Got prob the dumest question atm... But -
How do you use a wand? I just started my Gnome Mage and i got a wand and i cant attack anything with it, and it has a slot of ammo, it uses ammo? Atm it does Shadow damage if that makes a dif. Again sorry for the dumb question.. lol
No ammo to worry about. Open up your spellbook and in the general tab there is a button for "shoot". Just drag that into your action bar and press to wand to your heart's content.
How is it possible that others are modeling 3.0.8 talents in Rawr? I can only see the talents as they exist in live, and I'm under the impression that others are able to somehow model gear/rotations as they would be in the next patch, which would imply they can somehow get 3.0.8 changes accounted for (such as arcane blast change).
How is it possible that others are modeling 3.0.8 talents in Rawr? I can only see the talents as they exist in live, and I'm under the impression that others are able to somehow model gear/rotations as they would be in the next patch, which would imply they can somehow get 3.0.8 changes accounted for (such as arcane blast change).
There's an entire thread for rawr: mage, but "3.0.8 Mode" is under the "Advanced" tab, which is under the "Options" tab.
I've been trying to find the math on the new Hyperspeed Accelerators (340 haste for 10 secs, 1min CD) vs. the 28+ spellpower glove enchant. I'm not great at the stat value comparisons, but from what I understand, the Accelerators provide more dps at certain gear levels. Does this have to do with a certain about of spellpower? Could someone point me in the write direction? I'm an engineer so it would be nice to take advantage of this. I attempted to find some posts through the search but was a bit confounded with most of them.
I'm also assuming the following major glyphs need to be used:
Arcane Blast
Arcane Power
Molten Armor
57/3/11 is the standard post-patch Arcane spec. Glyphs are Molten Armor (most of the time), Arcane Blast & Arcane Power.
BTW your point distribution is kinda messed up, ex why spec slow?
Originally Posted by Masaru
I've been trying to find the math on the new Hyperspeed Accelerators (340 haste for 10 secs, 1min CD) vs. the 28+ spellpower glove enchant. I'm not great at the stat value comparisons, but from what I understand, the Accelerators provide more dps at certain gear levels. Does this have to do with a certain about of spellpower? Could someone point me in the write direction? I'm an engineer so it would be nice to take advantage of this. I attempted to find some posts through the search but was a bit confounded with most of them.
I've been trying to find the math on the new Hyperspeed Accelerators (340 haste for 10 secs, 1min CD) vs. the 28+ spellpower glove enchant. I'm not great at the stat value comparisons, but from what I understand, the Accelerators provide more dps at certain gear levels. Does this have to do with a certain about of spellpower? Could someone point me in the write direction? I'm an engineer so it would be nice to take advantage of this. I attempted to find some posts through the search but was a bit confounded with most of them.
If you equalise die effect over the whole duration you get:
340/60*10 = 56,66 haste
Which ist better than 28 spell power. Combine this with cooldown stacking and fights that are no multiple of 60 seconds and it gets better. So yeah, if you are an engineer, this is your new enchant.
Anyone know of a good "Raiding as Arcane Guide", I see one for frostfire and frost, I read some good info in the "upcoming mage changes" thread, however I was looking for something a little more complete.
Anyone know of a good "Raiding as Arcane Guide", I see one for frostfire and frost, I read some good info in the "upcoming mage changes" thread, however I was looking for something a little more complete.
I believe manly said he was going to work on putting one up soon. Read through the 'upcoming mage changes' thread for info.
Wild magic was stealth buffed to 200 dmg and 200 crit rating, I believe this now makes it superior to Potion of Speed by a good margin.
As the saying goes, "if you want to believe things, do it in church".
Even with this buff, Speed Pots are still about 50% better than Wild Magic for Frost and Arcane.
For Fire and Frostfire, it's closer but Speed Pots are still quite a bit better.
I ran with a 57/3/11 spec yesterday and it was pretty decent, but I had a lot of issues with pushback. I put 2 points into stability foreseeing that problem but it still seemed like I was losing a lot potential damage because of it.
What would be most reasonable to move into 5/5 stability, if anything?
I ran with a 57/3/11 spec yesterday and it was pretty decent, but I had a lot of issues with pushback. I put 2 points into stability foreseeing that problem but it still seemed like I was losing a lot potential damage because of it.
