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Old 01/21/09, 12:15 PM   902 links from elsewhere to this Post. Click to view. #1
 manly
Soda Popinski
 
manly's Avatar
 
Troll Mage
 
Mal'Ganis
The Arcane thread

This thread is dedicated towards deep-arcane builds specifically. For now, the thread is under (heavy) construction because quite frankly there is a lot of ground to cover.

For the time being (until the math is more worked out/confirmed/written down/tested), I will put my focus more on commonly accepted playstyles more than anything else without any maths to back to it. This is not an intent on my par to just 'lay-it-down' without proof -- understand the math is rather tedious.

Arcane differs greatly from the other specs in the mentality behind it. It rewards the informed. It rewards properly planning ahead, both from a micro and a macro perspective. Most of the playstyle revolves around managing DPM more than anything else. As such, I will put an extreme focus on DPM values and making sure everyone understands why. A spell always has 2 costs, one of which is the time spent casting it, the other one being the mana spent for it. Arcane, unlike the other specs, needs to take into account mana cost of spells because it can't sustain its max dps cycle. The idea being here, if you can't sustain the max dps rotation, then the next logical step is to maximize the damage you can deal with the mana you have (aka: maximize DPM).

Also, before anyone asks, only specs with 51 arcane points in them apply. There isn't a good 21pt talent that would mandate skipping arcane barrage, or any competing talent really.



Some numbers
level differencehit cap % PVEhit cap % PVPhit rating PVE (lvl 80)
-40%0%0
-31%1%26.23199272
-22%2%52.46398544
-13%3%78.69597816
04%4%104.92797088
+15%5%131.1599636
+26%6%157.39195632
+3 (skull level boss)17%13%445.94387624
+428%20%734.49579616
+539%27%1023.04771608

RatingLevel 60Level 70Level 80
Spell Hit812.6153850626.23199272
Spell Critical Strike1422.0769233745.90598679
Spell Haste1015.7692327532.78998947

%Spell Hit Rating (lvl 80)Typical casedraenai %Spell Hit with draenai
17%445.94387624hit cap16%419.71188352
14%367.24789808EP or (no EP + misery/improved faerie fire)13%341.01590536
11%288.55191992EP + misery/improved faerie fire10%262.3199272
8%209.85594176EP+AF (57/3/11) + misery/improved faerie fire7%183.62394904
1%26.23199272   

SpellTalents / metagemCrit multiplier (no T7)Crit multiplier (with 4pcT7) Note
arcane spell(no CSD)150%152.5% 
arcane spellCSD154.5%157.225% 
arcane spellspell power175%177.5% 
arcane spellspell power + CSD181.75%184.475% 
frost spellice shards200%202.5% 
frost spellice shards + CSD209%211.725% 
Fireball/Frostfire boltignite210%213.5% 
Fireball/Frostfire boltignite + CSD216.3%220.115% 
Fireball/Frostfire boltignite + burnout245%248.5% 
Fireball/Frostfire boltignite + burnout + CSD254.45%258.265% 
Frostfire boltignite + burnout + ice shards315%318.5% 
Frostfire boltignite + burnout + ice shards + CSD330.75%334.565% 
--    
am (glyphed)spell power187.5%190% 
am (glyphed)spell power + CSD195.375%198.1% 
blizzardspell power + 2/3 ice shards208%210.5%57/3/11
blizzardspell power + 2/3 ice shards + CSD217.72%220.445%57/3/11
blizzardspell power + 3/3 ice shards225%227.5%56/3/12
blizzardspell power + 3/3 ice shards + CSD236.25%238.975%56/3/12
(crit multiplier formula listed in the formula section)


Specs
There are a lot of possible specs for arcane. Below are the typical cookie-cutter builds.

But before I get there, there is something that mages want to be aware of.

1- Master of Elements only refunds the base mana cost of the spell that crits. More specifically: it will refund you the unstacked AB mana cost even if you paid multiple times more.
2- Frost Channeling does not suffers from the above exception. You get a full multiplying 10% mana cost reduction no matter how many stacks of AB.
3- Elemental Precision was changed and now affects all schools. This means you get 6% hit from your spec if you go for a 57/3/11 build. Of course the mana cost reduction is doubly beneficial. Keep in mind that at this pre-ulduar time, most gear is intentionally balanced in such a way that generally you either get int/spirit or spell hit, but rarely all of them. This is somewhat nice since the spec can make use of int/spirit and works nice around this limitation.
4- Generally you want someone else to keep scorch for you. This is mostly because going 18 point into fire, in addition to costing you a glyph slot, is somewhat unfit for a deep arcane build. However, you could go 51/20/0 if you need to apply your own scorch.
5- All the linked builds I put [] in them. This is somewhat a matter of personal preference, you could as well go for mage armor.
6- Keep in mind that icy veins is generally a very sweet thing to have for a deep arcane build. Reason being that it somewhat syncs up well with 2min evocation cooldown, allowing you to finish off an icy veins with evocation.
7- [] gives 3% per stack.

