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Oltier

[General] Siege of Orgrimmar Mage Style

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This thread is meant to collect useful pieces of information for Mages attempting bosses in the Siege of Orgrimmar. We will add some contributions ourselves and hope that the rest will come from comments in this thread. smile.png Please keep in mind, that these talent/glyph suggestions are NOT mandatory to successfully kill a boss, they might just help you. If you prefer other builds than these, you should will do fine that way just as well.

 

Table of Contents

Important: Kokivo made an encounter-by-encounter list of which bomb you should be using in the Siege of Orgrimmar: http://www.icy-veins.com/forums/topic/3037-siege-of-orgrimmar-mage-style/#entry34608

 

Basic talent and glyph suggestions

These are considered the best build choices in most cases. A note will be given at the bosses if anything should be changed.

Talents

Glyphs:

Frost

  • Cone of Cold
  • Icy Veins
  • Splitting Ice

Arcane

  • Arcane Power
  • Cone of Cold
  • Arcane Explosion

Fire

  • Inferno Blast
  • Cone of Cold
  • Combustion


Immerseus

Glyphs

  • Heroic: Frost bomb
  • Heroic: Greater Invisibility

Glyphs

  • Heroic: Glyph of Rapid Displacement
  • Heroic: Glyph of Water Elemental

Tips:

  • You can use Blink to Blink through the Swirl, or you can Blink to the back of the room. The Swirl doesn't reach that far, so it is a safe place to stay.
  • Arcane: It is possible to stack up to 7 Sha Puddles in your rune. Use up the space wisely. Switching to Incanter's Ward for Arcane especially on heroic might be a very good idea.
  • Heroic: Glyph of Rapid displacement might be viable instead of Cone of Cold on Heroic mode especially if you will have to get to the other side of the room in the Split phase.
  • Heroic: In this very same scenario Glyph of Water Elemental can be also useful, since the elemental's Freeze spell works on the adds in the normal and split phase. The glyph will ensure that your elemental will always be in the range of the adds and you need instant help with rooting.
  • Heroic: You can use Greater Invisibility to remove Sha Corruption debuff.

Additional tips from the community:

Links:


The Fallen Protectors

Talents

  • Nether Tempest
  • Greater Invisibility

Additional tips from the community:

  • Heroic: You can use Ice Block to effectively tank the Mark of Anguish on heroic, but keep in mind that this is a significant DPS loss.
  • Frost Mages can use the Water Elemental Freeze spell during Sun's Desperate measures phase on the little adds for some extra FoF charges.
  • You can use Greater Invisibility to remove Garrote debuff.
  • Advice for choosing spec from Bableet

Links:


Norushen

Talents

  • Normal: Nether Tempest
  • Heroic: Living Bomb

Glyphs

  • Glyph of Rapid Displacement

Additional tips from the community:

  • Glyph of Rapid Displacement lets you move around in the Test Realm and allows you to dot up everything -almost- immediately.
  • Use Blink to blink through the death wall.
  • Dot everything up!
  • You can use Water Elemental's Freeze spell on the bigger adds to fish for some extra FoF charges. If your group is too lazy and the add won't die in 5 seconds, you can also use Deep Freeze on it for a lots of extra guaranteed critical LB/NT ticks and Frostbolt hits.
  • Save DPS cooldowns, for when you get purified.
  • Advice for choosing spec from Bableet
  • Tips for making good use of Blink and Glyph of Rapid Displacement from Koviko

Links:


Sha of Pride

Talents:

  • Living Bomb
  • Greater Invisibility

Additional tips from the community:

Links:


Galakras

Talents:

  • Frost Bomb if assigned to the ground
  • Nether Tempest if assigned to tower.
  • Blazing Speed if assigned to tower.
  • Greater Invisibility

Glyphs:

  • Glyph of Rapid Displacement if assigned to tower
  • Glyph of Water Elemental if assigned to tower

Additional tips from the community:

  • You can use your Water Elemental's Freeze on several adds on the ground to get some extra FoF charges.
  • You can use Deep Freeze on the charging mobs if your raid is low on stuns.
  • Aim to use Pet Freeze and Frost Nova just before Frost bomb is about to explode on the adds, so you can benefit from your Shatter passive.
  • You can use Greater Invisibility to remove Flames of Galakrond debuff.
  • Tips for making good use of Blink and Glyph of Rapid Displacement from Koviko

Links:


Iron Juggernaut

Talents

  • Living Bomb
  • Blazing Speed
  • Greater Invisibility

Glyphs:

  • Glyph of Rapid Displacement
  • Glyph of Blink

Additional tips from the community:

Links:


Kor'kron Dark Shaman

Talents:

