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10/04/08, 4:08 PM
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#2701
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Glass Joe
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Currently on beta. If you have talents invested in molten fury, TotW will not activate on snares. Otherwise I've seen it work of any snare debuff. Can anyone else confirm this?
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10/04/08, 4:23 PM
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#2702
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Piston Honda
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Relative values of hit/crit/haste vs. dmg
I know it's still a little early to come up with very definite comparisons between spell dmg. and crit/haste/hit ratings. The relation between crit/haste/hit combat ratings are known @ level 80 and even though they change slightly with different specs (crit being more important for a frostfire spec than a frost spec for example) it is still easy to see the % increase in DPS with these combat ratings. My question is, how do they relate to spell dmg. Let me give an example.
Without going into any detail, at level 70, for a typical Sunwell fire/IV mage, TC will show that 1 haste rating is roughly equal to 1.2-1.3 spell dmg. Now, let's fast forward to level 80 with Naxx gear. The amount of haste rating required for a 1% speed increase is now 32.79 compared to 15.77 @ level 70. This means that, all things remaining the same, haste rating just lost 50% of its effectiveness compared to spell dmg. If your fireballs are hitting for the exact same amount, 1 haste rating now equals 0.6 spell damage.
However, now, @lvl 80, our average fireball damage has at least doubled. This means that the 1% DPS increase from haste rating has now caught up to the rating effect decrease @ level 80. Yes, now you need double the amount of haste rating compared to level 70 but since you are doing at least two times of damage you were doing @ 70, the relative value of haste and spell dmg. remained roughly the same.
So, my question is: If +1 spell dmg, increased your DPS by an amount of X at level 70, is it safe to assume it will still increase your DPS roughly the same amount assuming similar talents? However, since our damage has more than doubled from 70 to 80, haste/crit/hit ratings have increased two times in effectiveness?
Basically, I'm looking for a rough comparison chart between spell dmg. and combat ratings.
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10/04/08, 4:40 PM
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#2703
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Bald Bull
Gnome Mage
Argent Dawn (EU)
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Originally Posted by Arazan
Oh I know, but they went a little psycho with pyroblast and fireblast's base damages because they don't seem to get the problem with cast-time based coefficients, so I was just curious where it'd end up. Honestly I just like tinkering around with random ideas and was curious where that'd end up... tbh I'm wondering if it wouldn't be better to use a 0/53/18 build if you were trying to abuse Hot Streak as you could stack the buhjeezus out of crit to take advantage of FFB's amazing crit modifier and have fun with ~50-60% crit rates and big flashy numbers...
EDIT: Oh and just to clarify, I understand that using a faster casting spell doesn't increase your chance to proc hot streak, but every 4.4 casts is far different on scorch than fireball... really the whole experiment is just seing how much advantage you could take of Hot Streak. It just seems like one of those things waiting to be exploited.
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No worries, I had a look at that same thing before, particularly with Loatheb and 100% crit in mind.
Scorch spam is actually getting pretty close there. The deciding factor would be possible differences in Ignite bug behaviour.
50% crit isn't anything exciting, by the way. You get 38% crit just from talents, glyphs and buffs.
You'll start raiding with 50% crit and end raiding with perhaps 60%, that's barely a difference in feeling.
Stacking crit, hm. I'm still a tad sceptic, but FFB becoming competitive again pushes the value of crit up a lot for such a spec.
Crit gems are still worse than damage gems in Naxx-10 gear. Looking probably comparable in Naxx-25 with enough spell power.
Ignite Estimates
I was looking through some screenshots, checking my fireball crit rates and my Ignite damage on bosses.
And I realised I had no idea how much Ignite I should ideally. Hacked something on a sheet for clarity.
| Crit Rate | Ignite with Fireball spam | Ignite with Frostfire Bolt spam | | C | 0.727*C/(1+1.5445*C) | 0.945*C/(1+2.3075*C) | | 40% | 18.0% | 19.7% | | 50% | 20.5% | 21.9% | | 60% | 22.6% | 23.8% | | 100% | 28.6% | 28.6% |
Crit rate is your crit rate. Ignite numbers are the percentage of your damage that comes from Ignite.
Your actual crit rate and your damage by Ignite are the first things you see in Recount, so you can check how must you gained/lost.
That assumes a CSD meta, but no 4T7 set bonus.
Comparing with some screenies I have, I lost 2% damage on a Loatheb kill and less than 1% on other boss fights.