57/3/11 - Pure single-target dps build.
http://talent.mmo-champion.com/?mage...h=012004000000
57/3/11 - More ulduar-centric build (3/3 IA, 2/2 frost warding, no pushback protection)
http://talent.mmo-champion.com/?mage...0&version=9901


Rotations
cycledpsmpsdpmdpm tradeoff (next cycle)dpm tradeoff (cycle 2)general usenote
AB3+ [mbarr]5495.957387.954114.17 1.85mana dump / during APcast mbarr only at 3 stack. * see note2 below
AB AB AB ([mbarr] or abarr)5132.355190.879126.891.85 main cycle / during AP 
AB AB AB AM5070.111157.708932.151.881.88main cycle / during AP 
AB AB ([mbarr] or AB AM)5031.662146.445234.363.412.27main cycle 
AB ([AB mbarr] or abarr)4760.77887.7533454.254.623.60mana saving* see note below
AB ([mbarr] or abarr)4677.574.8285762.516.443.92mana saving* see note below
AB AM4184.58332.69562127.9911.715.99mana saving 
([] denotes conditional statement. Cast only on missile barrage proc.)
(example: AB AB ([mbarr] or AB AM) indicates: "AB AB AB AM" (without mbarr proc) and "AB AB mbarr" when mbarr procs)
(clarification: AB3+ refers to AB spamming. It also means you must cast at least 3 AB)

note: be aware that (AB abarr) can fail to work if abarr is still on cooldown (this will typically happens during bloodlust + icy veins). You probably want to use a different rotation during haste cooldowns.

note 2: as far as I am concerned, the top realistic DPS rotation of an arcane mage is the 2nd rotation. The reason being that you will consume mana faster than before due to the increased AP uptime%. Realistically I don't believe you will end up doing much AB spamming barring really short fights.

Understanding DPM tradeoffs
\mbox{DPM tradeoff} = \frac{\Delta dps}{\Delta mps}
A DPM tradeoff represents roughly the extra DPM you get from 1 mana by spending that mana on another cycle.
In other words, it represents the extra damage you will deal from switching rotations (assuming the initial rotation would have ran you OOM). It also indirectly indicates the value of mana, and how much more damage more mana will give you in total. Keep in mind here a very important detail; it also assumes the fight duration will not change for the dpm tradeoff to make sense.

The reason why DPM is misleading and gives you the impression you get a tremendously cheaper rotation is because it totally ignores duration (ie: the dps element). If you had infinite time, then yes, follow exclusively the optimum DPM value to maximize total damage dealt with the mana available. If constrained by time (99.9% of cases), then you want to look at dpm tradeoffs rather than dpm.


Presence of Mind
optimal use: last AB of any rotation

1- POM-AM doesn't work. I mean, its not going to finish your channel in 1.5s. Additionally, I think POM doesn't apply the 30% crit to AM due to the wotlk-beta bug of POM+AM spam (ie: permanent 30% crit).
2- POM-abarr is nice and all, but doing so will not take advantage of the cast-time-reduction element of POM. Only the 30% more crit part. As such it is not recommended. Sure, you do gain 18% more damage over any AB (AB4+ spam), but the cast time reduction is worth more than that 18%.
3- POM-AB is the only other alternative (well, that and FFB, but the math is inconclusive on that). You gain 1s of dps time by reducing the cast time from 2.5->1.5. Thinking about it, the most logical choice for AB would be the last AB of your rotation, because it has the biggest damage multiplier (ie: 30% more crit from POM is better used coupled with the highest damage multiplier).

4- As a general note, I recommend generally to go for one extra AB on your rotation where you cast POM, in a case where you had planned to do some mana dumping at the end of the fight. It makes sense to use an extra 18% more damage on AB.

It is currently not proven whether or not POM-AB during cooldowns (lust/IV) is better than outside of cooldowns. The reason being that reducing 2.5->1.5 is worth a lot more than reducing, for example 1.4->1.0.


AOE
ranged aoe: AP/IV/blizzard + POM/flamestrike
close aoe: same as ranged. do not go in melee range.

The above rotations are what I personally use. I haven't mathed-out to figure which is optimum. As such, there is a possibility the above is not optimum.


Threat management
ClassNameNote
MageInvisibility 
MageMirror Image 
WarriorVigilance31 prot
WarriorIntervene 
PaladinHand of Salvation 
PriestPain Suppression41 disc
HunterMisdirection 
Mage - talentArcane Subtlety 
Mage - talentBurning SoulDoes not stack with frost channeling
Mage - talentFrost ChannelingDoes not stack with burning soul
Generally you want to delay invisibility as much as possible, because the more you wait, the more effective it becomes.

Based on my personal experience, waiting for the boss to reach 70% hp before using invis will allow you to go all out for the remainder of the fight. Of course, this is only a rule of thumb and assumes that you produce more threat than your tank, and that you will catch up to him. You can play with the number a bit if you can afford to use invis at the end of the fight (ie: finish the fight with >130% threat). It has proven to work well, however, expanded math could give optimum values (if anyone is willing to do it).


Consumables
 FlaskFoodPotionGem
Best[][]/[]/[][][]
Alternative []/[]/[][][] (not recommended w/ 2pc t7)
Alternative- []/[][] 


Glyphs
0/53/1818/53/057/3/1151/20/0
[][][][]
[][][] / [][] / []
[][][][]
[][]  


