The last minor patch caused all gear changes to automatically stop any casting/channeling in progress. Changing gear also starts a GCD, so it is no longer possible to equip int weapons and start evocating all at once.
Paladins complained about this change quite a bit due to the fact a lot of them used to swap out tomes based on which heal they were casting at the time. Doing so costs an extra GCD now and the strategy became thusly ineffective.
As far as I know the change was done but only for non-channeled spells. Can't fish the post for now to prove it but it's here on EJ, moreover I myself was able to do it after the patch, it's only about a week since it stopped working.
I've done a little bit more tests using Ritual of Refreshment as a channeled spell (evo has a cd -> annoying), in any case it's no longer possible to start evocation and then remove or equip a MH item, you can however remove the OH.
I rewrote the macro to
#showtooltip Evocation
/equip [noequipped:Staves]Amani Divining Staff
/cast Evocation
/equip [equipped:Staves]Scryer's Blade of Focus
/equip [equipped:Staves]Fetish of the Primal Gods
And that does work, nor did I notice any GCD firing and not allowing for Evo, however you can't click it again to re-equip your normal gear untill the Evo is done.
So it seems blizzard ninjaed a 'fix' sometime ago (after a patch).
I will be getting Loop of Forged Power today, which will bring my spellhaste up to 259. I'm at the two first bosses of SWP, so gearing towards this level of encounters. Here is a WWS of last nights BT-raid. I disconnected on the first theronwipe and couldn't get back on, but naj/sup/akama/ros/bb + trash are there. Feel free to comment on my rotation, I have a bad habit of scorching way too much
One of our elemental shamans (Toguro) just regemmed/reequipped from 291 to about 260 haste, and he seems to know what he's doing. He said that haste is effective up till about 300. My question is; should I ever stop stacking haste? If so; at what rating should I consider going more dmg instead?
There is no clear answer on this question. RAWR does tell you the relative weight of each stat in relation to your current gear and you can work it out based on that.
I have this very basic question.
How exactly do +% damage talents, buffs and debuffs stack? Additively, multiplicatively, or mixed?
E.g. if a mage has Fire Power, Playing with Fire and hits on a target debuffed with imp.scorch, Misery and CoE, all in Molten Fury range, what will the damage multiplier be?
I couldn't find anything with the forum search, so if someone could redirect me to a relevant post it would help tons.
The 4T6 bonus says "increases the damage of fireball by 5%" it does not say "gains an additional 5% of your bonus spell damage effects". So while it scales with your spell damage in the sense that your damage from fireball scales with your spell damage, it also scales the base damage of fireball. It is certainly not a static (you meant constant?) value.
I've just joined a late T6 guild, with T6 on farm, about to start Sunwell. My question is mainly about haste. As I have the Leggings of Channeled Elements, and the Sea Witch robes, and hopefully the T6 robes soon, I basically want to know my gemming options.
Raid buffed I'm sitting at about 1300 spell damage, and I currently have 179 haste. 1 under hit cap (Draenei and 3/3 EP) and I co-ordinate my CDs.
Is there a magic number when haste > spell damage? Should I be using Quick Lionseyes instead of Reckless Pyrestones? I just hear a lot about haste, and I'm hoping to have 4T6 soon. There's a lock in the guild with Zhar'doom and a load of haste, and when we're next to each other, his shadowbolts are flying out more frequently than mine, and I can't help thinking that haste > SD, with each fireball doing a bit less damage, but if I can get another 10 or so fireballs in per fight, then wouldn't that increase my dps?
There's a lock in the guild with Zhar'doom and a load of haste, and when we're next to each other, his shadowbolts are flying out more frequently than mine
Apart from any difference in his haste rating, this is because Shadow Bolt has a talented 2.5 second cast time compared to your 3 second Fireball. Furthermore, warlocks tend to rate spell damage, haste and crit on fairly equal terms, while for mages spell damage generally remains the superior stat, and we pick up haste and crit incidentally because it's on the gear that's available.
It's important to realise that the value of any stat is relative not only to all the other stats on your gear, but also to the parameters of the encounter. A fight with lots of movement (Supremus) might favour high haste rating, while a stand and nuke fight (Brutallus) might favour spell damage. As Pheroz suggests, you can use Rawr to set these fight parameters and work out for yourself what your ideal combination of gear and gems would be on a particular fight.
From my experience with RNG, sym, get whatever that drops first.
Given that all 3 will drop in the same day, I would get Tempest/Heart , Grand Magister Staff of Torrents, Zhar,doom in this order, taking into account I can upgrade Tempest to sunflare later.
or should I just take whichever weapon drops first
Ideally, many mages would like Sunflare + Heart of the Pit. However, because Sunflare is off the last boss and many people likely will never even kill him, you can't really plan your gear around replacing a trusty old Tempest with a Sunflare any time soon. Also, many people (like myself) have had their Tempest for nearly a year: before Sunwell and before haste stacking was as widespread (and better itemised) as it is today. Although the (tempest+heart of the pit -> sunflare+heart of the pit) upgrade path would be nice, it's nice to get something new.
Honestly, just get whatever comes first. If you happen to get Tempest/Zhar-doom, then your freed up to focus on getting the other major upgrades from Sunwell (Leggings of Calamity, Amice etc) instead.
Many mages have done MH as Fire spec with large amounts of success. With pally tanks, you're able to blastwave/DB/flamestrike spam or AE the trash down. Drinking as soon as you're out of combat obviously is a large help. A respec is not necessary under any circumstances, and without the 2pcT5 bonus, going arcane is not recommended.
