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Old 02/07/10, 3:46 PM   #926
Baalzaman
Von Kaiser
 
Undead Mage
 
Blackrock
The dps requirement of Blood Council is very low. If you are juggling orbs then thats what you do - dps is a secondary consideration.

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Old 02/08/10, 2:19 AM   #927
Klatzy
Glass Joe
 
Gnome Mage
 
The Scryers
Anyone tried dampen magic on Sindragosa? Tried it for 1 attempt and the total frost aura hits for 3000; a portion is usually resisted (170 resist with buffs and auras, no magic absorption). 2nd attempt no dampen, total was still 3000, the average damage was on par with the dampen attempt.

Appears that DM and probably AM are not working on the frost pulses in a similar fashion (or non-fashion) as Twins.

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Old 02/08/10, 4:47 AM   #928
Praanz
Piston Honda
 
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Human Mage
 
Auchindoun (EU)
Originally Posted by magicalpandas View Post
Hey fellow mages. I've been put in charge of making sure those orange orbs don't hit the groud in blood council and was wondering if anyone has some
advice on how to do that and dps. I always end up running around the encounter ice lancing them and never have time to dps, is this expected? I'm pulling about 1k dps on the boss while doing that and was curious if that's normal or simply pathetic. Any help is appreciated.
/targetexact Kinetic Bomb

This helps with quick targetswitching and drop your MBAM on the bomb, it'll keep it flying for a good amount of time.

But yeah, like someone already pointed out. Like all council fights, It's really not a DPS race but a exercise in control and execution so don't be too worried.

Raiding is full of challenge. Sometimes there is fire.

You have not to move out of the fire, it will be nerfed soon.

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Old 02/08/10, 8:25 PM   #929
ShowXdown
Glass Joe
 
Undead Mage
 
Eredar (EU)
Use 2 Ranged or even pets (even melee works, atleast the DK Pet one) to avoid moving, atleast when the kinetic bombs are well apart of each other. Your raid will controll the bombs safer with 2 players and even dps should be higher cause you don't need to move

@Klatchy

If you see no Reduce due to Dampen Magic, it's most likely that there will also be no +dmg with amplify magic. So buff your whole group with amplify magic. I wouldnt buff tanks due to spike dmg in p3. The dmg for the group which will be increased by amplify magic will be Frost Tomb.

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Old 02/09/10, 10:08 AM   #930
Kolenzo
Von Kaiser
 
Kolenzo's Avatar
 
Blood Elf Mage
 
Frostmourne
Originally Posted by Saruk View Post
This is the interesting part. My feeling was that the dps loss due to nochanneling was greater in my situation than missile clipping even with 2PT10, but I am not too sure now after going through some ballpark numbers.

If I run with an average ping of 200MS, I'm probably hitting AB on the quartz bar at 170 or thereabouts. So over approximately 7 MBAMs I am saving about 1 sec of casting time. In a AB4MBAM rotation, in a minute of casting I am saving about that cast time (60secs/((1.9secABx4)+1secAM) = 6.97*170ms = 1.17secs.

In that same minute (based on my test dummy results), I am probably clipping 2 missiles.

So are 2 non-2PT10-hasted ABs and 2 AM missiles <> 1 sec of casting time?

My guess is they are, so no-channeling for me might make sense as well.
I tossed around this idea for a while, in the end I decided that the safest way was simply to break the missiles channel a little later. So in the 200ms situation you describe (similar to mine), I would clip anywhere from 50-100ms into the red bar on quartz, depending on how stable my connection felt.

Cutting smaller amounts off the end of the cast to avoid clipping should produce more than just not cutting at all.

Last edited by Kolenzo : 02/09/10 at 10:13 AM.

