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Old 09/06/08, 7:28 AM   #1151
Searix
Piston Honda
 
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Human Mage
 
Stormreaver
I don't understand their logic behind this Mirror Image, specifically:

-If it has 1/3 your hp, it should get one shotted by mobs with aoe abilities (Brutallus anyone?), nerfing your 20% of your dps spell. Also classes with quick aoe (Read: Warriors with Whirlwind, Rogues with Blade Flurry) can kill all of them within seconds
-Weird, random spell choices by images, if you cast an arcane spell, if you slightly desync, they know which one you are.
-An aoe ability on your images will reveal which one you are (the one not at 60% health after one aoe).
-No way to control when trying to sheep your target
-Doesn't Scale, if we're balanced with having it now, in a year's time we'll fall behind.

I don't know, it has a longggg way to go if they want it to function right.

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Old 09/06/08, 7:50 AM   #1152
Pintofbrew
Now with Karate Grip! (TM)
 
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Orc Death Knight
 
Frostwhisper (EU)
On the plus side, you can probably lag people to death in BG. Imagine, 15 mages all simultaneously Mirroring, with minipet out and a high polygon-count gearset... Instant lag!

The frankly bizarre uses are endless!

I'm more concerned with the MF change in all honesty. Not as much a nerf as a stratification, a normalization if you will. One, however, which isn't in-line with our whole crucible of CD-stacking. Not such a bad thing if you consider too many mages were incompetent at correct CD-stacking, meaning we're less dependent on perfect execution now.

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Old 09/06/08, 7:57 AM   #1153
threep*
Von Kaiser
 
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Human Mage
 
Eredar (EU)
Can someone in the beta test if Living Bomb now works properly?

I think mirror image was just activated to show people the new cool stuff and hasn't been tuned/coded right. Especially the frostbolt casting has to be adressed. IMHO the images should cast spells based on your spec, maybe lowering the base damage a bit, but including your talents like fire power, critical mass and so on.

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Old 09/06/08, 8:00 AM   #1154
Zaldinar
Don Flamenco
 
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Human Mage
 
Arygos
A major issue for the PvP side of house that I see for Mirror image is that it won't fool anyone with the right addon, atleast not more than a second or so. Using Manlys combat log as an example:

9/5 23:50:05.827 SPELL_CAST_SUCCESS,0x000000000005FF65,"Manly",0x511,0x0000000000000000,nil,0x80000000 ,55342,"Mirror Image",0x40
9/5 23:50:05.862 SPELL_CAST_SUCCESS,0xF7300079F00000FB,"Mirror Image",0x2111,0x0000000000000000,nil,0x80000000,58838,"Inherit Master's Threat List",0x1
Manlys GUID is 0x000000000005FF65, the Mirror Images is 0xF7300079F00000FB, once you correctly identify the mage initially, a tooltip / unitframe addon could be easily trained to give a big visual cue that the GUID doesn't match when the mirror images come out.

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.

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Old 09/06/08, 8:05 AM   #1155
Roywyn
Bald Bull
 
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Roywyn
Gnome Mage
 
No WoW Account (EU)
Originally Posted by Dragonrhonin View Post
Ya I dunno why I posted that. Feel kind of stupid now. But anyways, since I did: Something to not about the arcane tree is that most of it's talents are spent indirectly increasing dps: Torment of the Weak, Student of the Mind, Clearcasting, Arcane Potency, Pom+AP+Arcane Flows. Since I posted it, just thought I might point out my thinking.
Yeah, Arcane as a huge amount of cool talents, it's really lovely. But the amount/quality of DPS talents is rather lacking.
Even Mind Mastery is isn't good at later levels because it scales not with a primary DPS stat. It's a ~3% increase for 5 points at late levels.

Just for a comparison of the talents:
1889 DPS - Fireball as 0/0/0
2134 DPS - Arcane Missiles as 0/0/0
3325 DPS - Arcane Missiles as 51+ Arcane; a +56% increase
4528 DPS - Fireball as 0/51/20; a +139% increase

That is where the huge disconnect between talent qualities lies. And that is why the whole Arcane tree needs massive overhaul if it's meant to be viable outside of gimmick (ab)use.