I had actually downloaded your Ignite tracker before, but never copied it into my add-on folder. Sorry
Originally Posted by Sinless
Without going into any detail, at level 70, for a typical Sunwell fire/IV mage, TC will show that 1 haste rating is roughly equal to 1.2-1.3 spell dmg.
However, now, @lvl 80, our average fireball damage has at least doubled. This means that the 1% DPS increase from haste rating has now caught up to the rating effect decrease @ level 80. Yes, now you need double the amount of haste rating compared to level 70 but since you are doing at least two times of damage you were doing @ 70, the relative value of haste and spell dmg. remained roughly the same.
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Your average Fireball didn't double yet. It's pretty far off still. Maybe 50% more raw damage if you remove the damage multiplier debuffs, comparing level 70 and 80 both with 3.0 Mechanics.
You'll need about 3.5k spell power to do twice the damage from level 70. Only then will you get equal value on damage and haste gems again.
Check my Signature for sane estimates in Naxx-10 gear.
Last edited by Roywyn : 10/04/08 at 4:53 PM.
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10/04/08, 4:46 PM
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#2704
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Piston Honda
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Originally Posted by Roywyn
Ignite Estimates
I was looking through some screenshots, checking my fireball crit rates and my Ignite damage on bosses.
And I realised I had no idea how much Ignite I should ideally. Hacked something on a sheet for clarity.
| Crit Rate | Ignite with Fireball spam | Ignite with Frostfire Bolt spam | | C | 0.727*C/(1+1.5445*C) | 0.945*C/(1+2.3075*C) | | 40% | 18.0% | 19.7% | | 50% | 20.5% | 21.9% | | 60% | 22.6% | 23.8% | | 100% | 28.6% | 28.6% |
Crit rate is your crit rate. Ignite numbers are the percentage of your damage that comes from Ignite.
Your actual crit rate and your damage by Ignite are the first things you see in Recount, so you can check how must you gained/lost.
That assumes a CSD meta, but no 4T7 set bonus.
Comparing with some screenies I have, I lost 2% damage on a Loatheb kill and less than 1% on other boss fights.
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If you would like some more definitive measurement,
http://zaldinar.bounceme.net/zit/zitv04.zip
The issue with using recount to measure is any mobs that die before the ignite is complete will "lose" you ignite damage. And since there are two bugs, one that gains and one that loses, knowing how much of each you came in contact with is meaningful.
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10/04/08, 4:59 PM
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#2705
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Von Kaiser
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Any serious discussion in here on pre expansion post patch specs?
I have read a lot of theory crafting on post expansion raiding but my guild is still plugging away in sunwell and will do so till the expansion lands on us.
I am looking at possibly going frost to accommodate for the new mana mechanics.
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10/04/08, 5:04 PM
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#2706
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Bald Bull
Night Elf Druid
Tichondrius
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Originally Posted by Pasture
To be honest I think this extra 12% damage is a bit moot at the moment unless either the duration of Slow is increased considerably for pvp purposes or there are other ways of ensnaring.
Speaking as an arcane mage I would rather spec out of arcane than sit in a raid applying Slow every 15 seconds. I think you're going to have trouble finding mages willing to spec into Slow for the greater good of the other mages. So this 12% damage boost is very, very situational.
Out of interest how many mages would you need to even out the lost dps of the arcane mage?
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It doesn't matter.
The basic goal that Blizzard has is that all DPS is around the same level - within 1-2% of each other. If Torment of the Weak requires another mage to be buffing it, there are two possible situations - a raid group stacks mages (who are balanced WITHOUT Torment of the Weak) and brings an arcane mage as a debuff bot. Or Mages are balanced with Torment of the Weak, and the raid groups don't bring them if there's not an arcane mage as a debuff bot.
To put it another way - conditional debuffs that affect DPS should be self-applied. As soon as a class relies on another class to apply them (not counting the list of raid buffs/debuffs that multiple classes or specs can use) it starts changing group composition and class balance in bad ways.
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10/04/08, 5:08 PM
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#2707
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Piston Honda
Blood Elf Paladin
Bloodfeather (EU)
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Originally Posted by Sackobones
Any serious discussion in here on pre expansion post patch specs?
I have read a lot of theory crafting on post expansion raiding but my guild is still plugging away in sunwell and will do so till the expansion lands on us.
I am looking at possibly going frost to accommodate for the new mana mechanics.
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From what i recall reading, 11/50/0, 10/51/0 and 0/51/8+2 are your main choices, depending on mana situation.
