I think you`re absolutely right, otherwise still someone has mentioned it.
But this is exactly what the AB needs to save the stacked Debuff.
Pushback would not be a big part of the problem. It is moving during fights, I guess it is just the trade off of lesser mobility for greater DPS.It would be like you having a great spec for Patchwerk but on other bosses, fire and frost could be better.
In this patch, MI is switching you around much more often and usually changes your direction therefore cancelling your cast.
I don't know what could be different in the US servers, but here in Europe they're just standing still not dealing any damage.
They must find it difficult....
Those who have taken authority as the truth,
rather than truth as the authority.
I don't know if its a new wording, but I don't recall that new bolded part
"The target becomes a Living Bomb, taking 1380 Fire damage over 12 sec. After 12 sec or when the spell is dispelled, the target explodes dealing 690 Fire damage to all enemies within 10 yards and knocking all targets up in the air. This spell can only affect one target at a time."
That has been there since the overhaul that made it castable on targets rather than a selfbuff.
Originally Posted by Mithr
According to me, burning determination works only against effects like counterspell and silence but not against damage which cause pushback. Someone on the beta could confirm?
Burning determination never worked and still doesn't.
But... the changing of direction, is there any system to it? As far as I have understood the images cast spells at stuff and follow the normal facing rules themselves. So is it when you are targeting something else than they are and get a location swap the spell gets interrupted?
Something Im also curious about is if it would work at all to try and act like the images when they are out. You know, adapt to their way of moving to prolong their confusing effect. Offcourse you can always tell a players frostbolt fron the images by the damage but you dont know the damage it untill it hits you. This way of using them for PVP would be even better if they could get some signature moves depending on your spec. But perhaps that would give them to much CC or make them hit to hard.
Plopp plopp kaboom! This is an intelligent signature.
Maybe i have missed something, but why is nobody counting Burning Determination as a big buff for the Fire Tree between the comparisation of 51/20/0 and 51/2/18.
This sounds for me that an Arcane Blast can only be interrupted once for 0,5 Seconds every 10 Seconds, and with the haste we will have in a later Raid Setup (about 30%) the Arcane Blast Debuff can`t be lost.
(1,92s + 0,5s= 2,42s) So still about 0,6s space to the point where the Debuff falls off.
If I`m wrong in this assumption please correct me and sorry for my bad English
INTERRUPTED is when your cast is broken by an effect, which may or may not include a spell-lock.
SILENCED is when you're interrupted, and prevented from casting while it's in effect.
You're confusing Push-back with that. Push-back is worded as "not/resist/avoid lose casting time when take damage" in both mage, shaman, priest and warlock talents.
Thus it is safe to assume Burning determination is not the next super-charged Burning Soul.
In Naxx-10 gear, the 3% crit damage bonus from a meta gem is worth about 110 DPS for Blast spam and about 90 DPS for Frost or Fire specs.
So the meta bonus alone is worth 75 spell power or more. It takes some asinine itemisation to make non-meta hats not auto-shards for mages at least.
Not exactly breaking news, but I saw some hat on MMO-Champ and wanted to check how it'll look like.
I'm wondering if Hyperspeed Accelerators - Spell - World of Warcraft will be more useful than the usual enchant of flat +damage for certain specs. Certainly if it's CD remains at 2m, and all trinkets do too, it'll be one more CD to stack with the usual AP-PoM.
Without cooldown stacking, its worth ~22.5 haste rating. with cooldown stacking, it would be worth ~50% more, so 30 haste rating overall.
But, you're still better off as JC/Enchanter/LW now. (+70 spell damage on bracers)
Engineering will also provide an other set of Goggles which are usualy a tier ahead of what you can get. I hope they will allow us to upgrade them every new tier without having to wait for an ultra rare drop such as the last version in SWP.
Engineering will also provide an other set of Goggles which are usualy a tier ahead of what you can get. I hope they will allow us to upgrade them every new tier without having to wait for an ultra rare drop such as the last version in SWP.
As someone who never made it to SWP, I'm hoping this as well. I was originally intending to drop engineering for something a bit more mage-centric in LK, but the haste "enchant" for gloves plus any new epic goggles are putting engineering back into "wait and see."
