Berlinia

[General] Mage 6.0 Transition Guide

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In just a couple of weeks the long awaited time of 6.0 patch release will be upon us. Sadly, Warlords of Draenor is abit further in time to be released. So in the few weeks when Siege of Ogrimmar is still "relevant", let's see what will have changed and how you should still top the meters with your mage.

 

All mages gain the Pandemic effect that Warlocks had during MoP. This affects our Mage Bomb talent, which differs per spec.

 

Arcane

 

  • Arcane Barrage is now replacing Fire Blast. So we no longer have the ability to cast Fire Blast at 4 Arcane Charges to proc stuff. It's damage is extremely unrewarding. You should avoid casting Arcane Barrage unless you have absolutely nothing else to cast. 
  • Value of Mastery goes up due to attunement. 
  • Due to haste no longer affecting our dots like it did before, together with the removal of reforging we can just as well stack mastery gear.
  • Mage armor is standard for all specs. So Arcane Mages always have mastery armor.
  • The value of our 2pc and 4pc goes up, as camping at high mana becomes more important. This is further helped by the Mana Cost reduction on each Arcane Charge
  • Alter Time is removed, so we no longer need to hate on PBoI delaying it's proc. Just pop Arcane Power with the prepot and on the pull.
  • The level 75 row is completely changed. 
     1. Nether Tempest: Now snapshots Arcane Charges and is extended with Pandemic. Optimal use would be casting it at 4 charges and recasting it at any time that allows you to do so, as long as there are less than 6 seconds remaining. You can also no longer multidot using Nether Tempest, it's applicable to only 1 target and does damage to all targets around.
    Week 1: Nether Tempest seems to be wrecking in single target and consistent cleave/AoE
    Final Conclusion: Generally strong spell at 90, you can use it on every encounter. You absolutely have to aplply it at 4 stacks though.
  • 2.Unstable Magic: Using this talent increases damage done by your Arcane Blast during 4charge camping. Probably balanced with Nether Tempest for both single target and AoE.
    It's pretty meh
     
  • 3. Supernova: Probably a dps loss as it takes up both a GCD and feels like a PvP talent. I may be incorrect on this.
    Blizzard now buffed Supernova making it a very strong option, both for single and multi target.
    Okay for burst AoE like Galakras and spoits. You can also use it when there are some bosses that have occasional adds just for the extra daamage.
  • The level 90 row is completely changed. This has a huge impact on Arcane more than the other specs due to the talents no longer affecting mana regeneration.
    1. Mirror Image: Is now on a 2minute cooldown and does more damage than most other classes do during it's duration. Good for single target bosses (think Iron Juggernaut, Malkorok, Sha of Pride, Garrosh). 
    MI is shit for Arcane. Maaaaybe only for fights like Siege on a sub 1 minute kill time.

    2. Rune of Power: This is now on a 3 minute duration and still on 2 charges. This has the highest spellpower coefficient and if you had no issue using RoP on MoP, it's just as strong now. But you aren't forced to pick it so if you didn't manage a high enough uptime, don't bother and go any of the other 2 choices.
    Best for all fights.

    3. Incanter's Flow: A weird spell that I have not yet formulated anything on and essentially gives 12% Damage on average. Maybe a good combination is that if this is paired with Nether Tempest you want to cast Nether Tempest at low stacks of Incanter's Flow in order to be able to use your high stack GCD's for other spells. Probably strong for AoE situations.
    Almost just as good as RoP.

This essentially concludes the changes that I recalled for Arcane. The spec plays out a tiny bit differently depending on if you pick Nether Tempest or not. It's quite simple but you can still optimize tiny bits and pieces here and there. I have fun with it on beta.

 

Frost

 

  • Shatter cap went up to 36.3% Crit
  • Both Brain Freeze and Fingers of Frost proc from Frostbolt casts. Brain Freeze stacks to two charges.
  • New Main stat: Multistrike
  • Icy Veins now either gives 20% Haste or Multistrike. If your siege of ogrimmar gear has alot of haste you should take the glyph as it will be a dps increase in contrary to level 100.
  • Value of 2set goes down a little (probably still worth having) due to reduced % of Brain Freeze casts. 
  • The level 75 row is completely changed. 
     1. : Frost Bomb Is now the only mage bomb for Frost and works differently. Will probably be quite strong. even more so with low kill times. Very strong.

    2.Unstable Magic: This is a straightup damage increase on Frostbolt AND Frostfire bolt. Probably a little bit behind on damage than Frostbomb, more so on low killtimes, but I am not 100% sure on that. Shit.

    3. Ice Nova: Probably a dps loss as it takes up both a GCD and feels like a PvP talent. I may be incorrect on this.  I was incorrect. Quite strong almost as good as Frost Bomb.
  • The level 90 row is completely changed. This affects only Frost rotation as you now longer have to refresh Invoker's Energy.
    1. Mirror Image: Is now on a 2minute cooldown and does more damage than most other classes do during it's duration. Good for single target bosses (think Iron Juggernaut, Malkorok, Sha of Pride, Garrosh). 
    Very good for Frost.

    2. Rune of Power: This is now on a 3 minute duration and still on 2 charges. This has the highest spellpower coefficient and if you had no issue using RoP on MoP, it's just as strong now. 
     