But that was before the recent nerfs to spirit, introduction of 12% TotW and all other major stuff.
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Actually, I asked the same question quite a few times, and am yet to get a definite answer.
It seems people are reluctant to say "this will work in 3.0", because - well 3.0 is still not here, and we see some pretty huge changes on weekly basis.
Imo just watch this space. When the patch will be close to hitting, i expect all the answers to be finalised and posted.
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10/04/08, 5:10 PM
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#2708
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Bald Bull
Night Elf Druid
Tichondrius
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Originally Posted by Sackobones
Any serious discussion in here on pre expansion post patch specs?
I have read a lot of theory crafting on post expansion raiding but my guild is still plugging away in sunwell and will do so till the expansion lands on us.
I am looking at possibly going frost to accommodate for the new mana mechanics.
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Waiting on final builds - bugs such as only one Living Bomb per target or the strangeness of Torment of the Weak would cause issues with modeling.
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10/04/08, 6:29 PM
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#2709
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Glass Joe
Human Mage
Antonidas (EU)
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Hi!
Can anyone confirm that Frostfire Bolt gets 2x 3% Hit from Elemental precision?
I testet it with 11% hit on the gear, had no miss on 500 Casts on a Boss Dummy and Bosses in Naxxramas.
And for me it seems like the Frosfire Build with 2x Icy Veins is 2-5% ahead of any aother fire build.
I was first in DPS in naxx 25 yesterday on patchwerk.
here a Screenshot:
http://www.dei-ex-machina.de/album_pic.php?pic_id=452
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10/04/08, 6:38 PM
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#2710
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Piston Honda
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Originally Posted by Roywyn
No worries, I had a look at that same thing before, particularly with Loatheb and 100% crit in mind.
Scorch spam is actually getting pretty close there. The deciding factor would be possible differences in Ignite bug behaviour.
50% crit isn't anything exciting, by the way. You get 38% crit just from talents, glyphs and buffs.
You'll start raiding with 50% crit and end raiding with perhaps 60%, that's barely a difference in feeling.
Stacking crit, hm. I'm still a tad sceptic, but FFB becoming competitive again pushes the value of crit up a lot for such a spec.
Crit gems are still worse than damage gems in Naxx-10 gear. Looking probably comparable in Naxx-25 with enough spell power.
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Are you sure that crit gems are worse than damage gems for elementalist builds, especially ones with hot streak? FFB benefits *far* more from crits than other spells do so relative values of crit and damage for frostbolt or fireball will be skewed a lot more toward crit for FFB...
Would someone mind doing the math for relative values of crit and damage for 0/53/18 FFB/hotstreak?
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10/04/08, 7:27 PM
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#2711
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Glass Joe
Blood Elf Mage
La Croisade Ecarlate (EU)
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Hi,
According to the last "LastReport" of Simcraft, Arcane is upped. But in the config file there is no Arcane power used, and playing with molten armor. The fact is Molten Armor, even with the glyph, is not as good as Mage Armor + Glyph + ArcanePower And Arcane flows.
Simcraft Lastreport got this graph with this spec :
Spec : http://talent.mmo-champion.com/?mage...50323000515321
What I've done is I lost a MoE point, slow, etc, and come with this spec :
http://talent.mmo-champion.com/?mage...50323102505321
Using Mage Armor with glyph, and Arcane Power everytime it's up, I got this graph using same gear as above :
I really don't know which one will be better with scaling, but the fact is that this one is better Naxx Geared.
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10/04/08, 7:44 PM
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#2712
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Von Kaiser
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Originally Posted by khemael
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Question about this spec, you don't have slow but you still have TotW. Are you assuming another mage has slow, or has it been decided that Frostbolt/Frostfirebolt snare's apply to bosses? If they don't wouldn't it be better to get the two points in Student of the Mind and 1 more in MoE?
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10/04/08, 7:50 PM
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#2713
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Glass Joe
Blood Elf Mage
La Croisade Ecarlate (EU)
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Question about this spec, you don't have slow but you still have TotW. Are you assuming another mage has slow, or has it been decided that Frostbolt/Frostfirebolt snare's apply to bosses? If they don't wouldn't it be better to get the two points in Student of the Mind and 1 more in MoE?
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Mage_Arcane_Slow is here to refresh the debuff.
Also, the fire Mage use this spec assuming that Boss is snared Mage_Arcane_Slow
http://talent.mmo-champion.com/?mage...00000000000000
Frostfire is using this one :
http://talent.mmo-champion.com/?mage...00000000000000
It seems then that if boss can't be snared and then TotW won't a benefit on boss, then Frostfire is actually the best build.