Honestly, it should be unnecessary to be any specific spec for Hyjal trash. I'm ussually standard fire spec for it and have little problems. I have done it as arcane spec, and it is nicer - better mana regen and you can really dominate on the trash, particularly in the Alliance camp. But it shouldn't matter much.
The real keys to succes with Hyjal trash is smart use of CC, particulalry to keep the mobs that are being crowd control out of where you want to AOE, getting the NPC's involved, and keeping the mobs bunched up for maximizing the AOE.
Be fast on sheeping your Necromancer and help by pushing the AOE and you should be good. The real thing that would cuase problems for uilds with hyjal trash is poor control.
Has anyone done any consideration on what would be some possibly optimal specs for Sunwell with the announcement of a release of the new talent trees in the future? I've been following the WOTLK mage thread fairly well and know what is contained there, but I'm curious as to the effect of only have 61 instead of 71 talent points would mean.
I'm personally a big fan of frost and I'd love if I could raid Sunwell as frost if it is comparable dps, however I am aware at the moment that Living Bomb, if sustainable, could be make fire the optimum spec. Any suggestions would be great as to if Winter's Chill crit chance for multiple damage types and FoF, assuming it is working for that patch, would help frost's viability as well as how potent the arcane tree is with it's changes such as Focus Magic, etc.
Also I apologize if this is not necessarily the correct thread for this. In a way the Wotlk discussion pertains extensively, but since this does not apply to the expansion and doesn't really apply to 2.4 theorycrafting I thought perhaps it could be asked in here as "help".
Edit: Yeah good point saphya, I didn't really consider that a lot of the mechanics aren't working correctly at the moment.
We have to wait till the new stuff is actually working and mostly finished. Since a lot of the current WotLK talents are bugged right now (especially frost) and might still be changed or rebalanced considerably, I don't see the point in discussing optimal level 70 specs with WotLK talents at the moment. I'm quite sure all the necessary discussions will be done as soon as the talents are ready (and possibly running on the PTR).
Hi guys, having gotten [Ring of Ancient Knowledge] tonight and already having [Loop of Forged Power] and [Band of the Eternal Sage] I think the time has come for me to drop enchanting for leatherworking as I want to try something new. Was just wondering if anyone knew if dropping enchanting removes the enchant ring - spellpower enchant or if it still(?) stays on the rings after dropping the profession. Thanks in advance.
The reason I post it here is because I also wanted to ask if you think leatherworking would be the choice for my next profession DPS-wise or would tailoring be a better option? Keeping in mind I plan to be arcane till expansion as my guild is currently 4/5 hyjal 5/9 BT and having problems with attendance and I don't think I'll be seeing any large chunk of SWP.
The ring enchants will persist after dropping enchanting, but this option will be unique to TBC. In wrath this will be prevented with profession requirements for profession specific enchantments / improvements.
As for which profession to take, tailoring really only offers Spellfire for you, and with Tempest Gloves and a Belt of Blasting you probably wouldn't want to wear it anyway. Note: I'm assuming you won't have access to Sunwell patterns, although you could buy them if you wanted to. That being said, LW would offer a nice benefit and is also relatively inexpensive to level.
That's a pretty major fuck-up there, I suggest you get Debuff Filter
Add: Judgement of the Crusader, Curse of the Elements, Misery, Fire Vulnerability.
Yell at 'locks on vent if you notice that CoE is missing from that bar, and remove all other unnecessary debuffs. That would've easily been a kill with CoE up. Your log file says it was up though: Wow Web Stats
Forgot to re-apply for the last minute? Highly doubt that would help the 450k damage missing though.
Tell Critically to not cast Pyroblast, ever.
I looked at your gear and I think you should be able to push 2k DPS with it, with a little tweaking. Just make sure you use the cooldown stacking mentioned in mage threads many times before for Brutallus. You're also shy of one last percentage of hit, 13 hit rating to the hit cap, on that WWS you missed 3 Fireballs (2.4%), pretty frustrating. I would get that hit rating from either gemming a couple of veiled pyrestones, or maybe using S4 haste necklace with a 10 spell hit gem & then a veiled somewhere else, maybe gloves.
Aside from perfect cooldown stacking, cancelling Ice Block asap (with cancelaura macro) when burned, and heroism sub 20%, it all comes down to gear & RNG how you perform.
Since you have a SP, I wouldn't recommend the use of a SCB, you really should have enough mana to get through the encounter, maybe get the darkmoon faire card instead? (though, then your hit rating would become a bit more difficult to fix, maybe use S2 dagger instead of Twisted Vision, it's not so hard to get) Also use flame cap on the first minute with all cds, and if you feel it's needed you can pop a Mana Emerald at 3:00 and get another flame cap in for the execution phase at 1:00'ish. Oh and arrange for IDS buffing by some alt, if you aren't doing that already, it would give you about 35DPS.
From what I was told, there was no CoE on for the first 50%.
Crit was usin pyro to start because some of us had issues with rage (found out druid tank wasn't Mauling) but it should be fixed.
As for SCB.. I'm using it more as an extra boost in SD, since my trinket's kinda suck. I've had worst luck with hexlord (88 kills, 0 trinket drop. GG blizzard loot tables). Hoping for maybe the skull to replace SCB, if that ever drops, and same with ToC. (Archi and Illidian tonight before Brut).
I've chilled for the first min or so on the fight, then at the 5 min mark I blow my Trinket, Icy, Destro, then use Mana gem with combustion.... then pop trinket, gem and destro when they came up at the 3 min mark, then the rest all together with bloodlust. For that though, I was thinking maybe everything except icy, then icy when combustion is finished.