"Remove and remake completely" is probably even easier.


Originally Posted by Valestra View Post
I had hoped that the scaling of ArrBarr would make up for it as well.
Arcane Barrage is a 51+ Arcane spec is actually a few percent (~3%) better DPCT than Deep Fire going all out with Bomb/Veins.
It gets pulled down by its fillers that are needed for proper cycles to fill the cooldown deadtime.

It's quite good actually, the problem is that Blast spam is 1) better DPS, 2) sustainable and 3) better DPM.

It also is or has to be held back by PvP, because a hard hitting instant on a very short cooldown can easily get out of hand.
The PoM-Potency abuse was just the icing on the cake, it can still easily get out of hand.



Originally Posted by Gwendoline View Post
I apologize if this question has been asked before, i couldn't find it. Due to the extra damage pyroblast would provide on a crit streak, is is possible to assume that at some level of spell damage, Crit would become superior to Dam for a fire mage ?
Stuff about crit scaling with fire
http://elitistjerks.com/881998-post1092.html
I added a details for the effect of crit with and wihtout Hot Streak.

It's still Dmg > Haste > Crit for raw DPS. Crit is better for mana, while Haste makes you spend more.


Could someone go and check whether Master of Elements works
1) at all
2) also with Arcane Missiles / Blizzard / Living Bomb?

Last edited by Roywyn : 09/06/08 at 8:46 AM.

Chaotic Meta Gems in Cataclysm: http://elitistjerks.com/f75/t106009-...2/#post1794256

DPS spec and class comparison in Naxxramas gear: http://code.google.com/p/simulationc...i/SampleOutput
The Blue Bar and you - the complete Fire Mage 2.4 mana compendium: http://elitistjerks.com/658230-post3191.html

And [Timbal's Focusing Crystal] doesn't proc on AM.
Neither does [The Egg of Mortal Essence] since 3.1.

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Old 09/06/08, 8:38 AM   #1156
Valestra
Von Kaiser
 
Undead Mage
 
Deathwing (EU)
So in order to fix arcane we need to make AB unsustainable os it serves as a mana dump in 'hot phases', make ArBarr procc Missle Barrage and improve a few talents to give more damage.

What about Spellpower? Increasing it from 50% to 75% or 100% and maybe unnerf Mind Mastery to it's original 25%and aditionally change Potent Spirit to something like 10% Spirt to haste rating or crit rating.
Netherwind Presence could be change to maybe 10% Haste.

What do you guys think about those tweaks?

Originally Posted by Searix View Post
I don't understand their logic behind this Mirror Image, specifically:

-If it has 1/3 your hp, it should get one shotted by mobs with aoe abilities (Brutallus anyone?), nerfing your 20% of your dps spell. Also classes with quick aoe (Read: Warriors with Whirlwind, Rogues with Blade Flurry) can kill all of them within seconds
-Weird, random spell choices by images, if you cast an arcane spell, if you slightly desync, they know which one you are.
-An aoe ability on your images will reveal which one you are (the one not at 60% health after one aoe).
-No way to control when trying to sheep your target
-Doesn't Scale, if we're balanced with having it now, in a year's time we'll fall behind.

I don't know, it has a longggg way to go if they want it to function right.
1.) The WE has about the same hit points and yet I see frost as a viable raiding build.
2.) True they should just mimic what you cast.
3.) Yeah at least a stop/attack option should be added
4.) We are still in Beta. I think right now they just want to make the spell work properly. Scaling can be added later.
5.) Well the druids treant are dead asap too after an AoE or two. As to the revealing of the 'true mage', well it'd be silly if it foolproofs the enemy until all 3 are slain don't you think?

Just my thoughts. =)

Oh and what is DPCT? Damage per casting time? If it's that I can't see how it's useful for spell comparisons. Shouldn't DPS suffice for comparisons?

Last edited by Valestra : 09/06/08 at 8:56 AM.