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Old 02/09/10, 12:10 PM   #931
Saruk
Piston Honda
 
Troll Mage
 
Mal'Ganis
Originally Posted by Kolenzo View Post
I tossed around this idea for a while, in the end I decided that the safest way was simply to break the missiles channel a little later. So in the 200ms situation you describe (similar to mine), I would clip anywhere from 50-100ms into the red bar on quartz, depending on how stable my connection felt.

Cutting smaller amounts off the end of the cast to avoid clipping should produce more than just not cutting at all.
Since posting that, I've come to the same conclusion. I just have a larger margin of error on the AM channel to make sure I don't clip but gain some time back from the latency.

Under MBAM and IV/BL I don't even worry as the cast is so short.

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Old 02/09/10, 11:00 PM   #932
Durbum
Glass Joe
 
Orc Warrior
 
Lightning's Blade
Originally Posted by magicalpandas View Post
Hey fellow mages. I've been put in charge of making sure those orange orbs don't hit the groud in blood council and was wondering if anyone has some advice on how to do that and dps.
Suggest to your raid leader that he have a pet class put a pet on the orbs.

(Edited to add quote.)

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Old 02/18/10, 7:27 PM   #933
Anaxo
King Hippo
 
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Gnome Mage
 
Khaz Modan
Originally Posted by Blues View Post
Also, is there a soft cap for the haste bonus on the Fetish of Volatile Power? It seems like I'm not getting the same haste% consistently like I was back in ToGC days.
Why would there be a soft cap? The use effect of that trinket hasn't changed, it's still a stacking haste buff for 20 seconds. As a side note, this is a terrible arcane trinket (terrible in general, really) compared to other easily obtainable items like [Talisman of Resurgence] or [Abyssal Rune]. You waste almost half of the buff time just stacking the proc.

Praetorian: I once pointed out that the proper Roman numeral for 500 was D, so they should really rename themselves <Clan DIX>. That didn't go over too well.
Sebudai: Imagine a combination of Life Grip, Death Grip, Disengage, Typhoon, and Thunderstorm. It would be like the Large Hadron Collider of WoW.

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Old 02/19/10, 6:39 PM   #934
threep*
Von Kaiser
 
threep*'s Avatar
 
Human Mage
 
Eredar (EU)
PTR 3.3.3

Some Mage changes on the 3.3.3 PTR:

# Frostbolt: Spell power scaling on this spell has been increased by approximately 5%.

# Talents

* Arcane
o Arcane Empowerment: This effect is now passive instead of being a proc off of critical strikes. The self damage buff remains unchanged.
o Incanter's Absorption: This talent now only grants additional spell power when damage is absorbed by Mana Shield, Frost Ward, Fire Ward, or Ice Barrier. The limit of 5% of the mage's health on the spell power buff has been removed.

* Fire

o Burning Soul: Threat reduction is now 10/20%, up from 5/10%.

* Frost

o Brain Freeze: This talent now allows your next Fireball or Frostfire Bolt to be instant and cost no mana. There is a small internal cooldown to keep the Frostfire Bolt from immediately triggering Brain Freeze again.


* Glyph of Fireball: No longer increases critical strike chance of Fireball. Instead, it now reduces the cast time of Fireball by 0.15 seconds.


Looks like they changed most procs to auras (e.g. Elemental Oath is now an aura too). The "Burning Soul" change was long overdue (same goes for the IA change IMO). I'm pretty curious about TC on the fireball glyph change.

Last edited by threep* : 02/19/10 at 7:01 PM.

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Old 02/19/10, 6:42 PM   #935
Ianya
Glass Joe
 
Blood Elf Mage
 
Winterhoof
Originally Posted by threep* View Post
Some Mage changes on the 3.3.3 PTR:

# Frostbolt: Spell power scaling on this spell has been increased by approximately 5%.

# Talents

* Arcane
o Arcane Empowerment: This effect is now passive instead of being a proc off of critical strikes. The self damage buff remains unchanged.
o Incanter's Absorption: This talent now only grants additional spell power when damage is absorbed by Mana Shield, Frost Ward, Fire Ward, or Ice Barrier. The limit of 5% of the mage's health on the spell power buff has been removed.