  • 3. Incanter's Flow: A weird spell that I have not yet formulated anything on and essentially gives 12% Damage on average. Maybe a good combination is to try and use Fingers of Frost on ascending Stacks of the spell. Might be incorrect due to capping FoF.

This concludes the list of changes for Frost. In general after having experienced frost at end game, I think quite alot misses from the rotation. I don't know how competitive it's going to be dps wise, but right now Frost misses both Water Jet and the level 100 talent interaction making it pretty stale.

 

 

Fire

 

  • Scorch damage has been greatly reduced, meaning you can no longer do as much damage on the move unpunished.
  • 2pc value will probably go up, due to attunement.   had not kept in mind the change to haste convertion and intellect no longer giving crit. Statement was incorrect.
  • 4pc value will probably stay the same.
  • Alter Time was removed as a dps cooldown, this completely changes the way we set up Combustion. As I predict it you will focus on throwing as many pyro's as possible when a trinket proc happens. This is further emphasized by the fact that Presence of Mind is now only available to Arcane Mages.
  • The level 75 row is completely changed. 
     1. : Living Bomb Is now the only mage bomb for Fire and is now completely insane for AoE and cleave as it's spread by Inferno Blast and has no cap. As alot of it's damage is also moved to the explosion that makes it insane. Akraen's levels of insane.terrible for single target.

    2.Unstable Magic: This is a straightup damage increase on Fireball. 

    3. Blast Wave: This is the one case were i may consider trying this out for single target. Not sure about it though. Was incorrect BW is best option for single target.
  • The level 90 row is now completely changed. You can pick whatever you want but for more single target oriented fights MI might come out on top (or fights that require more on demand burst like Heroic Garrosh). One thing you might consider to do is apply Living Bomb when Incanter Flow's is at it's minimum so that the explosion benefits by the 20% damage increase.

My general conclusion as Fire is that it is an unfinished spec pre level 100. To build up combustion you do nothing else than your ordinary rotation, whereas at 100 you have the option of Meteor(Talent). Even then I still feel that removing Alter Time and PoM makes combustion an essentially useless spell gameplay wise (not dps-wise).

 

All Specs and other General Stuff

 

  • Kardris Toxic Totem is the only item if I remember correctly that gives multistrike. So it's essentially a must have for Frost.
  • Black Blood of Y'shaarj seems to benefit Fire the most, but it's not a bad choice for the other specs either.
  • Specs are now distinguished and they have a completely different feel.

For 6.0 I will personally be playing Arcane. I wouldn't recommend Fire (except maybe to try out how it's damage feels like on multy-target fights like TFP). Frost feels as if it's lacking something. Arcane seems to have nice interactions early on and decent damage.

 

If you see anything where you disagree with please comment below (or just to praise the awesomeness and usefulness of this guide biggrin.png ). 

Happy maging

Berlinia

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Didn't think these changes were going to take effect until WoD Expac went live and with that I have a couple questions.

 

Living Bomb and Frost Bomb are now exclusive to the spects, as Blizz said they would be ?

 

Is Nether Tempest like it is described for WoD in that you cannot DoT unlimited targets anymore only the one and it hits targets within a 10yrd radius of what is DoTed?

 

Is Alter Time completely removed?

 

Has RoP lost its mana regen like its supposed to?

Cause whether I kept my up time good or not I would love love love not to be married to RoP anymore, its time for a divorce.

 

All around good post, thanks for the info and heads up.

I will deff be showing my mage friends this post.  

Edited by Tigersharrk

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Living Bomb, Nether Tempest and Living Bomb are all spec specific but keep in mind they are a talent. So you can either have Unstable Magic, Ice Nova/Supernova/Blast Wave or Frost Bomb/Nether Tempest/Living Bomb.

Nether Tempest does indeed hit all targets around (i'll add this to the guide)

 

Alter Time is removed as a dps cooldown. It's still a talent you can pick but it no longer resets your buffs and debuffs or mana. Just health and position.

 

RoP did indeed lose mana regen and you are not tied to it.

 

I am happy you appreciate the post and tell any of your mage friends that this forum exists and they can find a place here!

As long as they don't play warlocks as their alts. :P

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Didn't think these changes were going to take effect until WoD Expac went live and with that I have a couple questions.

 

Living Bomb and Frost Bomb are now exclusive to the spects, as Blizz said they would be ?

 

Is Nether Tempest like it is described for WoD in that you cannot DoT unlimited targets anymore only the one and it hits targets within a 10yrd radius of what is DoTed?

 

Is Alter Time completely removed?

 

Has RoP lost its mana regen like its supposed to?

Cause whether I kept my up time good or not I would love love love not to be married to RoP anymore, its time for a divorce.

 

All around good post, thanks for the info and heads up.

I will deff be showing my mage friends this post.

Most of your questions can be answered on Wowhead's WoD Talent Calculator. But I'll answer them here anyways.

1. Mage bomb is spec exclusive, and one of three talents for that tier.

2. Idk, haven't looked nether tempest on beta.

3. Alter time is a talent that reverts your position (and if I remember right, health. I'm on my phone so can't look in much detail). It does not capture procs.

4. RoP now gives 15% spell damage while you stand in it.

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Not sure if this is relevant to 6.0 or for level 100, but could you tell me more about how Arcane will work with the burn/conserve play style?

