Elitist Jerks
Register
Blogs
Forums


Go Back   Elitist Jerks » Class Mechanics » Mages

Closed Thread
 
LinkBack Thread Tools
Old 10/17/10, 11:22 AM   #451
Maje
Don Flamenco
 
Gnome Mage
 
Naxxramas (EU)
Here is an interesting reference from a healers perspective:
[Cataclysm Beta] Haste and HoTs – A Quick Example � Type "H" For Heals

The lines (see the graph) that are relevant to us are the Renew line (works the same as Living Bomb, Frostfire Bolt and Pyroblast) and the Lifebloom line (Combustion).

I'll break our spells into different categories:
1. Living Bomb: refreshable with no CD, generally speaking from a DPS perspective it doesn't matter what haste level you are, the more haste you have the more DPS LB will do; However from the DPM perspective every breakpoint at which you gain an extra tick saves you mana.

2. FFB, Pyroblast: somewhat like LB since both of these are refreshable, however they refresh the duration meaning there is no gain in DPM since I consider that you spam those spells(). More haste = more dps.

3. Combustion: since it has a 2m CD you want more ticks from each use, the haste gained between ticks is 'useless'.

* One could argue that at l85 Pyroblast won't be spammable and given that Pyroblast + DoT is better DPCT than a filler you will refresh it every 12 seconds, in which case it will be akin to LB.
- Ignite doesn't benefit from haste as far as I know.

In short: there is no real point tailoring your haste to a specific number for most our spells, the only one that will benefit from that is Combustion.

EDIT: one thing I just remembered, Living Bomb eplodes at the end of the duration so from the AoE point of view you would want your haste to be slightly lower than the next tick you gain which means LB will explode quicker (up to 2 seconds of difference).

Last edited by Maje : 10/17/10 at 11:33 AM.

Offline
Old 10/17/10, 1:11 PM   #452
antaa
Glass Joe
 
Blood Elf Mage
 
Balnazzar (EU)
Found out the following :

59.68% Haste = 6 ticks + boom
59.77% Haste = 7 ticks + boom

So, Living Bombs gets a 7th tick between those two results. Couldn't get the numbers any closer than that.

Offline
Old 10/17/10, 1:12 PM   #453
Gilthanor
Von Kaiser
 
Blood Elf Mage
 
Boulderfist
As for concerns facing Fire in the future, am I correct in believing that as it stands now, Fire will probably scale poorly with gear in relation to Arcane and Frost? If this is correct, both Arcane and Frost gain a 15% bonus to their spell schools, compared to the 10% for fire. Arcane's mastery acts as a continually increasing damage multiplier as gear gets better, making each point of spellpower worth more (not to mention AB's high co-efficient and the nature of the spell). Frost is similar, as the combination of Shatter (once enough crit is reached to "max" the effect) and the Frost mastery provide very high multipliers for Ice Lance, Deep Freeze, and FoF/BF-FFB. The fire mastery, while providing some additional damage, doesn't seem to be on the level of power scaling as the other two. Even at level 80 with grossly inflated combat ratings, the use of Mastery rating on gear (at least at the amounts we can get with only reforging) is questionable.

I don't have the mathematical pedigree that some of you do, but just looking at the combination of the masteries as they stand now it seems that Fire will probably scale better with crit than the other two, but may suffer from weaker scaling of both raw Int/Spellpower and Mastery.

Offline
Old 10/17/10, 1:21 PM   #454
Sinless
Piston Honda
 
Sinless's Avatar
 
Troll Mage
 
Frostwolf
About the issue on how to balance the mage PvE dps around talents like "Impact" or "Pyromaniac", I was thinking the other day if Retribution paladin mechanics could be used as a good example.

Pre-patch, the reverse issue was prevalent for them. Divine Storm was a great single target DPS ability that should be used whenever it's up, but it could also hit multiple targets that resulted in way higher AoE damage than Blizzard intended.

So in 4.0.1, they came up with a brilliant solution by introducing an alternative single target DPS talent called Templar's Verdict (on the same cooldown as Divine Storm) which would do significantly higher dps on single targets whereas Divine Storm is still the best option for AoE scenarios. This means, Blizzard can easily balance around Retribution's single target and AoE dps via manipulating these two spells.

Even though it's not really the same situation, for mages, I think a similar solution could be found by making Impact or Pyromaniac more useful in AoE situations and not so much for single target DPS. Alternative talents? Maybe.

