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Mage Stats weight

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Hi, someone can help me ? i need to find the weight stats fire frost arcane pré-fear / T14 HM dunno how can i found it

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Hi, someone can help me ? i need to find the weight stats fire frost arcane pré-fear / T14 HM dunno how can i found it

thxPosted Image

Straight from the last version of Simulation Craft:

logs/mage_arcane_pre_raid_scale_stats.log: Weights : Int=3.48(0.07) SP=2.88(0.07) Hit=2.00(0.07) Crit=1.16(0.07) Haste=1.57(0.07) Mastery=1.53(0.07)

logs/mage_arcane_t14_heroic_scale_stats.log: Weights : Int=4.30(0.11) SP=3.48(0.11) Hit=3.43(0.11) Crit=1.58(0.11) Haste=2.18(0.11) Mastery=2.12(0.11)

logs/mage_arcane_t14_normal_scale_stats.log: Weights : Int=4.07(0.09) SP=3.41(0.09) Hit=2.68(0.09) Crit=1.55(0.09) Haste=2.12(0.09) Mastery=1.93(0.09)

logs/mage_fire_pre_raid_scale_stats.log: Weights : Int=3.66(0.09) SP=2.74(0.10) Hit=2.67(0.10) Crit=1.98(0.09) Haste=1.64(0.09) Mastery=1.26(0.09)

logs/mage_fire_t14_heroic_scale_stats.log: Weights : Int=4.83(0.14) SP=3.60(0.14) Hit=4.16(0.14) Crit=3.22(0.14) Haste=2.45(0.14) Mastery=1.99(0.14)

logs/mage_fire_t14_normal_scale_stats.log: Weights : Int=4.35(0.11) SP=3.09(0.11) Hit=3.14(0.11) Crit=2.60(0.11) Haste=2.27(0.11) Mastery=1.73(0.11)

logs/mage_frost_pre_raid_scale_stats.log: Weights : Int=3.64(0.07) SP=2.95(0.07) Hit=3.63(0.07) Crit=1.25(0.07) Haste=1.38(0.07) Mastery=1.04(0.07)

logs/mage_frost_t14_heroic_scale_stats.log: Weights : Int=4.45(0.09) SP=3.54(0.08) Hit=6.03(0.09) Crit=1.99(0.08) Haste=2.04(0.08) Mastery=1.80(0.08)

logs/mage_frost_t14_normal_scale_stats.log: Weights : Int=4.35(0.07) SP=3.50(0.07) Hit=4.95(0.07) Crit=1.71(0.07) Haste=1.71(0.07) Mastery=1.53(0.07)

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Straight from the last version of Simulation Craft:

logs/mage_arcane_pre_raid_scale_stats.log: Weights : Int=3.48(0.07) SP=2.88(0.07) Hit=2.00(0.07) Crit=1.16(0.07) Haste=1.57(0.07) Mastery=1.53(0.07)

logs/mage_arcane_t14_heroic_scale_stats.log: Weights : Int=4.30(0.11) SP=3.48(0.11) Hit=3.43(0.11) Crit=1.58(0.11) Haste=2.18(0.11) Mastery=2.12(0.11)

logs/mage_arcane_t14_normal_scale_stats.log: Weights : Int=4.07(0.09) SP=3.41(0.09) Hit=2.68(0.09) Crit=1.55(0.09) Haste=2.12(0.09) Mastery=1.93(0.09)

logs/mage_fire_pre_raid_scale_stats.log: Weights : Int=3.66(0.09) SP=2.74(0.10) Hit=2.67(0.10) Crit=1.98(0.09) Haste=1.64(0.09) Mastery=1.26(0.09)

logs/mage_fire_t14_heroic_scale_stats.log: Weights : Int=4.83(0.14) SP=3.60(0.14) Hit=4.16(0.14) Crit=3.22(0.14) Haste=2.45(0.14) Mastery=1.99(0.14)