I'd really love to get some thoughts on best professions for mages in LK, anyway. What's the general feeling given what we have seen so far?
INTERRUPTED is when your cast is broken by an effect, which may or may not include a spell-lock.
SILENCED is when you're interrupted, and prevented from casting while it's in effect.
You're confusing Push-back with that. Push-back is worded as "not/resist/avoid lose casting time when take damage" in both mage, shaman, priest and warlock talents.
Thus it is safe to assume Burning determination is not the next super-charged Burning Soul.
Not actually true
Improved Arcane Missiles
Rank 5
Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane Missiles.
Ok I was just watching a couple of videos on youtube from Naxx. From the looks of it bosses can, and indeed, frequently are snared. So Torment the Weak is no a must again for arcane specs? That's a flat 6% DPS boost after all.
Preferable if other classes snare the boss since chain casting slow will kill us.
Thats just poor wording on the tooltip. Channeled spells start "happening" as soon as you cast them and always have a little bit of effect even if most of them are chopped away with pushback. A standard cast time will load and load untill its done and then the spell "happens". Spell cast time increased and channeled spell cast time decreased by damage is not classified as a spell interruption effect.
Plopp plopp kaboom! This is an intelligent signature.
There's a lot of "any pushback will make AB spam worthless" going around, and it really seems like an overreaction. The AB debuff isn't nearly as fragile as it's largely being made to sound.
If the debuff is 3.0 seconds and the cast is 2.5 seconds, then one 0.5s interrupt during a cast should be safe and keep the debuff up. Not trusting that the order of event processing won't drop the stack first, before the cast is applied), and given that there's going to be SOME amount of downtime due to latency between casts, any reasonable amount of haste at all should essentially negate any threat of dropping the stack due to a single incidental pushback.
And hey, arcane talents into 6% haste which drops the cast down to 2.35 seconds before gear is even considered.
So you'd need to eat two pushbacks over the course of 3 seconds to force the stack to drop, and even if this happened once per 12 seconds, dps would still be reasonable.
Movement may still be tricky, but that's what ABar is for.
Ok I was just watching a couple of videos on youtube from Naxx. From the looks of it bosses can, and indeed, frequently are snared. So Torment the Weak is no a must again for arcane specs? That's a flat 6% DPS boost after all.
Preferable if other classes snare the boss since chain casting slow will kill us.
The bosses are not actually snared. The message however always pops up when a mob is hit with a slowing attack.
With TotW not doing anything at all, we have no idea what it's intended to do.
It's mentioned in the first post too.
Originally Posted by Batar
Roywyn, Are you able to test the AB spam with random interrupts instead of a flat 12 secs? Say from 1-12 over the 6 min fight you have numbers for.
I can't do random stuff, only averaged stuff. The cycle simply drops the debuff every 12s.
12 seconds is meantioned because that's where Blast spam and Fire cycles break even.
DPS loss is linear with the amount of interrupts/drops, so you can figure that out yourself.
Not sure what you're looking for really.
I'd guess that Blast spam is going to the chopping block next anyway.
Originally Posted by Vektor
There's a lot of "any pushback will make AB spam worthless" going around, and it really seems like an overreaction. The AB debuff isn't nearly as fragile as it's largely being made to sound.
Movement may still be tricky, but that's what ABar is for.
The problem is not so much pushback, but rather having to move or cast other spells.
Stepping out of fire, chasing a moving boss, sheeping something, quick counterspells, AoE calls, decurses.
Forced casting breaks due to phase change (Hydross/Leotheras/Illidan), your current target dying before AB goes off (this is somethin you should avoid anyway).
It's not really hard to spam Blast. But if the encouncer involves more than just standing still and facerolling your AB button, it does require being familiar with it to plan well in advance where you'll stand and how often you'll have to move how far.
I'd guess that Blast spam is going to the chopping block next anyway.
Yeah, I'm still pretty sure it's not intended to be the way Arcane does its sustained DPS. Doesn't make sense in the context of Arcane Barrage and Missile Barrage.
Has anyone any idea which "Hex" spell the Mirror Images are using? There are quite a few possibilities in the spell database. If anyone knows the duration, that may narrow it down.