  • Nether Tempest
  • Blazing Speed
  • Heroic: Living bomb

Glyphs:

  • Glyph of Rapid Displacement
  • Glyph of Water Elemental

Additional tips from the community:

Links:


General Nazgrim

Talents:

  • 10 man: Living Bomb
  • 25 man: Nether Tempest
  • Greater Invisibility

Glyphs:

  • Glyph of Water Elemental

Additional tips from the community:

  • Dot everything up!
  • You can order your pet to stay on Nazgrim even during Defensive Stance.
  • Apply a DoT right before Nazgrim goes Defensive Stance.
  • You can use your Water Elemental's Freeze spell on the spawned adds for a few extra FoF charges.
  • You can use Deep Freeze on any adds if necessary.
  • You can use Greater Invisibility to remove Bonecracker debuff.
  • Tips for making good use of Blink and Glyph of Rapid Displacement from Koviko

Links:


Malkorok

Talents:

  • Living Bomb
  • Greater Invisibility

Glyphs:

  • Glyph of Rapid Displacement
  • Heroic: Glyph of Ice Block

Additional tips from the community:

Links:


Spoils of Pandaria

Talents:

  • Nether Tempest
  • Heroic: Greater Invisibility allows you to soak Klaxxi-side bombs and clear debuffs/soak other sources of damage regularly.

Glyphs:

  • If, for some reason you cannot stay in melee range of the adds most of the time to benefit from Glyph of Cone of Cold, you might want to use Glyph of Water Elemental that will ensure your Elemental to be in range of the adds all of the time and fish for some extra FoF charges thanks to Freeze.

Additional tips from the community:

Links:


Thok the Bloodthirsty

Talents:

  • Living Bomb
  • Blazing Speed
  • Greater Invisibility

Glyphs:

  • Glyph of Water Elemental
  • Glyph of Rapid Displacement
  • Glyph of Cone of Cold

Additional tips from the community:

  • You can order your Water Elemental to follow Thok during fixates.
  • You can use Invisibility to stop Thok from fixating on you and make him go to the tank. When Invisibility expires and the fixate is still on you, Thok will come back to you.
  • Use Blazing Speed and Rapid Displacement Blink to cleverly chase Thok down.
  • As an arcane mage, you can use Arcane Explosion when the Deafening Screech interrupts you frequently, to keep up your Arcane Charges.
  • Frost and Fire can use glyphed Cone of Cold on CD in this case.
  • You can use Greater Invisibility to remove Corrosive Blood debuff.
  • Tips for making good use of Blink and Glyph of Rapid Displacement from Koviko
  • Arcane Explosion tip from Mih
  • Cone of Cold and Greater Invisibility tips from Koviko

Links:


Siegecrafter Blackfuse

Talents:

  • Living Bomb
  • Blazing Speed if assigned to belt
  • Greater Invisibility

Glyphs:

  • Glyph of Water Elemental if assigned to belt
  • Glyph of Rapid Displacement

Additional tips from the community:

  • If you are assigned to the belt, you can use Blazing Speed to jump off in the middle of the belt, you don't have to wait (until)/run to the end.
  • Blinking obviously helps you moving around the belt.
  • You can use Water Elemental's Freeze on Crawler Mines.
  • You can use Greater Invisibility to remove Superheated debuff.
  • If you have trouble with mines, engineers can put EMP Generator on their belts for 30 yards of mechanical stun, instead of the speed boost.
  • Tips for making good use of Blink and Glyph of Rapid Displacement from Koviko

Links:


Paragons of the Klaxxi

Talents:

  • Living Bomb
  • Greater Invisibility

Additional tips from the community:

  • You can use Greater Invisibility to free yourself from Aim, and it will not hit you or anyone at all.
  • You can use Invisibility/Greater Invisibility to cancel the effect of Mesmerize completely.
  • Use Blink if you get unlucky and get stunned by Whirling.
  • Greater Invisibility tip from Mih

Links:


Garrosh Hellscream

Heroic:

Talents:

  • Living Bomb

Glyphs

  • Glyph of Water Elemental

Additional tips from the community:

  • You can use Water Elemental's Freeze spell on mind controlled people (p2) for free FoF charges and to burst them down. The same applied to the minions of pride, but use it with caution. You still don't want to kill them close to each other. The glyph will ensure that the elemental will always be in range of these people.
  • You can use Deep Freeze on the MCed people in P2, and on any Manifestations of Pride.
  • Use Blink to blink between the stacking spots or out of Annihilate.
  • Dot Garrosh and any adds up before going into the realm.
  • Tip for quickly burning mind-controlled players as Arcane from Koviko

Links:


Special Thanks

The moderators of Icy-Veins would like to give a special thanks to the following users who contributed a lot to this topic.