logs/mage_fire_t14_normal_scale_stats.log: Weights : Int=4.35(0.11) SP=3.09(0.11) Hit=3.14(0.11) Crit=2.60(0.11) Haste=2.27(0.11) Mastery=1.73(0.11)

logs/mage_frost_pre_raid_scale_stats.log: Weights : Int=3.64(0.07) SP=2.95(0.07) Hit=3.63(0.07) Crit=1.25(0.07) Haste=1.38(0.07) Mastery=1.04(0.07)

logs/mage_frost_t14_heroic_scale_stats.log: Weights : Int=4.45(0.09) SP=3.54(0.08) Hit=6.03(0.09) Crit=1.99(0.08) Haste=2.04(0.08) Mastery=1.80(0.08)

logs/mage_frost_t14_normal_scale_stats.log: Weights : Int=4.35(0.07) SP=3.50(0.07) Hit=4.95(0.07) Crit=1.71(0.07) Haste=1.71(0.07) Mastery=1.53(0.07)

i don't get this part mmmmmm mayby it's ysut because i'm to blond atm lol^^

Well it isn't easy on the eyes, it is literally straight copypasta'd from simcraft to forums.

What don't you get about it? I'm just going to clean it up and make it more reader-friendly without changing any of the dataz.

Arcane:

Pre-Raid:

Int: 3.48(0.07) SP: 2.88(0.07) Hit: 2.00(0.07) Crit: 1.16(0.07) Haste: 1.57(0.07) Mastery: 1.53(0.07)

Normal Raid:

Int: 4.07(0.09) SP: 3.41(0.09) Hit: 2.68(0.09) Crit: 1.55(0.09) Haste: 2.12(0.09) Mastery: 1.93(0.09)

Heroic Raid:

Int: 4.30(0.11) SP: 3.48(0.11) Hit: 3.43(0.11) Crit: 1.58(0.11) Haste: 2.18(0.11) Mastery: 2.12(0.11)

Fire:

Pre-Raid:

Int: 3.66(0.09) SP: 2.74(0.10) Hit: 2.67(0.10) Crit: 1.98(0.09) Haste: 1.64(0.09) Mastery: 1.26(0.09)

Normal Raid:

Int: 4.35(0.11) SP: 3.09(0.11) Hit: 3.14(0.11) Crit: 2.60(0.11) Haste: 2.27(0.11) Mastery: 1.73(0.11)

Heroic Raid:

Int: 4.83(0.14) SP: 3.60(0.14) Hit: 4.16(0.14) Crit: 3.22(0.14) Haste: 2.45(0.14) Mastery: 1.99(0.14)

Frost:

Pre-Raid:

Int: 3.64(0.07) SP: 2.95(0.07) Hit: 3.63(0.07) Crit: 1.25(0.07) Haste: 1.38(0.07) Mastery: 1.04(0.07)

Normal Raid:

Int: 4.35(0.07) SP: 3.50(0.07) Hit: 4.95(0.07) Crit: 1.71(0.07) Haste: 1.71(0.07) Mastery: 1.53(0.07)

Heroic Raid:

Int: 4.45(0.09) SP: 3.54(0.08) Hit: 6.03(0.09) Crit: 1.99(0.08) Haste: 2.04(0.08) Mastery: 1.80(0.08)

mmm, formatting...

~Sage

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Arcane:

Pre-Raid:

Int: 3.48(0.07) SP: 2.88(0.07) Hit: 2.00(0.07) Crit: 1.16(0.07) Haste: 1.57(0.07) Mastery: 1.53(0.07)

Normal Raid:

Int: 4.07(0.09) SP: 3.41(0.09) Hit: 2.68(0.09) Crit: 1.55(0.09) Haste: 2.12(0.09) Mastery: 1.93(0.09)

Heroic Raid:

Int: 4.30(0.11) SP: 3.48(0.11) Hit: 3.43(0.11) Crit: 1.58(0.11) Haste: 2.18(0.11) Mastery: 2.12(0.11)

So this means that Haste is more important than Mastery for Arcane mages, especially if you have normal level raid gear. This is interesting because most players probably have reforged using the 'old' formula:

int > hit (+expertise) 15% > mastery > haste > crit

Even Icy Veins uses the old formula in their Arcane mage guide.