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.
Huh? My understanding from what blue said was "In addition to providing a Misery debuff that increases the chance for spells to hit targets of S:WP, etc. by 3% the Misery talent will now also increase the personal coefficients for the priest taking it of Mind Flay, Mind Blast, and Mind Sear by 5% per rank." In other words, even if you're not the first shadow priest in the raid, you still benefit from having the talent and don't have to go respec to something else. Which is exactly what has been mentioned in this topic (several pages back) with respect to Winter's Chill and Improved Scorch. Our raid utility talents should provide some personal benefit so that there is not an incentive to spec out of them if you aren't the first person in the raid with them. Since Blizzard has done that for Shadow Priests, hopefully they will for us as well.
They will, but I expect that it will be during a late pass-through of the talent trees. Because Improved Scorch and Winter's Chill are legacy-type talents, they're less likely to change during the current iterative process. It probably depends on where they finally end up on mage DPS - if it needs a boost a random self-buff talent would be there. If it was set right, it would probably gain a minor non-DPS boost or be combined with another talent.
It's a design goal for people to take raid-enhancing talents in their default build, even if they don't stack with the group. It's just going to take a while to get there.
In this patch, MI is switching you around much more often and usually changes your direction therefore cancelling your cast.
I don't know what could be different in the US servers, but here in Europe they're just standing still not dealing any damage.
Hm. If it is a long casting spell you may be able to rotate back in the right direction before it goes off, as that check is only done as the spell leaves your hands or as you initiate casting the spell. Obviously you'd lose a few casts that were just about to complete though when you got teleported.
I think the real problem may be that they're standing around idle. If they were firing at your target, they'd be facing your target.
A possible fix to ignite can be that each fire critical hit will create its own new unique ignite.
This debuff will fade away after 4 seconds so even if say you score a critical hit with 4 fire spells, one every second, you have at most 5 or so ignite debuffs on the target, per mage.
With an increase to debuff slots, this is a possible simple, easy to implement, fool-proof solution.
If you reduce the dot duration (say it will deal all damage in 2 seconds instead of 4), you of course reduce the number of debuffs ignite may create.
If fireball will not have a dot (due to glyph) that's one less debuff per fire mage, so the increase in number of debuffs per mage is not too large i think.
Hm. If it is a long casting spell you may be able to rotate back in the right direction before it goes off, as that check is only done as the spell leaves your hands or as you initiate casting the spell. Obviously you'd lose a few casts that were just about to complete though when you got teleported.
I think the real problem may be that they're standing around idle. If they were firing at your target, they'd be facing your target.
It would make sense, but unfortunately that's not the case. I popped it on a few bosses last night to test, and in all cases I and my images were all facing the same way. When I got teleported, though, I was usually rotated 70-90 degrees from the way the image was facing.
The facing change is just incidental, though. The spellcast gets interrupted anyway, not because you're not facing your target.
I don't know if the spell mechanic allow that but why not making Ignite working like this :
First spell critical 1000 ---> Ignite 400 is created and a "cache memory" keep this number in memory
Second spell critical land in the same time that the first ignite (juste some milliseconds after), the creation of the second ignite automatically delette the first one but moreover deliver instantantly the damages of the first ignite.
In other words, the creation of a second ignite "consume" the first one (the number of the first one is kept in memory or something else) in delivering instantly his damages.
Moreover, this would makes ignite far more efficient in pvp.
ps : sorry for my confusing expression, very tired today and i don't find the good words (i'm french)
Other reflexion concerning ignite : what happens if a mage with Mage Armor is hurt by a critical fire spell? Is the ignite divided by 2? Fire is ever very bad for pvp but if it works like that it is again worse^^
While Poly'ed you can move (just like Hex) albeit slowly and cannot do anything else.
Originally Posted by Lhivera
Yeah, I'm still pretty sure it's not intended to be the way Arcane does its sustained DPS. Doesn't make sense in the context of Arcane Barrage and Missile Barrage.
Has anyone any idea which "Hex" spell the Mirror Images are using? There are quite a few possibilities in the spell database. If anyone knows the duration, that may narrow it down.