 

Is this only going to occur once we have the new set bonus or is it something that requires certain talents? I know Arcane gets Evocation back and unless it's as simple as "burn all your mana when Evocation is off cooldown then revert to conserving again" I think I could use a brief explanation.

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Okay so concerning the burn/conserve playstyle I am not able to formulate why it's an increase. Due to how mana works Arcane is very much a spec that is governed by Simcraft. I remember Komma saying once: "With Fire you can find logical reasons why changing your priority list will give an increase. With Arcane it works like this, cast Arcane Orb at 0 charge Dps Increase, cast it at 1 Charge BOOM major dps loss. Why? None knows it's all behind the mana levels".
For this I have not been able to formulate how and why each playstyle is a loss or gain.

It's Simcraft that's doing the job on this. I have to apologize I have done very little work on rotation and playstyles as I know other mages are working on them. My main focus has been Gear right now. When i know more I will inform!

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Arcane is seriously complex shit. I remember that back at the end of WotlK when Mastery was first announced, Lhivera (i think) actually tried modelling it by writing a Langrangian and trying to come up with a set of differential equations to solve.

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Oh yeah my bad. Seriously i have a bachelor's in physics but i still dont understand wtf is going on in there lol

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Why didn't you mention that Fire seems to be losing one of it's very essential properties, being able to Invocate for a min of 15% extra damage (not to mention when glyphed, it is the ONLY in-combat self heal available)? Oddly enough, there actually ARE some times when I get the "low on mana" warning... generally in Thok when spamming Arcane Explosion during P1s.

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Why didn't you mention that Fire seems to be losing one of it's very essential properties, being able to Invocate for a min of 15% extra damage (not to mention when glyphed, it is the ONLY in-combat self heal available)? Oddly enough, there actually ARE some times when I get the "low on mana" warning... generally in Thok when spamming Arcane Explosion during P1s.

It is mentioned in the guide, that level90 talent row is getting changed completely. Level 90 row includes Invocation, thus it is mentioned that it gets removed.

With the removal of Evocation (except for Arcane), Blizzard promised that all specializations will have enough mana regeneration. On Thok, now you will have more, mana efficient ways of AoE.

It is also understandable that we lost our self-heal. Mages are glass cannons in every single game.

 

Generally, we didn't want to just give you a list of what changed. We wanted to make a guide for you which would suggest you the new possibilities and how you should use the new abilities.

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Well, what I mentioned about mana was very much tertiary to the point I was trying to make. Yes I understand glass cannons, but I at times do get blowback from healers that expect that I am armored enough to absorb damage and so mobile I can get out of heavy damage times.

The real issue I see is the loss of the 15% damage buff. Whenever I have asked for help with doing "enough" dps, it's always that I do not Invoke enough... I keep being told I should have it up 100% of the time (well, THAT is not so helpful when looking at fights with lots of movement necessary). OTOH, it's pretty hard for me to say what 90 talent to take... i.e. which one will let me actually BE at least some sort of heavy cannon!

 

Ai also do not get that they have said they are nerfing the damage from Scorch... which USED to be more of a tickle than doing any serous damage. Forcing us to take Ice Floes?

 

I just wonder of WoD is going to be like MoP, with everyone and their uncle telling me I have to NOT play Fire to be really viable. I've done literally hundreds and hundreds of pugs in addition to Guild runs and I think it was 8 months ago the last time I even SAW a Fire Mage in a raid. Not to mention that all the best Heroic geared Mages in the Blizz forum who keep telling me Fire is OK ALL play Frost.

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Hey Brighttown,

I see you have found your way to our mage forums, which trust me are far more elaborate than: Fuck Fire go Frost.

I also see you have misunderstood certain things. Here is a list:

 

Please read the entirety of this post and then think about what you read before replying!

Losing 15% Damage on Invocation

So your main issue is that you lost invocation which used to give you a 15% damage buff. Of course Blizzard doesn't want any spec to be useless so this is an easy way to understand what they do:

 

Fireball has a spell damage coefficient of 100% of your spellpower. You have a stat named spellpower, and Fireball having this particular coefficient means that it will do 100% of your spellpower. If you have 200 Spellpower then Fireball is going to do 200 damage. If your spells coefficient (say Pyroblast) is 150% of your spellpower, then with 200 of this stat your Pyro would do: 150% * 200 = 300 Damage. 

In mop the spec is tuned (a.k.a balanced) to be played with having constantly the 15% damage buff from Invocation up. This means that your fireball now with a SP coefficient of 100% with 200 Spellpower, would do 100% * 200 * 15% = 230 Damage. Now that they removed this buff you have to keep track of, they still want your Fireball to be strong. So at once again 200 spellpower, they want it to still deal 230 damage. So by doing the same calculation backwards, (SPcoeff)*200 = 230, Thus SPcoeff = 230/200 = 115%. So what they essentially did was increase the Spellpower coefficient of Fireball to account for the loss of invocation. This same principle applies on mana. They had it tuned that casting spells for 1 minute would bring you to 0% mana in that minute, therefore requiring you to cast Invocation. If they now make your spells cost less, or if you give you enough mana regeneration per second to account for it's loss, you won't need it anymore.

