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Old 01/22/08, 11:29 AM   #526
Fireflash38
Von Kaiser
 
Undead Shaman
 
Lightninghoof
Originally Posted by Roywyn View Post
My cooldown rotation for frost is:
Fight starts. I wait a few seconds. Then I summon the WE, click my Icy Veins/Clicky Trinket/Frostbolt macro, use Cold Snap right away and continue spamming Frostbolt. Using IV again when it runs out, and resummoning WE when it's OOM, disappears or dies (mostly the latter).
After this, I just use everything when it comes up again.
I don't actively wait for cooldowns, and I don't think I should.

Your questions:
- The water elemental's spell power is adjusted in real time. Click a trinket and it hits harder. 20 seconds later, it hits for its normal values again.
- The WE gains ~40% of your spell damage, and Waterbolt gains 2.5/3.5 ~ 71% of the WE's spell damage, or ~28% of your spell damage (there is some +/-1% issue/error, but nothing to worry about).
- The WE is not affected by your haste, crit, hit, etc., and not by Icy Veins either.
- The WE is affected by Heroism since it's a group buff including pets. Make sure you have the pet out just before Heroism is cast.

- 2.5s Frostbolts become 2.08s with IV, 1.92 under Heroism, 1.60 under both. That's a good thing.
But if you have haste items, Ashtongue trinket, Haste Drums your cast times will get under the global cooldown of 1.5s and IV will be wasted.
- You shouldn't wait for random procs, no.


For 2/48/11:
If you wait or not depends on whether the cooldowns will come up again before the boss dies or not.
If your cooldowns come up, and you know the boss will die on 3-4 minutes at most, save your cooldowns.
If it will take longer, use your cooldowns now and later on, even if that means you won't get heroism and your own cooldowns at the same time.


Note: If you need to use Evocation, use it as the last cast during Icy Veins. Makes you benefit 6-10 seconds longer from it.
If I remember correctly, Summoning WE and CS both set the GCD, so therefore you do not want to be Summoning/CSing during your IV duration or you lose a frostbolt. Also, if you arent worried about mana, arcane missiles right at the end of IV is incredible.

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Old 01/22/08, 1:08 PM   #527
Laren
Glass Joe
 
Draenei Priest
 
Doomhammer (EU)
Originally Posted by Larisa View Post
I'd like to include icy veins.
I've failed so far, especially since it gets too long. Any suggestion would be very much appreciated!
If you use ErrorMonster - WowAce Wiki you can at least remove all the calls to UIErrorsFrame.

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Old 01/22/08, 3:07 PM   #528
Cardynal
Piston Honda
 
Orc Warrior
 
Mug'thol
Originally Posted by Fireflash38 View Post
If I remember correctly, Summoning WE and CS both set the GCD, so therefore you do not want to be Summoning/CSing during your IV duration or you lose a frostbolt. Also, if you arent worried about mana, arcane missiles right at the end of IV is incredible.

You don't receive a GCD for CS to my knowledge.

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Old 01/23/08, 8:05 PM   #529
LiquidHAL
Piston Honda
 
Human Mage
 
Hyjal
I wonder if anyone else gets this. Using what i'm pretty sure is the latest version of quartz, whenever i use IV followed by blizzard, i see the full 8 second cast bar but then it suddenly stops as if the spell was canceled after about 6 seconds of channeling. It seems like blizzard is getting the haste benefit of IV but my castbar doesn't take it into account.

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Old 01/23/08, 8:08 PM   #530
Finkum
Don Flamenco
 
Human Priest
 
Frostmourne
Originally Posted by LiquidHAL View Post
I wonder if anyone else gets this. Using what i'm pretty sure is the latest version of quartz, whenever i use IV followed by blizzard, i see the full 8 second cast bar but then it suddenly stops as if the spell was canceled after about 6 seconds of channeling. It seems like blizzard is getting the haste benefit of IV but my castbar doesn't take it into account.
Yes, that has been an issue for some time. It's mentioned elsewhere in one of the mage threads, though I can't remember which one. It is particularly noticable if you cast Blizzard after a MSD proc, as the castbar will disappear at the half-way point.