Offline
Old 10/17/10, 1:30 PM   #455
Maje
Don Flamenco
 
Gnome Mage
 
Naxxramas (EU)
Originally Posted by antaa View Post
Found out the following :

59.68% Haste = 6 ticks + boom
59.77% Haste = 7 ticks + boom

So, Living Bombs gets a 7th tick between those two results. Couldn't get the numbers any closer than that.
Depends on how you reached '59.77' which was probably closer to 62.5% see http://elitistjerks.com/f75/t104767-...1/#post1763268

There is really no need for more tests (barring any bugs) the mechanics of haste's affect on dots are known.

To add some more food for though regarding LB and haste:
Lets assume we have 2 mages with the exact same gear with the minor difference that one (we'll call him A) reached another tick while the other has not, I'll also assume that the difference between the LB durations is 2 seconds (which is not exact and depends on haste levels).

Mage A's LB duration 13s, Mage B's LB duration 11s. Lets take a 143s long fight, during that duration A will have cast 11 LBs and B 13 LBs.

A: 11LBs = 55 ticks + 11 explosions at the cost of 11 gcds
B: 13LBs = 52 ticks + 13 explosions at the cost of 13 gcds

Please note that all the above is completely wrong, it is as a purely theoretical draft. To reach any proper conclusions exact numbers should be plugged in.

Last edited by Maje : 10/17/10 at 6:51 PM.

Offline
Old 10/17/10, 2:10 PM   #456
Kyth
Professional Windmill Tilter
 
Kyth's Avatar
 
Kythra
Orc Warlock
 
No WoW Account
Originally Posted by elluminea View Post
Testing some concerns on the new 85 beta premades. They're in full heroic gear with enchanting and jewelcrafting professions but stats still aren't adding up to much. I reforged to as much crit as possible while keeping hit capped. Character sheet reads as follows:

[...]

Mana is still tight, I can make it to a second Mirror Image/Berserking but not much further.

[...]

Discussion on beta forums shows mixed feelings, some in the camp that it would be working as intended and an interesting design decision, others resent having to pick up improved scorch to maintain themselves.
I'm not sure why you reforged to crit, although I guess we don't have any combat rating data yet, but on live, I doubt that would be a dps increase. Although the depressing thing is that, to a degree, haste and mastery's values require crits to happen (for all the reasons that fire requires crits, listed in Tyrian's excellent post.) So maybe they aren't better. But I would've been curious to see how bad it was without reforging.

Burning every mana cooldown and barely making it over three minutes is just terrifying, and supports my fear of multiple minutes of straight scorching during cata raids.

As for scorch, It's not so much resenting as that we're already spending so many points on mana conservation, among other things, that you can't actually get all DPS talents even without needing improved scorch.

Requiring improved scorch on top of everything else really eviscerates the tree. There are just far too many DPS (or required mana conservation) talents in the tree for anything reasonable.



Originally Posted by spliff View Post
While testing at the combat dummys today, i observed another strange behaviour of Living Bomb and Impact. Sometimes only 2 LBs were left ticking after "impacting" them to the other dummys. Animation-wise, it looked like if at first all enemys/dummys in 10 yard range got the LBs applied, but because of the "only 3 targets" rule, they would instantly be removed again, and it looks like sometime too many are removed, leaving only 2 LBs left.
I spent a long time on the dummies yesterday working out some UI changes and I can confirm this.

I also can confirm that impacting LB is oddly high dps sometimes, I'm not sure if I posted it earlier, but impacting LB on HLK will sometimes give incredibly high LB damage relative to everything else (like, on one P1 it was 25% of his damage and the top contributor) -- I presume because whatever spreads and then removes it lags sometimes and a tick happens, or explosions might even go off.

The removing of LB on your target after you impact is really is infuriating though.


I also had some 30+ second periods, even on live, where i had to manually refresh scorch.

It's clear we'll be back to maintaining scorch come cataclysm and if we happen to get lucky and get a hotstreak, then we can save one refresh.

United States Online
Old 10/17/10, 5:28 PM   #457
Wizardspike
Glass Joe
 
Undead Mage
 
Al'Akir (EU)
Originally Posted by Kyth View Post

[...]

Burning every mana cooldown and barely making it over three minutes is just terrifying, and supports my fear of multiple minutes of straight scorching during cata raids.
[...]

I would assume that temporarily switching to Mage Armor in these cases could be beneficial.
Right now on lvl 80, i am completely mana-neutral as fire when Mage Armor is active and firing on the dummy (mana never went below 32k from a 34k pool).