Of course it's much more complicated than that, as there are far more tuning issues, but I hope that you now understand that losing Invocation doesn't necessarily mean you become weaker.

 

Healing

I agree with you that Fire Mages now have very limited options of self healing. If you are out in the wild, and you are getting hit by mobs, then your health get's pretty low, pretty fast. However blizzard gave you other tools to account to that! You now have Dragons Breath which does ALOT of damage and also stuns the enemies it hits! You can also talent Blast Wave to be able to do even more crowd control. And if in the end you still get low on health you can always craft your own food and heal that way.

 

I do think that this way of self healing is abit boring, but it makes it even more important to kite enemies arround properly! Which means the better you are at doing it, the more you will succeed

 

Scorch

I do agree that the heavy nerfs to scorch are abit irritating, but you are mistaken if you think it did a tickle! There are some top 10 dps logs on several fights, especially by chinese mages, that use scortch rather than fireball! The theory behind it is quite complicated, but i suggest you read Kver's guide on these forums.

 

Viability of Fire Mages

If anyone in your pugs told you Fire is shit play Frost, then tell them they are moronic idiots and they shouldn't be telling you what to play if you are beating their dps. Frost might be a bit better at early levels, but anywhere higher than 530 gear all specs are equal to play (on live). So the only reason they might tell you to play Frost, is because Frost is an easier spec and they think you are not "good"enough to play Fire. So prove them wrong!!!

I hope I have helped you smile.png

Cheers
Berlinia

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Wait got a question about Supernova... don't you do 100% more damage if you cast it on a primary target  (A primary enemy target will take 100% increased damage.) ?spell_mage_supernova.jpgSupernova

 

 

So are you saying thats not a good boost at all or that the other 2 are better than what this offers for PvE?

 

Also you said the NT will snapshot with charges but what about other dps (trinkets, Arc Power, ect) procs? Aren't mage DoT's not snapshotting anymore and will this carry over to WoD?

Edited by Tigersharrk

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Wait got a question about Supernova... do you do 100% more damage if you cast it on a primary target?

 

Is that not a good boost or is that you were saying that the other 2 are better than what this offers?

 

spell_mage_supernova.jpgSupernova

 Thanks for pointing this out to me. This post was written before the huge buff to Supernova!

It's now equal or even better than the other two on Multiple targets!

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Yes, but I didn't really see anything about the changing co-efficieint you explained above in the OP... nor was there mention about losing said 15% damage buff because Evocation was gone from the Fire spec.

 

And I think I did say "in-combat" referring to healing... so no eating conjured food. And, while bandages can be used, only once per encounter for not that much healing (again, unless healers are on the ball, and THAT may be a big issue in WoD). AND, while it means nothing in raids (where one is getting heals from teammates) they are also deprecating the Lily Pad, so no healing from that "out in the world." Between that and the heal I get from Evocation (glyphed), I never needed to use bandages. All gone now with little to really replace them.

 

Yes I am aware of the "use scorch instead of FB." Somehow I think I would need a bunch more haste to make that REALLY work. Like if I managed to score the BBoY off Garrosh Normal. Thok is the only SoO fight where I see I have to use it. And I also notice that while I called it a tickle currently, I also see they are even further reducing it's damage. Feather duster spell <lol>!

 

AND the latest wrinkle is my GM thinks I should go Arcane because I "play like I am Arcane specced." He thinks I like to stand and deliver, which I DO as it actually is a very good thing to do as Fire. BUT I do well enough dps on most fights... except Garrosh (well, Thok is no walk in the park, but I do mechs pretty damn well). Honestly, I never liked the whole Invocation mechanic, it was always a "have to do" which more times than not I got frustrated because while everyone else was damaging the boss, I'm sitting there making a pose! So having to take the time to out down 2 runes is not really something I feel is all that fun.... then again, you do say talents other than RoP are viable.

 

Like you pointed out, the Level 75 talents are head scratchers... damn I want all 3! Something tells me we'll have to wait for a while when 6.x goes live to see what results other are getting with each of those talents.

 

Thing is I seem to be approaching this by the SoO standard and how those fights go. I see I'm losing Blizzard, Shaman's trash are good to slow so it may be easier for our Shammies to bring in their heavy AoE. Going to be tough for me to use Breath in place of Arcane Explosion because I have to be turning to face... maybe that won't be as problematic as I think now.

 

The other huge irony is that I have gotten good help from fellow Mages in the Blizz Mage forum... who all generally do support Fire as a viable spec. Except, not only are they all Heroic geared, but they all play Frost. Not to mention that I have an inordinately large number of kills in SoO, but it was well over 6 months ago that I did a pug raid with another Fire Mage.

 

Another thing I'm unsure of is looking at what the 1%er players do. These are the guys who will ALWAYS outgear me. So I saw a chart of dps for WoD and see Arcane, Fire, then Frost in that order. 

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Only thing.... Your job is not to heal yourself.

I feel you don't really understand what tuning is!

 

And concerning Fire Mages just go to www.warcraftlogs.com and check what the top rankings for mages are. They are not frost mages.

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Due to haste no longer affecting our dots like it did before, together with the removal of reforging we can just as well stack mastery gear.

 

So when it comes to gems/regeming, as Arcane, do we just do straight Mastery now or is it mastery/crit or stay the path with Matery and haste?

