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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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      Pittu16#11172
    • By IronBark
      Hello , I just got my hand on the Arcane Giant from Kharazan , so i really want to test them in the Sottles yogg tempo mage deck.
      Any help for what to replace for them ? The deck is really good on its own so its a hard decision for me.
      Tnx in advance :)
    • By megamo
      Hello,
       
      I have a question (mostly on pool or burst phase) I'm castin pyro (on pool) or fireball to fish heating up but my problem is that I only know if I had a crit when the fireball is halfway to the target so I cast another fireball and If I see the last was crit I cancel and use my rune of power and burst with combustion.
       
      Is this right to do that or should I wait to see if it's a crit before casting another ? or maybe finish the next cast even If I lose my heating up ?
    • By FerrousOxide
      Sorry im pretty new to WoW and I read a guide on fire mage and it shows that the priority of stats is:
      Intellect; Critical Strike; Mastery; Haste; Versatility. but when getting new equipment how much of a stat should I give up to gain a secondary stat? For example if I lose 100 Int, but gain 300 Crit is it worth it? And how do I know at what amount it is worth it to give up a stat to gain a less important stat?