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So this means that Haste is more important than Mastery for Arcane mages, especially if you have normal level raid gear. This is interesting because most players probably have reforged using the 'old' formula:

int > hit (+expertise) 15% > mastery > haste > crit

Even Icy Veins uses the old formula in their Arcane mage guide.

Haste is only better by 0.04(preraid) / 0.19(normal) / 0.06(heroic)

Normal might have the largest discrepancy, but these are tough calls imo.

I forget what, but didn't something about arcane and soft haste capping change this xpack?

In the end, it is really just getting as much as you can out of the gear you get when you can't get what you want!

Unless you're one of those lucky guys that has all BiS, then I hate you. <3

~Sage

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Haste is only better by 0.04(preraid) / 0.19(normal) / 0.06(heroic)

Normal might have the largest discrepancy, but these are tough calls imo.

I forget what, but didn't something about arcane and soft haste capping change this xpack?

In the end, it is really just getting as much as you can out of the gear you get when you can't get what you want!

Unless you're one of those lucky guys that has all BiS, then I hate you. <3

~Sage

'by only .04, .19, .06' when you are comparing the number 2 is 2%, 9.5% and 3% better. That is pretty significant.

I thought the big haste change was mana regen changing with haste... I could be wrong though, as I don't really play arcane very much.

Also a note, those 2,9.5,3% differences are all all within the error range given by Simcraft (in brackets after the numbers), so as long as your gear has haste/mastery + another stat, you are looking good for the most part :) (ideally haste + mastery or hit)

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'by only .04, .19, .06' when you are comparing the number 2 is 2%, 9.5% and 3% better. That is pretty significant.

I thought the big haste change was mana regen changing with haste... I could be wrong though, as I don't really play arcane very much.

Also a note, those 2,9.5,3% differences are all all within the error range given by Simcraft (in brackets after the numbers), so as long as your gear has haste/mastery + another stat, you are looking good for the most part Posted Image (ideally haste + mastery or hit)

I guess arcane is just going to be redheaded stepchild for a while.

<.<;

~Sage

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These were simulations made with the default profiles of Simulation Craft. The stat values in the profile can influence the calculations of the stat weights. For example, imagine the weight of haste in a profile where there is so much haste that you are hitting the global cooldown on your main spells.

So, I used the T14 heroic profile and made Haste Rating and Mastery Rating vary from 2000 to 10000 (while Critical Strike Rating remained at 2000). The highest DPS was obtained between 6500 Haste/5500 Mastery and 7500 Haste/4500 Mastery, with the absolute best result with 6750 Haste Rating and 5250 Mastery Rating.

That said, I need to make some more tests and see what the average mana level is when using the stat priority from the default T14 heroic profile. Also, this profile is using Rune of Power as a Tier 6 talent, and things may be different with Invocation.

One problem with Arcane currently is that no one is raiding with that spec, so you can't really inspect top players to see how the spec should be played in progression.

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One problem with Arcane currently is that no one is raiding with that spec, so you can't really inspect top players to see how the spec should be played in progression.

Yes, that is a part of the problem. Nobody wants to develop Arcane when Fire is so much better.

But then again the simulations give accurate data only for encounters without movement. Personally I lost my faith to SimulationCraft when I ran some Arcane simulations with different Fight Style parameters and got results like:

- HelterSkelter: 591 secs fight, 6 Rune of Power casts

- Heavy movement: 569 secs fight, 6 Rune of Power casts

It seems that SimulationCraft has modelled Rune of Power as a buff and doesn't care about the mechanics involved. It's needless to say that this way the results won't meet the reality.