Also, i don't think this has been mentioned but you can actually abuse some spells by dualspecing.
For instance you can cast Focus Magic on a player and then switch to fire spec and he will retain the buff.
I also tried applying mage armor in arcane spec with the glyph active, while swithing to fire and the 20% extra mana regen was still active, even though i didn't have the glyph active in fire spec.

Offline
Old 10/17/10, 5:59 PM   #458
Shaewyn
Piston Honda
 
Draenei Mage
 
Malygos
Did a little bit of testing with LB spreading with impact. Incidentally, the exodar dummies are very nicely spaced for testing LB as a single LB explosion hits a dummy and the adjacent two dummies, but no others. Makes it easy to find where the LB explosion happened.

On either the Exodar dummies or the theramore dummies a pattern quickly emerges: If you impact a living bomb, it spreads to all targets in range, and then is removed from all but two of those targets. >95% of the time, I observed two LB explosions, instead of the expected 3.

However, if you impact a living bomb extremely close to the time it explodes, you can get all targets in range to explode. By extremely close, I mean casting an impact-Fireblast at (living bomb duration) - (latency). There appears to be a very short (somewhere around 100-200 ms) window in which you can impact-spread the explosion of LB instead of the dot itself.

LB itself, from examining combat logs, appears to work as follows:

Cast LB
Apply LB Aura
LB Dot Tick
LB Dot Tick
LB Dot Tick
LB Dot Tick
Remove LB Aura
LB Explosion


When you impact LB during the first ~11.5 seconds, Impact applies an LB aura to all nearby targets, and then removes them from all but two.

When you impact LB very close to the end of the LB duration, it appears that the LB explodes before impact can remove the LB aura. I think this is because the LB explosion occurs after the LB aura is removed and appears to not be linked to an aura that impact can remove.

Because impact very reliably leaves only two LB's actually active, when AOEing it is prudent to reapply LB to the original target.

(I do have combat logs parsed and annotated explaining this behaviour if anyone would like to examine them)

Offline
Old 10/17/10, 6:32 PM   #459
Kyth
Professional Windmill Tilter
 
Kyth's Avatar
 
Kythra
Orc Warlock
 
No WoW Account
Originally Posted by Wizardspike View Post
I would assume that temporarily switching to Mage Armor in these cases could be beneficial.
Right now on lvl 80, i am completely mana-neutral as fire when Mage Armor is active and firing on the dummy (mana never went below 32k from a 34k pool).
I would certainly be curious to see if, without the mage armor glyph, it's worth spending GCD's to swap mid-fight, especially given that you lose a bit of mana, mobile scorch and 5% crit in the process. Versus your other two options: (a) spam scorch for N-3 minutes (where N is the length of the fight) or (b) give up and spec frost/arcane.

I wonder what happened to the plan for casters to not be limited by mana in cataclysm (outside of arcane, where obviously that's how it's supposed to be -- but fire can't do extra damage with extra mana any more than frost or any other caster can). Even spriests now have a lifetap mechanic with SW.



(edit) although by switching to scorch, you lose 5% crit anyways due to the fireball glyph. So maybe losing mobility and the 5% crit off of molten armor is worth it, and we just mage-armor our way through fights. At least then you could glyph it because you'd have it up 100% of the time. It would free up a point at least, since you wouldn't ever take the mobile scorch talent.

Sigh. Why can't fire have good mana management tools, why...

Last edited by Kyth : 10/17/10 at 7:27 PM.

United States Online
Old 10/18/10, 2:39 AM   #460
 EasirokThunderpants
Von Kaiser
 
Human Mage
 
Whisperwind
Originally Posted by Shaewyn View Post
Because impact very reliably leaves only two LB's actually active, when AOEing it is prudent to reapply LB to the original target.
I have noticed this for a while (only two LB left instead of three), and it can be quite annoying.

This seems to only occur when there are more than three targets. For example, using the dummies in Stormwind where Impact can only reach two dummies, the LB munching does not occur. All three dummies have LB after an Impact. But on Exodar dummies (or on LK when 3+ ghouls or valks are near), you will be left with only two LB up.

Furthermore, I have noticed that when this happens, if you attempt to re-apply the LB to your original target right away, it will cancel the two Impact'd LBs (or at least one of them). You have to wait for those two Impact'd ones to detonate.

Basically, with exactly 3 targets you will get LB on all after using Impact. With 4 or more targets in range, you cannot end up with more than two LB'd and any attempts to get a third one will simply remove one of the ones that you created through Impact.