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Old 01/24/08, 7:15 AM   #531
Roywyn
Bald Bull
 
Roywyn's Avatar
 
Roywyn
Gnome Mage
 
No WoW Account (EU)
The Blizzard channeling bar is always 8 seconds, although the spell casts faster.
It's bugged in the standard UI and thus in every cast bar mod that I've tried. I think the server just sends the wrong data there.

When spamming Blizzard in Hyjal, I just check my cast bar to estimate when I have to recast. I.e. if it's 6.12s channeling time, I recast when Quartz lists it as ~2 seconds remaining.
It's pretty inaccurate, requires some practise and I'm sure I lost quite a few 8th ticks and had a couple of 1s+ delay.

Does anyone know of a mod that fixes this issue?
Or helps in some way there? I'd be grateful about just anything.

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Old 01/24/08, 8:56 AM   #532
Pintofbrew
Now with Karate Grip! (TM)
 
Pintofbrew's Avatar
 
Orc Death Knight
 
Frostwhisper (EU)
Originally Posted by Laren View Post
If you use ErrorMonster - WowAce Wiki you can at least remove all the calls to UIErrorsFrame.
Will this addon remove "spell isn't ready" spam as well as the annoying rush-of-wind sound effect as well? I've mapped my spam to mwheel and every time I want to skim quartz to the limmit I end up with three lines of NOT READY smack bang on my DBM timers and that retarded whooshing sound of failed cast initiation.

If it won't remove the pesky buggers, anyone got a macro code that will?

Greece Offline
Old 01/24/08, 10:22 AM   #533
Akuman
Von Kaiser
 
Akuman's Avatar
 
Troll Mage
 
Al'Akir (EU)
I don't know about the addon, but for the macros.

/script UIErrorsFrame:Clear()
This will stop the 'Spell Not ready' message. Just put it in, the line before the spell.

#showtooltip Fireball
/script UIErrorsFrame:Clear()
/cast Fireball

To remove the sound from the spell not ready, just go to your sound settings and disable error sound whatever it's called.


To remove the sound you get when you use a macro that includes a trinket that is on cooldown, you use this.

 /run SetCVar("Sound_EnableSFX","0")
 /use 13
 /use 14
 /run SetCVar("Sound_EnableSFX","1")

<@Terror> "It's easy to forget what a sin is in the middle of a battlefield."
<@cky> opposite over hypotenuse

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Old 01/24/08, 10:30 AM   #534
cbags
Piston Honda
 
Draenei Mage
 
Garona
I am a recently newly minted 70 mage. My guild has gotten as far as dropping Curator in Karazhan. I have been following these forums for a while, and I can say with confidence, it's helped me a ton.

Using the knowledge here, my gear selections have been focused on reaching the hit cap, and the armory that shows for me right now is minus 2 pieces of gear that get me to 165 hit, the Terrokar Tablet of Vim, and Mindfire Waistband Gemmed with +6 hit. It lowers my damage, but I think for boss fights I should make up the 30-35 damage by having the best +hit possible.

I have started doing a fair amount of pvp so I can start getting better gear, but I notice that with the exception of the two staffs, they all add a lot of crit, obviously.

The question I have is, as I scale up into gear with higher stamina and crit and damage...am I also going to see a marked change in my threat generation?

Of course there is also the "Help me please!" part of me wants to know which items I should be looking to try and run for, and build up badges for, I have 26 to use right now.

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Old 01/24/08, 11:46 AM   #535
Copernicus
Bald Bull
 
Copernicus's Avatar
 
Night Elf Druid
 
Tichondrius
With Blessing of Salvation, threat has never been an issue for me until late BT/MH gear. Without it, threat is almost always something you need to watch even at average gear levels.