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It seems that SimulationCraft has modelled Rune of Power as a buff and doesn't care about the mechanics involved. It's needless to say that this way the results won't meet the reality.

The best way to test is likely an "all things being equal" environment because even in the same scenario such as a certain boss you may be targeted by some random feature more so than the next time. You may have to move out of your Rune of Power just after casting, at times, so the better way would be without the mechanics, at least to see where things stand. So from there, fight mechanics are an understood expectation and no matter what the stat weights should be constant. The only thing that may change from one fight to another would be things like talents and glyphs, based on the individual encounter as well as raid make-up. For me, I always think I am lacking but I just call it part of old age.

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The best way to test is likely an "all things being equal" environment...

Yes, that's why the standard simulation is a Patchwerk fight - no movement at all.

...because even in the same scenario such as a certain boss you may be targeted by some random feature more so than the next time. You may have to move out of your Rune of Power just after casting, at times, so the better way would be without the mechanics, at least to see where things stand. So from there, fight mechanics are an understood expectation and no matter what the stat weights should be constant. The only thing that may change from one fight to another would be things like talents and glyphs, based on the individual encounter as well as raid make-up.

Here I have to disagree, because I see it like this: Arcane's mastery is Mana Adept. The more mana you have the bigger hits. If you have to move constantly it will be impossible to keep your mana up. This will lower the value of Mastery and increase the value ot the other stats. (Please don't ask who uses Arcane and Rune of Power in an encounter requiring a lot of movement.)

But when I posted about SimulationCraft I didn't actually think about the stat weights. I just thought that if you want make a simulation then why leave it half-way. Rune of Power is not a buff. It is a circle on the ground you have to stand on. If Amethyst Guardian spits an Amethyst Pool over your Rune of Power you will have to move AND create a new Rune of Power. Pretty much every time you have to move you will also have to cast a new Rune of Power because you can rarely re-use an existing Rune of Power. Six Rune of Powers in a 591 second encounter is doable only in a Patchwerk fight - not in HelterSkelter or Heavy movement.

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i hope i am in the correct thread.

i'm having problems finding out what haste cap i should have.

http://eu.battle.net...úrâîgù/advanced

here's my char i'm talking about. i've used mr.robot but well, i still dont know which haste i should have.

cos like, it feels sometimes slow.

Looking at http://www.totemspot.com/vb/entry.php?b=44 , you can see what haste gives you what break points. You can see that sitting at 3202 (your haste) your next significant tick in a raid environment comes ~4k haste. Since this is a huge amount of haste, I would have to say it is not worth reforging/gemming/etc to. Not until you have significantly better gear (ie more secondary stat allocation, including higher haste).

As for askmrrobot, it won't detect break points for you. It will take the weights you give it (or default) and optimise your gear so that the points are maximised. If you want to hit a certain haste breakpoint you can put a higher stat weighting on haste up to a certain level by playing around with the settings (try this out if you really want, but for your gear, as I said above, it isn't worth shooting for).

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Looking at http://www.totemspot.../entry.php?b=44 , you can see what haste gives you what break points. You can see that sitting at 3202 (your haste) your next significant tick in a raid environment comes ~4k haste. Since this is a huge amount of haste, I would have to say it is not worth reforging/gemming/etc to. Not until you have significantly better gear (ie more secondary stat allocation, including higher haste).

As for askmrrobot, it won't detect break points for you. It will take the weights you give it (or default) and optimise your gear so that the points are maximised. If you want to hit a certain haste breakpoint you can put a higher stat weighting on haste up to a certain level by playing around with the settings (try this out if you really want, but for your gear, as I said above, it isn't worth shooting for).

i have reforged abit, please check again.

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i have reforged abit, please check again.