* Fire

o Burning Soul: Threat reduction is now 10/20%, up from 5/10%.

* Frost

o Brain Freeze: This talent now allows your next Fireball or Frostfire Bolt to be instant and cost no mana. There is a small internal cooldown to keep the Frostfire Bolt from immediately triggering Brain Freeze again.




* Glyph of Fireball: No longer increases critical strike chance of Fireball. Instead, it now reduces the cast time of Fireball by 0.15 seconds.


I'm pretty curious about TC on the fireball glyph change.

The fire threat reduction change is huge. Big ups on that. I haven't done the math on the fireball glyph change though.

The frost changes stick out BIG TIME to me. I brushed off the last frost changes as not nearly enough, but these might actually bring it close. Frostbolt coeff going up is a very signficant damage boost, and brain freeze being able to trigger FFB is HUGE.

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Old 02/19/10, 6:51 PM   #936
Dorrinal
Von Kaiser
 
Draenei Mage
 
Terenas
Lhivera's done some math in the past to indicate that FFB on Brain Freeze is an improvement, but it is not "HUGE" more like 1-2%. Best example I can find is here (and you can be sure he'll be crunching the numbers ASAP):
World of Warcraft - English (NA) Forums -> Frost 3.3 Analysis (PvE)

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Old 02/19/10, 7:15 PM   #937
Enthorn
Don Flamenco
 
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Undead Mage
 
Dunemaul
Regarding the new Glyph of Fireball (0.15 seconds off the casting time):

Base Cast Time 3.5
Improved Fireball -0.5
Glyph of Fireball -0.15
New Cast Time 2.85
Haste Percent 22.8070175438597
Haste Rating 747.841865105263
Casting Speed 1.2280701754386

Improved Fireball talent (5 points) alone is worth 546.4998 Haste Rating (16.66%), or 96.4411 per point (2.94%). There are a few ways to look at the glyph. The first is if you start with 3.5 cast time and remove .15 seconds, in which case it would take 4.47% haste (or 146.82 haste rating). The second is if you start at 3 second cast (which means 5 points in Improved Fireball), in which case it would take 5.26% haste (or 172.57 haste rating) to go from 3 to 2.85 seconds.

Going from 3.5 to 3 seconds requires 546.49 haste, as I mentioned. However, going from 3.5 to 3.4 seconds (1 point) requires 96.44 haste, so I use that instead of 109 (546.5/5). So depending on how you look at the value of the glyph, it can be equivalent of varying amounts of talent points -- IE, 146.82 / 198.72 (2 points in Imp Fireball). The end result is that this new Glyph of Fireball is the equivalent of 1.47 points into Improved Fireball talent.

Last edited by Enthorn : 02/19/10 at 9:22 PM.

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Old 02/19/10, 7:32 PM   #938
Sinless
Piston Honda
 
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Troll Mage
 
Frostwolf
When you consider raid-buffed hasted fireball cast speed, the glyph is a huge improvement if the 0.15 sec off cast time is constant.

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Old 02/19/10, 7:48 PM   #939
Maje
Don Flamenco
 
Gnome Mage
 
Naxxramas (EU)
In raid setting it seems to be around 10% haste to fireball, somewhere around 4-5% dps buff to fire, not enough to be viable but a buff is a buff.

EDIT: This is wrong btw, since the glyph works on the base cast time the haste from the glyph is around 5%, which works out to about .7% dps buff.

Last edited by Maje : 02/23/10 at 4:56 AM.

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Old 02/19/10, 8:35 PM   #940
Setia
Piston Honda
 
Human Mage
 
Ysera
In all likelihood, the new glyph would be applied before haste. Thus, we can simply think of it as a 5% multiplicative haste buff. Which replaces a 5% crit buff. However, given the high crit damage of Fireball and the Hot Streak procs, this new glyph looks about at par with the old one to me...

