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Well, there's threads for most other classes and I kinda miss the mage talk around here. The existing mage threads are all spread over different subjects and all of them are dead. Probably just because they were all about specific subjects, and you eventually reach a point where there isnt really that much more to be said when you keep strictly to one subject.
Anyhow, with the latest changes to the Arcane tree, I really see the tree becoming alot stronger. I'm not really a fan of deep arcane as a PvE dps build, but Kalgan has already said that they want arcane missiles to be the best dps nuke, although very mana inefficient. I think they were close to that before, but now even a complete math fool such as me understands that the mana penalty reduction at Empowered Arcane missiles and the addition of SPell Power certainly made Arcane catch up to deep fire as a PvE dps source. Quote:
http://www.worldofwarcraft.com/info/...10005013000000 The build includes presence of mind, Arcane power, spell power, Ice shards, Shatter, Ice block and imp CoC. Just imagine the quick burst you could do with Ice lance and arcane power combined with spell power ice shards and Shatter. It's insane. Not to mention that this is build includes so much pvp utility, most likely THE best pvp utility build out there. Moving over to the fire department, the addition of 50% more upfront damage to fire crits is interesting, bumping it to 75% upfront and 40% ignite added to that. http://www.worldofwarcraft.com/info/...00000000000000 The build even manages to reach 10% damage with instability, 1/3 playing with fire and 3/5 fire power, and it's a very interesting build both in the PvE aspect and PvP since we all know that ignite isnt all too reliable in PvP. I suspect that build can compete with a deeper fire build in pure PvE damage, but as I said earlier, there's maths to be done and that's certainly not my strongest area. I´d like for this thread to be as broad as possible, discussing not only talent builds but changes and mechanics in general regarding the TBC and such. Let's start off with this Spell Power talent, am I overrating its value? |
It basically means an otherwise unboosted spell will do 175% normal damage instead of 150% on a crit, correct?
I joked about it before, but 61 Arcane really doesn't look that terrible anymore. |
We have to find out if spell power would be multiplicative or additive with other +crit talents. Are these live on the test server yet?
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I am a bit surprised Spell Power applies to all spells, not just a +100% critical damage bonus for arcane like we have for fire/frost. So the mage firing a 1000 damage frostbolt does the following on a crit: a) frost: 2K b) arcane 1750 and c) frost & arcane: 2500 or 2250 (or other, does the multiplaction stacking factor in here? Guess we'll see). Slow still needs some work IMO. That's a huge chunk of mana for a 15 second debuff and it's usefulness is... questionable. If you are fighting a caster/hunter, switching to a channeled/instant spell not a huge deal. If you are fighting a melee class... uh, what does it do for you? Warriors still charge/intercept as usual, which we have used basic chill effects to slow them in the past, and rogues have always been pretty boned against slowing effects. Slow just seems like a concept they are trying to make work. |
I think part of why Spell Power is there to help make up for the fact that Arcane itself really only has 2 damage spells, and will automatically improve either of the other two trees with very basic investment. Going 42/19/0 or 42/0/19 (I can't just get 41 without missing something good) means you aren't totally reliant upon Arcane Missiles or Arcane Blast. Going 43 Arcane to trick out your +dmg and Arcane Missiles and then 18 Fire for Master of Elements to rattle off machine gun Scorches and burning your Holycrap Arcane Missiles clearcasts (which are sitting at +70% of your +dmg, +36% crit rate and 175% crit bonus) is going to be a sickening way to extend your mana far, far longer than you have any right to at all and still do excellent damage in the process.
Also, Slow moving to a 50% move speed debuff is going to make it possible to kite any single mob not immune to the effect extremely easy for as long as you have mana. |
Depending on stacking issues and semantics, spell power would be anywhere between 25% * crit rate of a sustained dps boost to 50% * crit rate. With a 30% crit rate that's a 7.5% to 15% dps boost, not counting how it'd affect ignites.