Looking very quickly at your gear it all looks to be going in the right direction. Basically, follow askmrrobot unless you are incredibly close to a break point (see my previous post) in which case you could reforge slightly just to bump over that point. By incredibly close I would say <1 reforge away (so ~100 points).

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Yes, that is a part of the problem. Nobody wants to develop Arcane when Fire is so much better.

But then again the simulations give accurate data only for encounters without movement. Personally I lost my faith to SimulationCraft when I ran some Arcane simulations with different Fight Style parameters and got results like:

- HelterSkelter: 591 secs fight, 6 Rune of Power casts

- Heavy movement: 569 secs fight, 6 Rune of Power casts

It seems that SimulationCraft has modelled Rune of Power as a buff and doesn't care about the mechanics involved. It's needless to say that this way the results won't meet the reality.

The Helter Skeleter fight is very basic, it's just here to test the various raid event, but it makes you move for 5 seconds every 30 seconds. It basically means a 5 second downtime every 30 seconds unless you can cast spells while moving. I'm pretty sure the tool considers that the character still benefits from Rune of Power after moving.

Simulation results should always be taken with a pinch of salt.

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The Helter Skeleter fight is very basic, it's just here to test the various raid event, but it makes you move for 5 seconds every 30 seconds. It basically means a 5 second downtime every 30 seconds unless you can cast spells while moving. I'm pretty sure the tool considers that the character still benefits from Rune of Power after moving.

Simulation results should always be taken with a pinch of salt.

True, but in this case the needed amount is a truckload of salt.

I can understand that they assume that you can re-use the existing Rune of Power after movement. But I don't understand how they can increase the duration of Rune of Power from 60 seconds to about 90 seconds. If you cast the first Rune of Power just before the pull you will still need nine more casts to cover a 591 second encounter - even in a Patchwerk fight.

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Imagine

True, but in this case the needed amount is a truckload of salt.

I can understand that they assume that you can re-use the existing Rune of Power after movement. But I don't understand how they can increase the duration of Rune of Power from 60 seconds to about 90 seconds. If you cast the first Rune of Power just before the pull you will still need nine more casts to cover a 591 second encounter - even in a Patchwerk fight.

Imagine now it one is using Invocation in a heavy movement fight. One has to set idle to complete the channeling of Invocation which is quite some time to do nothing. If you must move in that time, one must start channeling all over. During movement, regardless of spec or talents, there are not many choices of dps one can do. So whether you moved out of a circle or are simply moving with or without an Invocation buff, not a whole lot of dps is getting done. For fire, of course, the DOTs continue to burn. Much of a caster's best dps is done stationary, since movement can stop most casts or channels. I know I can place two Runes of Power near each other faster than I can cast one Invocation. I can move out of something and back while both are active. Currently, the Runes also last 20 seconds longer that the effect of Invocation as well as regenerate mana as Invocation reduces mana regen.

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Imagine

Imagine now it one is using Invocation in a heavy movement fight. One has to set idle to complete the channeling of Invocation which is quite some time to do nothing. If you must move in that time, one must start channeling all over. During movement, regardless of spec or talents, there are not many choices of dps one can do. So whether you moved out of a circle or are simply moving with or without an Invocation buff, not a whole lot of dps is getting done. For fire, of course, the DOTs continue to burn. Much of a caster's best dps is done stationary, since movement can stop most casts or channels. I know I can place two Runes of Power near each other faster than I can cast one Invocation. I can move out of something and back while both are active. Currently, the Runes also last 20 seconds longer that the effect of Invocation as well as regenerate mana as Invocation reduces mana regen.

Sure if you need to interrupt invocation it is a pain... But it has a 10 second cooldown. And most 'movement heavy fights' this raid tier seem to have very predictable movement times. And yes, RoP gives you mana regen and lasts longer, but its effect is less (15% vs 25%) and invocation gives you evocation every 10 seconds (should you so desire it) for mana regen. I am yet to come close to oom using the invocation talent as you are casting evocation every 40 seconds anyway.