Rawr tells me that in the BiS-264 set I made, current Glyph of Fireball is worth 2,91% of my damage (360.72 out of 12370.93). A 5% multiplicative haste buff = 5% more damage on Fireball, which is 62.5% of my pre-Ignite damage, which means the new glyph is worth 3.13% of my DPS. But, that is before factoring in Hot Streak. A loss of 5% crit + a gain of 5% haste probably gives around 5-10% less Hot Streaks. On the mana side, the new glyph is a clear loser, with the loss of MoE returns and higher MPS consumption of the hasted Fireball.

Unless I'm mistaken, if Blizzard intended to buff Fire this way, they missed the target completely.

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Old 02/24/10, 5:33 PM   #941
Sinless
Piston Honda
 
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Troll Mage
 
Frostwolf
With combustion cooldown down to 2 minutes, and IA only being affected by mage spells, I think we might be looking at a possible closure of the gap between FB/TTW and Arcane and this is a very welcome change for those who got a little tired of the same 2 button rotations since the beginning of 3.2. Anyone has done any math on this?

Edit: Rawr only gives about a 200dps increase for Combustion in its old form, which means the combustion change might not make such a big difference.

Last edited by Sinless : 02/24/10 at 5:43 PM.

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Old 02/24/10, 6:15 PM   #942
Maje
Don Flamenco
 
Gnome Mage
 
Naxxramas (EU)
I'm not sure how you got to 200dps for Combustion it's less then 1% dps increase in the old form, maybe 1.5% in the new form with 2m CD, it makes Combustion a talent worth taking but doesn't do anything to change which spec you'll be using in PvE.

EDIT: regarding IA, it wasn't modeled in simcraft/rawr (modeled in rawr if you set it up this way), anyway it wasn't the talent that made or broke Arcane, it just made it overpowered when abused with Sacred Shield and such. It is not a 'nerf' to arcane per se.

Last edited by Maje : 02/24/10 at 6:29 PM.

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Old 02/24/10, 6:54 PM   #943
BusinessTime
Glass Joe
 
Human Mage
 
Lightbringer
Originally Posted by Sinless View Post
With combustion cooldown down to 2 minutes, and IA only being affected by mage spells, I think we might be looking at a possible closure of the gap between FB/TTW and Arcane and this is a very welcome change for those who got a little tired of the same 2 button rotations since the beginning of 3.2. Anyone has done any math on this?

Edit: Rawr only gives about a 200dps increase for Combustion in its old form, which means the combustion change might not make such a big difference.
Interesting post from GC regarding fire buffs:

MMO-Champion BlueTracker - 3.3.3 Mage Changes
Originally Posted by Ghostcrawler
The actual dps increases are something more like adding Pyroblast to Torment the Weak and Empowered Fire. That may have missed the most recent patch notes.
However, I still feel that fire suffers from way too many quality of life/core mechanic issues even if it were theorycrafted to be equal to arcane in dps (poor target switching ability, long base cast time on main nuke, poor burst ability).

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Old 02/24/10, 7:07 PM   #944
Vontre
Do Not Stand In The Wizards
 
Vontre's Avatar
 
Gnome Mage
 
Cenarion Circle
Vontre's Magegraf changes posted.

Unless I missed something, fire is matched with arcane now. Good job blizz! Now do frost. >>

www.magegraf.com

Raiding is full of challenge. Sometimes there is fire. You have to not be in the fire.

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Old 02/24/10, 8:35 PM   #945
Hidden
Don Flamenco
 
Troll Rogue
 
Blackrock (EU)
Originally Posted by Vontre View Post
Vontre's Magegraf changes posted.

Unless I missed something, fire is matched with arcane now. Good job blizz! Now do frost. >>
What changes did you include? Only the ones on the current PTR or also the ones from the blue post?

