- mop
- changelog
- warlock
- mage
- rotation
- blizzard
- giveaway
- brawlers guild
- 5.2
- druid
- talents
- paladin
- shaman
- stats
- glyphs
- dps
- warrior
- throne of thunder
- hunter
- monk
- patch 5.2
- rogue
- priest
- hotfixes
- affliction
- dk
- raid
- heroic
- pvp
- leveling
- fire
- holy
- frost
- abilities
- comments
- Raiding
- restoration
- tank
- icy veins
- protection
- tanking
- news
- arcane
- destruction
- transmogrification
- horde
- guild
- elemental
- fury
- recruitment
Topic Details
Posted 25 August 2012 - 09:41 AM
Posted 25 August 2012 - 10:24 AM
Posted 25 August 2012 - 11:53 AM
Posted 25 August 2012 - 12:06 PM
Edited by MichaelTheys, 25 August 2012 - 12:07 PM.
Posted 25 August 2012 - 12:35 PM
Posted 27 August 2012 - 09:35 PM
Edited by Langland, 27 August 2012 - 09:37 PM.
Posted 28 August 2012 - 12:07 AM
Posted 29 August 2012 - 07:36 PM
Several boss mechanics make it impossible to get the full use of RoP, making Incanter much better and maybe invo in some fights.
Probably, this post will explain better my point:
http://us.battle.net...069?page=17#325
Even though he is testing with frost, i think it can be applied to any spec.
Edited by Ati123, 29 August 2012 - 07:41 PM.
Posted 30 August 2012 - 03:16 PM
What do you guys think?
Posted 31 August 2012 - 12:55 PM
Ati123, on 29 August 2012 - 07:36 PM, said:
Several boss mechanics make it impossible to get the full use of RoP, making Incanter much better and maybe invo in some fights.
Probably, this post will explain better my point:
http://us.battle.net...069?page=17#325
Even though he is testing with frost, i think it can be applied to any spec.
You are correct. My description was too simple. I think that you will find the new talent descriptions and their presentation on the rotation page to be more appropriate. Let me know what you think
CsabeeVs, on 30 August 2012 - 03:16 PM, said:
What do you guys think?
Indeed, it can and should be used the way you describe. The talent description has been improved accordingly
Posted 31 August 2012 - 07:51 PM
I just signed up to discuss a little bit and give my point of view. If I'm wrong, please tell me.
First a few punctualizations. Maybe they can help someone:
-As you say, the main stat after intellect and hit cap is still Mastery. As long as you keep your mana over 70% your DPS will be higher than with haste.
-Haste increases the mana regeneration so that everything remains the same way but faster, I mean, if you can cast AB 15 times in 30 seconds in which mana has regenerated arround 50%, when your haste level allows you to cast the same 15 AB in 20 seconds, mana will have regenerated also 50%.
And now the discussion. Rotation for me goes like this:
-Keep Nether tempest / Living bomb / Frost bomb alive
-AB spam: Spam Arcane Blast until you have 6 arcane charges. Use 1 arcane missiles during AB spam only if you have acumulated two of them, and have three or more arcane charges.
-Use all the arcane missiles you have when you reach 6 arcane charges.
-Use arcane barrage.
-If mana is under 85% when starting a rotation, use the former steps with 5 or 4 arcane charges instead of 6 or use a mana gem to mantain mastery bonus high.
Let me explain:
During the AB 1, 2, and 3 mana regenerates up to 100% (or almost). It's a waste to use the missiles here, as damage is still to low and they won't help regenerating mana. after No.3 mana won't reach 100%, so you can use arcane missiles to let it regenerate, but keep at least 1 for the end, because AM damage is bigger than AB, and will increase your DPS, and also will regenerate mana for the final strike. If you have two of them in this moment, and mana reaches 100% you'll achieve maximum rotation damage.
Please, try and tell me what you think.
EDIT:
Note that Nether tempest / Living bomb / Frost bomb also procs arcane missiles, so if possible, try to use it just before Arcane barrage and if it procs AM, use them and then release Arcane barrage.
EDIT 2:
Corrected a mistake
Edited by Flesh, 03 September 2012 - 03:30 PM.
Posted 01 September 2012 - 01:34 AM
All in all, without Icy-Veins.com to give me such incredible help, as well as the experts who contribute with their posts, I'd be lost.
Thank you everyone and have fun with MoP!!
Posted 02 September 2012 - 03:25 PM
Valkder, on 01 September 2012 - 01:34 AM, said:
All in all, without Icy-Veins.com to give me such incredible help, as well as the experts who contribute with their posts, I'd be lost.
Thank you everyone and have fun with MoP!!
Thanks for the nice comment! Stay tuned for the encounter and dungeon guides
Flesh, on 31 August 2012 - 07:51 PM, said:
I just signed up to discuss a little bit and give my point of view. If I'm wrong, please tell me.
First a few punctualizations. Maybe they can help someone:
-As you say, the main stat after intellect and hit cap is still Mastery. As long as you keep your mana over 70% your DPS will be higher than with haste.
