If you have a problem with someone being an asshat, report them and let us do what we do best. Like right here, this is me giving you 24 hours off.
Originally Posted by Raikos
AFAIK: Rawr Figures flat periods of casting to non casting when movement is involved. Meaning, If you are moving you are not casting, IE moving faster if you are moving more than 6 seconds of every min is why Tuskar's is suggested in the first place. However The more likely , and not theorcrafted, value is actually any period of time that you have to move within a min that you DO NOT have a pyro / LB refresh use while moving, and or, the amount of time past that point of excessive moment is involved. This isn't misinformation, this is how the actual dps values work vs what Rawr is figuring. Theorycrafting is the use of all things in theory to maximize dps in an actual raid setting by real players, please keep that in mind.
Are you really coming to a thread dedicated to the Rawr.Mage module and arguing with one of the developers of said module, insisting that *they* don't know how Rawr performs the calculations and lecturing them on what theorycrafting is?
Regardless of how right you think you are, Astrylian is correct. In the vast majority of current encounters that actually matter, Tuskarr's is going to be the optimal choice. You should know this as you are currently working on heroic LK and Halion (as are many of us). How many times have you wiped because someone didn't run that Defile or Mark of Combustion / Mark of Consumption out quite fast enough? Sometimes it's not about squeezing a couple more dps out, but sheer personal or raid survivability.
Tuskarr's is considered mandatory for almost all classes in a large percentage of high end guilds, and for good reason.
Originally Posted by Raikos
2nd: @ The above, most rawr battles are by defaulted 300 seconds long, however some fights such as Heroic Sindragosa, Heroic Halion, Heroic LK, and possibly Heroic Putracide (Depending on your raid dps) Can last even longer giving MP5 gained from the Boots enchant along with the gain in crit from molten the edge. Any raid that you can stretch out your mana long enough to gem or get a hymn w/o evocating is a huge dps increase. Spirit helps this with it's minimal MP5.
For all of those fights mana regen is irrelevant as Fire. There are plenty of opportunities to regain mana through forced downtime or ignite ticks on adds.
While my armory makes it obvious that i have yet to beat heroic LK or Halion, I have certainly had a lot of attempts on them and I cannot recall once where I was even remotely concerned about my mana pool position. And on heroic Sindragosa and Putricide, I don't think I have ever ended those fights with under 30% mana, at least not since I permanently switched back from arcane to fire.