Not bad at all for two points... In fact it might be the greatest of all the new talents. |
These changes lend a lot of weight to arcane, but I'm still wary of going that deep into the tree. In pvp slow isn't much of a difference over a simple chill effect vs melee and I can't see it being a huge gain over many other classes:
Hunter: Ok, he's slowed 50%. I could have rank 1 frostbolted for just as well (Keep in mind, I'm frost) Warlock: Slow doesn't stop those dots or deathcoil Priest/Paladin: Oh look, they dispelled my expensive slow magic Druid: I'm curious, would shifting remove slow due to the snare portion? Shaman: This is the only class I could see it being very useful against Mage: Mage vs Mage is already stupid, I'm ignoring this one. In PVE I don't see a reason to use it over Thunderclap and/or CoT since the mobs are vulnerable to all three or none at all. It would just be a mana drain on the mage keeping it up and lower their dps. Slow aside, Spell Power is interesting. 150% crits is one of the major issues hold Arcane Missiles back, this would help that and also mesh extremely well with the other arcane buff talents in the tree. I agree with the Nite_Moogle in regards to the MoE spec, but aside from pure single target dps that build lacks decent tricks / utility. It's quite a tradeoff, but definitely something to look at. |
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And you're right, it's going to be debilitating to Shamans without Improved Ghost Wolf that don't catch it with Grounding Totem. I wouldn't be totally shocked to see a short recast time on Slow at some point. |
The reason the bonus is only 50% is probably
* because it applies to all trees, not just one * because of existing itemization |
These changes are very nice for the arcane tree, but I'd still rather dump most of my points into fire, as the tree oversall just seems more 'fun.'
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I'm still wary for full Arcane, though it certainly is possible. Slow, however powerful it is. (And it is.), eats a lot of mana, and I mean a lot. This makes the use very situational. (Especially with the perceived hp increases, mana became a lot more important in my opinion for PvP.) I'm still not convinced to spec deep Arcane, though I dare say that it will depend on how Spell Power is calculated. I'm guessing for 175 % normal crits, 40 % of 175 % as the Ignite DoT. (Or, effectively, 70 % of the normal spell had it not critted in stead of 60 %, all doing double duty with CoE and Imp Scorch.). As for Frost, I'm hoping on 250 %, but guessing for 225 % on Frostbolts / Cones.
That having been said, 43/18/0 with MoE looks very, very nice now, but we'll have to see how it works out. I'm just hoping that Blizzard enters enough gold on the mobs in TBC. I can see about 5 respecs coming at 70 already... |
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Probably the best use of slow is against hunters. Quote:
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------------ Did you notice that it went up from 20% slow to 50% slow?... or am i just seeing things.... In the new implementation slow looks great. ----------- Only thing missing is a talent to provide resistance to dispelling. I can dream can't I? |
My first impulse was to revive the old 28/23 spec into a 40/21 arc/frost spec and continue to ignore AM/ABlast. It certainly has some merit but frankly I don't know that it will hold up at all to actual testing. Mind mastery really feeds off AMind and frankly, I'm just not sold on spending that many talent points for what may end up being a rather small +damage boost at 70. This is especially true as I don't otherwise tend to seek Int much at all.
For solo work the 3x/2y arc/frost with perma/shatter is however pretty silly and although very tight on talent points in frost, should produce very high damage on any target that can be frozen even in 5-man settings. I'll call this one a farmer's delight though, with potential raid/group applications. The really interesting one though is the 32/29 arc/fire spec, with emphasis on gearing for crits to feed unparalleled ignites. If the ignite mechanic stays the same then this is simply going to be more powerful than any other option I can think of, presuming situations where you can still roll ignites. That is however a pretty huge presumption, given smaller raid sizes and the odds of getting 3+ fire mages together to try and build a decent stack and especially without combustion to seed it. It probably won't play well in real situations to be honest but it is something I'll definitely play with a little bit at least. I understand what they are trying to do with Spell Power but frankly, it still doesn't make me want to go deep into arcane for the arcane spells at all. Perhaps it's max rank should increase fire/frost crit bonuses by 33% and arcane by 100% rather than all of them by 50%. Slow just isn't compelling to me still and Mind Mastery is close to being interesting but feeds off a stat that I inherently dislike. Neither is horrible really but those points are points I'd much rather stick into fire or frost. |
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The big question for me is whether a Spell Power + Ice Shards build gets:
1 + (0.5 * 2.0) + (0.5 * 1.5) = 2.25 = 225% crit 1 + (0.5 * 2.0 * 1.5) = 2.50 = 250% crit |
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