Offline
Old 10/18/10, 2:51 AM   #461
Kolenzo
Von Kaiser
 
Kolenzo's Avatar
 
Blood Elf Mage
 
Frostmourne
Originally Posted by Codester View Post
The behavior with this is interesting. During ICC25 tonight, Pyromaniac bugged on me at some point following Deathbringer Saurfang, causing me to have the buff constantly until it fell off at some point between the Princes and BQL. My assumption would be that the bug has to do with despawning targets. I can't say for sure, but I know we had a full group of Blood Beasts despawn at the end of the fight, and it would have been quite easy for some of them to have disappeared while affected by dots. On the other hand, I don't have the slightest idea what caused it to later fall off since it dropped prior to me dying or leaving the instance.
I'm just throwing this out here, possibly because you put up three living bombs? Perhaps it treats despawned mobs with living bomb on them (spread by impact on saurfang, I would assume) to still have living bomb, and when you put up three on other mobs you hit the cap + it removes it from the despawned mob.

Originally Posted by Kastor View Post
I really don't know why they put Pyroblast as a contributor to Hot Streak, because it is only worth using with Hot Streak, but as you get a Hot Streak your Pyroblast turns into Pyroblast!, and it is not listed as a Hot Streak contributor. I can't imagine a build which uses Pyroblast as a main nuke or even as a filler, because of its cast time.
It could simply be a leveling feature. You pull mobs by opening with pyroblast. The other thing to consider is that pyro now has a base cast time of 3.5 seconds, so without haste you can just fit it inside the duration of a dragon's breath, so it could be a situational pvp benefit.

Offline
Old 10/18/10, 4:42 AM   #462
Kyth
Professional Windmill Tilter
 
Kyth's Avatar
 
Kythra
Orc Warlock
 
No WoW Account
I just went and read the last few pages of the cataclysm thread with Vontre and some mage I've never heard of arguing that scorch is a good model "because it's good" basically.

It's making me wonder if I'm just completely missing what's so compelling about the fire tree not being able to sustain its mana and giving up more AE points so we can also pick up improved scorch (at that point, are we better off ignoring arcane concentration and maybe even MoE?) -- is it just another nuke, and FB/FFB weaving isn't enough?

Arcane has tools for managing mana and gets rewarded for different mana levels. Fire just doesn't feel a compelling mana game. What is the difference between fire and the other non-arcane casters? All of the rest of them play exactly like fire, except they either don't go OOM or they have an on-demand useful mana-regen tool that acts as a decent boost.

I get that scorch is our "boost" without the boost part, it's just a "delay the inevitable", but what is compelling about this "guess how long the fight is!" game? I gather some people really like that aspect to arcane. Do you also like it in fire where you're really not rewarded for guessing right, you're just punished for guessing wrong? Where you need to guess which 3 minutes of the fight you'll do fireball in, and then spam scorch the rest of the time?

(am I just approaching this way too negatively because I really really hate the "guess the fight length" game, and prefer my planning on the 5-30 second time horizon?)


This isn't rhetorical, I'm actually curious if someone can come up with better arguments/explanations than are going on in the beta forums mage thread right now, since "because I like it!" isn't really persuasive, nor does it answer the questions in my mind.

I was surprised to find two people on the beta forums so vehemently arguing in favor of scorch as good design (but without really compelling reasons, unfortunately.) I would love to hear someone talking coherently here in favor of the design. Sometimes all it takes is a bit of logic to help you see something in a different way and remove some frustration.

Last edited by Kyth : 10/18/10 at 4:50 AM.

United States Online
Old 10/18/10, 5:09 AM   #463
Zaldinar
Don Flamenco
 
Zaldinar's Avatar
 
Human Mage
 
Arygos
So my fire simulator is in pretty good shape and putting out numbers that are close enough to observed values to start drawing some conclusions from. At least in a rough sense. It doesn't handle Flame orb or Combustion yet, those are on the docket for today. The output it can give even without them is valuable however.

Most notably, that with full mana support (BoM, Replenishment, Evoc, Gems, In combat regen, If I've forgotten one please let me know and I can rerun the sim) Heroic geared fire mages will be hitting their first OOM point at around three minutes into a patchwerk style fight. That is, assuming the priority list of Critical Mass > HS > LB > FB > Scorch (if mana runs out). Once mana runs out you start doing a juggle of scorching for HS procs until regen and MoE pop you enough for a living bomb or fireball or you hit your next mana cooldown.

