Saturday, April 21, 2012

PVP gemming?

I know you can't see my PVP gear cause I logged out in my raiding gear, but what does a Fire mage need?

Currently I have intellect split with Resil in almost every slot is this correct? Or should I gem straight Intellect?

Or maybe crit? lol.

Someone help? What should I have in a Blue, Red, and yellow slot?
Since Resil suffers from diminishing returns if you are about 3K you should gem for damage not Resil. Either Int or Int+Crit if you need the slot bonus.
Red, pure int
Blue, int hit
Yellow, int resil

Newbie question

What is the hit cap for an arcane mage?
Depends:

Heroic dungeons: level 87 bosses - 6%
Raiding: level 88 (skull) bosses - 17%
Leveling: No need to even think about it unless you are tackling content many (3+) levels above your current level.

The hit cap for a mob is based on the difference between your level and theirs. If you mouse over your Hit, it will tell you your chance to miss a mob of X, Y, Z, etc. level. The hit cap you could go for would be so that whatever mob you are attacking you have a 0.00% chance to miss.

Incanter's Absorption worth it?

Is this Incanter's Absorption a must talent?
The increase is 20% absorb added to damage.
This means about 500points per cast for 10secs correct?
Considering the mana cost and the lack of control (although once youve raided enough you know when you will be hit with elemental damage) Im not sure its worth it.
I presume using Mana shield as arcane considering our mastery is a little iffy at best.
I can see it being used for absolute maxing of output, however I generally prefer some of the other functional talents, Ie speed boost blink, silence CS.

Overall its not to hard to keep it up for many fights but my uncetainty remains, am I underestimating it or is it a must?
I usually throw up shields when moving and I've already casted barrage or I'm in a burn phase and I don't want to clear my stacks. Mage ward also works with it, negating fire, frost, and arcane damage.
on certain fights, on tank and spank's youd have to cast like 8 arcane blasts under its affect to make up for the 1 arcane blast you missed out on because you used a global cooldown. But on like omnitron when your running, or nef when your in transition its very good.
I keep Mana Shield up at all times and use Mage Ward when one of those 3 schools of magic will be involved. like with the elementals wandering around the Ascendent Counsel's room.

I see alot of aoe and splash damage and if using mana shield to absorb a little bit of it can help the healers even marginally then I'd do it even if Incanters Absoprtion weren't an issue. At least with the talent I get some Spellpower out of the deal.
http://wow.mmoscholar.com/2011/06/02/incanters-absorption-discussion/

Read this.

Use it during movement, or during Glyphed Arcane Power, where Mana Shield costs no GCD. It is a situational dps increase, but still a dps increase, over different talents.
I use it over Nether Vortex, since a tank should always have an attack speed slow up.
Its very situational. I like it on omnitron defense system. I dont like using mana shield too often because it does drain precious mana. But magmatron will throw out raid wide fire damage and archanotron throws out arcane so you can toss up mage ward (with glyphed AP for no GCD loss) and gain like 1200 SP. Thats big and leads to some epic burst as well as making some friends with the healers in the group.
Doesn't seem like a must. Guess I'll see in 4.2 raids. If its elemental damage all over the place it might be worth it then. Also probably with some 365 gear, mana will become less and less of an issue.

Cheers all
I don't really get the 'mana less of an issue' part. The more mana you have, the longer your burn phase can be, and the better your regen is during conserve phases, allowing more AB stacks.

I take the talent, though. It's situationally useful, but whatever. Still useful.

Shatter and % crit buffs (Question)

I am trying to find out what my crit chance is and I came across something that confused me concerning shatter. I apologize if this was already answered somewhere, I couldn't find anything on it in the stickies.

Here is my question:
When shatter recalculates crit chance, does it take crit increase buffs before hand, or after?
As an example:
Glyph of Pyroblast has 5% increase chance for pyroblast to crit.

So, say I freeze my target and cast a pyro at it, with a base of 10% crit chance to make calculation easy.

Will the crit chance be 10 * 3 for the shatter, + 5 for the glyph, making it a total of 35% crit chance on that specific pyroblast cast?

Or will the crit chance be 10 + 5 for the glyph, then 15 * 3 for the shatter, making it a 45% crit chance?

Thank you in advance for the help
To put it simply, it is just 3x whatever your current crit is. For instance let's say you start out with 20% crit and have the 5% crit glyph on frostbolt/pyro, etc. It is 25% x 3, not 20% x 3 + 5.

And in regard to buffs it is the same thing. If you have 20% then get leader of the pack and focus magic, it is 28% x 3. Not 20% x 3 + 8

Way to fix frost mages PvE dps?

(Without going overboard)

So I'm leveling a mage again (moar mages) and was reading an old post about frost mages PvE dps and it being bad (many people, like me, would love to dps as frost) and so not to make a necro'd post I thought I ought to make a new one. Annnnyyy who, the suggestion is as follows:

So we can't freeze mobs/bosses/stuff in raids so our "while frozen" spells/effects/mastery doesn't do much but give them a mild cold. Instead of buffing our damage (and making more mage burst in pvp QQ) why don't the devs just try making it where if a target cannot be frozen, it gets a debuff that treats our spells on them as frozen. That way, we can be balanced so we have competitive dps in a raid environment, without, y'know frost-busting people in pvp cause are damage inflates by like 50% on frozen targets.

This has probably been suggested times before, just couldn't find any threads on it.

If you have a better suggestion, go ahead and offer it up.