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Mastery for yellow, Mastery Haste for red

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Hello,  I'm not sure if this is the correct forum to post this at and I apologize if it is not so,  but this is the first expansion in which I'm making a pure DPS class my main raiding character (I've been swing healer almost every expansion).  And I was just curious how do you feel mages (whichever spec is most viable in t17 raiding overall) are going to fare against other DPS specs?

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Hey Kakoraff,

 

This isn't exactly the correct place to post it, as this concerns the level 90 transition from patch 5.4 to 6.0. 

For level 100, in my opinion Arcane has the most interesting gameplay. Frost mage is just sub-par on numbers (unless they make tuning changes untill tomorrow that's going to stay so) and Fire is just weird to play (imo) and really requires your 2set/4set to be fun to play.

In terms of Numbers Arcane = Fire > Frost

Hope this helps!

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Ok B,

Thanks for the help on gems but what about Blue...is the hit stone turning to Haste? If so go pure haste or what ever green Mastery/Haste is going to be?

 

Also was watching a video from Preach gaming and he was using Supernova. He said that it does do good damage but angers tanks a lot due to the "Knock Up" so might not be to great when it comes to mobs.

Edited by Tigersharrk

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haste/Mastery

Raid mobs shouldn't be able to get knocked up. And even then no tank would complain if he didn't have to tank them for an extra 20 seconds because you did double SN on PC.

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I don't understand this sentence, from the Fire guide:

 

"Black Blood of Y'shaarj seems to benefit Fire the most, but it's not a bad choice for the other specs either."

 

The trinket is a Haste trinket with a stacking intellect proc. How will Haste benefit Fire the most?

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Hey Kakoraff,

 

This isn't exactly the correct place to post it, as this concerns the level 90 transition from patch 5.4 to 6.0. 

For level 100, in my opinion Arcane has the most interesting gameplay. Frost mage is just sub-par on numbers (unless they make tuning changes untill tomorrow that's going to stay so) and Fire is just weird to play (imo) and really requires your 2set/4set to be fun to play.

In terms of Numbers Arcane = Fire > Frost

Hope this helps!

Would you mind telling us why you believe Frost has been pulling lower numbers on the Beta and the PTR? My understanding of the combat logs from Mythic testing is just the opposite: Frost has been significantly higher than both Arcane and Fire.

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      There are a few extra rules to follow when you want to be on the top of single target damage.  We can now start looking a bit further into limiting factors.  First, I will mention the best single target damage talents.  For T4 and T7 you should have selected Incarnation and Bloodtalons, respectively. 
       
      Above and beyond the basic rotation, the first thing you should begin to add is using your cooldowns.  Fortunately, Feral does not have a plethora to choose from; therefore it does not add much complication to our rotation. 
       
      Tiger's Fury (TF) can be used every 30 seconds and should be used every time it is available.  TF is a snapshotting ability, meaning that its effects (15% increased damage) will continue on your bleeds.  Thus, you should apply both Rip and Rake while under the effect of TF.  In addition to the extra damage, TF also grants you 60 energy on use (and can be used during Berserk), so you should only wait to use this when you are below 40 energy.
       
      Berserk reduces the cost of all spells by 50%.  This is where you will find yourself using most of your FB’s.  Like TF, you should be using this ability every time it is available.
       
      The Bloodtalons (BT) talent functions exactly how DoC did previously in MoP.  Both BT and TF still use snapshotting and you should take advantage of this.  Optimally, when you have a Predatory Swiftness (PS) proc and have obtained 4 cp’s, you should cast Healing Touch (HT) and TF.  Then you will proceed to apply Rake followed by a Rip.  This will again grant you another PS proc and thus 2 more BT charges when you cast HT.  To increase the overall uptime of BT/TF buffed Rake, you will re-apply Rake before TF expires.
       
      Incarnation increases damage and allows abilities used in stealth (the Rake perk @lvl100).  This CD should be synced with Berserk for optimal damage.
       
      Another factor we must consider is time.  That is the time till death (TTD) of the target.  TTD will tell us exactly how much energy we will have for the given fight length.
       
      If you take the TTD and divide it by the various lengths of your cooldowns (CDs), the whole number plus one is how many times you should be able to use it throughout the fight.  For instance, if Iron Juggernaut took your guild 6:10 (min:sec) to kill last week, you should have been able to use Tiger's Fury 13 times (370/30=12.33+1) and Berserk 3 times (370/180=2.05+1).  This should be a point of analysis for you when reviewing logs.
       
      FB weaving will now be vital to maximizing your damage.  An optimal damage distribution will have you at roughly 20% of all abilities (Rip/Rake/Melee/Shred/Ferocious Bite).  Action priorities from simcraft give us a set of rules to follow as to when to cast FB.
       
      FB if:
      You are in Blood in the Water range (Boss Health < 25%) and Rip is about to expire
      You are in Blood in the Water range and have 5 combo points
      You are about to cap in energy while Berserk is active and TF is about to come off cd
       
      This list of rules indicates that maximizing bleed uptimes is still paramount to achieving optimal damage.  In the simcraft profile, the Rake and Rip uptimes averaged to be 99.6% and 94.8% respectively.
       

