This thread shall contain generic Mage issues and information which affects, or is relevant to, all three Mage specs. If you're looking for discussion on topics such as talent trees or rotations, see the spec specific threads in this forum instead.
Although most things I wanted to cover in this thread are added by now, I always appreciate suggestions you can offer regarding what should be added, and will endeavour to update them into my post.
Arcane
+ Highest Single Target Damage
+ High Burst Damage
+ 3% Dmg Buff
o AoE
- mobility
Fire
+ Medium Single Target DPS
+ Great mobility due to Firestarter
+ Many AoE capabilities, "AoE burst" with Combustion
+ Good survivability (Cauterize, Molten Shields)
+ 5% Crit Debuff
Frost
+ Quite high Single Target DPS
+ AoE Snares (Freeze, talented Blizzard, 2x Ring of Frost)
+ High survivability (Ice Barrier)
+ Replenishment
o Some mobility because of instants in the usual rotation
Because Guardian Elixiers are not available for casters, Combat Elixiers (+225 of a secondary Stat) are not competitive. Regarding food there is of course a new Fish Feast (limited to guild achievment), a single player version with the same buff and the usual Int food.
The heroic version of the Chest, Hands and Leg T11 Tokens drop of early heroic encounters. These tokens can also be purchased with Essence of the Forlorn (Al'Akir).
For heroic raid loots, have a look at this list at mmo-champion.
Tier 11 Set Bonuses
2P Bonus: Increases the critical strike chance of Arcane Missiles, Ice Lance, and Pyroblast by 5%. 4P Bonus: Reduces the cast time of Arcane Blast, Arcane Barrage, Fireball, Frostfire Bolt, and Frostbolt by 10%.
2P Bonus: You have a chance to summon a Mirror Image to assist you in battle for 15 sec when you cast Frostbolt, Fireball, Frostfire Bolt, or Arcane Blast. 4P Bonus: Your spells have an increased chance to trigger Brain Freeze or Hot Streak. In addition, Arcane Power decreases the cost of your damaging spells by 10% instead of increasing their cost.
Engineering
There is a major change in how engineering enchants work: The use effects do not overwrite the usual enchant anymore. Synapse Springs: 480 Int for 10 sec (4.0.6) on a 1 min cooldown results in 80 additional Int. Nitro Boosts have their crit bonus removed and are applied to your belt. Due to the high amount of malfunctions, it is dangerous to use them in raids or battle grounds. Belt tinkers do not work in arenas or rated bgs. Personally I don't like the idea of making the speed bonus depend on payed racial changes instead of professions... Lightweight Bio-Optic Killshades with special engineering sockets. You can choose from different cogwheels, each granting 208 of a different (yellow- or blue-gem) combat stat. The resulting values match non heroic T11 raid loot, so this item will only help in the first progression phase.
Tailoring Lightweave Embroidery: 580 Int for 15 sec, 35% procc chance, ~64 sec internal cooldown. Asuming maximum uptime we get an average of 133.8 Int instead of the 50 Int (+83.8) enchant. The effective gain is, of course, less than that value!
Jewelcrafting
3x 67 Int Gem results in +81 Int over 3x Brilliant Inferno Ruby. There are also Gems for each combat rating with the same profit.
Blacksmithing
The two additional sockets Socket Bracer and Socket Gloves result in 80 Int, or whatever stat you can gem for.
* The benefits of Herbalism and Skinning depend on relative stat values and thus cannot be compared directly to the other professions. Due to the low values of combat rating in the early tiers, these professions are not yet competitive.
Engineering:
Synapse Springs - Glove tinker for 480 int for 12 seconds, 1 minute cooldown. Average of 96 int.
Springy Arachnoweave - 27 spell power. New Cataclysm cloak tinkers don't add any dps so you're stuck with the old one.
Z50 Mana Gulper - Belt tinker that adds some sort of click effect that makes Mythical Mana Potions better. Exact effect is unknown, but I'd assume it's a flat increase in how much mana you get.
Nitro Boosts still exist too, but the crit rating part of the effect was removed.
And the most important part is that tinkers now stack with normal enchants. I guess after years of being the quirky, "flavor" profession it's finally time for Engineering to be the best one of all (for a while at least).
Looks like Tailoring and Engineering will be our goto professions for Cataclysm. Time for me to go level up!
A section on Masteries would be nice - explaining the different types, etc.
That's not the point of this thread, which is just a general resource for mages of all specs. You want this thread.
Well I was going to mention Cogwheels and Hydraulic Pumps, but apparently these only work with the engineering-only headpieces. Might be something for the early game.
It might be worth noting that you're going to need more hit rating as you advance in tiers. The 1742 hit rating you quoted might only be sufficient for 5man heroics and the entry raid tier.
And the most important part is that tinkers now stack with normal enchants. I guess after years of being the quirky, "flavor" profession it's finally time for Engineering to be the best one of all (for a while at least).
Is springy arachnoweave still exclusive with lightweave embroidery, or can they both be applied?