  • Bableet
  • Koviko
  • Mariketa
  • spachi1281
  • Ethen
  • Gambolputty
  • RyanStanley
  • Mih
  • lynx
  • Sikkz
Edited by Oltier
Updated on 2014.09.09.
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Now i havent got much exp on the bossses as of yet but i can higly recommend the following

 

Imerseus: Frost - this allows easier cleaving on the adds 

 

Council: Arcane - stronger for burning down the add in rogue powerup

 

Norushen: Frost - this allows easier cleaving on adds resulting in higher dps, fire is also very viable due to combustion spread but i feel frost is stronger still

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@Bableet:

 

I'm not sure when you are able to cleave adds on Immerseus since they are usually fairly spread apart, which is something in which both Arcane and Fire excel. If you stack Mastery as Arcane, spell_mage_nethertempest.jpgNether Tempest will be very strong to apply to as many adds as you can (complementing this with the spell_fire_burningspeed.jpgBlazing Speed talent). As Fire, your ability_mage_hotstreak.jpgPyroblast! DoT ticks very hard and is worth putting on as many adds as possible. As for your analysis on Council, Arcane's burst isn't really stronger than Fire's, and Fire's cleave will be more effective in that fight than Arcane's cleave. This isn't to say that Arcane won't be able to pull more DPS than Fire since the amount of movement necessary is random and is the main suppressing factor of Arcane's DPS. But I can't agree that Arcane would be "the recommended spec" for it.

 

That said, play whatever spec tickles your fancy. But when it comes to recommending specs as the most viable for a fight, I feel you are a bit biased and we should probably let the logs speak for themselves.

Edited by Koviko
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On Sha of Fear Prisons:

I took Blazing Speed (Tier 1 talent) to get to my assigned lock to release the other raider. Do not use blink to get there, you can get stuck on the center part where the person is.

I unglyphed my Blink spell to make it the correct distance to use to come back to the stack point. You won't get stuck as the prison disappears and clears your path back. Depending on the location of your lock assignment may need the glyph or not to reduce movement in the fight.

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On the Malkorok encounter, spell_mage_temporalshield.jpgTemporal Shield does not work as one might expect. Mages are accustomed to using this ability for predictable, strong attacks, so it may seem natural to use it on this encounter to soak the spell_warlock_demonicportal_purple.jpgImploding Energy void zones. However, the ability_malkorok_blightofyshaarj_yellow.Ancient Barrier mechanic prevents you from actually taking damage (the damage is considered "absorbed"), so your spell_mage_temporalshield.jpgTemporal Shield will only trigger if you end up using your entire Barrier and the damage dips into your actual health.

 

As such, you should probably use spell_ice_lament.jpgIce Barrier on this fight.

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Use the new spell_arcane_blink.jpgGlyph of Rapid Displacement!

 

As a general Glyph preference, for any fight without a Stun mechanic, the new spell_arcane_blink.jpgGlyph of Rapid Displacement (formerly the Glyph of Invisibility, so if you had that one, you have this one) is great for bouncing in and out of certain locations, traveling far distances quickly, and fixing improper positioning so you don't die because "spell_arcane_blink.jpgBlink was on cooldown."

 

Immerseus: In Phase 1, the spell_frost_summonwaterelemental.jpgSwirl mechanic doesn't reach the walls of the room. So, you can spell_arcane_blink.jpgBlink to the wall in order to avoid the 143309, or you can simply spell_arcane_blink.jpgBlink past it (which may be difficult to time if you are experiencing lag during this fight).

 

In Phase 2, if your raid is spread around the room, you and another Mage in the raid can both use this Glyph to swap positions in the raid during the transition, allowing you to apply DoTs on the adds nearby you, the adds along your path, and the adds nearby the other Mage. Alternately, you can use the transitioning time to position yourself farther from your start point with spell_fire_burningspeed.jpgBlazing Speed, DoT the adds nearby, and then go back to your start point with double-spell_arcane_blink.jpgBlink and DoT those adds.

 

The Fallen Protectors: If you are using spell_mage_runeofpower.jpgRune of Power, then you will find that it's possible for the entire Rune to be covered by sha_inv_elemental_primal_shadow.jpgCorrupted Brews. In this situation, it is wise to spell_arcane_blink.jpgBlink away before the Brew lands (remember that the brew will land quicker and quicker as Rook remains out of his Desperate Measures phase) and spell_arcane_blink.jpgBlink back to your spell_mage_runeofpower.jpgRune of Power after it is safe, again.