Formulas
base formula for all mage spells (thx to Zaldinar for corrections)
avg_damage_per_cast_noncrit = (avg_cast_base_dmg + (spell_coefficient + empowered_fire + empowered_frostbolt + arcane_empowerment) * final_spell_dmg) * (firepower + ffb_glyph + spell_impact) * pwf * piercing_ice * coe * arcane_instability [* frostbolt_glyph] [* arcane_blast_buff] [* arcane_power] [* molten_fury] [* ferocious_inspiration] [* tricks_of_the_trade]
spell_coefficient = (see table below for appropriate coefficients)
avg_damage_per_cast = avg_damage_per_cast_noncrit * (1 + final_crit% * (crit_multiplier - 1))
final_cast_time = talented_cast_time / (1 + total_haste_rating / haste_rating_per_percent / 100) / netherwind_presence / wrath_of_air [/ retribution_aura or imp_moonkin_aura] [/ bloodlust or power_infusion] [/ icy veins] [/ berserking]
spell_dps = avg_damage_per_cast * chance_to_hit% / final_cast_time


ex: frostfire bolt -- molten fury + berserking(20%) + bloodlust + icy veins + 4pct7 + CSD included, 2000 spelldmg, 55% crit, 500 haste rating
avg_damage_per_cast_noncrit = ( (722+838)/2 + (3/3.5 + 0.15) * 2000 spelldmg) * (1.1 + 0.02) * 1.03 * 1.06 * 1.13 [* 1.12] = 4324.43
avg_damage_per_cast = 4324.43 * (1 + 0.55 * (3.34565 - 1)) = 9903.41
final_cast_time = 3 / (1 + 500/32.78998947/100) / 1.05 / 1.03 / 1.3 / 1.2 / 1.2 = 1.29
spell_dps = 9903.41 * 1 / 1.29 = 7677.06 dps

ex: arcane barrage(2.5/3.5 coef) -- ab_glyph(3%) + 3_stack_ab_buff + arcane power(20%) + torment the weak + berserking(20%) + bloodlust + icy veins + 4pct7 + CSD included, 2000 spelldmg, 55% crit, 500 haste rating
avg_damage_per_cast_noncrit = ( (936+1144)/2 + (2.5/3.5) * 2000 spelldmg) * (1.06) * 1.13 * 1.03 * 1.54 [* 1.2] = 5628.20
avg_damage_per_cast = 5628.20 * (1 + 0.55 * (1.84475 - 1)) = 8243.13
final_cast_time = 1.5 / (1 + 500/32.78998947/100) / 1.06 / 1.05 / 1.03 / 1.3 / 1.2 / 1.2 = 0.61
spell_dps = 8243.13 * 1 / 0.61 = 13513.33 dps (ignoring GCD cap)
notes/gotchas:
ffb glyph and spell impact are applied a very odd way, as shown in the formula above. Some frost calculations are not 100% known, given they give sometimes results outside of predicted values. As such, this should be only used to get a rough idea.
The above list is simplified and doesn't lists every possible non-stacking buffs. For a proper list, check the FFB thread or MMO-Champion RaidComp . For example, 'coe' refers to any of (Ebon Plaguebringer/Curse of the Elements+Malediction/Earth and Moon).

crit multiplier formula
crit_multiplier = (1 + ( ((1.5 [* CSD]) - 1) * (1 [+ ice_shards] [+ burnout] [+ spell_power] [+ 4pct7] [+ am_glyph]) )) [* ignite]

ex: frostfire bolt -- ignite + burnout + ice shards + CSD + 4pct7
crit_multiplier = (1 + ( ((1.5 * 1.03) - 1) * (1 + 1 + 0.5 + 0.05) )) * 1.4 = 334.565%
Base mana
ClassLevel 70Level 80
Mage22413268
Druid23703496
Warlock28713856
Priest26203863
Paladin29534394
Shaman34574396
Hunter33835046
SpellCoefficientBase damageTalents affecting the dotMana cost %Mana cost (lvl 80)Notes
Frostfire Bolt3.0/3.5722-838 + 90/9spwf, firepower, arcane instability, piercing ice14%4571 tick / 3s
Living Bomb0.80/12s + 0.401380/12s + 690pwf (not firepower)22%7181 tick / 3s
Pyroblast1.15 + 0.20/12s1210-1531 + 452/12spwf, firepower, arcane instability22%7181 tick / 3s
Scorch1.5/3.5382-451 8%261 
Fireball3.5/3.5898-1143 + 116/8spwf, firepower, arcane instability19%6201 tick / 2s
Fire Blast1.5/3.5925-1095 21%686 
Flamestrike0.2427 + 0.1220 (per tick)876-1071 + 780/8spwf, firepower, arcane instability30%9801 tick / 2s
Flamestrike (rank 8)0.2427 + 0.1220 (per tick)699-854 + 620/8spwf, firepower, arcane instability30%9801 tick / 2s
Blizzard8.0/3.5/2 /8s3408/8s 74%24181 tick / s
Cone of Cold1.5/3.5/2709-776 29%947 
Dragon's Breath1.5/3.5/2*0.901101-1279 31%1013 
Blast Wave1.5/3.5/2*0.901047-1233 28%915 / glyphed: 777 
Arcane Explosion1.5/3.5/2538-582 22%718 
Frost Nova1.5/3.5/2*0.90368-419 8%261 
Frostbolt3/3.5*0.95803-866 13%424 
Ice Lance1.5/3.5/3223-258 7%228 
Arcane Blast2.5/3.51185-1377 8%261 
Arcane Missiles5/3.5~362 31%1013 
Arcane Barrage2.5/3.5936-1144 18%588 
Mirror Image-- 10%32630s
Mirror Image - frostbolt0.10163-169 *150% crits, ~22-25 per cast-- 
Mirror Image - fireblast0.0588-98 *150% crits, ~10-14 per cast-- 
Water Elemental - frostbolt2.5/3.5*0.4601-673150% crits, sta/int = 0.3, 5% base crit16%52245-60s
note: there is a discrepancy between the in-game-tooltip values and the ones reported by sites parsing the data files. The values above are taken from in-game-tooltips (except for arcane missiles).
* Based on a limited number of casts (~100 per).
base_mana_cost = rounddown( class_base_mana[player_level] * spell_mana_cost )
final_mana_cost = rounddown( base_mana_cost [* elemental_precision] [* arcane_focus] [* arcane_power] )

exception case: ab_mana_cost = rounddown( round(base_mana_cost [* arcane_focus] [* elemental_precision]) * (1 + ab_stacks * 2 [+ arcane_power] [+ 2pct5]) )
(Arcane_blast is different than the rest because the first part of the mana cost can be rounded up, whereas every other spell can only be rounded down. So even though it seems like the formulas are the same, they need to be treated separately.)