Intellect-to-crit: 648.91 intellect / 1% crit, might add that to the first table, from Combat Ratings at level 85 (Cataclysm) table below "intellect needed". Also, Water Elemental scaling: 50% HP/Mana, 40% spell power, 100% hit/crit/haste, crits for 150% damage.
Also, until you reach 10k spell spower or more, you will spam intellect gems because ratings are that weak. I put some details into a spoiler tag to avoid thread clutter.
← Click Here
Ugh, I had totally missed that they went back to the silly "more blue than yellow" requirement. Since you can still whatever you want (the only penalty is losing the socket bonus), it'll be back to spinel spam for a while.
The reasoning is as follows: 102 spell hit is 1% hit. 102 intellect is 1% damage if you have 10200 spell power and base damage, it also adds 1530 mana and ~0.16% crit. (Info: There was a crit conversion somewhere, ~615int/1% or so, might add that number.) Haste and Crit are obviously worse than hit, Mastery most likely as well.
Head - 1 blue for 30 crit, take it (20Mast+30Crit>=20Int, very likely); Shoulders - 1 red, easy peasy; Chest - 1 red + 1 blue for 20 int, another no-brainer (lose 20, gain 20); Gloves - 1 yellow, unlikely (30Mast<20Int, most likely, especially with CSD requirements); Leggings - 1 red + 1 yellow for 20 int, again. Feet - 1 yellow for 10Hit or 10Crit, very unlikely.
Hm, no that's pretty tricky to handle really. The ability to reforge simply means that the ratings are interchangeable, and "gem for hit and reforge excess hit" means "gem for <rating> and instead fo int" and is not advisable below ~15k SP or so. On the other hand, once you have enough gear that matching sockets is viable, you'll also have a lot of hit rating (unless the bosses' anti-hit scaling is extremely strong) and the blue hit gems that you need for your socket bonus suddenly are not that useful any more. I think it's going to work out in the end, it's just very counterintuitive.
Also, is there anything that prevents you from using the old CSD ("at least 2 blue gems") besides the cost of -33 crit rating? I don't believe it will be worth (due to the odd constraints, see above), just for completion perhaps?
Is springy arachnoweave still exclusive with lightweave embroidery, or can they both be applied?
In the current beta, the SP bonus of Springy Arachnoweave is overwritten by all kinds of enchants while the parachute remains. Because the cataclysm enchants are much better than 27 SP, you won't use them no matter if you are a tailor or not.
Edit: This changed in the live version. You still have the SP bonus after adding an enchant to your back.
I added Engineering to the Profession Bonuses in the OP, as well as some numbers to the Rating Tables - thanks Katatonia and Roywyn.
These values are consistent with the current state of Arcane in the beta.
Furthermore, I am not sure if the "x/3.5" part is relevant anymore. From what I can tell so far, there is no longer any logic holding the coefficients together in this form.
Perhaps there is some alternate arithmetic from which a clean, rational form of the spell coefficients can be deduced? If anyone has figured this out, please do share. I think I speak for a significant number of mages when I say that the mess being created with these rather arcane values for the coefficients is just giving us all a headache.
I'm trying to decide if I want to drop tailoring for engineering in cata. I haven't yet because of cata making it easier to level, but I'm still hesitant to let enchanting go because of the usefulness of it.
Did some more number crunching, and here's what I came up with. Keep in mind, this is focused on keeping enchanting as your other profession.
So the gloves add on 96 int, compare this to the tailoring emoroidery, which results in 140.5 int, which I think the math is actually off because I'm pretty sure it's only 580 instead of 590, but I didn't want to rework the math for this comparison.
Assuming we add the 27 sp to the cloak from eng, then that is 21.90 int, so we are now up to 117.90 int from eng, compared to the 140.5 from tailoring.
If nitro boots are having their crit removed competely and they are really just a speed boost every 3 min, then I can't see any real benefit to them.
The gulper would be nice, but I hope that this wouldn't be one or the other for the belt buckle, if it can be added on additionaly, then it would depend on the additional amount gained for proper estimation.
Which comes down to the hydraulic socket. If this is available on only engineered items, then it would depend on the possible boss drops from future raid bosses, and if more hydraulic gems are added. Currently I am only seeing 208 hit and 208 spirit. If they add 208 int then I think the choice is clear, but again, once the helm gets replaced and no future items with hydraulic sockets are added, I still see tailoring being a better choice overall when compared to enchanting as your other profession.
As a side note, the 3 main arcane spells had their coefficients and base damage reduced by approximately 8%. Does Zaldinar or Lhivera have the new numbers for Fire and Frost? Lets keep the main post in this thread updated.
I added a list of mage specific raidbuffs & -debuffs - it would be nice if it gets double checked
Originally Posted by emopriest
Which comes down to the hydraulic socket. If this is available on only engineered items, then it would depend on the possible boss drops from future raid bosses, and if more hydraulic gems are added. Currently I am only seeing 208 hit and 208 spirit. If they add 208 int then I think the choice is clear, but again, once the helm gets replaced and no future items with hydraulic sockets are added, I still see tailoring being a better choice overall when compared to enchanting as your other profession.