-Haste increases the mana regeneration so that everything remains the same way but faster, I mean, if you can cast AB 15 times in 30 seconds in which mana has regenerated arround 50%, when your haste level allows you to cast the same 15 AB in 20 seconds, mana will have regenerated also 50%.
-Spirit increases mana regeneration in combat, about 40-50% more than haste. Not a main stat but, keeping in mind that intellect does not increase mana pool anymore, perhaps it might be helpful for purple gemming when you have reached your hit cap.
And now the discussion. Rotation for me goes like this:
-Keep Nether tempest / Living bomb / Frost bomb alive
-AB spam: Spam Arcane Blast until you have 6 arcane charges. Use 1 arcane missiles during AB spam only if you have acumulated two of them, and have three or more arcane charges.
-Use all the arcane missiles you have when you reach 6 arcane charges.
-Use arcane barrage.
-If mana is under 85% when starting a rotation, use the former steps with 5 or 4 arcane charges instead of 6 or use a mana gem to mantain mastery bonus high.
Let me explain:
During the AB 1, 2, and 3 mana regenerates up to 100% (or almost). It's a waste to use the missiles here, as damage is still to low and they won't help regenerating mana. after No.3 mana won't reach 100%, so you can use arcane missiles to let it regenerate, but keep at least 1 for the end, because AM damage is bigger than AB, and will increase your DPS, and also will regenerate mana for the final strike. If you have two of them in this moment, and mana reaches 100% you'll achieve maximum rotation damage.
Please, try and tell me what you think.
EDIT:
Note that Nether tempest / Living bomb / Frost bomb also procs arcane missiles, so if possible, try to use it just before Arcane barrage and if it procs AM, use them and then release Arcane barrage.
Are you sure that Spirit increases Combat mana regeneration? I think it does not.
This is an interesting comment you posted. When I wrote the guide, the mana regeneration on the beta was 5,000 at level 85 and 15,000 at level 90. Now, I notice that it is 10,000 at level 85 and 30,000 at level 90. So I agree with you that it is perfectly viable to go to higher stacks of Arcane Blast than what I advise in the guide, as you suggest here with 6 stacks of Arcane Blast. The guide has been updated accordingly.
To reflect what you said on Arcane Missiles, I added a section in the guide to explain why people should delay casting them until they are about to drop their charges with Arcane Barrage. That said, I think that when you have two procs of Arcane Missiles, you should use one of them, so that the next proc does not go to waste (this is basically the only thing on which I'm slightly disagreeing with you here
Posted 02 September 2012 - 04:19 PM
Posted 03 September 2012 - 06:57 AM
MichaelTheys, on 02 September 2012 - 04:19 PM, said:
I think it's normal that we cannot spam Arcane Blast
Posted 03 September 2012 - 03:25 PM
Damien, on 02 September 2012 - 03:25 PM, said:
To be concrete, you should use AM with 3 or 4 charges if you have enough mana but not 5, so that proc 2 may still recharge (try playing arround with magic bomb also to trigger procs), but this is only my opinion and the way I like it.
If you need to regenerate mana then you may want to use both procs on charge 4 & 5 so you can fire Arcane Barrage with 6 (or perhaps earlier). Rotations like this end with a little more mana than they started.
About Spirit, sorry, It does NOT regenerate mana in combat. Perhaps I was looking at the non combat statistic when I checked it the other day. I'll edit the former post so that no one confuses. Thanks!
Posted 03 September 2012 - 05:51 PM
Flesh, on 03 September 2012 - 03:25 PM, said:
To be concrete, you should use AM with 3 or 4 charges if you have enough mana but not 5, so that proc 2 may still recharge (try playing arround with magic bomb also to trigger procs), but this is only my opinion and the way I like it.
If you need to regenerate mana then you may want to use both procs on charge 4 & 5 so you can fire Arcane Barrage with 6 (or perhaps earlier). Rotations like this end with a little more mana than they started.
About Spirit, sorry, It does NOT regenerate mana in combat. Perhaps I was looking at the non combat statistic when I checked it the other day. I'll edit the former post so that no one confuses. Thanks!
I understand what you say, and that it is more complex than it looks. I think that my role is not to give players instructions regarding what they should be doing at 4 Arcane Charges, what they should be doing at 5 Arcane Charges. Rather, I have to make them understand how things work and give them the clues they need to get to conclusions similar to those you have reached
All in all, everyone likes to have their own variations, so I can't tell them to play the way I would configure Simulation Craft, for instance
Posted 04 September 2012 - 09:53 AM
Edited by Langland, 04 September 2012 - 10:06 AM.
Posted 04 September 2012 - 10:38 AM
Langland, on 04 September 2012 - 09:53 AM, said:
What do you mean by "100% buff to regen"?
According to Simulation Craft, Arcane is still far behind Frost and Fire.
Posted 04 September 2012 - 03:58 PM
Am i wrong in thinking that this doubling of mana regen is equivelent to the 100% boost ot regen that mages get from standing in a RoP? If i am misunderstanding this please let me know
Edited by Langland, 04 September 2012 - 04:12 PM.
Reply to this topic
Active Users
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users

Sign In With Facebook