The OP was given a quick brush-up to be a little more accurate for 4.06. This includes some minor and moderate changes such as:
- Downplaying the importance of "Mana Management" requirements after 4.06
- Explaining why "Scorch Weaving" is largely no longer necessary
- Removing "Mana Constraints" as a weakness of the Fire spec.
- Changing "Improved Scorch" from an essential talent to Optional/Situational (We'll get a better feel for this in a few more weeks)
- Noting that Arcane Concentration might provide mana efficiency which is no longer necessary
- Removing references to Mobile Scorch being tied to Molten Armor
- Notes to Enchant Bracer with the new Int enchant, switch to the new Meta gem, get rid of all blue hit gems (if anyone still used them to activate the now obsolete meta) etc
References to the actual words "Haste Cap" were downplayed and used more carefully, as usage of the phase got a little out of control and taken out of context. In hindsight, we should have called it something more like "Haste Step" instead.
The main things to consider for this patch, both ingame and how to present to the community are answers to these three questions
- Crit: "What's going on with the value of Crit rating?"
- Haste: "Exactly how good is Haste now ? How much should I aim to have?"
- Mastery: "Flashburn was buffed in 4.06, so how valuable is Mastery now? What about the recent Ignite Munching discussion, how much does that continue to devalue Mastery - even after these buffs?"
It's important players know that various tools (eg SimC) are now introducing more accurate Ignite Modelling, and this is a large factor driving the recent reshuffling of Crit value. Although i've been reading all the relevant posts, i'm not yet sure how accurate the SimC/Rawr developers consider their Ignite Munching models. We're aware that actual:expected is a 'much closer' ratio now, but just how close? The Combat Ratings section of the OP has notes on Crit stating the following, which should be sufficient for now until more details are available:
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Crit is a strong Fire stat on paper, but a little weaker in practise. Crit increases the number of Hot Streak procs, the effectiveness of the Flashburn Mastery, and the amount of mana restored via Master of Elements. Please note that Ignite Munching is a serious factor to consider when placing a value on Crit. Various tools (Eg: Simulationcraft) have recently introduced more accurate modelling for Ignite Munching, and this may result in a considerable devaluation of the stat. Crit may be a strong stat on paper without Ignite Munching considered, but it certainly loses value when Ignite Munching is factored in. Exactly how much? Keep reading this EJ Thread and the Mage Simulation thread for more updates as they become available on this topic.
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As for Haste/Mastery, i'm not sure what's the best information to present or put forward yet. Any suggestions? For those with a fortè in this area, what's your summary of the most important changes pertaining to Haste/Mastery that the community should know about for 4.06. And how/why do these changes alter/influence their Relative Value? Will review the various responses and edit points into the OP as necessary.