I'm quite sure that the hydraulic sockets only affect the crafted items. These do not have combat ratings on them, but the value of the 2 hydraulic sockets matches exactly the value other items have on the same itemlevel. Why did Blizzard add these sockets? Instead of adding one cloth helmet for healers, a second one for DDs who favor crit and maybe a thrid one for those who want to have some more haste, Blizzard just let's the choice to the engineer and one item fits for all of them.
Originally Posted by emopriest
Assuming we add the 27 sp to the cloak from eng, then that is 21.90 int, so we are now up to 117.90 int from eng, compared to the 140.5 from tailoring.
I fixed the calculation on Lightweave Embroidery. The thing that's missing in your calculation is, that Embroideries do not stack with enchants. That means, while Lightweave Embroidery adds roughly 138 Int, you're loosing the 50 Int enchant at the same time. And then you're back at 88 Int, which is similiar to the other professions if you take the procc rate and the minor benefits of Intellect over SP into account.
Which comes down to the hydraulic socket. If this is available on only engineered items, then it would depend on the possible boss drops from future raid bosses, and if more hydraulic gems are added. Currently I am only seeing 208 hit and 208 spirit. If they add 208 int then I think the choice is clear, but again, once the helm gets replaced and no future items with hydraulic sockets are added...
These are what I have come across so far. I have also noticed that the current Engineering helms have 2 of these sockets.
Lightweight Bio-Optic Killshades
Binds when picked up
Head - Cloth
1016 Armor
+512 Stamina
+301 Intellect Meta Socket
Cogwheel Socket
Cogwheel Socket Socket Bonus: +20 Intellect
Durability 100 / 100
Requires Level 81
Requires Engineering (525)
Item Level 359
Compare that to the T11 helm...
Firelord's Hood
Binds when picked up
Head Cloth
1016 Armor
+512 Stamina
+281 Intellect Meta Socket
Blue Socket
Socket Bonus: +30 Critical Strike Rating
Durability 100 / 100
Classes: Mage
Requires Level 85
Item Level 359
Equip: Improves haste rating by 188 (3.98% @ L85).
Equip: Increases your mastery rating by 208.
Lets assume you standard Meta @ 85 regardless of requirements with a 208 Mastery, 208 Haste Cog, with a 20int/20hit purple gem in T11...
Engi Helm
+20 Intellect
+20 Haste
-30 Crit
-20 Hit
Not sure it would be worth it as the T11 Helm has more reforging possibilities. Or should I say it actually HAS reforging possibilities. Also not really sure how the new tiering system will work as far as if there will be anything higher then 359 via a token upgrade. Only thing higher I have spotted is PvP gear.
I'm not sure the WoWhead DB is correct. It's at odds with the one on WorldofRaids, in which they have one Cogwheel and one Hydraulic Pump socket, so you can choose one from the Mastery, Haste, Crit, Dodge, Parry, Expertise set, and another from the Hit or Spirit set.
To get "n" additional ticks on your DoT, you need enough total haste to grant you enough time for "n-0.5" additional ticks. Assuming your DoT ticks "t" times without haste, then your total haste "h" would have to be "h > (n-0.5)/t", where "1+h = (1+haste_rating%)*(1+netherwind_talent)*(1+haste_totem)*(1+heroism)*(1+icy_veins)*... " as usual.
The shortest description would probably be "To get n additional ticks from a DoT with t ticks baseline, you need a total haste of (n-0.5)/t.". This gives haste some desirable breakpoints to reach where your DPS makes a jump when you get an extra tick. Not sure whether Evocation gains extra ticks or not.
Worth noting that in combat regeneration is a flat 5% of your base mana pool per five seconds on the character sheet. This is not modified by gear, spec, or buffs as far as I can observe.
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.
I am getting the following Spellpower coefficients, untalented and tested wearing only gear that has a flat increase to Spellpower, Intellect, Crit or haste. (No Set bonuses etc) The numbers are derived from Blizzard Tooltips and Paper doll stats at different amounts of gear
They've tossed the idea of standardized coefficients out the window for Cataclysm. And or are using a standardization process that we haven't divined yet.
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.
Not sure it would be worth it as the T11 Helm has more reforging possibilities. Or should I say it actually HAS reforging possibilities. Also not really sure how the new tiering system will work as far as if there will be anything higher then 359 via a token upgrade. Only thing higher I have spotted is PvP gear.
Well reforging the engineering helm wouldn't matter because you can basically reforge by choosing a different cogwheel. Sure you wouldn't be able to have 3 stats but you could have a massive chunk of whatever stat you are reforging just from that helm.
Spirit affects nothing in combat for mages, so human is also 'none'. (although EMFH and WotF are both non-dps raid advantageous racials when compared with, say, treasure finding, or "increased alchemy skill")
This may be the incorrect place, since its not technically a purely mage resource, but a resource for all raid leaders. Ive been working on a spreadsheet of buffs/debuffs for raid building, including the buffs that can be replaced by hunter pets if needed. There's a link in my sig if anyone is interested.
Thanks Nathyiel, I added your list to the opening post.
Now that the racials are added most of the topics i planned for this thread are included. If some additional topics cross your mind or if you think an existing topic could be expanded in any form, please tell me