For badge gear, I think it goes [Icon of the Silver Crescent], [Fetish of the Primal Gods], and [Carved Witch Doctor's Stick]. Those items will stick with you for a very long time and are cheap to get. The cloth items can be picked up if you think they'll be upgrades, but those slots are more quickly replaced in raid content. The necklace, ring, and cloak aren't very good

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Old 01/24/08, 12:01 PM   #536
Ichanna
Glass Joe
 
Undead Mage
 
Dragonblight (EU)
@cbags:

1) Threat generation:
As you gear up you will naturally do higher dps and generate more threat. The best advice for dealing with this is get yourself a threat meter (either ktm or omen depending on preference and what the rest of your guild has) and deal with your threat that way. If your about to aggro stop dps for a few seconds (can be a good time to use evocation so your not wasting time doing nothing) and start dps again when tank further ahead. Also leaving tank 5-10 secs at start of fight to gain some aggro is always good.
In addition, dont forget about invisibility. If possible use it when high on threat and go fully invis (you only lose about 40% threat during the fade then the last 60% when you go invis) to dump all your threat. You can use a rank 1 arcane explosion to come out of invis straight away. If you time it right you can basically nuke from the start, invis on high threat, then nuke for rest of fight with no threat issues. Of course depends on fight.

2) Your gear:
Regarding hit gears, as you gear up try keeping your hit as close to capped as possible without sacrificing too many other stats. If you replace some gear with hit on it with gear with no hit keep the hit gear in your bank or bags. Gives you options when upgrading other gear or plugging hit gaps.

After a quick look at your armoury I have a few suggestions for gear improvements (money/time permitting):
a) Enchant your gear: (Will give you an extra 100+ spell dmg, and some hit and stam)
Head - Glyph of Power - Items - World of Warcraft
Weapon - Formula: Enchant Weapon - Major Spellpower - Items - World of Warcraft
Gloves - Formula: Enchant Gloves - Major Spellpower - Items - World of Warcraft or Formula: Enchant Gloves - Spell Strike - Items - World of Warcraft
Legs - Mystic Spellthread - Items - World of Warcraft
Boots - Formula: Enchant Boots - Fortitude - Items - World of Warcraft

b) Gems:
If you have the money and your serious about raiding buy the rare gems. There is also no need to match socket colour to gem colour unless your specifically going for the socket bonuses on your spellstrike pieces.

c) Upgrades:
Trinket - Icon of the Silver Crescent - Items - World of Warcraft
Gloves - Studious Wraps - Items - World of Warcraft
Wand - Carved Witch Doctor's Stick - Items - World of Warcraft
Trinket - Quagmirran's Eye - Items - World of Warcraft
Boots - Boots of Blasphemy - Items - World of Warcraft

I highly recommend getting the following addons to help with deciding on upgrades:
Rating Buster - http://www.wowace.com/wiki/RatingBuster
Converts ratings to percentages and provides summary of stats (including the bonuses from talents) at bottom of tooltips. Highly configurable
Atlasloot Enhanced - AtlasLoot - WoWWiki - Your guide to the World of Warcraft
An ingame database of all loot from all bosses, pvp & badge of justice rewards, rep rewards etc. I have spent ages browsing atlasloot and comparing gear to work out what to aim towards.

Hope that helps

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Old 01/24/08, 12:52 PM   #537
Laren
Glass Joe
 
Draenei Priest
 
Doomhammer (EU)
Originally Posted by Pintofbrew View Post
Will this addon remove "spell isn't ready" spam as well as the annoying rush-of-wind sound effect as well? I've mapped my spam to mwheel and every time I want to skim quartz to the limmit I end up with three lines of NOT READY smack bang on my DBM timers and that retarded whooshing sound of failed cast initiation.

If it won't remove the pesky buggers, anyone got a macro code that will?
The addon will remove any message you configure it to. "Spell isn't ready yet" is not set by default but a simple "/em add Spell isn't ready" once after installation does the job.

But it can only remove the error text messages, not the sound.

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Old 01/24/08, 1:15 PM   #538
Immolater
Glass Joe
 
Gnome Mage
 
Moonrunner
Originally Posted by cbags View Post
I am a recently newly minted 70 mage. My guild has gotten as far as dropping Curator in Karazhan. I have been following these forums for a while, and I can say with confidence, it's helped me a ton.