       
      Multi Target:
       
      Sustained 3+ targets
      Maintain SR
      Maintain Thrash
      Maintain Rake
      Rip on high priority targets (as many as possible)
       
      Short (<30 sec TTD) 2-4 target
      Maintain SR
      Maintain Thrash
      Maintain Rake
      FB
       
      Short 11+ target
      Maintain SR
      Maintain Thrash
      Swipe
       
      The Opener:
      1: (Pre-Pull) Cast Healing touch to gain 2 stacks of Bloodtalons
      2: (Pre-Pull) Stealth
      3: (Pre-Pull) Use your Draenic Agility Potion
      4: (On-Pull) Rake
      5: Incarnation (Any on-use trinkets would also be used here)
      6: Berserk on the GCD after Incarnation, as you cast Shred
      7: Shred to 5 Combo Points
      8: Tiger's Fury + Rip
      9: Shred until you have 4+ Combo points
      10: Healing Touch
      11: If at 4 combo points, Rake then Ferocious Bite. If at 5 combo points, Ferocious Bite then Rake
      12: Repeat steps 9-11, using a Shred instead of Rake if Rake does not need re-application
      13: When Incarnation is about to fall off, use Shred or Rake to refresh Savage Roar
       
      Fight Awareness:
       
      Shred was cleansed of the behind the target requirement, but attacking from the front will still increase the chance that your attack will be parried.  Make sure you are attacking the boss from behind at all times.
       
      Does the encounter have a phase that you cannot be in range for a period of time?  Make sure to refresh bleeds prior to these phases in order to maximize damage output.
       
      Energy Pooling:
       
      Energy is directly related to combo points.  Energy pooling refers to waiting until you have sufficient energy to perform your next series of abilities.  If you look at the picture below, you will see that in order to get to 5 combo points, your best case scenario (having 2 crits and refreshing a Rake) will take you 11.5 seconds.  The worst case scenario (5 Shreds with no crits) takes 20 seconds.

      What you should take away from this is that on average, you will have to wait 15 seconds until you get to your next finisher (outside of cds) and that your damage will not change so long as you aren't waiting while at 100 energy.
       
       
      Stat Priorities:
       
      I will keep an updated BiS stat priority single target chart here (for individual results, please use simulationcraft to create personalized stat weights for yourself).
       

       
      For single target, you can see that the priority is Agi>>Crit>Vers=Multi=Mastery>>Haste
       
      When you move to multi-target, you will find that Mastery jumps ahead of Crit. Because there are hardly any fights that are pure single target, we try to optimize around the fact that we will be spreading bleeds.  Because of this, the accepted stat priority is:
       
      Agi>Crit>Mastery>Multi>Vers>Haste
       
      In order to quickly compare gear, you can input your custom stat weights into this spreadsheet Quick Gear Compare and see for yourself which piece is better.  It takes into account all secondary stats as well as socket bonuses.  
       
      UI:
      Above is a screenshot of my guild wiping during the Mythic Twin Ogron encounter.
       
      I would like to go over some of the key addons used and how they help me perform better in raids.
       
      The base addon used is known as ElvUI.
      Elements used from Elv include:
      Unit Frames
      Name Plates – helps for tracking bleeds on multiple targets
      General Overlay – provides a uniform look to the entire UI
       
      For my action bars, I prefer to use Bartender

       
      There is much more customizability using this addon then the base bars from ElvUI.  I keep my cooldowns larger and closer to the view of my bleed tracker while the rotational keys are kept lower and smaller (no real cooldowns needed to track).
      Off to the right you can also see some icons that are faded.  When I mouseover them, they no longer have opacity.  These skills I rarely use in combat thus don’t need to be shown.
      The dial like cooldown tracker you see over each icon is from the addon, OmniCC.
       
      Weakauras2:

       
      Even if you don’t like this bleed tracker.  You should go download WA2.  It is essential for progression raiding!  You can find and install the strings yourself from this post at TFD. Going from the bottom up, you can see an energy bar followed by a combo point tracker.  I have the cp’s to change to green when @ 5 cp’s. 
      Next up we have the essentials tracker.  It follows Savage Roar, Rip, Rake, Thrash and Moonfire (when spec’d into LI).  These icons are opaque when not applied as shown above.  There is also an overlay for each icon that lights up green when it reaches pandemic.
      Up one further, there contains a progress bar that tracks Predatory’s Swiftness.
      Lastly, you can see the bleed tracker which tracks the strength percentage of your bleeds.  Here you can see that if I were to re-apply Rake, it would be 15% stronger.
       
      Vuh-Do

       
      In WoD, Feral DPS now has the ability to off-heal during our rotation and provide a substantial amount of relief for the healers as well as increasing our own survivability. I choose Vuh-Do as my raid frames so that I can quickly apply Rejuvenation or Healing Touch to any of my raid members.  It also allows me to break up the groups as you see in this screenshot.  Here, I have groups 1-2 on the left and groups 3-4 on the right.  This helps keep the center of the UI clear so you can see all the fire you aren’t supposed to stand in.
       
      In addition to the addons I just explained, I also use the following:
      Skada Damage Meter
      Deadly Boss Mods
      Fontain – Overwrites all addons to use the same style text.  This might not seem like a big deal, but when you are trying to read information fast, it helps that it all looks the same.
      Mik’s Scrolling Battle Text – Again, this might not seem important, but if you can minimize the clutter in the middle of your screen, you will stay out of fire better.
       