Obviously a real fight is going to extend that number a bit, as you'll have to move around to avoid fire / click the cube / swap to adds etc so you wont be straight chain casting. But that's our basic benchmark for entry level raid gear as far as endurance goes. Working on stat values now (long simulation run for those), and will share my findings when they come.


Interesting of note, also. In 13189 Pyroblast! and Pyroblast have different damage values for their DD. Or potentially different coefficients. I haven't gotten around to isolating which is true. More concerned with figuring out the couple of minor damage differences in the sims output vs a combat log observation first.

To truly model the game, we first must research it.
http://zaldinar.wordpress.com/
Proven TheoryCrafting Stuff, chain casting in a PTR near you soon.

Offline
Old 10/18/10, 6:09 AM   #464
Logix
Piston Honda
 
Undead Mage
 
Tichondrius
Originally Posted by Kyth View Post
I just went and read the last few pages of the cataclysm thread with Vontre and some mage I've never heard of arguing that scorch is a good model "because it's good" basically.

I was surprised to find two people on the beta forums so vehemently arguing in favor of scorch as good design (but without really compelling reasons, unfortunately.) I would love to hear someone talking coherently here in favor of the design.
That "other mage you've never heard of" would be me. Though I am quite certain my popularity (or lack thereof in this case) would have little bearing on whether my arguments are valid, or my logic sound.

With that being said. Let me try and explain my position (as well as, I think, what Vontre is trying to get at, which, as a point to note, I am in complete agreement with).

N.B. This post may end up being rather long, since the core idea of what is driving us is a bit nuanced. Pray patience, and please, accept my humblest apologies on my verbosity. That being said, I give you my word that it is worth the read.
(side-point: stop me at any point where you do not agree with what I am saying, Vontre).

So let us begin.

The core driving factor of why we "like" Scorch, as a viable mana free DPS option for the Fire spec is because it adds what we believe to be, "depth" to the spec. This is a rather ambiguous statement, so let me explain.


Assume for a minute, that spamming fireball (as well as keeping up your FFB stacks, LBs, etc) and using mana gem/evocation on cooldown, was all you needed to do to get through any average fight as fire. This should not be a hard mental picture to visualize, since it is, with some flavor here and there, what Fire has been doing for a long time now.

What do we know about this kind of playstyle, i.e. a playstyle where outside of long mana gain cooldowns, we really aren't too worried about our mana bar.

We know that this kind of playstyle rewards:
  • Accurate management of timers (dots)
  • Proper use of cooldowns (combustion where it has most effect etc)
  • Good reaction times to procs (Hot streaks)
As well as all the other "basic" things that are rewarded in raids (moving out of the fire, knowing the fights, not being a douche etc).
Basically, this playstyle rewards execution (with a little bit of planning in knowing when its safe to evocate, which all mage specs do), i.e. it rewards you for pushing the your buttons properly.

However, what this playstyle does not reward (since it has no opportunity to) is planning and management of resources on a fight by fight basis (since, by its very definition, you don't really care much for your mana bar).

Now, before you reach to unholster your gun, let me explain what I mean by "planning and management of resources".

This is a scale. Lets call it a scale from 1 to 10. On one end of the scale (10) you could be in a constant state of worry about your resources (something like how the Cataclysm healer mana model is turning out to be. One where you are, at almost every cast, doing a quick mental calculation of the DPM of your cast and adjusting accordingly). On the other end of the spectrum (1), your response is "what mana bar?" i.e. you can pretty much, outside of long cooldowns, totally ignore that shiny blue bar that makes you the mage you are.

In ancient times, Fire mages were closer to the (1) end of this spectrum. In fact, the hypothetical playstyle outlined a few paragraphs ago reflects this.

Being near the (1) end of the spectrum, by its very nature, means that a greater emphasis has to be put on the execution of the playstyle (pushing the buttons properly) in order to keep a playstyle challenging. Unfortunately, for playstyles that are at or near (1), this means the execution part needs to start going into John Madden territory. This is something Blizzard has stated that they want to avoid for Cataclysm.

So now we need a way to ensure that we can keep a playstyle challenging and interesting without going into "John Madden territory".


This brings us to our next hypothetical.


Assume for a minute, that spamming fireball throughout the fight is, in fact, not viable. You would go OOM in ~175 seconds if you did so. In this scenario, you are given another spell you can cast, which doesn't cost mana, but doesn't do as much DPS as fireball. What would be your solution?

This is where "depth" comes into play.

