth, I've always said if you want scorch/wc to not stack, you want them to have the same effect. If you really don't want to enforce buffs being needed, I think the best solution is something that was proposed earlier (outside of 'make everything not stack'). If you make it so that WC is applied to all spells without requiring to spec for it, but tops at 5%, then you can make WC give you that extra 5%. As a result, you don't rely on a WC-specced player as much. Likewise, you could make scorch give 5% fire vulnerability by default, but a scorch-specced players allows you to go to 10%. I realize this doesn't really fit with the current game mechanic (ie: what happens if a non-wc specced mage refreshes a wc-specced WC stack?), but I'm sure that would be in the realm of doable.

With this said, you dont want buffs to increase your dps too much. If you do that, then your base dps is extremely bad. Or worse, its far too good with everything up. The more multipliers you have, the more a nightmare to balance it becomes.

<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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Old 08/13/08, 8:48 PM   #4619
Akston
Piston Honda
 
Human Mage
 
Thunderlord
Originally Posted by Twin View Post
OMG a mage that understands that a destrolock and mage are in the same boat. You should post this on the mage forums in wow cause all you see them do there is whine about how mages should not be equaled in range dps. What most of those fools don't realize is that if Destro lock DPS doesn't rival a mage there is no need to bring a destro lock at all to a raid ever. A demo lock will provide all the utility a lock can possibly offer now that Ebon Plague doesn't stack with CoE. Affliction our so called "debuff" tree has all its useful debuffs at the top of the tree that any lock can easily get. The bottom of the tree does nothing for the raid. Destruction does nothing for the raid. You will see at most 1 demo lock who is just their to put up CoR and One mage for the occasional if sheep these classes aren't given specs that can provide top end DPS that is right bellow rogues. Ideally Mages should have 2 primary dps specs and 1 utility spec. Warlocks should have 2 utility specs and 1 primary DPS spec. Affliction/Demo utility Destro primary DPS. For mages Arcane/Fire Primary DPS and Frost Utility. Affliction/Demo/and Frost should be doing about the same damage because of utility but arcane/fire/and destro needs to be doing amazing DPS. Hopefully this is where Blizz is trying to head with the classes.
You forget about blood pact and the new felhunter int/spirit thing? There are still reasons to bring multiple warlocks, utility reasons.

Originally Posted by Vontre View Post
Protip: I don't actually raid on my mage, it's more fun to make spreadsheets.

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Old 08/13/08, 9:01 PM   #4620
Stormhole
Von Kaiser
 
Human Mage
 
Lightbringer
Originally Posted by manly View Post
Well, my reply was more about the philosophy behind it. I believe that expanding a buff to give it multiple school will cause it to suffer an efficiency loss. The more flexible a buff is, the more it needs to be toned down. Scorch was 15% to fire, it got changed into 10% for 3 schools.
Well, to be fair:
1) Scorch requries talent points
2) It requires a 5 stack and 5 times as much time to stack up.
3) Scorch requires a lot more refreshing.

I completely agree that scorch needed to be toned down since it was opened up to more schools of spells, but building that 5 stack up is still far more annoying than just throwing up a curse once every 5 minutes, no having to worry about spending talents on it or stacking it up.

Personally, I'd be a lot happier if it were changed to a 2-3 stack debuff that only required refreshing once a minute or two (I'd even settle for parity with Curse of Recklessness for the duration).

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Old 08/13/08, 9:32 PM   #4621
aikiwoce
Piston Honda
 
Human Mage
 
Dawnbringer
From build 8788 -

Torment the Weak - All damage you cause to Ensared targets is increased by 2/4/6%.
Fingers of Frost - Gives your Frost damage spells a 5/10% chance to apply the Fingers of Frost effect, which treat your Frost spells cast on the target as if the target were Frozen. Lasts 4 sec.
Elemental Precision - reworded to more consistent with other talents - Reduces the mana cost and increases your chance to hit with Frost and Fire spells by 1/2/3%.

Will update when I find more.

Edit: Mmo-champion updated their talent calculators to build 8788.

Edit 2: For those interested, WotLK Tailoring recipes are finally getting implemented. I'll try to keep the post here up-to-date with all the details. You'll note the presumed lvl80 2pc sets. We'll know more when the servers come back up.

Edit 3: It's a pretty light patch guys, and not a whole lot of Mage-related changes. Mainly bug-fixes, tailoring/jc/bs recipes, DK-changes, npc/boss abilities, and an interesting chain-Stormstrike ability called Thunderblade. Which I may be coming in the pipeline for our Enhancement Shammy friends, or it could just be another NPC ability.

Edit 4: The Official Talent Calculator was updated again today. It's still got some mistakes, but FoF, Firestarter, TtW, and EP were updated to match build 8788.

Last edited by aikiwoce : 08/13/08 at 10:36 PM.

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Old 08/13/08, 9:42 PM   #4622
Muphrid
Don Flamenco
 
Gnome Mage
 
Llane
Well, Blizzard seems to have addressed the Fingers of Frost problem (of Ice Lance still being useless to cast with it) by implementing the 4-second cap. But this is a simple DPS loss due to Ice Lance's poor scaling and base damage. In addition, with enough haste (which is not going to be too hard to do with Icy Veins at least every once in a while), we're right back to double Frostbolts being ideal when Deep Freeze is on cooldown.

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Old 08/13/08, 9:43 PM   #4623
Shadout
Don Flamenco
 
Undead Mage
 
Twisting Nether (EU)
- deleted - same as above -

Last edited by Shadout : 08/13/08 at 9:50 PM.

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Old 08/13/08, 9:57 PM   #4624
Talbain
Piston Honda
 
Talbain's Avatar
 
Gnome Mage
 
Illidan
They seriously need to rename Fingers of Frost. So does Brain Freeze.

Torment the Weak is still pretty weak. But who knows, maybe they're done with the major Mage changes, as it looks like the only things that have really changed are some reversions and mana changes.

Resident Cynic
My Blog - Genesis
http://genesis.lakuuna.org

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Old 08/13/08, 10:11 PM   #4625
Shadout
Don Flamenco
 
Undead Mage
 
Twisting Nether (EU)
Might also just be a minor patch for class changes overall, any drastic stuff for other classes?

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