 

Norushen: The main use of this Glyph for this fight will be spell_arcane_blink.jpgBlinking back and forth to avoid the sha_ability_mage_firestarter.jpgBlind Hatred mechanic while still reducing your movement. Simply choosing two points to alternate between will do fine. This is best done by making your two points opposite of each other in the arena (and it's worth getting your entire raid to participate in order to reduce overall movement). This significantly improves Arcane's DPS on this fight.

 

The Glyph is also very useful for dealing with the frontal shields of the adds during your ability_titankeeper_testofserenity.jpgTest of Serenity. You should always be able to use spell_arcane_blink.jpgBlink to position yourself behind the smaller adds and kill them as quickly as possible.

 

Sha of Pride: When you need to stand on the lock to release a player, spell_arcane_blink.jpgBlink to the lock to stand on it, and spell_arcane_blink.jpgBlink away from the lock once the player inside is released. If you aren't fortunate to be placed on the inner side of the lock (nearest to your stack point), then don't attempt to spell_arcane_blink.jpgBlink straight to your position as it will not work. Just spell_arcane_blink.jpgBlink to an open area nearby your position and then go back to that same spot when it's time to spell_arcane_blink.jpgBlink back.

 

Galakras: You can spell_arcane_blink.jpgBlink away from void zone and cleave mechanics (eg. inv_misc_steelweaponchain.jpgCrusher's Call), and then right back to where you were. You can also use it to travel quickly to the towers if you are assigned to enter them.

 

Iron Juggernaut: If you spell_arcane_blink.jpgBlink just as the spell_nature_earthquake.jpgShock Pulse knockback is cast, you should negate it entirely. However, if your timing is bad even once, the Glyph will help you recover and minimize your DPS loss. For this purpose, the spell_arcane_blink.jpgGlyph of Blink will also be useful. However, if you are confident in your timing, you shouldn't really need either.

 

Kor'kron Dark Shaman: You can use spell_nature_wispsplode.jpgGlyph of Arcane Explosion to get decent damage on the Foul Slime. Combined with the spell_arcane_blink.jpgGlyph of Rapid Displacement, you will be able to quickly move from one side of the pack of adds to the other, preventing them from ever physically reaching you. Because the adds die very quickly when you assign most or all of your ranged players to attack them, there aren't many other means of doing good damage to them, especially if they get spread out (which they probably will if your player with ability_creature_poison_02.jpgFoul Geyser plans on living through the phase).

 

General Nazgrim: You can use the Glyph to kite any adds that attack you, particularly the Kor'kron Assassin. If you have the ability_fixated_state_purple.jpgAssassin's Mark and your healers have their hands full, you can kite the add while it is still in ability_stealth.jpgStealth since it moves 50% slower (you just have to guess where it is). Personally, I prefer to pull it out of stealth immediately so that it can start taking damage sooner, but the option is there.

 

Malkorok: This Glyph is especially useful on this fight and I'd almost say it's required if you plan on soaking the spell_warlock_demonicportal_purple.jpgImploding Energy void zones. Occasionally (and by occasionally, I mean basically every time), before casting spell_shadow_shadesofdarkness.jpgBreath of Y'Shaarj, the boss will put a void zone in the area you don't want to be left in when the cast finishes. So, what you want to do is spell_arcane_blink.jpgBlink into the void zone, soak it, and then spell_arcane_blink.jpgBlink back out immediately. This will oftentimes be a life saver for both you and the entire raid.

 

Spoils of Pandaria: When you are inv_misc_bomb_05.jpgSet to Blow,  spell_arcane_blink.jpgBlink away from everyone before you explode, use a cooldown to mitigate the damage, and then Blink back into position.

 

Thok the Bloodthirsty: Use the Glyph to kite the boss. It's especially useful if you prefer spell_nature_enchantarmor.jpgPresence of Mind to spell_fire_burningspeed.jpgBlazing Speed.

 

Siegecrafter Blackfuse: You can use the Glyph to react to ability_siege_engineer_sockwave_missile.Shockwave Missile, but that's probably overkill since you'll generally only need to move a few yards to avoid the damage. You can also use the Glyph to help you kill and kite the Crawler Mine adds.

 

Paragons of the Klaxxi: The Glyph will help you travel around the room quickly to help with reaching Blood adds, to quickly grab the Extra Action Button buff from your assigned boss, and to help soak the ability_hisek_aim.jpgAim mechanic. However, since the Glyph removes spell_arcane_blink.jpgBlink's ability to negate a stun, it will make you vulnerable to Ka'roz the Locust's ability_druid_galewinds.jpgWhirling.

 

Garrosh Hellscream: The Glyph is mostly a failsafe in this fight, depending on the amount of movement your raid's strategy forces upon you. I've found no consistent specific use for it aside from being able to quickly use spell_arcane_blink.jpgBlink to stack with the rest of the raid and then use spell_arcane_blink.jpgBlink again to leave the stack.

