Originally Posted by n0m0j0
Fire will scale much better than arcane itemization, with both spell power coefficients and superior critical strike damage multipliers favoring fireball.
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The numbers confirm that. (Using the BiS across Ulduar items that Rawr currently includes.)
Originally Posted by n0m0j0
If we have any stop-and-go or hi burn/slow burn rotational phases, aggressive arcane mages will be highly effective with dynamic opportunities thanks to better threat management as well as mana dump/burst potential.
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The catch is that stop-and-go favors Arcane only as long as its highest burn cycle is better than the Fire/FFB rotation. But as things are now, Fire/FFB is close to baseline ABspam3MBAM, and the main bursty advantage of Arcane is Arcane Power / IV. With that in mind, that gives FFB some 'intangible' points over Fire, for having IV.
Originally Posted by Pasture
1. Return the Arcane Barrage co-efficient to what it was before. It didn't need nerfing in the first place. Lots of Arcane mages ran around BGs spamming it but Arcane was never massively viable at high end PvP. Definitely playable but in no way dominant and certainly didn't need the nerf.
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Besides fixing Evocation (which GC mentioned they'd try to do sometime), I believe reverting the Abarr coefficient is the only easy change they'd be willing to consider this late before patch. Not groundbreaking but it would help a bit.