I don't really see the point of your argument to be honest. It has been shown numerous times the overall effect of both is quite similar. You are trying to argue RoP is better for heavy movement fights? The extra 4.5 second cast on invocation over RoP is going to be the straw that breaks the camel's back? What about the argument that that RoP you just dropped, you can't stand in now because it is, as you say, a movement heavy fight? Recast it? Well you can recast evocation too due to the short CD.

I personally find invocation to be much better in a moderate movement fight, and incanter's ward is probably my choice for a heavy movement fight as these seem to contain some (if not a lot) of raid damage in my experience.

Could you maybe stop have us imagine situations and list a boss you think RoP clearly outclasses invocation? I don't see how a stationary circle I need to stand in can ever give me an advantage in a fight I'm running 20%+ of the time.

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Where can i find upto date stat weighting for mages to use in ask mr robot?

Like 5.1 or newer.

Edited by Midtcwboy

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You soon will be able to find them on Icy Veins ;)

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Imagine

Imagine now it one is using Invocation in a heavy movement fight. One has to set idle to complete the channeling of Invocation which is quite some time to do nothing. If you must move in that time, one must start channeling all over. During movement, regardless of spec or talents, there are not many choices of dps one can do. So whether you moved out of a circle or are simply moving with or without an Invocation buff, not a whole lot of dps is getting done. For fire, of course, the DOTs continue to burn. Much of a caster's best dps is done stationary, since movement can stop most casts or channels. I know I can place two Runes of Power near each other faster than I can cast one Invocation. I can move out of something and back while both are active. Currently, the Runes also last 20 seconds longer that the effect of Invocation as well as regenerate mana as Invocation reduces mana regen.

Personally i'm a fan of Incanter's ward. Now i know the effects produced aren't quite the same as Invocation, but i feel the mana regen (almost never going OOM) coupled with the constant uptime (if you never use the shield) of the static 8% buff, and the ease of use make up for it. Maybe just my opinion. I've used it a lot in conjunction with Ice Barrier to mitigate 90k+ damage and gain a significant buff to my damage :D

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Personally i'm a fan of Incanter's ward. Now i know the effects produced aren't quite the same as Invocation, but i feel the mana regen (almost never going OOM) coupled with the constant uptime (if you never use the shield) of the static 8% buff, and the ease of use make up for it. Maybe just my opinion. I've used it a lot in conjunction with Ice Barrier to mitigate 90k+ damage and gain a significant buff to my damage Posted Image

IW is very situational in how it works, as it requires using the ward on CD to keep up (and if possible it will outpace) the other two options.

There are very few fights I've found it useful for outside of pvp/daily content. One fight I know I had good results from was Stone Guardians, but one more extra situational condition here is you have to make sure the JADE guardian is up, that is the only way for maximum uptime on your ward.

The JADE guardian has a constant raid damage ability that you can count on to do damage to your ward. The only time you won't have it giving you the full 30% on its own is during jade petrification.

During Jade Petrification, I suggest you improvise some raid damage to yourself (be very careful here).

Like stand for a split second in a pool, etc, for the full 30% dmg increase. Don't piss off your healers though

<.<;

Edit: for clarity and a little elaboration.

Also: WTB more situations where ward is useful, please explain how it is made useful.

~Sage

Edited by Sagetastic

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      Q: But why not to prioritize Crit, Resurgence is still the only regen mechanic outside of base regen?
      A: It is, but it is garbage, in-depth explanation is here:
      Q: What are the right talents for solo playing/Mythic+/raiding?
      A: You can find different talent builds below in this post.
      Q: How should I fill the Artifact for the best performance in raids?
      A: Resto shaman Artifact Calculator