Edited by Koviko
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Which ability_mage_missilebarrage.jpgMage Bomb should I use: spell_mage_nethertempest.jpgNether Tempestability_mage_livingbomb.jpgLiving Bomb, or spell_mage_frostbomb.jpgFrost Bomb?

 

Immerseusspell_mage_nethertempest.jpgNether Tempest if the adds survive long enough to get most of your DoT's ticks in and you are in 10-man. ability_mage_livingbomb.jpgLiving Bomb if the adds die quickly or you are in 25-man, meaning more of the room is covered and you won't have to move as much. Try to apply your DoT to as many targets as possible during Phase 2, preferably targets that don't have a lot of DPS targeting them.

 

Immerseus (Heroic only): I still recommend using the same bomb as in Normal mode, but you have the option of using spell_mage_frostbomb.jpgFrost Bomb. This will give you grossly superior numbers if the adds from the boss are stacked tightly and you cast spell_frost_frostnova.jpgFrost Nova or spell_frost_frostnova.jpgFreeze right before the bomb's duration expires for a spell_frost_frostshock.jpgShatter. I personally find it to be more hassle than it's worth, but it's nice when it works.

 

The Fallen Protectors: spell_mage_nethertempest.jpgNether Tempest. While there are only 3 bosses to kill, two of the bosses will almost always be stacked for the DoT's cleave damage and almost every Desperate Measure mechanic increases the amount of attackable targets, with the exception of the one that simple replaces the boss with the Embodied Anguish add.

 

Norushenability_mage_livingbomb.jpgLiving Bomb. I used to recommend spell_mage_nethertempest.jpgNether Tempest because there are a lot of adds, however the uptime of the adds should be very short depending on your raid's DPS, making it only worthwhile to put your bomb on the boss and the Manifestation of Corruptions. If you are in a low-DPS raid (or LFR), then you'll probably get better numbers with liberal application of spell_mage_nethertempest.jpgNether Tempest.

 

Sha of Prideability_mage_livingbomb.jpgLiving Bomb. The only time more than 3 adds are present is when your entire raid is going to be AoEing them at once, making it more efficient to AoE the adds than to multidot them.

 

Galakras: spell_mage_nethertempest.jpgNether Tempest. The amount of adds leave plenty of room for you to apply this DoT liberally. That said, Fire Mages will find that intelligent application and spreading of their ability_mage_hotstreak.jpgPyroblast! DoT will yield better numbers than spell_mage_nethertempest.jpgNether Tempest will, so they will need to balance their multi-dotting priorities. Choosing to use a different talent will put less pressure on the Mage to keep all of the DoTs rolling and allow them to focus more on their ability_mage_hotstreak.jpgPyroblast!. YMMV

 

Iron Juggernautability_mage_livingbomb.jpgLiving Bomb. This is a single-target fight.

 

Kor'kron Dark Shamanability_mage_livingbomb.jpgLiving Bomb. While there are adds in this fight, they should die fairly quickly making multidotting less attractive than AoEing for damage. You have the option of using spell_mage_frostbomb.jpgFrost Bomb which will give you great damage on the adds if you are capable of freezing them prior to the bomb's explosion for a spell_frost_frostshock.jpgShatter.

 

General Nazgrim: ability_mage_livingbomb.jpgLiving Bomb. Though adds will spawn during this fight, they are few and you spend a large portion of the fight just fighting the boss.

 

Malkorokability_mage_livingbomb.jpgLiving Bomb. This is a single-target fight.

 

Spoils of Pandariaspell_mage_nethertempest.jpgNether Tempest. Since your raid will probably be pulling a lot of adds at a time and some of the adds don't move from their initial position of their boxes, your spell_mage_nethertempest.jpgNether Tempest will likely pull ahead of your cleave.

 

Thok the Bloodthirstyability_mage_livingbomb.jpgLiving Bomb. This is a single-target fight.

 

Siegecrafter Blackfuseability_mage_livingbomb.jpgLiving Bomb. When the Crawler Mines spawn should be the only time there will be more than 2 targets to attack and they shouldn't live very long. This is largely a single target fight aside from the rare opportunities to deal damage to the Automated Shredder.

 

Paragons of the Klaxxiability_mage_livingbomb.jpgLiving Bomb, though spell_mage_nethertempest.jpgNether Tempest may pull ahead if the Paragons remain stacked. However, most of your multidotting is going to be in the interest of padding your numbers (aside from stack camping as Arcane). Not that I have any problem with that, though.

