Originally Posted by Wizeowel
Not for nothing is it written in the first page of this thread by a premier EJ theorycrafter that AE is the optimal spell for mage AoE.
Ilyawen, you are effectively saying that FS is better because it has a cast time and that gives your prot pally more time to get aggro. Did you not consider the possibility to wait 3 seconds and then cast AE? Same effect, higher damage, lower threat (even compared to 130% range). You also talked about "a 3 second headstart on the damage, and saves a GCD in the process" but this doesn't actually work. It's no 3 second headstart because due to lower AE threat I can start nuking sooner.
|
Unless of course blowing all your fire spells doesn't pull aggro, and the 3 second windup after the consecrate drops is sufficient to let the pally build threat and/or the monsters are nearly dead when you do pull aggro and they just die in another arcane explosion.
Your analysis is correct for 10 critter Hyjal waves, I can't argue with RAWR. But it is still useful to see the numbers behind RAWR and what happens when there are NOT 10 creatures in the wave. In WOLK, the raising of damage caps is going to totally transform AOE rotations. Even in BC, the right rotation is sensitive to number of monsters.
What you are suggesting is that you can start 1.5 seconds earlier than the flamestrike with arcane explosion because it both does less damage and has a bigger threat reduction from talents. (I don't think you are suggesting starting right as the consecrate drops).
Here's how that plays out with my fire mage, in damage, mana and threat, side by side with flamestrike. YMMV based on gear, but AOE's have low spell damage coeffiicients as a rule. We'll assume that we're shooting at 7 or fewer enemies. If it is 10+ there is no question arcane explosion is better.
I'm going to ignore haste and cooldowns for this, assuming you'd use them the same way on both, although for a fire mage, popping combustion before doing several fire AOE's is good from both a damage and mana perspective. This comparison also ignores crits, which again favores arcane explosion over reality because the fire spells will crit 9% more often at least than arcane explosion will on a fire build, and crits will give mana back. This is pretty much a worst case comparison using strictly average damage, a 2/47/11+1 build and 1240 +spell damage and no raid buffs.
AE spam
time dmg threat mana
0 0 0 0
1.5 676 270 545 arcane explosion
3 1352 541 1090 arcane explosion
4.5 2028 811 1635 arcane explosion
6 2704 1082 2180 arcane explosion
7.5 3380 1352 2725 arcane explosion
9 4056 1622 3270 arcane explosion
10.5 4732 1893 3815 arcane explosion
12 5408 2163 4360 arcane explosion
Fire spells then Arcane explosion (target fs as pally is pulling)
108.45
0 0 0 0 97.605
1.5 0 0 0
3 1795 1616 1606 flamestrike/dr breath
4.5 2850 2565 2232 blast wave
6 3635 2933 2777 arcane explosion
7.5 4419 3301 3322 arcane explosion
9 5204 3668 3867 arcane explosion
10.5 5988 4036 4412 arcane explosion
12 6700 4338 4957 arcane explosion
In this mode you just cast flamestrike/dr br whenever they come
off cooldown and don't recast flamestrike. It retains a DPS edge
at about same DPM if MOE is figured in. The primary cost is threat,
which rises faster than the DPS does.
Flamestrike "spam" as described, first one target as pally pulls
0 0 0 0
1.5 0 0 0
3 1795 1616 1606 flamestrike/dr breath
4.5 2850 2565 2232 blast wave
6 3635 2933 2777 arcane explosion
7.5 4419 3301 3322 arcane explosion
12 6066 4445 4808 flamestrike+targeting+arc expl
In this mode you just cast flamestrike/dr br whenever they come
off cooldown, otherwise arcane explosion. The 12 second DPS
can't be sustained, so it should be compared to a cycle that
is all arcane explosion filler to get a more balanced view. In 12 sec, you
spend 8 sec winding up flame strikes and can fit in 3 arcane explosions
while wating for the DOT to tick. At my gear levels you get:
12 seconds of 4986.6 4792.14 3864
Or lower DPS than straight arcane exposion but better DPM,
especially with MOE figured in. Threat though is over twice AE spam.
The three rotations have different strengths. The all arcane
explosion spam is best threat and best for if fire gets capped
by number of enemies.
The "lead with fire, then spam AE with fire as cooldowns
come up" is highest DPS, but has a threat spike with
each fire cooldown. Mostly though it is using the AE threat
curve, so if the pally generates more threat than AE over time,
he'll have enough left for the spikes. This model is most effective
if you stack cooldowns before the fire bursts, especially the
first one, which will generate ignite ticks, MOE paybacks etc.
The third rotation is very high threat, lower DPS but has
the best DPM, especially if MOE is considered. The reason
this may be popular on Hyjal for fire mages might be DPM.
Not all raids can provide enough mana to sustain AOE.
For an arcane mage, things are different. He gets more crits
on arcane explosion, he doens't get mana back on flamestrikes,
he doesn't have a bunch of talents that crank fire damage and
crits and he does have talents that improve arcane explosion
a bit. So for him, AE spam is probably always right.
At higher gear levels, your extra fire damage might get capped
by the number of mobs, improving the AE spam relative to
others. But the spell damage coefficient is pretty small, so
it's less sensitive to gear than fireball spam is.
^^ to summarize that for the original poster.
If your paladin can handle the threat from your current flamestrike rotations, you can handle the "lead with fire, then AE, with blast wave/dragon breath as they come up" rotation easily. If you can sustain the mana burn, that's the most DPS rotation, but it probably is not a lot better than AE spam unless the # of mobs drops closer to 7-8, so it might not be worth the threat on the Hyjal mobs.
If he can't handle the initial burst, AE spam with blast wave/dragon breath as his threat curve gets ahead is likely better, although again if there are a lot of mobs alive, BW/DB may not do much more than Arcane Explosion. It's
easy to tell...just look at the numbers you get when you pop them.
The only reason to use the flamestrike rotation you described is mana and even then you need to consider total
damage done vs mana used. It might just make the fight last longer without doing any more total damage
(or worse, do less damage)