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Old 09/06/08, 8:53 AM   #1157
Zaldinar
Don Flamenco
 
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Human Mage
 
Arygos
DPCT is useful for DoTs. A spell that provides 1000 damage over 10 seconds does 100 DPS, but if it takes 1 second to cast you provided 1000 DPCT, vs another DoT that does 2000 damage over 10 seconds doing 200 DPS, but taking 4 seconds to cast, providing 500 DPCT.

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.

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Old 09/06/08, 8:56 AM   #1158
Shadout
Don Flamenco
 
Undead Mage
 
Twisting Nether (EU)
Originally Posted by Valestra View Post
3.) Yeah at least a stop/attack option should be added
Could be nice if you could order them to target your focus target instead of target. Otherwise, I guess you can solve the sheep problem by making the one you want to sheep your focus target, rather than your target? (assuming they actually attack your target, and not just some random enemy?)

Last edited by Shadout : 09/06/08 at 9:16 AM.

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Old 09/06/08, 8:57 AM   #1159
Valestra
Von Kaiser
 
Undead Mage
 
Deathwing (EU)
Originally Posted by Zaldinar View Post
DPCT is useful for DoTs. A spell that provides 1000 damage over 10 seconds does 100 DPS, but if it takes 1 second to cast you provided 1000 DPCT, vs another DoT that does 2000 damage over 10 seconds doing 200 DPS, but taking 4 seconds to cast, providing 500 DPCT.
Well we do not have many DoT spells at our disposal. Thanks for the explanation. =)

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Old 09/06/08, 9:01 AM   #1160
arch
Don Flamenco
 
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Undead Mage
 
Al'Akir (EU)
Originally Posted by threep* View Post
Can someone in the beta test if Living Bomb now works properly?
They fixed the random explosions occuring when struck or when the dot ticks, but the explosion is still coming from the character instead of the target with the debuff.

I'm not sure but the knockup effect seems to be a bit more severe now, comparable to that of blast wave.

Some fire concerns yet to be fixed:

-IGNITE
-Spirit still not useful
-Balanced around using mage or molten armor?
-Flamestrike mechanics and Flamestrike gfx (!)
-Blast wave knocking creatures out of consecration
-Burning Determination not functioning

Last edited by arch : 09/06/08 at 9:53 AM.

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Old 09/06/08, 9:14 AM   #1161
Skallewag
Piston Honda
 
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Gnome Mage
 
Moonglade (EU)
I really dont get why LB is so hard to code. Cant they just take the code framwork for SoC and change the cast time + make the ticks AoE?

Plopp plopp kaboom! This is an intelligent signature.

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Old 09/06/08, 9:18 AM   #1162
Pintofbrew
Now with Karate Grip! (TM)
 
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Orc Death Knight
 
Frostwhisper (EU)
Originally Posted by threep* View Post
Can someone in the beta test if Living Bomb now works properly?

I think mirror image was just activated to show people the new cool stuff and hasn't been tuned/coded right. Especially the frostbolt casting has to be adressed. IMHO the images should cast spells based on your spec, maybe lowering the base damage a bit, but including your talents like fire power, critical mass and so on.
Originally Posted by manly View Post
Having a 1 tick ignite would not fix either outstanding ignite issues we have currently. Fireball/fireblast would still have ignites eat up each other, and casting a fireball as ignite is up would still give free ignite ticks.

---------
/cast Mirror Image
/cancelaura Mirror Image
----------
this indeed works for keeping your mirror images yet not constantly swap positions.

Living bomb got fixed and now behaves as expected.

Also, mirror images are kind of dumb and will melee their target if theyre too close.
It's only one page behind.

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Old 09/06/08, 10:15 AM   #1163
Deedre
Piston Honda
 
Human Mage
 
Turalyon
MMO-Champion - World of Warcraft Guides and Raid Strategies has our first look at Naxx 10 loot. There's less spirit on the lock and mage sets than I anticipated -- only two out of the 5 pieces of each set have spirit itemized. Two sets are nearly identical in values, with a somewhat greater emphasis on stam for the lock set versus int for the mage.