Using the knowledge here, my gear selections have been focused on reaching the hit cap, and the armory that shows for me right now is minus 2 pieces of gear that get me to 165 hit, the Terrokar Tablet of Vim, and Mindfire Waistband Gemmed with +6 hit. It lowers my damage, but I think for boss fights I should make up the 30-35 damage by having the best +hit possible.

I have started doing a fair amount of pvp so I can start getting better gear, but I notice that with the exception of the two staffs, they all add a lot of crit, obviously.

The question I have is, as I scale up into gear with higher stamina and crit and damage...am I also going to see a marked change in my threat generation?

Of course there is also the "Help me please!" part of me wants to know which items I should be looking to try and run for, and build up badges for, I have 26 to use right now.
Alright, I agree with the previous poster about the trinket, that trinket will last you for a long time. I disagree with the OH and wand though. I'm sure you will be getting Shade here shortly, so you can get the wand from there which has hit on it. You sacrafice damage for the hit, so you can sacrafice hit elsewhere where it will give you a larger increase. Also, on the offhand idea, I like your staff. It will last you a while unless you choose to go with the staff off of curator, which may be better I'm not quite sure off the top of my head.

Shoulders - Get the gladiator ones imo
Cloak - I wouldn't really worry too much about it, but get the one from Moroes until you can get the Prince cloak. The Prince cloak will last you a long time.
Gloves - Those should be fine until you get the gloves off of Curator (your T4). I assume that you only went +10 Spell Crit because it was cheaper? Make sure you get +20 Spell Damage when you get one's that you will keep for a while.
Boots - Get the boots off of Quag in Heroic SP or wait for the Ruby Slippers to drop.

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Old 01/24/08, 1:29 PM   #539
cbags
Piston Honda
 
Draenei Mage
 
Garona
Sadly I have already lost a roll on the T4's off Curator, and a roll for the cloak off Moroes. Being the ONLY raiding mage right now in my guild kinda sucks, we have a couple in the pipes getting keyed, but they are a little ways off.


I have The Bringer of Death with th +40 spellpower on it in the bank, I need to assemble the mats for the +40 again. The crit was a freebie from a guildie. I have also been looking at the wrist enchant. I think mistakenly went Aldor...as an Alchie and a mage there look to be more upgrades on the Scryer side, big frown face.

I have started renbuilding honor for the gladiator shoulders...if it isn't AV it feels like nothing but premades, and os really NOT that much fun to do. For pvp I have a bunch "of the Sorcerer" crap with lots of Stam on it for the time being until I can get the good stuff.

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Old 01/24/08, 1:45 PM   #540
Akuman
Von Kaiser
 
Akuman's Avatar
 
Troll Mage
 
Al'Akir (EU)
Besides the stamina, as you increase your crit and dmg and the hit cap yes you will notice a change in your threat generation but I wouldn't honestly worry.

Unless your tank is really crap, and you don't have BoS, you won't have to worry about threat.

Just use a threat meter like Omen to detect your threat levels, and then stop dpsing for a bit so that your threat reduces to comfortable level.


Along with what Copernicus said, I would take [Runed Spell-cuffs] and [Studious Wraps] from Heroic Badges.

Get
-[Sethekk Oracle Cloak] from last boss in Sethekk Halls.
-[Vindicator's Silk Footguards] from BG farming
-[Ashyen's Gift] from Cenarion Exalted
-[Xi'ri's Gift] from Revered Sha'tar, which means you can get the head enchant as well

Don't worry about getting the gem socket bonus from your items.
You don't need over 6.5k HP until Hyjal and BT.

Get your gear enchanted as well.
+ Spell damage on everything you can.

Hope that helps

<@Terror> "It's easy to forget what a sin is in the middle of a battlefield."
<@cky> opposite over hypotenuse

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Old 01/24/08, 10:39 PM   #541
Drayerina
Von Kaiser
 
Human Death Knight
 
Die Silberne Hand (EU)
I read a lot in this forum and since the IV patch I often see mages doing 2k+ dps. While I am not as good equiped as those mages, I don't think it is only the equipment that makes such a huge difference to my own dps (my record is about 1419 @ Najentus last raid).