ex: arcane barrage -- 3/3 elemental precision + 3/3 arcane focus + arcane power(20%)
base_mana_cost = rounddown( 3268 * 0.18 ) = 588
final_mana_cost = rounddown( 588 * 0.97 * 0.97 * 1.2 ) = 663

ex: arcane blast (3 stacks already up) -- 3/3 arcane focus + 3/3 elemental precision + arcane power(20%) + 2pct5
base_mana_cost = rounddown( 3268 * 0.08 ) = 261
ab_mana_cost = rounddown( round(261 * 0.97 * 0.97) * (1 + 3 * 2 + 0.20 + 0.05) ) = 1783

Stats equivalence
Originally Posted by Muphrid View Post
If you're just doing the equivalence for Arcane Blast (and not a mixed rotation [...]), the calculations are extremely straightforward.

1\mbox{ spell power} \equiv 4590.598679 \frac{1/b+c}{m/r+d} \mbox{ crit rating} \equiv 3278.998947 \frac{1+z}{m/r+d} \mbox{ haste rating} \equiv 2623.199272 \frac{h}{m/r+d} \mbox{ hit rating}

m is the average base damage (ex: arcane blast: (1185+1377)/2 = 1281)
r is the spell power coefficient (see table above for spell coefficients)
d is your spell power.
b is the critical strike bonus. (see table above for crit multiplier)
c is your crit chance.
z is the bonus to your casting speed from gear-based haste.
h is your hit chance.
[slightly edited]

More numbers
LevelCrit / IntInt / 1% crit
700.012580
710.011686.2068944
720.010892.59259244
730.010199.00990313
740.0093107.526879
750.0087114.9425283
760.0081123.4567927
770.0075133.333327
780.007142.857139
790.0065153.8461534
800.006166.6666709
crit_rate_from_int = 0.9075 + final_int / 166.6666709
note: 0.9075 applies only to lvl 80 ? currently unknown

 Level 70Level 80
BASE_REGEN0.0093270.005575
LevelBASE_REGENLevelBASE_REGENLevelBASE_REGENLevelBASE_REGEN
10.034965001 210.019733001410.013724610.010701
20.034191001 220.019156 420.013522620.010523
30.033465002 230.018819001430.013363630.010291
40.032527 240.018316999440.013176640.01012
50.031661 250.017936001450.012996650.009969
60.031076999 260.017577 460.012854660.009808
70.030523 270.017201001470.012687670.009652
80.029995 280.016919 480.01254 680.009553
90.029307 290.016581999490.012384690.009446
100.028662 300.016233999500.012233700.009327
110.027585 310.015995 510.012114710.008859
120.026215 320.015707999520.011973720.008415
130.025381001 330.015464 530.01186 730.007993
140.024301 340.015204 540.011715740.007592
150.023345999 350.014957 550.011576750.007211
160.022748999 360.014745 560.011473760.006849
170.021958999 370.014496 570.011342770.006506
180.021387 380.014302 580.011245780.006179
190.020791 390.014095 590.011111790.005869
200.020121001 400.013896 600.011 800.005575
ManaRegen(SPI, INT, LEVEL) = roundup( (0.001+SPI*BASE_REGEN[LEVEL]*(INT^0.5) *0.60 )*5 )
* applies only to 3.10


Professions / Racials
ProfessionBuffNon-profession buffGain
Jewelcrafting3x[]3x[] or (2x[]+[])between [+39 dmg] and [+69 dmg, -8 crit, -24 sta]
BlacksmithingSocket Gloves+Socket Bracer +38 dmg
Enchanting2xEnchant Ring - Greater Spellpower +38 dmg
LeatherworkingFur Lining - Spell PowerEnchant Bracers - Superior Spellpower+37 dmg
AlchemyMixology[]+37 dmg
InscriptionMaster's Inscription of the Storm[]+37 dmg
EngineeringHyperspeed AccelerationEnchant Gloves - Exceptional Spellpower340 haste / 10s (1min CD), -28 dmg
TailoringLightweave EmbroideryEnchant Cloak - Greater Speed 
SkinningMaster of Anatomy +32 crit
MiningToughness +50 sta
RaceBuff
Undeadnone
TrollBerserking + Beast Slaying (...)
Blood ElfArcane Torrent
HumanThe Human Spirit
GnomeExpansive Mind
DraenaiHeroic Presence


EDITS
1- AB mana cost tables
2- POM
3- Added Professions / Racials
4- Added threat management
5- Added AB mana cost formula


Points of contention
1- Which talents are the best to cut when going from 57 to 51 pt in arcane?
2- Is is worth taking the last 2 points in Arcane Stability (conc. aura being a possibility)?
3- If yes, then what talent to sacrifice?
1- <many many many things here>


(as a temporary thing, if you want to have a rough idea of the calculations of arcane spells, check the ffb thread for the spreadsheet. for some mundane reason I can't re-link on this thread)

To do
type something about arcane debuff being cleanseable
finish spreadsheet according to 'to do' list on ffb thread.
add dpm-affecting buff/debuffs
attach spreadsheet

Last edited by manly : 05/18/09 at 3:13 PM.