None of the class sets have bonuses at this time. Presumably NYI.

The sole caster weapon drop listed is a 400+ spellpower dagger. The caster sets are clocking in around 350 spellpower before gems and enchants. A fully purpled out Naxx10 mage should be clocking in well over 1500 sp unbuffed, with 5-6% haste by my guess. Hit is somewhat light, the epic sets themselves only contribute about 4% before gems or enchants. Even with those, seems to me reaching a 17% hit cap is going to be difficult, assuming that hasn't been lowered.

I-levels for everything are 200, according the WoW Insider.

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Old 09/06/08, 10:47 AM   #1164
zepi
Miekkamies
 
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Human Mage
 
Darksorrow (EU)
Originally Posted by arch View Post
-Balanced around using mage or molten armor?
How about balancing with changing the armor mid-fight? This would give MP5 / Spirit or manaregen in general somewhat more value due to increasing average crit-rate.

My initial guess is that one might want to use Mage armor for the first 65% of the fight and change for Molten armor for the last 35% to get full benefit of the extra crit or something like that.

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Old 09/06/08, 10:50 AM   #1165
Roywyn
Bald Bull
 
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Roywyn
Gnome Mage
 
No WoW Account (EU)
Originally Posted by Deedre View Post
[url=http://www.mmo-champion.com/]The sole caster weapon drop listed is a 400+ spellpower dagger. The caster sets are clocking in around 350 spellpower before gems and enchants. A fully purpled out Naxx10 mage should be clocking in well over 1500 sp unbuffed, with 5-6% haste by my guess. Hit is somewhat light, the epic sets themselves only contribute about 4% before gems or enchants. Even with those, seems to me reaching a 17% hit cap is going to be difficult, assuming that hasn't been lowered.
Um, I'm packing 1385 spell damage at level 70 without buffs or anything and have only 3 sunwell items (bracers, belt, leggings).
Getting the level 80 blue PvP dagger and level 80 blue gems would get me to 1600 spell power already.

I'm not even considering the new echants yet.
But 1500 spell power sounds way too low for a Naxx-10 kit. Especially because the listed items are definately not weaker than my current kit.


The thing with spell hit is that gemming for hit actually lowers your DPS until you reach ~2.2k spell power buffed.
So, if we're really that low on spell damage, then the maximum DPS in our gear would be reached by getting more damage even if you get more and more misses.

My only argument for spell hit in that case was keeping up scorch, but that point is mostly moot now with the 5-stack glyph.


Oh, and at Naxx gear:
There are a lot of cloth items, wands, and off-hand items with mp5. Funny how all those are aimed at classes that want spirit instead of mp5. (Shaman/Paladin being supposed to take shields instead of OH frills).

Reminds me that someone should tell Blizzard to give paladins/shaman a Meditation talent/skill/buff and scrap mp5 as a stat.


Originally Posted by zepi View Post
How about balancing with changing the armor mid-fight? This would give MP5 / Spirit or manaregen in general somewhat more value due to increasing average crit-rate.

My initial guess is that one might want to use Mage armor for the first 65% of the fight and change for Molten armor for the last 35% to get full benefit of the extra crit or something like that.
1) You'd need to spend 2 glyphs on armour then.
2) It costs you mana and a precious GCD.

It may work, maybe. But it's very unlike.


Master of Elements
1) Does it work for Living Bomb with this patch?
2) Does it work all in beta right now?

If someone manages to answer the first question, I'll have a look at how crit compares to haste for Fire specs in light of possible mana issues.

Chaotic Meta Gems in Cataclysm: http://elitistjerks.com/f75/t106009-...2/#post1794256

DPS spec and class comparison in Naxxramas gear: http://code.google.com/p/simulationc...i/SampleOutput
The Blue Bar and you - the complete Fire Mage 2.4 mana compendium: http://elitistjerks.com/658230-post3191.html

And [Timbal's Focusing Crystal] doesn't proc on AM.
Neither does [The Egg of Mortal Essence] since 3.1.