 

Garrosh Hellscreamability_mage_livingbomb.jpgLiving Bomb. Though spell_mage_nethertempest.jpgNether Tempest or spell_mage_frostbomb.jpgFrost Bomb is technically stronger at the very start of the fight, the majority of this fight is single target with very few AoE or multi-DoTting opportunities. When you have opportunities to multi-DoT in the later phases, they need to be done carefully as not to pull aggro of the adds, making a lot of multi-DoTting risky. Make sure that you are multi-DoTting the Desecrated Weapons with ability_mage_livingbomb.jpgLiving Bomb throughout the fight.

Edited by Koviko
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For non-Arcane Mages in 25-man raiding (Arcane Mages already commonly use this Glyph), the spell_nature_wispsplode.jpgGlyph of Arcane Explosion is very useful for fights where a large amount of adds will be loosely spread when they spawn. There wasn't much place for it in Throne of Thunder aside from Lei Shen, but in Siege, a few fights meet this criteria:

 

Immerseus (Heroic-only): When the Congealed Shas are spawned, they will spawn based on the number of inv_legendary_chimeraoffear.jpgSwelling Corruption stacks on the boss. The first time the boss gains this debuff, there will be 50 stacks. Your only AoE abilities that can take advantage of hitting 50 targets at once are spell_fire_selfdestruct.jpgFlamestrikespell_frost_icestorm.jpgBlizzard, and spell_nature_wispsplode.jpgArcane Explosion. While the adds are spawning, they will likely be spread. So, spam glyphed spell_nature_wispsplode.jpgArcane Explosion until they are stacked, and then use your spell_fire_selfdestruct.jpgFlamestrike on them. Continue to use spell_nature_wispsplode.jpgArcane Explosion until there are less than 4 adds alive.

 

Sha of Pride: When the Reflections (and Corrupted Fragments in Heroic) spawn on your raid group, glyphed spell_nature_wispsplode.jpgArcane Explosion will be your best bet if they are spread beyond an 8-yard radius. Otherwise, (pre-casted) spell_fire_selfdestruct.jpgFlamestrike combined with spell_frost_icestorm.jpgBlizzard will be more effective and less prone to lag.

 

Also, in Heroic mode, glyphed spell_nature_wispsplode.jpgArcane Explosion will ensure that you have a good contribution to the death of the Corrupted Fragments, assuming your raid group purposely places them nearby the other adds.

 

Galakras: Depending on your raid's DPS, it's possible that there will be certain parts of the fight where there are so many adds to hit that AoEing is the smartest option. This is generally when one pack of adds is almost dead but another pack spawns. When this happens, spell_nature_wispsplode.jpgArcane Explosion is very strong to use. Just keep note of your aggro and use fail-safes such as spell_magic_lesserinvisibilty.jpgMirror Image and ability_mage_greaterinvisibility.jpgGreater Invisibility to avoid getting melee'd while tanks are picking up the adds.

 

Kor'kron Dark Shaman: When the Foul Slimes are spawned, they will be moving. If the player with ability_creature_poison_02.jpgFoul Geyser can manage to minimize their movement, it will be wise to use a (pre-casted) spell_fire_selfdestruct.jpgFlamestrike on their general spawn area. After that, spam glyphed spell_nature_wispsplode.jpgArcane Explosion while avoiding being too close to them. You can also use ability_mage_greaterinvisibility.jpgGreater Invisibility and your level 30 tier ability to stand directly in the middle of the adds and spam your Arcane Explosion when they are around half health.

 

Alternately, if your tank that is spawning the Foul Slimes keeps all of them close together, it's more beneficial for you to use spell_frost_icestorm.jpgBlizzard (and spell_fire_selfdestruct.jpgFlamestrike if you are Fire) to help snare the adds while doing damage.

 

Paragons of the Klaxxi: If your tank fails at their inv_gizmo_runichealthinjector.jpgInjection mechanic, you can AoE the Amber Parasites adds that spawn until someone uses Prey on the adds. This is just padding the meters, though.

Edited by Koviko
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A very intesting info for the Paragons of the Klaxxi: You can use Greater Invisibility to escape from the Aim damage. So your raid does not need to move when u're target by it.
For Thok the Bloodthirsty i recommend spamming Arcane Explosion as your main spell when the boss starts to cast Deafening Screech faster and you can't finish your spellcasts. Remember to always refresh your bomb on the target.
I recommend Blazing Speed for almost all the fights, to stack fast or escape from mechanics. When you are faster, you can get a better position to focus dps on targets w/o doing a lot of movement.
About the bombs, i agree with Koviko, but i think Living Bomb is better for the Fallen Protectors.