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bug Arcane Potency only applies to the first Arcane Missile bolt.
 
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Old 01/21/09, 12:22 PM   #2
Averiel
Von Kaiser
 
Undead Mage
 
Wildhammer
1st! awesome post in progress =D

A couple questions to ask for later:

I noticed in your 57/3/11 spec that you linked, you have 2/2 Magic Absorption. I haven't had the chance to try the spec out in a raid situation, are there any mana problems that appear that 2/3 Student of the Mind (8% of like no spirit that I have) help out a bit?

Also, skipping pushback resistance won't have a huge impact on DPS?

Last edited by Averiel : 01/21/09 at 12:34 PM.
 
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Old 01/21/09, 12:25 PM   #3
Silabiss
Glass Joe
 
Undead Mage
 
Skywall
Awesome, thanks Manly. I was really hoping someone would get one of these up, to divert some of the "wow how do I play arcane spec" questions that are about to start flooding (or already are) these forums.
 
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Old 01/21/09, 12:54 PM   #4
Etherealz
Piston Honda
 
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Undead Mage
 
Kel'Thuzad
I made a small spreadsheet yesterday before realms came up just to try and get an idea of optimal cycles. It is by no means a complete spreadsheet but it demonstrates some mana consumption and dps of various cycle options.

Main purpose was to determine if shattering missiles was worth it without Mbar procs. Unless I did something wrong it would appear it's not worth it without the proc.

Arccycle.xls - FileFront.com

Maybe somebody will find it useful for the time being.

Couple notes - spelldamage / int (in row 2) are unbuffed / before arcane cheater talents.
- I assumed the 6% arc haste was calculated like veins / lust but I could be wrong here.

Edit: Just looking it over I also didn't add FM. So if you are 'circle jerking' FM you can add 6% crit there.

Edit: Fixed focus magic and a couple other oversights which weren't actually effecting the results but looked messy.

Last edited by Etherealz : 01/22/09 at 4:21 PM.
 
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Old 01/21/09, 1:01 PM   #5
Kel S'jet
Banned
 
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Blood Elf Mage
 
Anub'arak
That 'pure single target DPS build', is pretty wrong unfortunately

EDIT: To explain this point a bit better. My quandary is with your allocation of points to Magic absorption and Magic attunement instead of Student of the mind.

Why? Simple.

Even if it is a minor increase in mana, it is still more of an increase in mana over Magic attunement and absorption. Increased range, while nice, is not neccissary at all. Arcanists from the BC age made by very well with just 30 yards. And as far as the increased magic resistance, while nice, will not really make much of a difference except for in perhaps 1 fight out of the 20+ in the game right now.

One of the key tenants of any arcane spec is more mana = more damage, since the one of the single most powerful aspects of the Arcane spec is it's ability to convert mana into damage at will.

To this effect, leaving every other point as it is, place 3/3 SotM, leaving you with 1 point for 'flavor'. Personally, I place the last talent in Slow since it is such a classic Arcane ability. Though at that point, it really is up to you.

Last edited by Kel S'jet : 01/21/09 at 1:31 PM.
 
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Old 01/21/09, 1:09 PM   #6
Sinless
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3 simple steps to arcane happiness

With the current arcane shatter bug in place, according to Rawr, playing arcane is actually much simpler than it looks.

1) Your regular rotation, unless severely limited by mana, should ALWAYS be ABx3-AM-Abar, REGARDLESS of missile barrage proc. Remember to use Abar before the 5th tick of AM.

2) Your stacked cooldown rotation, unless severely limited by mana, is spam AB, use AM-Abar ONLY when missile barrage procs. Remember to use Abar before the 5th tick of AM.

3) You should try to stack your cooldowns with heroism but not at the expense of missing the 2nd use of any cooldown. You should always stack IV and AP together.


This is it. 3 simple steps cover everything there is to play arcane. This will remain to be the case until Blizzard fixes the arcane shatter bug or they acknowledge it but change arcane in a different way. Please note you are very rarely "severely limited by mana" due to current content and fights being extremely short.
 
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Old 01/21/09, 1:19 PM   #7
mnmkana
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I kinda disagree with manly on 57/3/11 being the single target dps spec as well.

I've tested the new arcane spec with 51/2/18 for 3/3 in frost channeling but i'm still using my mana very fast.

I had to use my gem whenever its up and evocate for all my fights, even a mana potion on thaddius.

57/3/11 may be the highest arcane dps spec but i doubt its possible to sustain it for long.

That being said, arcane's DPS is great. I topped the charts for all the boss fights maintaining dps constantly around 5k (give or take 100). unfortunately i don't have the WWS to show it.
 
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Old 01/21/09, 1:26 PM   #8
manapaws
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Nice work as always, Manly. What I'd perhaps like to see in a thread like this is more talk on mana management, especially as arcane. Also, do most consider the 60% extra damage on Abar after AM a bug/exploit or will it likely stay as is?