Don't like it? Love it? Smell it? Share about why, make a contribution.
You basically described Fingers of Frost, only Frostbolt is no longer affected by it.

Don't worry. Frost will be doing just fine in 4.2. Gear scaling is looking pretty promising for the spec.
Ignore the people who say frost is not PvE viable, if you actually know what you are doing it is fine already. As Steehl pointed out, Fingers of Frost is already a mechanic that lets you get the frozen bonus against targets that are immune to freeze, and Deep Freeze similarly deals damage instead of freezing on bosses.
Maybe a slight buff in Frostbolt's damage? Maybe a damage buff to Frostbolt when Fingers of Frost is active? Not anything big, but enough to boost Frost PvE DPS some.
Frost's dps is looking very good right now. The only changes I'd like to see us a reduction in waterbolt cast range ( by like 2 yards to fix the max range nova targeting) and around a 20-25% increase to blizzards damage.

OP, if you are really interested in investing in Frost PvE, check this out:

http://us.battle.net/wow/en/forum/topic/2522074557?page=1

Viscous Glad weapons

What's better for viscous glad, the 2H staff, or the spellblade and the offhand? I was doing the math, and it seems the staff is the better choice, but I've never been one to be too great at math.

What's your preference, and why?
The offhand enchant makes MH/OH better imho. Intellect is worth far more than a little bit of secondary stats and the 6 intellect difference on the staff.
MH/OH is a bit better. But again, a few points of Int won't be game changing in any pvp situation. Plus the staff looks good.
Yeah, my math was off of course. Well, guess I have to grind out another 3400 honor to get the other weps, as well a new Power Torrent chant and int chant.

Hooray for failing math classes!

Arcane Reforging

So i followed the Ultimate guide to PvE(All Specs) sticky at the top of these forums....i gemmed all intellect...and i reforged like this

Hit>Mastery>Crit>Haste

if it had hit and mastery i left it alone...and i am sitting at about 17% hit rating i do believe

i basically reforged all haste to hit that i could....and if i didnt need anymore i reforged all the rest of the haste to mastery or crit depending on the itemization of gear....

i know the rotation like the back of my hand, so i know thats not the problem when im pulling only 14-16k dps with all the epics i have...and someone who just specc'd to arcane in my guild came in and showed me up with 20k dps in maybe 1 or 2 epics and a lot of 333 gear and some 346 gear....i talked to him today and he was like "haste is still the most optimal stat from what i hear..." Is this true? Is my reforging wrong because the sticky was wrong?

p.s. i know im missing enchants but i didnt think it would be a 6k dps loss for not enchanting...im trying to wait til i get the highest BiS gear i could before i enchant so i dont waste gold on the mats
so i found a new reforge map...so i reforged like this:

Int>Hit to Cap>Mastery>Haste(soft cap)>Crit>More Haste

I maxed on a raiders dummy @ 16k dps....and overall after 3 burn and conserve phases i hit 10k dps

HOORAH!!! On a heroic training dummy...i hit the 22k dps that my friend hit although after a burn, conserve, burn phase i averaged 13.5k dps...and thats with ONLY my arcane buff and without focus magic...i cant wait to own my other dps friends now :D
Correct me if i am wrong, but there is no such thing as a haste soft cap for arcane because we dont have dots.
There is the possibility to hit sub 1 second cast times and running into the global cooldown.
the soft cap i heard was from what someone said above...you can run into the GCD...if you get 1.3'ish cast times and then lust...it will be a sub 1 second cast time at 4 stacks meaning a loss of dps....

this is the reason you get haste to soft cap...then crit becomes more viable...then you get haste that will take you down to 1 sec cast times outside of lust
So i followed the Ultimate guide to PvE(All Specs) sticky at the top of these forums....i gemmed all intellect...and i reforged like this

Hit>Mastery>Crit>Haste

if it had hit and mastery i left it alone...and i am sitting at about 17% hit rating i do believe

i basically reforged all haste to hit that i could....and if i didnt need anymore i reforged all the rest of the haste to mastery or crit depending on the itemization of gear....

i know the rotation like the back of my hand, so i know thats not the problem when im pulling only 14-16k dps with all the epics i have...and someone who just specc'd to arcane in my guild came in and showed me up with 20k dps in maybe 1 or 2 epics and a lot of 333 gear and some 346 gear....i talked to him today and he was like "haste is still the most optimal stat from what i hear..." Is this true? Is my reforging wrong because the sticky was wrong?

p.s. i know im missing enchants but i didnt think it would be a 6k dps loss for not enchanting...im trying to wait til i get the highest BiS gear i could before i enchant so i dont waste gold on the mats


Mastery>crit>haste is for when you have four pieces of T11. The four piece gives you 10% haste on AB so haste becomes less valuable than mastery and crit.
Personally I think the reforging priorities are like this:

Hit(below 17%) > Haste(below soft cap) > Mastery > Haste(above soft cap) > Crit

At least that seems to be how Rawr wants me to reforge.

Haste soft cap is the amount of haste that would make your AB 1.0s with 4 stack of AB, bloodlust, raid haste buff, and set bonus if applicable.

Of course with the 4set bonus you get so much haste that you will get pushed very far over the soft cap which eventually devalues haste so much that crit starts looking better.
Stat weights change constantly as you upgrade and swap out gear. There is no hard and fast correct answer. Using a sim like the one at elitistjerks.com/rawr.php is the only way to be sure of what your own particular reforging priorities are.