Edited by Mih
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To add to the points made by Mih:

 

For Thok the Bloodthirsty, if you have space for the spell_frost_glacier.jpgGlyph of Cone of Cold, you should replace spell_nature_wispsplode.jpgArcane Explosion with spell_frost_glacier.jpgCone of Cold in your instant cast rotation when it's off cooldown unless you are Arcane, since Arcane has a chance to get spell_arcane_arcane01.jpgArcane Charges from using spell_nature_wispsplode.jpgArcane Explosion, allowing them to use ability_mage_arcanebarrage.jpgArcane Barrage at max stacks. Though, if you still find yourself getting interrupted, it might be worth the Glyph slot for when you are Arcane locked.

 

Also on Thok the Bloodthirsty, you can make use of ability_mage_greaterinvisibility.jpgGreater Invisibility to cause the boss to stop chasing you when you are ability_hunter_markedfordeath.jpgFixated and chase after the player with the highest threat (generally the tank). Just be sure that this player is aware of what you are doing and try to stall a bit before casting so that the boss ping-pongs from you to them.

 

As for the assertion about the use of ability_mage_livingbomb.jpgLiving Bomb on Fallen Protectors, if logs prove differently in the coming weeks, I will update that suggestion. So far, I was able to produce higher numbers with spell_mage_nethertempest.jpgNether Tempest, but that's purely anecdotal.

Edited by Koviko
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Koviko, very nice suggestions! smile.png   I have one suggestion and one question.

 

Immerseusspell_mage_nethertempest.jpg Nether Tempest if the adds survive long enough to get most of your DoT's ticks in. ability_mage_livingbomb.jpg Living Bomb if they do not. Because their health isn't particularly high but they are spread all around the room, you will want to apply your DoT to as many targets as possible.

 

I don't think Living Bomb would be your bomb choice here.  You'll get a higher percentage of your bomb damage in on low health mobs using NT.  For example: (in a non haste world for simplicity) the add is alive for 8 seconds, you would get 8 ticks of NT and only 2 ticks of LB.  Also occasionally the adds are cleaveable and in larger raid sizes it's easy to dot up more than 3.

 

Spoils of Pandariaability_mage_livingbomb.jpg Living Bomb, unless you are Arcane. Arcane Mages should use spell_mage_nethertempest.jpg Nether Tempest for this fight. Non-Arcane Mages will prioritize their other abilities for doing damage and cleaving.

 

 

Could you clarify on this some?

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@Vladamyr:

 

You make a good point for Immerseus. I'll keep an eye on logs for the next few weeks before changing my personal recommendation, though, since the better the fight is executed, the less time is spent killing adds.

 

As for Spoils of Pandaria, Arcane's DPS on fights with a large amount of adds will always have spell_mage_nethertempest.jpgNether Tempest at the top. However, for the other specs, focusing on cleaves and putting less effort into using your ability_mage_missilebarrage.jpgMage Bomb should result in better numbers. This may not be a definitive truth, but it is my recommendation for the moment.

 

UPDATE: After further testing, I've found that spell_mage_nethertempest.jpgNether Tempest should be able to pull ahead for both Fire and Frost, mostly because of the adds that cannot be tanked. Fire will pull ahead using ability_mage_livingbomb.jpgLiving Bomb if they can manage to apply their ability_mage_hotstreak.jpgPyroblast! DoT as liberally as they would place their spell_mage_nethertempest.jpgNether Tempest DoT, but this requires good RNG.

Edited by Koviko
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Took me a while, but I finally added links to every contribution.

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Similar to Norushen's sha_ability_mage_firestarter.jpgBlind Hatred beam attack, for Immerseus it is possible to blink through Immerseus' channeled jet during the spell_frost_summonwaterelemental.jpgSwirl mechanic.

 

For Iron Juggernaut, only ability_mage_greaterinvisibility.jpgGreater Invisibility seems to work on mitigating the damage from stomping on a Crawler Mine.

Added, thanks!

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Hi,

For Iron Juggernaut, you can Ice Block and then clic on the mine.

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A couple of observations on Immersius. Ice block to avoid the spray can be very dangerous due to the sha splashes. If you block at lower health and a splash procs under you, you're essentially dead when you break block, even with ice barrier and blink.

 

Also, the sha splashes make Rune problematic. Yes, the expanded range makes it where you can keep in range of the rune until a 7th splash forces you out, and a splash will usually form under you while you cast your next rune. Be willing to experiment with Incanters Ward for the mobility and the instant cast, the problem here being that you can use it up before it cools down and you have down time, but at least you can keep moving.