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10/04/08, 7:57 PM
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#2714
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Piston Honda
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Originally Posted by Arazan
Are you sure that crit gems are worse than damage gems for elementalist builds, especially ones with hot streak? FFB benefits *far* more from crits than other spells do so relative values of crit and damage for frostbolt or fireball will be skewed a lot more toward crit for FFB...
Would someone mind doing the math for relative values of crit and damage for 0/53/18 FFB/hotstreak?
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I'd be very much interested in this, too. How much does crit gain in value for Frostfire specs?
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10/04/08, 8:29 PM
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#2715
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Bald Bull
Gnome Mage
Argent Dawn (EU)
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Originally Posted by Søndag
Good advice! and I'll run through the buff possiblities at lvl 80 to make sure were not missing anything there too.. The lvl 70 numbers i posted are including gems and enchantments, should i try to do that for lvl 80 too ?
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The numbers for 80 looked quite good as enchanted/gemmed/flask.
I actually messed up a few things and ToW.
For Naxx-10, I now have: 2110 spell power, 302 crit, 290 hit (i.e. capped with precision), 523 haste, 744 sta, 653 int, 266 spi.
For Naxx-25, I have: 2534 pell power, 393 crit, 339 hit (overcapped with precision), 600 haste, 831 sta, 796 int, 138 spi.
I'm probably missing some of the very latest drops there.
Those are just the bonuses from gear, gems, enchant, flask, oil, food.
Base stats and class buffs should be added automatically.
The hit cap is 289 for 11% (with precision), and 341 or 342 for 14%.
Just switch excess point into haste or take lacking points from haste.
It's not the best way to do it, but it's better than nothing.
(Depending on the formulae and exactness, 341 should be 0.0006% below the hit cap).
As for the different specs:
I think Arcane with ABar-FB-MBAM cycles should be sustainable with Molten and Arcane Power when the current mana model is used.
In the same boat, try enabling Living Bomb for Fire/Frostfire specs, it should be sustainable. Maybe you'd have to switch to Mage Armour but I doubt it.
Originally Posted by Sinless
I'd be very much interested in this, too. How much does crit gain in value for Frostfire specs?
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Total Frostfire crit bonus percentage is 50% higher than Fire crit bonus percentage, both including Ignites.
This doesn't make it 50% better though because Frostfire has a lower non-crit damage, so the absolute DPS gains is less.
The Ignite of Living Bomb, Pyroblast and the gain of additional Hot Streak procs are the same.
So, ballpark 30%-35% better, 40% tops.
Compare with the weights in the signature, crit would have to be 75% better to break even on gems.
Last edited by Roywyn : 10/04/08 at 8:35 PM.
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10/04/08, 8:40 PM
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#2716
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Glass Joe
Blood Elf Mage
La Croisade Ecarlate (EU)
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I think Arcane with ABar-FB-MBAM cycles should be sustainable with Molten and Arcane Power when the current mana model is used.
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According to last SimulationCraft version, This rotation with Arcane power+Arcane Flows was unsunstainable with molten armor, it was 11% raid downtime for a 300 sec fight, using SimulationCraft LastReport baseline config file modified to use AP+AF.
Last edited by khemael : 10/04/08 at 8:47 PM.
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10/04/08, 9:01 PM
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#2717
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Bald Bull
Gnome Mage
Argent Dawn (EU)
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Originally Posted by khemael
According to last SimulationCraft version, This rotation with Arcane power+Arcane Flows was unsunstainable with molten armor, it was 11% raid downtime for a 300 sec fight, using SimulationCraft LastReport baseline config file.
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Wow, that's pretty astonishing to be honest that mana is indeed that tight for a normal Arcane cycle.
Try three more hacks for mana:
Evcation to 11250 for non-arcane, 12650 for arcane.
Mana Potion to 4300.
Mana gem to 4781 - that's with 2/5 T7, a 40% bonus.
With that extra mana, Arcane should live quite a bit longer.
And FFB specs should be able to dump quite a bit of mana via Living Bombs. And FB specs too.
I'll be updating the first post in a day or two, yell if you want something more added.
Also:
Looking for people with 4/5 T7 who can help determine how the set bonus works.
0) Spec frost, you probably are already.
1) Equip 4T7, port to theramore. No debuffs on dummies by other player.
2) Blizzard the whole lot. Check your hit and crit damage with Blizzard.