What would be most reasonable to move into 5/5 stability, if anything?
I have been thinking the same thing and I think it is reasonable to remove 2 points from Arcane Focus and 1 point from Arcane Subtlety into Arcane Stability. If a spec with as much burst at FFB can manage with 10% threat reduction I cannot foresee Arcane running into issues with 20%. Also, 10% spell hit (11% for horde) is not difficult to attain and I would venture to guess that most people all ready have that much hit anyhow.
I have already wondered why people are ignoring pushback protection when it comes to arcane specs. Especially, that it is really bad if you loose 1s of a 2s hasted MBAM.
3/5 stability should suffice if an improved concentration aura is present, 4/5 with the normal one. The difference between 0 and 100% protection is about 80dps.
Last edited by Light4 : 01/21/09 at 7:39 PM.
Reason: errors made in rawr, the numbers were way off
I have already wondered why people are ignoring pushback protection when it comes to arcane specs. Especially, that it is really bad if you loose 1s of a 2s hasted MBAM.
3/5 stability should suffice if an improved concentration aura is present, 4/5 with the normal one. With pushback set to 0,07 in Rawr and no aura the points in stability are worth about 400-600 dps each, which is quite a lot.
I guess my thought is that there is no pushback protection for FFB and that was never really an issue. Most fights mages should be taking very little dmg and so pushback protection ends up wasted a good chunk of the time. Talent points are already spread very thin in the arcane build and I'd rather have insta-invis than pushback protection, but to each there own.
Quick one because the wording on the tooltip seems strange to me. The Arcane Focus talent - does this increase hit with all spells, or just arcane spells?
Quick one because the wording on the tooltip seems strange to me. The Arcane Focus talent - does this increase hit with all spells, or just arcane spells?
Just arcane spells. Precision does effect all spell trees.
For 10 man runs, how many casters does there need to be in order to make changing from 57/3/11 to 51/20 for imp scorch raid buff an overall increase in raid dps? In 25 mans, we can safely assume there will be 3+ other casters to benefit but in my guild 10 mans, we have many raids were there is only one other caster.
Even with this buff, Speed Pots are still about 50% better than Wild Magic for Frost and Arcane.
For Fire and Frostfire, it's closer but Speed Pots are still quite a bit better.
This cannot possibly be true. Rawr is modeling wild magic incorrectly, as 180 dmg and 60 crit rating, and even with the incorrect modeling speed pot only comes out ahead by ~20-30 dps. Gaining +20 dmg and 140 crit rating on wild magic will easily put it over, once they update rawr I believe I can show you that. A rough but not completely accurate test is adding 500 haste to your character and checking the dps as opposed to adding 200 dmg and 200 crit rating then checking the dps. 200 dmg and 200 crit rating comes out higher for FFB spec.
I'm was thinking about getting this glyph cause I like playing fire in pvp ( I know it isn't the best) and I was hoping that I could use this glyph as a fire mage equivalent of a shatter combo. I mean by this doing something like Dragon's Breath -> Fireball -> Fire Blast or below 35% health with Dragon's Breath -> Pyroblast -> Fire Blast with the Fiery Payback Talent (A talent that seems to get alot of use as fire). Does anyone know if this is possible? Or would the range of Dragon's Breath cause a issue or something like that?
There's a list with all the effects that proc torment of the weak?
All movement and attack speed slows, if they affect the target.
Having a (tanking) warrior, any DK or a tank-specced Druid/Paladin will trigger Torment.
Originally Posted by Allanonn
For 10 man runs, how many casters does there need to be in order to make changing from 57/3/11 to 51/20 for imp scorch raid buff an overall increase in raid dps?
It already just breaks even if you're alone, from toying around with Rawr.
Originally Posted by Duravi
Wild Magic stuff. 500 haste vs. 200 dmg and 200 crit
That's what I did, I had 1 SP = 1.57 DPS, 1 1 crit = 1.41 DPS, 1 haste = 1.33 DPS
That makes Speed Pot = 665, Wild Magic = 596. Nearly breaks even, but not yet.
Thinking about it, gear scaling will likely help the Speed Pot more than Wild Magic too.