       
       
       
      Author Qualifications:
      Paloro
      Icy-Veins Feral Moderator since 2013
      Feral Druid since BC (2008)
      Currently in the guild <Static> of Arthas who was ranked top 30 US for 25m guilds in both MoP and Cata
      Has had several #1 World Parses such as:

       
       
      Additional help from:
      Bradykin
      Played Feral since Firelands (Cata)
      Currently a member of <Semi-Respectable> Mal'Ganis
    • By Morgriff
      Hi everyone,
       
      Since 6.0 I find myself doing really low DPS in comparison to DPS classes (I was ready for this since Vengeance -> Resolve) but also in comparison to others tanks.
      I am gemming mostly mastery and I know that it is not the best DPS/Threat strategy but monks, bears, DKs, and (to a lesser extent) warriors are ahead of me to the point I cant hold aggro on their offtanking rotation if theyre not careful. DKs seems to consistently pull a 50% ahead of me @ same ilvl.
       
      6.0 pre-WOD is indeed a strange and pointless environment but I'm curious to know if you are experiencing the same issue and if the paladin is intended to be at the lower end of the tankDPS spectrum at level 100.
       
       
      Thank you for reading !
    • By Niix
      Changelog
       
      10-29-14: Changed Focus Fire section for BM.
      10-24-14: Added best races for each spec.
      10-23-14: Updated Talent Recommendations for MM and BM. 
      10-21-14: Added Weapon Rankings for MM, and SV. Updated MM opener.
      10-20-14: Added Weapon rankings for BM..
      10-18-14: Hotfix updates. BM takes the lead.
      10-16-14: Added new Sniper Training Weak Auraas well as changed mistakes in the BiS gear list for all three specs.
      10-15-14: Changed recommended 60 talent for MM from Thrill of the Hunt to Steady Focus. 
       
       
      Introduction
       
      Hello my fellow hunters. In this guide I will be going over the rotations for each spec for Patch 6.0. I will also cover stat changes and what stats you'll want to look for as well as gemming and gear choices. This information is for 6.0 only and I can't stress that enough, this information will likely change when WoD drops and will be kept up to date when it does.
       
      Wanna give a quick shoutout to Azortharion for 95% of the BM information and stat priorities. Check him out over on MMO-Champion where he is very active.
       
       
      Table of Contents
       
       
      1. Enchants.
       
      2. Gemming.
       
      3. Marksmanship.
       
      4. Beast Mastery.
       
      4. Survival.
       
      5. Talents.
       
      6. Opener.
       
       
       
      Enchants (6.0)
       
      The enchants are still the same.
       
      Boots: Blurred Speed
      Gloves: Mastery
      Cloak: Accuracy / Critical Strike
      Bracers: Agility
      Shoulders: Tiger Claw Inscription
      Legs: Shadowleather Leg Armor
       
       
      Gemming (6.0)
       
      Agility has been gimped incredibly come 6.0 so hunters will be opting to take secondary stats over mainstat. Since the stat priorities for all three specs have the same first stat you'll want the same gems across the board. 
       
      Red: Crafty Vermilion Onyx (+10 Haste, +10 Crit)
      Yellow: Smooth Sun's Radiance (+20 Crit)
      Blue: Rigid River's Heart (+20 Crit)
       
      The reason that we use the Haste/Crit gem for MM is because there is no Crit/Mastery gem, or even a +10 Agi, +10 Crit gem for whatever reason. So we will be able to swap specs without re-gemming now.
       
       
      Marksmanship
       
      I'll leave out what we lost and focus mainly on how the new changes are to be dealt with. So first off since we don't have Arcane Shot anymore we no longer have to differentiate between when to use Aimed or Arcane. So our rotation got a lot easier with that small change.
       
      The priority is fairly simple:
       
      Chimera Shot Kill Shot Barrage Aimed Shot Steady Shot  
      Pretty damn easy, cus those are our only 5 buttons. So this rotation isn't even so much a rotation, because it's super hard to mess up honestly. The skill gap comes in with managing our new Mastery.
       
      Mastery: Sniper Training: When you stand still for 3 seconds, you gain Sniper Training for 6 seconds, which increases your damage, shot range, and critical strike damage by x%.
       
      The play style of the spec is like nothing we've seen before. Consistent movement unless in short 3 second bursts will be punished. Standing still is imperative to performing well as MM, you'll ideally want a 100% uptime on Sniper Training, but for the average player, anything above 90% I would consider good. 
       
       
      Sniper Training Bar Weak Aura.
       
      This weak aura will show you four things. If the main bar is green your buff is applied. If it is yellow, your buff is draining. If it is red, you want to stand still. The two black bars going vertically across the bar are the 4 second and 3 second markers. You'll want to stop moving somewhere in-between those two for maximum up-time. The timer is the duration left on the buff reapplying once you stand still again.
       