3) If you have a CSD meta on, try to take your helm off and repeat that test.
4) Submit data. Happy Mage! Happy Gnome!
[Edit]: Yeah, Torment throws a monkey wrench into everything.
Last edited by Roywyn : 10/04/08 at 9:40 PM.
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10/04/08, 9:34 PM
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#2718
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Glass Joe
Blood Elf Mage
La Croisade Ecarlate (EU)
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Wow, that's pretty astonishing to be honest that mana is indeed that tight for a normal Arcane cycle.
Try three more hacks for mana:
Evcation to 11250 for non-arcane, 12650 for arcane.
Mana Potion to 4300.
Mana gem to 4781 - that's with 2/5 T7, a 40% bonus.
With that extra mana, Arcane should live quite a bit longer.
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I tried your hacks for mana, and the result is there is still 3% raid downtime for arcane spec with AP+AF with Molten Armor (Down from 11% raid downtime before).
This is a 9sec Downtime for a 300sec fight, which might be quite "easy" to avoid, but without 2/5 T7, it might be lot more difficult.
The fact is this spec assume 3/3 TotW,
http://talent.mmo-champion.com/?mage...50323102505321
Then if TotW doesn't work on Bosses, these points could go to MoE+Student of the mind completion :
http://talent.mmo-champion.com/?mage...50323102505321
But TotW not working would make Arcane Spec 12% worse than in my graph, Just as Fire spec would be downed, and then frostfire build might be "the" way to go, since it's high dps spot without point in TotW.
EDIT :
Since you'll update your post soon, I think it would be usefull to compare Pure Arcane build with AB/ABar/MBAM rota with FB/ABar/MBAM rota, with and without TotW.
FireBall is for sure the best filler with TotW working on bosses since it benefits from it, but without it there is a real cast-time VS scaling duel between AB and FB. Maybe the fact that AB is shorter cast time than FB, allowing more ABar, and +6% crit, it could beat FB filler with ignite ? But the fact is also that a pure arcane build might not use PoM+Pyroblast, which is with World in Flames and Ignite a real Up. Also, Pure Arcane build might not access to MoE. But some dps could be found here with Frost tree.
Also, PoM+MBAM is a great use of PoM since the new Arcane Potency, just as Clearcast+MBAM is. (PoM+MBAM Macro will make all the five AM ticks get the +30% crit, and a well placed Arcane Barrage right after the MBAM will still benefits from the +30% crits. After that you also got an instant AB, making it as good dps as a 3stacks AB on 2.4 live. Then yes, PoM+MBAM/ABar/AB/ABar is some kind of great dps, but it seems simcraft can't model it).
What I've got in mind is something like that (4 mobile points)
http://talent.mmo-champion.com/?mage...50323102505321
Also with this build there is a serious issue with Mana, since Arcane Power with Arcane Flows + Icy Veins with Ice Floes would be some kind of hard mana dump :/.
But this build also benefits from EP, and then some hit might be thrown for spirit/mp5 ?
Last edited by khemael : 10/04/08 at 9:58 PM.
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10/04/08, 10:14 PM
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#2719
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Bald Bull
Gnome Mage
Argent Dawn (EU)
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Originally Posted by khemael
I tried your hacks for mana, and the result is there is still 3% raid downtime for arcane spec with AP+AF with Molten Armor (Down from 11% raid downtime before).
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Molten with 3% downtime might actually beat Mage Armour, not sure.
AB is faster than FB, but it just doesn't do any good damage.
FrB is much closer to FB in total cycle DPS with the same talented 2.5s cast time.
AB has about 1% less scaling than FrB, both at 2.5s cast time.
AB has Impact, Incineration. FrB has Piercing Ice, Ice Shard, and a possible glyph.
Frost wins that because the extra crit is really significant when you're near 50% crit raid buffed.
The only thing in favour or AB is mana, and an the sim states that mana is really tight for Barrage specs.
AB is in fact so cheap that you might be able to switch to Mage Armour.
But with a frost off-spec, you can get FC for 10% cost reduction.
It's a pretty large mess and headache of choice there.
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10/04/08, 11:41 PM
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#2720
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Von Kaiser
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I'm sure someone will correct me if I'm wrong, but why would you need an arcane mage to cast slow?
For Torment of the Weak to work, we need a debuff that does 2 things: a) Snare and b) ANYTHING ELSE. The "b" part is essential because otherwise the boss will be immune to it. Thus Frostbolt debuff is a no go, as is Frost Shock.