According to rawr, with my current gear (2pc 7.5 2pc 7, other random [mostly bad] stuff) my max theoretical raid dps as 53/18 frostfire is 3940 compared to 4500 as 57/3/11. Thing I'm not really sure about though is whether this is assuming max burn cycle or limited mana cycle? Is it possible to specify a certain duration of each in rawr? I'll try it next raid and see, I guess.
 
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Old 01/21/09, 1:28 PM   #9
Pasture
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The 57/3/11 build is the exact build that I'm using so I'd have to agree with it.

I just ran my first 25-man today. Previously I did around 3k dps max. Now I'm sustaining 4k for a boss fight. so I'm seeing a 25% increase on what I was doing pre-patch. On top of this mana in a proper raid environment didn't seem to be too troublesome. I used my evocate but wound up feeling like I didn't really need to use it at all. I was running with glyphed mage armour however.
 
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Old 01/21/09, 1:34 PM   #10
mnmkana
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Pasture u might wanna try running with glyphed molten armor instead because giving up 5% crit is not worth it in my opinion if u can sustain throughout the whole fight without resorting to wanding
 
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Old 01/21/09, 1:35 PM   #11
Light4
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Originally Posted by Averiel View Post
Also, skipping pushback resistance won't have a huge impact on DPS?

Personally, I would skill pushback protection over range or absorption, I even considered only 1 point in subtlety, but with my experience from pre-3.0.8 this would definitely mean invisibility after popping all CDs (including mirror image) right after the pull.
Loosing 1s off a 2s hasted MBAM sound like bad dpm to me

Last edited by Light4 : 01/21/09 at 7:16 PM. Reason: error
 
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Old 01/21/09, 1:40 PM   #12
 manly
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Originally Posted by mnmkana View Post
I kinda disagree with manly on 57/3/11 being the single target dps spec as well.

I've tested the new arcane spec with 51/2/18 for 3/3 in frost channeling but i'm still using my mana very fast.

I had to use my gem whenever its up and evocate for all my fights, even a mana potion on thaddius.

57/3/11 may be the highest arcane dps spec but i doubt its possible to sustain it for long.

That being said, arcane's DPS is great. I topped the charts for all the boss fights maintaining dps constantly around 5k (give or take 100). unfortunately i don't have the WWS to show it.
You might not realize it, but its very long to type all of that. I typed what I could on the time I have, its obviously not finished or the only possible build.


Log on with different model:
1- Create a character of the desired model. Log on/off.
2- At character selection screen, select your actual character; mouseover the new, desired model character, and hold down left click; hit enter and release left click at the same time.
bug Arcane Potency only applies to the first Arcane Missile bolt.
 
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Old 01/21/09, 1:46 PM   #13
Averiel
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What spell to use PoM on?

Frostbolt may not crit for 200% (calculating based on talents) depending on your spec.
AB would add another debuff for you if you don't have 3, and you save a "little" time on stacking them.
Fireball sounds worthless without ignite.

What do you PoM? I am leaning towards AB when not at 3 stacks.
 
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Old 01/21/09, 1:51 PM   #14
Kel S'jet
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Originally Posted by Averiel View Post
What spell to use PoM on?

Frostbolt may not crit for 200% (calculating based on talents) depending on your spec.
AB would add another debuff for you if you don't have 3, and you save a "little" time on stacking them.
Fireball sounds worthless without ignite.

What do you PoM? I am leaning towards AB when not at 3 stacks.
POM AB to start the stack seems to be the best bet.

Start the fight with a POM AB and attempt to use it as much as possible to get the first stack up. With a 2 min cooldown, you are looking at easily using it multiple times in a fight
 
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Old 01/21/09, 2:43 PM   #15
Kel S'jet
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Basic Playstyle Ideas and The correct use of Evocation

In an effort to get some useful information out there, here are some basic playstyle ideas concerning the proper use of Evocation.

Facts
1. Using the accepted Arcane spec, you will have access to an evocate every 2 mins, as well as IV (2:24 cooldown). Engineers will also have access to a 1 min CD haste trinket.

Ideas
Currently there are 2 schools of thought concerning the proper use of evocation with the new Arcane spec.

1. Conventional Use: Use evocation only when needed
Premise:
Like the evocation of old, this school of thought places emphasis on using evocation only when needed, preferably at a point in time where you can minimize or negate the DPS loss from not casting, e.g boss transition or when fully Bloodlusted and hasted etc. At the core of this idea is the concept of minimizing (or completely eliminating) time not spent DPSing.
Execution:
The execution of this idea is very straight forward. It is no different then what mages are accustomed to already. Use Evoc at the end of a lust or when the boss is transitioning etc

2. Aggressive Use: Attempt to use evocation nearly every 2 mins when the CD is up.
Premise:
This school of thought is centered around the idea that the arcane mage's DPS cycles are part of a super-cycle that lasts approximately 2mins 10 seconds (barring gear haste or haste effects). With this, the Arcane mage will attempt to use very aggressive DPS rotations in an effort to ensure all his mana is spent every 2 mins, after which, he will spend the next 10 seconds 'regenerating' his mana.
Execution:
For this idea to work, the mage has to minimize the 'regen' time as much as possible. Plausible suggestions include saving 'haste' cooldowns (IV and Gloves) and/or syncing the regen time with things such as bloodlust. In order to burn all your mana, you would also have to use Arcane power as much as possible, hence the Arcane power glyph and Molten armor glyph is of better use. As a secondary point, proper use of IV for the "Aggressive Use" is also required. For fights with less raid wide damage, you would want to use your IV before you evocate and start the evocation on the last tick of IV in order to gain the speed access. For encounters with more raid damage, you would have to use the last 10 seconds of IV to evocate, so as to sheild your evocate from push back and damage based interruption.