As far as I understand, the timing of a mages cooldowns make or break the dps. My question now is, can you give me some advice how you time your cooldowns? I allready use iv+comb when the mob is at 20%, and tell the shami to start heroism at the same time. Would it be better to have +spelldamage on activation trinkets?

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Old 01/25/08, 4:36 AM   #542
Akuman
Von Kaiser
 
Akuman's Avatar
 
Troll Mage
 
Al'Akir (EU)
As discussed earlier, there is no point in activating IV and Combustion without having a trinket up.
IV increases your speed, while combustion increases the chance to crit.

If you're not using a spelldmg trinket when you use IV or combustion, then there will be no difference if you use IV with combustion or if you dont.

However, if you use the spelldmg trinket with IV, you are able to cast more spells which can be subjected to the +dmg from the trinket.

If you use the spelldmg trinket with Combustion, you are able to get higher crits and hence more dmg.


IV + Combustion = Useless

Trinket + IV = More spells with the +dmg from trinket

Trinket + Combustion = Higher crits

Trinket + IV + Combustion = BIG DPS INCREASE

<@Terror> "It's easy to forget what a sin is in the middle of a battlefield."
<@cky> opposite over hypotenuse

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Old 01/25/08, 6:19 AM   #543
Binya
Glass Joe
 
Night Elf Rogue
 
Aegwynn (EU)
Originally Posted by Akuman View Post
Trinket + IV + Combustion = BIG DPS INCREASE
I am currently using Hex Shrunken Head and Neltharions Tear (will be replaced with the skull soon) and the Hex Head is a really good trinket but if you use each cooldown wouldn't it make more sense to use a 1.5 or 3 minutes trinket like Xi'ri's Gift (is there a better 1.5 minutes cd trinket?) to use the trinketeffect each cooldown and use it each IV + Combustion cd?

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Old 01/25/08, 6:23 AM   #544
Drayerina
Von Kaiser
 
Human Death Knight
 
Die Silberne Hand (EU)
Thanks for your answer.

That I don't get any benefit from using IV with combustion was something I allready knew. To be more precice, I would like to know if it would be better for me to use serpent braid or icon as trinket instead of the quagmirran's eye. Theorycraft-o-magic says quags eye is better, but I guess this changes with a heroism totem. But my math skill is rather poor, that's why I am asking

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Old 01/25/08, 8:13 AM   #545
Akuman
Von Kaiser
 
Akuman's Avatar
 
Troll Mage
 
Al'Akir (EU)
Binya
It would make sense if there was a 1.5 minute cd spell dmg trinket that increased your dps more than Hex Shrunken Head, but [Hex Shrunken Head] is one of the best trinkets in game along with [Darkmoon Card: Crusade] and [The Skull of Gul'dan].

You might as well wait 60 seconds till combustion and Icy Veins are up.


Drayerina
It depends on your gear to be honest.

I would think that Icon > Serpent > Quag's Eye, in the majority of situations.

I put in my gear (see my armory profile) and I got those results.

<@Terror> "It's easy to forget what a sin is in the middle of a battlefield."
<@cky> opposite over hypotenuse

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Old 01/25/08, 8:55 AM   #546
Ichanna
Glass Joe
 
Undead Mage
 
Dragonblight (EU)
Id like to weigh in on the IV combustion trinket discussion if i may

During the duration of IV your dps is increased by 16.6% which affects your trinket too.