For my gear magegraf still shows Arcane to be vastly superior to Fire (even when using higher iLevel hit items).

Former main: Hidden

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Old 02/24/10, 9:06 PM   #946
Vontre
Do Not Stand In The Wizards
 
Vontre's Avatar
 
Gnome Mage
 
Cenarion Circle
Originally Posted by Hidden View Post
What changes did you include? Only the ones on the current PTR or also the ones from the blue post?

For my gear magegraf still shows Arcane to be vastly superior to Fire (even when using higher iLevel hit items).
Could you link your profile?

It's the blue posted changed with pyroblast buffs.

www.magegraf.com

Raiding is full of challenge. Sometimes there is fire. You have to not be in the fire.

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Old 02/24/10, 9:29 PM   #947
Hidden
Don Flamenco
 
Troll Rogue
 
Blackrock (EU)
Originally Posted by Vontre View Post
Could you link your profile?

It's the blue posted changed with pyroblast buffs.
I put in my armory's stats manually because importing my character from armory didn't work.
The Arcane profile used is Vontre's Magegraf (added 63 SP to make up for Black Magic not being in magegraf yet). You can already see that even if you 'freely' cap your Fire hit (just manually add ~200 hit so all specs are capped no matter what), Arcane is still ~200-300 DPS superior to Fire. I also put in my Fire gear's stats (using the marrowgar25 ring and TotGC25 bracers with hit) and compared it to my Arcane gear results and got a difference of ~4% which is still a lot. If you want me to I can also link you my Fire profile, I currently can't log into WoW so it'd take a while.

Edit: It's actually matching your results considering you also inserted a hit-capped profile. However you need to consider that Arcane allows you to swap some hit for haste/crit/spirit. In your first magegraf you also had the option to automatically adjust the stats to the hitcap, adding it in again would be really helpful in this case.

Last edited by Hidden : 02/24/10 at 9:38 PM.

Former main: Hidden

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Old 02/24/10, 9:35 PM   #948
Vontre
Do Not Stand In The Wizards
 
Vontre's Avatar
 
Gnome Mage
 
Cenarion Circle
Yeah that's about right. Obviously your arcane gear isn't going to give good results because of the hit cap. 300 dps difference at 12000 total is 2.5%, which is acceptable, but you can get closer or further numbers depending on your specific gear setup.

www.magegraf.com

Raiding is full of challenge. Sometimes there is fire. You have to not be in the fire.

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Old 02/24/10, 9:40 PM   #949
Hidden
Don Flamenco
 
Troll Rogue
 
Blackrock (EU)
Originally Posted by Vontre View Post
Yeah that's about right. Obviously your arcane gear isn't going to give good results because of the hit cap. 300 dps difference at 12000 total is 2.5%, which is acceptable, but you can get closer or further numbers depending on your specific gear setup.
As I edited in, that 2.5% is only true if you can't swap any of your hit rating for some more useful stats when speccing Arcane so I don't find it to be an accurate comparison. It's probably safe to say that Fire will still be a theoretical 2.5%-5% behind Arcane depending on your gear choices, which most likely still is too much for most people especially considering the other advantages Arcane has.

Former main: Hidden

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Old 02/25/10, 12:20 AM   #950
Frah
Von Kaiser
 
Human Mage
 
Frostmane (EU)
Originally Posted by Hidden View Post
As I edited in, that 2.5% is only true if you can't swap any of your hit rating for some more useful stats when speccing Arcane so I don't find it to be an accurate comparison. It's probably safe to say that Fire will still be a theoretical 2.5%-5% behind Arcane depending on your gear choices, which most likely still is too much for most people especially considering the other advantages Arcane has.
Gear can change dps a ton. Fire for example favours spyglass over arcanes choice of reign of the unliving. Odds are peoples arcane gear also lacks crit

It is probably worth finding out using BiS fire vs BiS arcane to see the real difference between the 2 specs.

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