Pros and Cons:

1. Conventional Pros:
Tried and tested. People are very familiar with the conventional use of evocation.
You still have the flexibility to sync up your evocation with encounter specific downtime.

Conventional Cons:
There is a theoretical loss of burst damage as well as a potential not to use your mana -> damage conversion maximally.

2. Aggressive Pros:
Potential to do a lot more damage since you are going to be using your evocation much much more often, and, since you have access to a lot more mana, you can burn it for much more overall damage.
Aggressive Cons:
Very unstable, since your lifeline is based around the concept that you must under all circumstances not have anything go wrong in your regen phase. If something prevents your regen phase executing properly (e.g you are forced to move and interrupt evocation or you are silenced or something else that makes your evocation not complete) you will suffer a very large DPS loss from which it will be much harder to recover (though not impossible).


Gear Requirements

1. Conventional Evocation use does not have any stringent gear requirements other than the basic requirements applied to all Arcane mages.

2. The only real gear requirement for aggressive Evocation use requires that your gear can support maximally burning all your mana at 2 min intervals, as well as have enough regen to make it to your next regen cycle without having to resort to 'mana conservation' spell rotations (e.g just using AB ABr).

edit: forgot tips and conclusions

Tips and Tricks
1. Conventional:
- No real playstyle and/or casting change is necessary with the conventional use of Evocation. DPS rotations are still based off of maximizing DPS and DPM based on the total duration of the fight and preventing the use of Evocation if possible (since in this school of thought, evocation is more of an "oh sh!t" button rather than an active part of the playstyle). Most commonly discussed rotations will work here.
- It is still important to look for 'encounter specific' opportunities with this playstyle. E.g you should use your knowledge of the fight to know when there is potential downtime and hence you can aim to burn your mana so as to sync up with the point where the downtime occurs, hence having 'DPS loss free' regeneration.

2. Aggressive:
- It is advisable to 'frontload' a lot of damage with this playstyle. Since you are effectively looking to go oom at the 2 min mark, you are better off frontloading a lot of damage and being forced to use a mana preserve rotation in order to wait out the the remaining time till your cooldowns come up rather than reaching the 2 min mark and having a lot of mana to spare. This idea lives and dies by maximizing the use of the theoretical mana available to the mage. Having lots of mana left and your evocation, AP, IV, POM, trinkets being off CD is a bad place to be.
- It is imperative to sync yourself with external effects such as bloodlust using the aggressive playstyle. Ideally, you would want to have enough mana left to make use of bloodlust and still have at least 1 tick of bloodlust left on you to use for evocation. Hence it is imperative that at least 1 of your evocation 'regen' phases is executed right at the end of a bloodlust + IV + gloves combo. This will bring evocation to around a 3-4 second channel.

Conclusions:
It is apparent that the power of Arcane lies in short fights and burst DPS. I believe the school of thought behind the "Aggressive use of evocation" are attempting to leverage this fact by shifting the way the Arcanist fights to 2 min intervals. Hence, the Arcanist is essentially DPSing through encounters in 'phases of burst'. With the new cooldowns, this is now possible since many of the cooldowns sync up. The only real offender to this is IV. Though there is still some debate as to whether or not a 2 min IV would be ideal anyway since it is a duration based effect. Ideally, IV would be at a sub-2 min CD (something akin to 1min 50 seconds).
In contrast, the school of thought behind the more conventional use of evocation is of the belief that the use of cooldowns for regeneration as well as the more consistent use of evocation is not maximizing DPS uptime.

It is important to note, that for fights that are short enough (eg some of the 2min something parses that we are seeing of patchwerk) both schools of thought converge to the same playstyle. I.e on short enough fights, there is no difference.

Last edited by Kel S'jet : 01/21/09 at 3:14 PM.
 
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Old 01/21/09, 2:48 PM   #16
Maledict
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Would be great if you had some maths to explain why wasting time evocating (and cooldown usage) is useful. You appear to be just trying to make up terms for something you don't have the numbers for, and passing it off as fact?
 
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Old 01/21/09, 3:05 PM   #17
Kel S'jet
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Originally Posted by Maledict View Post
Would be great if you had some maths to explain why wasting time evocating (and cooldown usage) is useful. You appear to be just trying to make up terms for something you don't have the numbers for, and passing it off as fact?
There was some pretty intense conversation (with numbers) about this very topic in the other thread "Upcoming mage changes". When I get some time I can port them over here too.
The discussion in that thread ended with no conclusive winner, which is the reason that I specifically stated at the beginning of the post 'the two ideas', and not 'this one idea is the only use of evocation'. After all, I think my post is pretty impartial to either, so I do not understand what I am 'trying to pass off as fact". If you are referring to whether or not the discussion existed in the first place, then yes, that is a fact. I am not making that up.

But I do understand your deeper point quite clearly.

edit: formatting

Last edited by Kel S'jet : 01/21/09 at 3:11 PM.
 
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Old 01/21/09, 3:28 PM   #18
DaDeigo
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I was able to pull 7.1 dps on patch ( got a innervate ) and 8.4 on thaddius no innervate and i forgot to cast mana gems before the fight (GG) for thaddius. We also had to stop dps on feugen for the stallag side to catch up. I was crushed by a warrior who did 10k dps who cried all night about how they were nurfed until that fight. I was looking forward all night to loatheb but only pulled 6.9 there to my suprise. I only got a innervate on patch and my gear is by no means the best but its pretty good.