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Old 09/06/08, 10:57 AM   #1166
Deedre
Piston Honda
 
Human Mage
 
Turalyon
Roywyn, I did not fully account for enchants or gems, mostly because I'm not sure how that's going to play out with the hit situation. 1500 is a conservative estimate pending more info on that. I don't see the top end going over 1800 even if you go enchant and gem exclusively for spellpower.

If you are used to Sunwell gear, Naxx 10 loot is going to see your haste drop considerably, too. Nobody is going to be walking out of there with 20% haste or whatever. (To be sure, your Sunwell loot won't contribute anything like that amount of haste at level 80, either.)

Edit: and not to nitpick, but part of the reason your spellpower is so high on live is because you've skimped on hit. 113 is unacceptably low for my taste.

Last edited by Deedre : 09/06/08 at 11:13 AM.

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Old 09/06/08, 11:18 AM   #1167
arch
Don Flamenco
 
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Undead Mage
 
Al'Akir (EU)
Originally Posted by Roywyn View Post
Master of Elements
1) Does it work for Living Bomb with this patch?
2) Does it work all in beta right now?

If someone manages to answer the first question, I'll have a look at how crit compares to haste for Fire specs in light of possible mana issues.

Master of element works, but not with AM and LB.

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Old 09/06/08, 11:21 AM   #1168
zepi
Miekkamies
 
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Human Mage
 
Darksorrow (EU)
Originally Posted by Deedre View Post
Edit: and not to nitpick, but part of the reason your spellpower is so high on live is because you've skimped on hit. 113 is unacceptably low for my taste.
But plenty of enough to get one hitcapped with alliance elemental shaman (ToW 3% hit + 3% from talents + 1% from racial aura).

Edit: Or seems to be 0.04% under the hitcap, last hit-rating on top of that is much less of an upgrade than one more +dmg.

1 GCD is around what, somewhere between 4500-6000 damage for a mage pre-execute? One extra 'execute range' crit will compensate for that already (145% increase from crit), so if your execute range is going to be longer than ~50 sec, changing the armor starts to be beneficial. This is very crude not-even-back of napkin-math, but illustrates that changing armor is not atleast far from being a dps-increase when you are atleast somewhat mana-limited.

Last edited by zepi : 09/06/08 at 11:32 AM.

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Old 09/06/08, 11:32 AM   #1169
Deedre
Piston Honda
 
Human Mage
 
Turalyon
Well, this is a matter of taste, and I tend to subscribe to the Manly school of thought, which is not to rely if possible on outside hit buffs which may or may not be available. Mileage may and indeed does vary.

That said, we may not have much choice in this matter anymore with the Naxx 10 loot. Presumably the hit will become more abundant at higher tiers.

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Old 09/06/08, 11:37 AM   #1170
Jonny_Monroe
Don Flamenco
 
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Draenei Priest
 
Auchindoun (EU)
Originally Posted by zepi View Post
But plenty of enough to get one hitcapped with alliance elemental shaman (ToW 3% hit + 3% from talents + 1% from racial aura).

Edit: Or seems to be 0.04% under the hitcap, last hit-rating on top of that is much less of an upgrade than one more +dmg.

1 GCD is around what, somewhere between 4500-6000 damage for a mage pre-execute? One extra 'execute range' crit will compensate for that already (145% increase from crit), so if your execute range is going to be longer than ~50 sec, changing the armor starts to be beneficial. This is very crude not-even-back of napkin-math, but illustrates that changing armor is not atleast far from being a dps-increase when you are atleast somewhat mana-limited.
If it were the intention for mages to switch armours in-combat, then it either wouldn't be on the GCD at all, or the buff would contribute a larger value to our final performance (as hunter aspects do).

OMNOMNOM.

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Old 09/06/08, 11:42 AM   #1171
Lhivera
Bald Bull
 
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Human Mage
 
Aggramar
Looks like the threat dump is intentional:

Effect #1 [Apply Aura]: Mod Total Threat (Fade)
Value: -90000000

Effect #2 [Trigger Spell]
Mirror Image

Effect #3 [Apply Aura]: Periodic Trigger
Interval: 1 second
Spell #58836


Which basically means Mages now have an instant 100% threat dump in addition to Invisibility (which is also instant if talented), with both on a 3-minute cooldown.