Edited by Belicosa
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@Belicosa:

 

While using spell_frost_frost.jpgIce Block to prevent damage from the spell_frost_summonwaterelemental.jpgSwirl on Immerseus is a valid strategy, I'd personally recommend using spell_arcane_blink.jpgBlink with spell_arcane_blink.jpgGlyph of Blink and spell_arcane_blink.jpgGlyph of Rapid Displacement. You can handle this mechanic one of two ways:

  1. spell_arcane_blink.jpgBlink past the spell_frost_summonwaterelemental.jpgSwirl as it is about to reach you (though the timing will likely take some practice considering how laggy this fight gets in Heroic)
  2. spell_arcane_blink.jpgBlink far from the boss (against the wall) as the spell_frost_summonwaterelemental.jpgSwirl passes and then spell_arcane_blink.jpgBlink back into position.

The spell_frost_summonwaterelemental.jpgSwirl doesn't actually reach the farthest walls of the room, so it is safe to stand there during the spell_frost_summonwaterelemental.jpgSwirl mechanic.

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As Arcane, if your raid stacks for Garrosh Hellscream's ability_garrosh_touch_of_yshaarj.jpgTouch of Y'Shaarj mind-control mechanic, your ability_mage_arcanebarrage.jpgArcane Barrage's cleave will be instrumental in quickly dropping the health of the mind-controlled players. It's also the only time you can cleave (or at least "should cleave" since cleaving the Minion of Y'Shaarj adds implies they are close enough to buff each other) with your ability_mage_arcanebarrage.jpgArcane Barrage, making it the most beneficial time to do so for your DPS.

Edited by Koviko
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Malkorok-

 

Covered an entire quadrant without regard for my shield for imploding energy by:

 

First one- using alter time, as it aligns somewhat with initial burst/procs/FoF

Second one- greater invis (used here so it will be off cd later)

Third- ice block

 

For the second iteration.. have to watch your shield and will probably get one more greater invis, and maybe an alter time, depending on your raid's dps.

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Malkorok-

 

Covered an entire quadrant without regard for my shield for imploding energy by:

 

First one- using alter time, as it aligns somewhat with initial burst/procs/FoF

Second one- greater invis (used here so it will be off cd later)

Third- ice block

 

For the second iteration.. have to watch your shield and will probably get one more greater invis, and maybe an alter time, depending on your raid's dps.

Added

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A very intesting info for the Paragons of the Klaxxi: You can use Greater Invisibility to escape from the Aim damage. So your raid does not need to move when u're target by it.

For Thok the Bloodthirsty i recommend spamming Arcane Explosion as your main spell when the boss starts to cast Deafening Screech faster and you can't finish your spellcasts. Remember to always refresh your bomb on the target.

I recommend Blazing Speed for almost all the fights, to stack fast or escape from mechanics. When you are faster, you can get a better position to focus dps on targets w/o doing a lot of movement.

About the bombs, i agree with Koviko, but i think Living Bomb is better for the Fallen Protectors.

           I don't usually step in on these, but I'm going to have to disagree with you on this one. Fallen Protectors is the perfect fight for Nether Tempest. Allowing this dot to be up 90% of the fight on at least 3 targets will result in a huge dps increase over living bomb. It is incredible the damage output of this dot on this fight. Specifically during Suns transition, apply to everything... yes everything... So what your ranged. Put it up on the adds in the center while drawing forth & spamming procs  on the outer "Ranged" adds. My dps alone jumped about 50k on this fight doing this. Remember to use Glyph of Splitting Ice here. It is easily missed by mages so don't miss it. 50% additional ice lance damage is fantastic. i wouldn't bother with arcane explosion as frost. I dont see why some use it. A proper Frost Bomb + Freeze +Ring of Frost + Blizzard will produce a far greater Damage Spike than any Arcane Explosion Spam. Since on The Fallen Protectors only the small addz can be frozen and draw ice lance procs with freeze, do just that. No need for a full blown aoe rotation. Just apply nether tempest to everything up and continue a single target rotation. Utilize the natural cleave of Glyph of Splitting Ice, trinkets and Nether Tempest while maintaining a properly executed "single target rotation". (It truly is unbeatable)  

         On Another Note. Trinkets of choice on The Fallen Protectors are Purified Bindings of Immerseus and Kadris Toxic Totem.  You may be tempted to use Frenzied Crystal of Rage, but this trinket is like Frost Bomb. Its only good at 4 or more stacked in a close proximity really (Galakras). Good Luck Mages   /wink

Edited by Christoph

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Icy-veins also suggests NT on Fallen protectors :)

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Progressing on Dark Shamans Heroic, and getting the Iron Prison debuff a lot. Tried to use both Ice Barrier and Temporal Shield, but taking a lot of damage from it regardless. On a few tries the Temporal Ripples has been registered, but hasn't healed for a whole lot. Ice Barrier seems shoddy as well, but I have a hard time telling exactly how hard it hits, as I'm being healed by a holy paladin stacking shields on me.

 

So any tips for this particular mechanic and what defensive to use?

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