Few things i am unsure about is the following:

1. Is it really that beneficial to be using mage armour glyphed full time over molten glyphed and swaping when needing to.

2. Can i avoid mana issues with glyphing mana gem plus my set bonus from teir gear. Is it worth it even?

3. I found timing all evocates on the last ticks of IV and bloodlust to be extremly important.

4. I went oom a few times in the start but without managing my mana properly but in time i found it to be a non issue i had just become a lazy spammer for FFB. Do you guys have any key insight?

5. I never had a fight where my dps was sub 5500, even when i was getting use to the spec and going oom.

6. How are people dealing with AM mb proc's. I found even with a good rig and a good video card that it was a pain to time and i did miss the timing occasionally, and yes i do use quartz. Sometimes i blew my wad too early and sometimes i was a second too late.
 
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Old 01/21/09, 3:35 PM   #19
DaDeigo
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Originally Posted by Sinless View Post
With the current arcane shatter bug in place, according to Rawr, playing arcane is actually much simpler than it looks.

1) Your regular rotation, unless severely limited by mana, should ALWAYS be ABx3-AM-Abar, REGARDLESS of missile barrage proc. Remember to use Abar before the 5th tick of AM.

2) Your stacked cooldown rotation, unless severely limited by mana, is spam AB, use AM-Abar ONLY when missile barrage procs. Remember to use Abar before the 5th tick of AM.

3) You should try to stack your cooldowns with heroism but not at the expense of missing the 2nd use of any cooldown. You should always stack IV and AP together.


This is it. 3 simple steps cover everything there is to play arcane. This will remain to be the case until Blizzard fixes the arcane shatter bug or they acknowledge it but change arcane in a different way. Please note you are very rarely "severely limited by mana" due to current content and fights being extremely short.
For point 2 do you feel avoiding am having the buff for four missle subpar dps to more ab/abr's?
 
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Old 01/21/09, 3:43 PM   #20
Swindley
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Well, we're doing some various fights atm. I'm stuck fire/arc to provice scorch, and the lesser geared mages which have allways been lower than me on DPS are now devasting the meters, far above what I can produce with my current spec. If I wasnt stuck to provide the debuff I'd respec too.

But seriously, this can't be intended from arcane. They have superior survivability, threat management, mobile DPS and burst DPS. And the worst part, I'm stuck at way lower DPS because scorch needs to be up.

They need to bring arcane inline with the other specs. If they could also add the 10% crit to arcane, that would be perfect and it would truly be a choice, based on preferance, not force.
 
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Old 01/21/09, 4:03 PM   #21
Lgs
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The question is whether or not they will fix this (or want to fix this) discrepancy with arcane's dps in time for us to use this in Ulduar. At the moment everything is so easy it's pointless anyway. But since it's pure speculation, we should just do as Manly is and focus on maximizing our DPS with what we have in the moment.

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Old 01/21/09, 4:03 PM   #22
manapaws
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Originally Posted by Swindley View Post
They need to bring arcane inline with the other specs. If they could also add the 10% crit to arcane, that would be perfect and it would truly be a choice, based on preferance, not force.
Perhaps look at it via a raid damage vs personal damage pov? You'd do (say) 400 more dps as arcane, but all the other casters in the raid would do (say) 400 dps less, each. To each his own, but personally I'm more interested in faster zone clears than topping meters.
 
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Old 01/21/09, 4:10 PM   #23
thescreensavers
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My guild runs with 5 mages most of the time ( go grp 5!) so at this time I am the only mage trying Arcane to see how it fares tonight in naxx full clear.

Only thing I am unclear is

People say AB AB AB AM Abarr

Do you cast AM regardless of procs? or only when MBAM procs?

What is this thing about Evo and Icy vains?




PS:Great job Manly.
 
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Old 01/21/09, 4:17 PM   #24
Querk
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Originally Posted by Kel S'jet View Post
POM AB to start the stack seems to be the best bet.

Start the fight with a POM AB and attempt to use it as much as possible to get the first stack up. With a 2 min cooldown, you are looking at easily using it multiple times in a fight
POM AB for the third AB of the stack actually seems like a better bet to me.

The POM brings an extra 30% crit chance with it, so it would seem best to use it on the biggest AB to leverage the extra crit damage as much as possible.

Plus, assuming POM is probably macroed with AP and IV (you probably do want to use the POM during AP, for the same rationale - if you can force a crit, force the biggest one you can right?), it also works well to start the AP and IV on the third stack to give it the highest probability of overlapping the most damage in the cycle possible. (assuming here that the number of casts overlapped by the AP/IV will not always be constant due to uncertain MBAM procs, lag, pushback, etc.)

A third reason would be that assuming all that stuff is macroed together for a large burst, your tank may prefer that you burst on your third cast rather than your first. Granted the flip side here is that the cooldowns refresh 4ish seconds later - but that seems unlikely to be a determining factor whether or not you get the second use in.
 
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Old 01/21/09, 4:21 PM   #25
manapaws
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Originally Posted by thescreensavers View Post
What is this thing about Evo and Icy vains?
Lucky you, you can tell one to keep improved scorch :P

Basically they're referring to popping Icy Veins, going nuts on DPS then using Evo at the very last second of Icy Veins before it disappears. This allows it to be a much shorter cast, thereby maximizing your dps time and minimizing your regen time.
 
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