      1) Right path up to the Gold Trait
      2) Left path up to the Gold Trait (yes, Tidal Pools it’s not a great gain but leaving it out doesn’t help either)
      3) Jump to the third Gold Trait through either side (right or left) - they both are not a great gain for the raids, leave Refreshing Currents for the very end.
      Q: May / should I level as a resto? I hate dps spec / afraid to lose artifact power.
      A: Resto spec is a viable spec for leveling. The main concern here is that you kill mobs slower than any dps spec but the great advantage is that you are literally unkillable in any situation.
      You can level in a dps offspec too, it is faster but with almost all the selfhealing being removed, you should be pretty cautious with pulls.
      Don’t worry about the Artifact: no matter which one you will choose on lvl 100, you will get the Artifact quests for the remaining specs on lvl 102.
      Don’t worry about losing artifact power during leveling: almost all of it is stored in consumable items so just respec to resto before using them.
      Don’t worry about upgrading your offspec Artifact during leveling: first 13 traits on every artifact are very cheap, their cost starts to jump in geometric progression only from the 14th trait.
      Upgrading a bit your offspec artifact for easier leveling wouldn’t hold back your main spec.
      Q: I’m new to resto, what are all these HPM, QA, TW abbreviations?
      A: The most frequently used abbreviations are:
       
      Talent Builds:
      Soloing content in resto spec:
      The main idea of a talent build for solo playing is to maximise your dps relying on passive/instant healing, while keeping mobs away as long as possible.
      Tier 1: Torrent (increases your instant heal)
      Tier 2: Gust of Wind or Graceful Spirit. I personally would prefer GS for the additional passive increase of movement speed in Ghost Wolf form.
      Tier 31: Earthgrab Totem to keep your enemies away
      Tier 4: Ancestral Guidance to convert your damage into healing
      Tier 5: Earthen Shield Totem: redirects a part of every attack against you and allies to itself.
      Tier 6: Echo of the Elements: double HST, Riptide and Lava Burst - extremely useful.
      Tier 7: Doesn't matter: nothing here will affect your solo experience.
       
      Mythic+:
      Tier 1: Undulation or Torrent.
      Undulation is fully utilized in 5-man environment because of constant need in tank healing.
      Torrent pretty much turns Riptide into a full power instant heal, may pair nicely with EotE.
      Tier 2: Wind Rush Totem or Graceful Spirit. Take WRT if a group speed boost is needed during the encounter, otherwise GS.
      Tier 3: Lightning Surge Totem is very useful on trash.
      Tier 4: Crashing Waves or Ancestral Guidance.
      I’d say AG if you took EotE, in this way you wouldn’t waste double TW from Crashing Waves when applying two Riptides in a row.
      Tier 51: Earthen Shield Totem or Ancestral Vigor.
      Vigor actually may be a lifesaver in high level Mythic+.
      Tier 6:: Cloudburst Totem or Echo of the Elements.
      Use CBT if you are comfortable with its playstyle and are able to plan in advance, otherwise (or if you chose Torrent) take WotE.
      Tier 7: Ascendance or High Tide. I think that Ascendance is more viable, but HT may be fine too depending on the group comp.
      Possible combos:  Stick with Undulation + Crashing Waves if you prefer HW/HS healing style. Torrent + Ancestral Guidance + Echo of the Elements for Riptide + CDs style.
       