At Veridian Dynamics, we can even make radishes so spicy, people can't eat them. But we're not, because people can't eat them.

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Old 09/06/08, 11:46 AM   #1172
Solisa
Von Kaiser
 
Draenei Mage
 
Lightning's Blade
Originally Posted by zepi View Post
But plenty of enough to get one hitcapped with alliance elemental shaman (ToW 3% hit + 3% from talents + 1% from racial aura).

Edit: Or seems to be 0.04% under the hitcap, last hit-rating on top of that is much less of an upgrade than one more +dmg.

1 GCD is around what, somewhere between 4500-6000 damage for a mage pre-execute? One extra 'execute range' crit will compensate for that already (145% increase from crit), so if your execute range is going to be longer than ~50 sec, changing the armor starts to be beneficial. This is very crude not-even-back of napkin-math, but illustrates that changing armor is not atleast far from being a dps-increase when you are atleast somewhat mana-limited.
The hit cap at 80 is higher than the hit cap at 70. Roywyn is considerably further from the +3 hit cap than just an alliance elemental shaman. And besides, as was said, hit is now apparently not as valuable as damage until you reach 2.2k spell power. Very interesting.

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Old 09/06/08, 11:46 AM   #1173
Shadout
Don Flamenco
 
Undead Mage
 
Twisting Nether (EU)
You should be able to rely fairly consistently on an outside hit buff, assuming Blizzards new raid strategy works anyway.
In 25 man raids it would be unlikely not to have someone with the spellhit buff. Its a lot less unlikely in 10 mans of course, but balance druids right now bring so many specific raid buffs that they seem to be a fairly strong contender for a 10 man spot, and if not, spriest is still an option too.
Sure, all guilds might not be able to rely 100% on spellhit being available, but any reasonably serious raiding guild should be able to imo.

Originally Posted by Lhivera View Post
Looks like the threat dump is intentional:

Effect #1 [Apply Aura]: Mod Total Threat (Fade)
Value: -90000000
Is it a temporary threat wipe (it says fade after all - and aura)?

Last edited by Shadout : 09/06/08 at 11:57 AM.

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Old 09/06/08, 12:01 PM   #1174
Lhivera
Bald Bull
 
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Human Mage
 
Aggramar
Originally Posted by Shadout View Post
Is it a temporary threat wipe (it says fade after all - and aura)?
Could be, although when Nimh tested it, even after all the images died, the target went after his Water Elemental before it came back to him.

In PvP, an Arcane Mage might have fun casting Mirror Image and then immediately going Invisible.

At Veridian Dynamics, we can even make radishes so spicy, people can't eat them. But we're not, because people can't eat them.

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Old 09/06/08, 1:05 PM   #1175
aikiwoce
Piston Honda
 
Human Mage
 
Dawnbringer
Originally Posted by Lhivera View Post
Could be, although when Nimh tested it, even after all the images died, the target went after his Water Elemental before it came back to him.

In PvP, an Arcane Mage might have fun casting Mirror Image and then immediately going Invisible.
The Mirror Images attacking, or being attacked would very likely drop you out of invisibility. Just like the WE currently does.

I do feel strongly that Blizzard should look to change what they cast (relative to spec/what you cast/etc), how AoE should effect the mirror images/you while active, and how the switching process works.

Originally Posted by zepi
But plenty of enough to get one hitcapped with alliance elemental shaman (ToW 3% hit + 3% from talents + 1% from racial aura).

Edit: Or seems to be 0.04% under the hitcap, last hit-rating on top of that is much less of an upgrade than one more +dmg.
Totem of Wrath no longer gives +hit% in WotLK. Also the reported change from 16% to 9% hit cap was tested a while back, and I thought the outcome was that you still need 16% hit to cap vs +3 targets. (Could someone in Beta please confirm how much +hit is needed to cap on +3 targets?)

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