A good firemage, would be cognizant of the fact that he can't cast at max potential for the entire fight.
Hence, what he would be forced to do, is to look at the entire fight (and every subsequent fight) in a way that the firemages of old never had to before. He would have to sit and think, before the fight even started, about what moments in the fight would he benefit the most from "DPSing at max potential".
He would have to do this for every fight.

He would have to rethink all of this as his gear increases. He would have to spend some 'mental' time as he learns new fights, figuring this out.

All this extra "mental time" is something firemages have never had to do before. What is much more important though, is that this "mental time" is something, apart from just execution and 'having the right gear', that will separate good firemages from great ones. In essence, it is a way to distinguish that all important quality that we all are chasing after. Skill.

The firemage who identifies when his best moments are to DPS at max potential in a fight will be the one, naturally, who produces the best numbers. Now, sometimes these moments will be rather obvious (boss gains buff X which makes him take more damage). But even here, skill is required. Since, not only would the firemage need to know how much mana he needs to fireball the boss during the entirety of his 'vulnerable phase', but also, how much time he needs to spend before this phase scorching, to save up the required amount of mana.


The key takeaways from all this is:

The "goodness of scorch" forces firemages to spend some "mental time" thinking about every fight, identifying where fireballing is most useful. This will be a situation where there is no real clearcut answer, since even some of the very best simulation tools are incapable of modeling optimal situations for every fight in the game (so its not like they can just press a button on some program and it will give them a global by global printout of what they should be casting for boss X).

What we have here, with this rather simple change but a rather large shift in existing firemage paradigm, is a true opportunity to reward players who put in some extra effort in thinking about how to maximize their potential. This is something new and alien to the firespec. It is also, a breath of fresh air.



Before I end, I would like to make a quick point on an issue that seems to be getting mixed with this particular topic. The issue of "well we can't spend time scorching since our DPS would be too low if we did". This is something I will comment on more deeply in the beta thread (where I am, it seems, an unknown). But the key jist of this issue is in something Vontre already stated in that beta thread:

Quoting Vontre...
With free scorches there's no reason blizzard has to give us enough mana for unlimited fireballs. They can plan on an x:y ratio of fireball:scorch per evocation cycle and balance around that.
The idea is that your DPS performance is an orthogonal issue to the core idea behind a playstyle. Blizzard can very easily buff the damage of fireball to ensure that if you spend some X to Y ratio fireballing vs scorching that your DPS will remain competitive.

It is important not to mix competitive DPS arguments with playstyle ones. Since with all the new knobs Blizzard has for tweaking damage in Cataclysm, the two really aren't as linked as they were before.


There are many things I am leaving out here (things like how almost all other casters in Cataclysm are nowhere near the (1) end of the scale anymore either, or how even if Fire does get this new "mental mana game with scorch" that it really does not compare to what arcane has to think about concerning mana), but even still, I think this is a good place to start conversation on this topic and,

I hope this helps.



Edit: Because there was no way I would nail this post on the very first try.

Last edited by Logix : 10/18/10 at 6:26 AM.

Offline
Old 10/18/10, 6:39 AM   #465
Maje
Don Flamenco
 
Gnome Mage
 
Naxxramas (EU)
The key element in your explanation is that fire mage DPS is balanced around him having Scorches as an integral part of the rotation. I'm not going to argue if this is the case or not as none of us actually knows it.

However if Improved Scorch (and mind the Improved part) is in fact what you make it out to be ie. Fire Mages need it, why place it as a 2 point talent, can you be a fire mage without it? That is not the same as arguing about Hot Streak for instance which is a very pivotal talent but one that someone could for some odd reason skip.

You're placing Improved Scorch in the category of mana management for a fire mage ie. in line with Mana Gem and Evocation.

This is somewhat akin to the now defunct Aspect of the Viper which as a mechanic was terrible, hunter dps was never balanced around it, I'll emphasize never; they either had JoW and did good dps or they didn't and were terrible and note that the Aspect wasn't talented but a part of the class abilities. And yes you can give distinct abilities to specs eg. Water Elemental, Arcane Barrage, Pyroblast.

Offline
Closed Thread

Go Back   Elitist Jerks » Class Mechanics » Mages

Thread Tools

Similar Threads
Thread Thread Starter Forum Replies Last Post
[WOTLK 4.0] Cats Vaccine Druids 477 12/02/10 10:46 PM
Arcane Design Tyrian Mages 311 11/27/10 10:09 PM
Going Forward: Cataclysm Discussion Carebare Druids 355 06/14/10 1:40 AM
The DK Cataclysm changes discussion thread Khaosknight Death Knights 9 08/22/09 4:02 AM