      Raid:
      Tier 1: Torrent (increases your instant heal)
      Tier 2: Wind Rush Totem or Graceful Spirit. Take WRT if a raid speed boost is needed during the encounter, otherwise GS.
      Tier 3: Lightning Surge Totem may be useful on trash or if you need more add stuns during the encounter.
      Tier 4: Crashing Waves or Ancestral Guidance.
      Tier 5: Ancestral Protection Totem gives you an additional ress that is not counted as Battle Ress - may be great to cheese some mechanics where you rather let a person die. Better not to use if you are not sure when you’ll need it because of a very long CD. Choose Earthen Shield Totem otherwise.
      I find Ancestral Vigor a bit of an overkill in raids because we don’t really have the 1-shot mechanics demanding additional HP pool. Might be useful though for soaking or for people dealing with specific mechanics during encounters.
      Tier 6: Cloudburst Totem. Not really debatable at least for the start of the expansion (if remains unnerfed) - saves a lot of mana accumulating not only your healing but overhealing too and releasing the stored power to actually injured targets.
      Bottomless Depths are useless because 1) Resurgence returns a miserable amount of mana and 2) Proccing Resurgence is our very last concern when raid drops below 60%.
      Echo of the Elements is underperforming seriously in the raid environment. HST is dropped always on CD making the gain of double charge almost insensible (like 1 additional HST during an encounter), in addition the proc rate for the additional Riptide charge from the talent is extremely low, not justifying choosing EotE over CBT.
      Tier 7: Wellspring or High Tide.
       
      Ancestral Guidance + Cloudburst Totem + Wellspring  combo
      This combo is incredibly efficient and strong if done right (remember that both CBT and AG are semi-smart and they generally don't overheal), but if you use WS in isolation or for healing up a large number of targets, you won't get good mileage out of the ability.
      The basic idea is that you want to NOT use WS to heal up for a raid-wide ability. What makes WS good right now is that you can force all of its healing into CBT through purposeful overhealing (but still useful healing). BUT, if you use it to heal a raid that has 20 targets who have taken damage, it will split that 1800% SP over 20 targets which is incredibly weak because you get no overhealing bonus.
      The point is, if you are going to try using WS, then absolutely DO NOT use WS ever to actually heal 20 targets taking damage from a massive raid damage pulse. Instead, use it before the big raid AoE goes out and when there are only ~6 (ideally) injured people so that you can put all that extra healing into CBT.
      Cloudburst Totem  + High Tide combo
      For the encounters with constant raid wide/ticking damage / short encounters.
    • By Omega12345
      Currently ilvl 700 and was wondering how good and important the 2P set for fire is.
      I just got two pieces of gear that give me the set bonus but cause me to lose out on some stats as they are lower in ilvl.
      I will be upgrading them with valor when I can, but I am wondering how good the set bonuses are for fire mage.
      http://us.battle.net/wow/en/character/cenarius/Hiyamii/simple
      Thanks.
    • By hardluck57
      Hello,
      I recently came back into WoW during WoD having been absent since WotLK. I played Arcane in WotLK but switched to Frost because it was easier to understand in WoD. Just as I had gathered the appropriate gear and was working up my courage to play Arcane again the pre-Legion patch came out and I am lost.
      I have read the guide on this site (why I knew to ask for help here) and I have my bar setup, but I am just not getting the results. I don't mean "my DPS should be higher" I mean, "It takes me forever to kill one thing." I feel like I'm pushing buttons at random and would like a little more description that the guide gives.
      Below are some more specific points that would help, but anyone willing to elaborate on the guide would be very helpful.
      1. I don't know what order to use the powers in. I know to wait for 4 charges, but I'm not sure how to get them without spending them or what moves to use while waiting to build before a burn.
      2. I don't know how to setup my keybindings in order to make the most of my order. I play on a standard sized keyboard and use a gaming mouse with left click, right click, and six extra buttons I can bind.
      If you need more info to help, tell me what you need and I'll post it as soon as I am able. This isn't a troll post or someone who hasn't read anything; I've been playing everyday since the new patch and have gone from mythic dungeons and normal raids to being afraid to do heroic dungeons. Please help me.
    • By Tigersharrk
      Ok so did they nerf the gear cause I went from 70% Mastery to 31% mastery overnight with at least a 15k dps loss down to 25-30k. I've posted this on WoW forums, facebook friends/groups and asked trade chat all with either bullshit answers or nothing. Patch notes don't say anything about gear nerfing but with 6 weeks left till expac I cant believe they would nerf your stats so soon.
      Any answers here??
      Or at least noticing the same loss??