The only real downside of arcane aoe is lack of threat reduction. Outside of that its somewhat very comparable to ffb.
And thats probably why I wouldn't pick up blast wave or DB even if DB cone wasn't so narrow. Getting into melee range isn't something I'm too comfortable yet with the adds. When arcane becomes viable in 3.2.2 for AOE, it will be even more essential to finding the correct AOE spec since FOK is taking such a hit.
But I think i'd still go with FFB because of MF. Anub is spending alot more than the average time sub 35% - and you need pretty high single target in this range as well... unless people think that Arcane dps during MF range is still higher than FFB?
Also, FOK interupts won't be available - does anyone know if the 2 tanks strategy still allows for AOE dps of all 4 adds? Can they be within most classes AOE range, but not close enough so that they won't gain haste buffs from eachother? If we can't AOE, and instead have to single target... then I'd lean back towards arcane.
Also, FOK interupts won't be available - does anyone know if the 2 tanks strategy still allows for AOE dps of all 4 adds? Can they be within most classes AOE range, but not close enough so that they won't gain haste buffs from eachother? If we can't AOE, and instead have to single target... then I'd lean back towards arcane.
Blizzard, yea (8 yard radius). Flamestrike, if you even use it, not so much (5 yard radius). Living Bomb (10 yard radius), yea.
I realized that now, with the spirit change, it's worth puting a [12sp 10spirit] gem in a blue slot with a +5sp socket bonus. I'll take your bracers example: if you'd used a 23sp gem (like I was going to tell you should) you'd be gaining 6sp (23sp vs 12sp+5sp) but losing around 8crit (10spirit [+10%kings, +10%SotM] = 8,47crit rating).
Is the maths in this statement correct?
For the spirit ==> crit calculation I make it:
10 Spirit from Purified Dreadstone
+10% of that 10 Spirit from Student of the Mind = 1 Spirit
+10% of that 10 Spirit from Kings = 1 Spirit
So 12 Spirit in total from the gem after talents and raid buffs. Assuming a glyphed Molten Armor, (35% + 20%) of Spirit ==> Crit rating, we then get:
12 Spirit * 0.55 = 6.6 Crit Rating
(I don't see how 8.47 Crit Rating was calculated in the above post - which calculation is correct?)
This leaves us with the question: Which is better 17 Spellpower + 6.6 Crit Rating or 23 Spellpower? The answer to which I would say is 23 Spellpower in almost every situation - assuming I've worked this out correctly.
That's rubbish, Redkatana. Calculations have been done by Kavan in the arcane thread, and even so it should be quite obvious.
1) MBAM costs no mana now, it's free, it's a mana gain;
2) MBAM is higher dps on 0 stacks, than stacking another 4 ABs;
3) Since you now have ~87% chance to proc MBAM in 4 ABs so you will probably waste the proc if you stack up before using it.
That's rubbish, Redkatana. Calculations have been done by Kavan in the arcane thread, and even so it should be quite obvious.
1) MBAM costs no mana now, it's free, it's a mana gain;
2) MBAM is higher dps on 0 stacks, than stacking another 4 ABs;
3) Since you now have ~87% chance to proc MBAM in 4 ABs so you will probably waste the proc if you stack up before using it.
Therefore: use 4T8 MBAM procs immediately.
just to be clear, the priority goes:
1) Missile Barrage Arcane Missiles
2) Arcane Blast up to four stacks
3) Arcane Barrage if Missile Barrage does not proc
also say hypothetically movement is required when you have some number of stacks up and a MB proc. Would it be better to barrage on the move or save the stacks to missiles afterwards?
If Missile Barrage doesn't proc after 4 ABs it's better to keep casting it until one does proc unless you're running very tight on mana.
Ideally on a mandatory movement phase you'd want to PoM AB then hit AM or AB (depending on procs) once you had stopped moving again. Since they reduced the timer on the Arcane Blast debuff it's probably not going to be possible to hang onto a stack until you stop moving again unless you also have a MBarr buff and only have to strafe slightly.
There was some conversation before me about what to gem in say a blue socket with a +5 spellpower bonus. I use Rawr quite often and it tells me to socket +12sp/+10spirit, however according to some maths people have just posted it's more beneficial to socket pure +23sp. I have the T9 2 piece set bonus, can anyone show me the math to see what I should be socketing? I am pretty sure I have setup Rawr correctly.
There was some conversation before me about what to gem in say a blue socket with a +5 spellpower bonus. I use Rawr quite often and it tells me to socket +12sp/+10spirit, however according to some maths people have just posted it's more beneficial to socket pure +23sp. I have the T9 2 piece set bonus, can anyone show me the math to see what I should be socketing? I am pretty sure I have setup Rawr correctly.