However, it seems to me, the obvious candidate, rather than a self-sacrificing arcane mage, is just to have *1* Frostfire Mage and all others be Torment of the WEak + fire Spec mages. We know Frostfire bolt works with torment of the weak, and bosses aren't immune to it because the DoT and Snare are combined into one debuff.
Simple, right?
Not sure why people are complicating this with Slow . . .
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10/05/08, 12:59 AM
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#2721
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Piston Honda
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Originally Posted by Faxmonkey
I'm sure someone will correct me if I'm wrong, but why would you need an arcane mage to cast slow?
For Torment of the Weak to work, we need a debuff that does 2 things: a) Snare and b) ANYTHING ELSE. The "b" part is essential because otherwise the boss will be immune to it. Thus Frostbolt debuff is a no go, as is Frost Shock.
However, it seems to me, the obvious candidate, rather than a self-sacrificing arcane mage, is just to have *1* Frostfire Mage and all others be Torment of the WEak + fire Spec mages. We know Frostfire bolt works with torment of the weak, and bosses aren't immune to it because the DoT and Snare are combined into one debuff.
Simple, right?
Not sure why people are complicating this with Slow . . .
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Because things that can be applied to a raid boss that counts toward TotW are being systematically removed, and Slow is one of the few remaining things that can be put on some bosses. People don't seem to grasp that TotW won't be usable on raid bosses barring some horrific dps loss, like being forced to reapply Slow every 15 seconds.
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10/05/08, 1:21 AM
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#2722
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Don Flamenco
Undead Warlock
Scarlet Crusade
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Big news straight from Ghostcrawler:
We think mages are still having mana problems and don't want to reduce Evocation's cooldown anymore. Nor do we want to buff mage armor too much more or using e.g. molten armor seems pointless.
Instead, we reduced the mana cost on Fireball, Frostbolt, Frostfire Bolt, Arcane Blast, Arcane Missiles, and Arcane Explosion.
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This is pretty significant for several reasons. Besides the mana reduction (no word on how much), he notably cuts off the theory of lowering Evocation cooldowns or removing it. This news is even bigger for Arcane Blast, as even very minor differences in its starting cost end up making a massive difference if you're doing execute-range blast spam.
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To teach and to learn, to laugh and make others laugh. This is my purpose, and any day in which I don't wasn't worth the time it took to get through.
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10/05/08, 1:50 AM
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#2723
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Von Kaiser
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Originally Posted by Arazan
Because things that can be applied to a raid boss that counts toward TotW are being systematically removed, and Slow is one of the few remaining things that can be put on some bosses. People don't seem to grasp that TotW won't be usable on raid bosses barring some horrific dps loss, like being forced to reapply Slow every 15 seconds.
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But isn't Frostfire bolt still one of those things?
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10/05/08, 2:04 AM
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#2724
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Don Flamenco
Undead Warlock
Scarlet Crusade
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I think Arazan was being facetious. Thanks for the smack upside the head, Faxmonkey. I probably should have seen it a while ago, but with the #2 DPS spec already providing the Snare for Torment, mage specs become "Frostfire" and "Single-tree with Torment". I'm hoping this does not turn out to be the case, but that's the way it's looking.
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To teach and to learn, to laugh and make others laugh. This is my purpose, and any day in which I don't wasn't worth the time it took to get through.
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10/05/08, 2:26 AM
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#2725
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Don Flamenco
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Originally Posted by Copernicus
Waiting on final builds - bugs such as only one Living Bomb per target or the strangeness of Torment of the Weak would cause issues with modeling.
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Nevermind, I understand. You mean only one Living Bomb debuff on a mob, regardless of the number of mage's casting Living Bomb. Yes, this would be a bug. Though, in regards to Torment of the Weak, I don't thing the strangeness lies in that, but rather in how mobs react to snare debuffs. Blizzard really hasn't been changing many things with the mage class per build. It's minor tweaks here and there. While this issue with Living Bomb, and whether there is a snare applicable to all bosses, are present, I'd still rather see issues addressed such as... Combustion's scaling (rather, how it scales backwards in DPS as crit increases), and single target DPS builds vs AoE builds.
However, Blizzard has said they are still looking at spec swapping. So it's possible in the near future we'll be able to raid with a single target and an AoE build. I would rather have one build for both single target and AoE though, as fire, and another build for PvP. But money sinks are needed, regardless.
Last edited by Enthorn : 10/05/08 at 2:32 AM.
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