1) Comparing saving your trinket for IV & Combustion against using Trinket as soon as its off cd.
2) Taking the example of Hex Shrunken Head - Items - World of Warcraft
3) Time frame of 6 mins (Using as soon as off cd you get 2 IV's and 3 Trinkets and have them both off cd at 6 mins)
e.g
0mins IV + Combustion + Trinket
2mins Trinket
3mins IV + Combustion
4mins Trinket
6mins IV, Combustion & Trinket off cd

Without Combustion:

Option A) Saving trinket for IV

1st Trinket activation: Trinket gives 211*16.6% (246 dmg) for 20sec
2nd Trinket activation: Trinket gives 211*16.6% (246 dmg) for 20sec

Averaged over 6 min timescale gives an extra
246/9 = 27.3 dmg

Option B) Using Trinket on every cd

1st Trinket activation: Trinket gives 211*16.6% (246 dmg) for 20sec
2nd Trinket activation: Trinket gives 211 for 20sec
3rd Trinket activation: Trinket gives 211 for 20sec

Averages to (246+211+211)/3 = 222.7 dmg every 2 mins for 20 secs

Averaged over 6 min timescale gives an extra
222.7/6 = 37.1 dmg

So just taking IV and trinket without the effect of combustion you will do more dps activating your trinket every time its off cd.

With the effect of Combustion:
Taking the very simplified model that Combustion will give you 3 crits during the 20 seconds Trinket is active.

Under IV you can get 7 fireballs to hit the target in the 20 secs (no 8th due to travel time) and assuming Ignite talent 5/5
Average extra dmg due to trinket with IV & Combustion active = (246*4 + 246*2.1*3)/7 = 362 dmg

Option A) Average becomes 362/9 = 40.2 dmg

Option B) Average becomes (362+211+211)/(3*6) = 43.5 dmg


Therefore, even with the effect of combustion, if your looking to maximise your dps use your Trinket as soon as its off CD (Although there aint much difference). Of course if the fight will end before your Trinket cd can come around again save it to use with IV & Combustion.

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Old 01/25/08, 9:32 AM   #547
Pintofbrew
Now with Karate Grip! (TM)
 
Pintofbrew's Avatar
 
Orc Death Knight
 
Frostwhisper (EU)
Originally Posted by Akuman View Post

To remove the sound you get when you use a macro that includes a trinket that is on cooldown, you use this.
I am aware of that, however that will disable the character's "that spell isn't ready yet" verbalisation. This also triggers a little low-volume whooshing "you made a booboo" noise, which stacks with it's self and if you spam an out-of-range spell or something similar a few times ends in a sizeably annoying WHOOMF each cast. I wonder if a macro with "disable SFX" at start and "Enable" at the end will interrupt SFX which are already channeling.

Greece Offline
Old 01/25/08, 10:03 AM   #548
galzohar
Bald Bull
 
Blood Elf Paladin
 
Darksorrow (EU)
Evocating instead of the last icy veined fireball is actually beneficial, however the benefit is not huge, when you take into account the fact you lose (8*0.8 + 3*0.2)=7 seconds of dps instead of 8. If you'll ever be able to evocate during a part of the fight when at least 1s out of the evo channeling time was dead time anyway (in which you couldn't dps), it's better to evocate during that time over doing it as the last spell of icy veins.

Basically stand and shoot kind of fights: evocate as the last icy veins tick.

Movement fights if you can evocate during a period where at least 1s out of that evocate would be time in which you couldn't dps anyway, evocate during that time instead.

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Old 01/25/08, 10:25 AM   #549
Pintofbrew
Now with Karate Grip! (TM)
 
Pintofbrew's Avatar
 
Orc Death Knight
 
Frostwhisper (EU)
Lately I've been finding that Evo isn't that critical in it's full duration; Rather than try to Evo on IV, who'se timing I find fiddly and troublesome, I often find it sufficient to Evo only 2 or 4sec worth of mana; The last 10 or so times I've evo'd 8sec I've ended with 20% more mana than I'd care about, though I suspect this is because I'm always in a group with a restosham and SCB is so damn hot nowadays with uber-emeralds.

Greece Offline
Old 01/25/08, 11:34 AM   #550
galzohar
Bald Bull
 
Blood Elf Paladin
 
Darksorrow (EU)
Evocating for 1/2 the duration is the exact same tradeoff as evocating the full duration. If you get mana leftover obviously you should've cut your evocation short, however its place on the prioriy list remains the same regardless if you use it to full or 1/2 etc. Using only 1/2 evocation, though, obviously reduces the benefit of evocating as the last spell of icy veins by a lot, but since that benefit was already small...

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