It depends largely on what your relative stat values are. If you have a lot of SP but not a ton of crit, then Spirit and Crit become much more valuable. All of the stats have some level of "diminishing returns" as you stack them. Also, Spirit offers the small side benefit of additional mana regen. Check your fight length/mana settings.
Personally, RAWR says that SP/Spi gems in blue slots to get a 5 SP bonus are about 2-3 DPS better than gemming 23 SP and skipping the 5 SP bonus.
I would say, that this is a situational question; depending on the gear of both the warlock and the mage.
I'm however inclined to say: If the Warlock exceeds 3000 SP on average in a 25-man raid with several casters - let him go Demo for Demonic Pact and provide the debuff en passant.
I do believe however, this was widely accepted beforehand.
When does haste no longer effect your gcd, and as an arcane mage does it start to diminish to the point that you would want to stop gemming it before it stops lowering your gcd.
1. I noticed even though Arcane has very high DPS, wouldnt it make sense that the higher dps in a certain interval of time would do more damage than others? I suppose if every class was raw dps it would make sense but I am guesing dots and stuff from Fire mages ups their damage output more?
2. Even with the buffs for arcane, does fire still do more damage done?
3. With some gear, as you reach closer to the gcd haste cap, should I still be using potions of speed during phases like burn phases or should I be using those outside of burn phases ( Bloodlust / Heroism ) to gain more dps outside? Since I've never seen the cast time go lower than 0.9 and even at that cast speed the GCD wouldn't keep up, what is the optimal usage of potions of speed to maximize dmg and dps?
I doubt it. The actual affects are pretty useless (even the mp5 given how mana efficient arcane is now). 250 spellpower as the 2-set isn't bad, but using Embrace and Illustration I get more than that already with the added benefit of useful procs.
Hello, I haven't posted many times on here, but i have been trolling it and getting much information from here for quite sometime, that which i am thankful for, i was wondering if you fine folks could give me some tips and help me increase my dps, becuase i'm about 1300 DPS off of what rawr shows me.
That is my current set-up and gear, i also have a few trinkets i could swap out. I have Sundial still T_T, Fetish of Volitile power, Embrace of the spider.
My rotation is, Open with a fireball, As it's flying, hit Living Bomb and then set into FB till LB using my Hot streak as soon as it's up coupled with my fireballs.
Hello, I haven't posted many times on here, but i have been trolling it and getting much information from here for quite sometime, that which i am thankful for, i was wondering if you fine folks could give me some tips and help me increase my dps, becuase i'm about 1300 DPS off of what rawr shows me.
That is my current set-up and gear, i also have a few trinkets i could swap out. I have Sundial still T_T, Fetish of Volitile power, Embrace of the spider.
My rotation is, Open with a fireball, As it's flying, hit Living Bomb and then set into FB till LB using my Hot streak as soon as it's up coupled with my fireballs.
Hello, I haven't posted many times on here, but i have been trolling it and getting much information from here for quite sometime, that which i am thankful for, i was wondering if you fine folks could give me some tips and help me increase my dps, becuase i'm about 1300 DPS off of what rawr shows me.
That is my current set-up and gear, i also have a few trinkets i could swap out. I have Sundial still T_T, Fetish of Volitile power, Embrace of the spider.
My rotation is, Open with a fireball, As it's flying, hit Living Bomb and then set into FB till LB using my Hot streak as soon as it's up coupled with my fireballs.
You think this would be the reason to lose 1000 deeps.
No it's not.
Bear in mind programs such as Rawr et al expect flawless execution and playing, and generally aren't accounting for things such as switching dps to adds, movement and interupts. Think of Rawr dps as your Patchwerk dps, a fight where you can just stand and chain cast. It's very rare you'll see this kind of dps on a normal fight.
1) Between you and the other mage there were a grand total of seven scorches all night? None of your locks are using shadow bolt, so your raid seems to be without the 5% crit debuff.
2) You have 121 pyroblasts against 313 hot streak procs. How do you monitor your hot streak, and what priority do you give it when it pops up?
1) Between you and the other mage there were a grand total of seven scorches all night? None of your locks are using shadow bolt, so your raid seems to be without the 5% crit debuff.
2) You have 121 pyroblasts against 313 hot streak procs. How do you monitor your hot streak, and what priority do you give it when it pops up?
He cast 121 hit and 172 crit pyros, for 293 total, 20 wasted procs. Pare those lost procs down for a little more dps
Missing 5% crit from scorch is huge. Either you or the other mage needs to step up and provide this debuff.