       
      As for our stat priority, you should aim for these stats:
       
      (6.0) Weapon Damage > Agility > Crit > Haste > Mastery
       
       
      This makes our BiS gear the following pieces:
       
      Helm: Tier
      Neck: Gleaming Eye of the Devilsaur (Thok the Bloodthirsty)
      Shoulders: Tier
      Cloak: Legendary
      Chest: Ancient Archer's Chestguard (Spoils of Pandaria)
      Bracers: Dagryn's Fuselight Bracers (Galakras)
      Gloves: Tier
      Belt: Arrowflight Girdle (Spoils)
      Legs: Tier
      Boots: Puddle Punishers / Ravager's Pathwalkers (Immerseus / Nazgrim)
      Ring 1: Swift Serpent Singet (Galakras)
      Ring 2: Reality Ripper Ring (Norushen)
      Trinket 1: Haromm's Talisman (Dark Shamans)
      Trinket 2: Assurance of Consequence (Sha of Pride)
      Weapon: Hisek's Reserve Longbow (Paragons)
       
       
      AoE: 
       
      2-3 Targets: Single Target rotation.
       
      4+ Targets: Multi-Shot spam. Chimaera on CD. Explosive Trap if adds will live for 18 seconds.
       
       
      MM Weapon Rankings / ST Sims:
       

       
       
      Best Races:
       

       
       
      Beast Mastery
       
      Our rotation for BM is almost entirely unchanged, the only thing is that we don't have to manage Serpent Sting at all anymore so there's very little to worry about. 
       
      The priority is:
       
      Kill Command Kill Shot Focus Fire* Barrage Arcane Shot Cobra Shot *Focus Fire should be used on cooldown UNLESS there is less than 3 seconds of Bestial Wrath left, where you would no longer benefit as much from the haste, and your pet wouldn't get a 2x damage basic attack.
       
       
      Our stat priority for BM will look like this:
       
      (6.0) Agility >= Weapon Damage > Crit > Mastery > Haste
       
       
      This makes our BiS list the pieces below:
       
      Helm: Tier Neck: Gleaming Eye of the Devilsaur (Thok the Bloodthirsty) Shoulders: Tier Cloak: Legendary Chest: Ancient Archer's Chestguard (Spoils) Bracers: Bracers of Infinite Pipes (Siegecrafter) Gloves: Tier Belt: Arrowflight Girdle (Spoils) Legs: Tier Boots: Minelayers Padded Boots (Juggernaut) Ring 1: Ring of Restless Energy (Malkorok) Ring 2: Swift Serpent Signet (Galakras) Trinket 1: Haromm's Talisman (Dark Shamans) Trinket 2: Assurance of Consequence (Sha of Pride) Weapon: Kor'Kron Hand Cannon (Malkorok)     AoE:    2 Targets: Beast Cleave should be maintained as much as you can without delaying Kill Command to maintain it.   3+ Targets: Beast Cleave takes priority over Kill Command, continue to cast Kill Command as much as you can.   9+ Targets: Multi-Shot and Cobra shot exclusively.     BM Weapon Rankings / ST Sims:       Best Races:    
       
      Survival
       
      Gonna start this off by saying that Survival is one of the lowest performing specs in the game with the 6.0 patch. Current sims should be taken with a grain of salt but considering how far behind the other specs it is we can tell that it is going to be absolutely terrible. However I know there are people here that will still continue to play it regardless.
       
      The priority is unchanged other than the loss of Kill Shot and Serpent Sting:
       
      Explosive Shot Black Arrow Barrage Arcane Shot Cobra Shot  
      Our stat priority is unchanged:
       
      (6.0) Agility > Weapon Damage > Crit > Haste > Mastery
       
       
      BiS list has changed slightly from 5.4 and is as follows:
       
      Helm: Tier Neck: Gleaming Eye of the Devilsaur (Thok the Bloodthirsty) Shoulders: Tier Cloak: Legendary Chest: Ancient Archer's Chestguard (Spoils) Bracers: Bracers of Infinite Pipes / Dagryn's Fuselight Bracers (Siegecrafter / Galakras) Gloves: Tier Belt: Arrowflight Girdle (Spoils) Legs: Tier Boots: Puddle Punishers / Ravager's Pathwalkers (Immerseus / Nazgrim) Ring 1: Reality Ripper Ring (Norushen) Ring 2: Swift Serpent Signet (Galakras) Trinket 1: Haromm's Talisman (Dark Shamans) Trinket 2: Assurance of Consequence (Sha of Pride) Weapon: Hisek's Reserve Longbow (Paragons)     SV Weapon Rankings / ST Sims:        Best Races:       Nothing else to note here for SV.     Talents   BM:   Immerseus: Dire Beast, Blink Strikes, Barrage Protectors: Dire Beast, Blink Strikes, Barrage
      Norushen: Dire Beast, Blink Strikes, Barrage
      Sha of Pride: Dire Beast, Crows, Barrage
      Galakras: Dire Beast, Blink Strikes, Barrage
      Iron Juggernaut: Dire Beast, Crows, Glaive Toss
      Kor'kron Dark Shamans: Dire Beast, Blink Strikes, Barrage
      Nazgrim: Dire Beast, Blink Strikes, Barrage
      Malkorok: Dire Beast, Crows, Glaive Toss
      Spoils: Dire Beast, Blink Strikes, Barrage
      Thok: Dire Beast, Blink Strikes, Barrage
      Siegecrafter(belt): Dire Beast, Blink Strikes, Barrage
      Siegecrafter(platform): Dire Beast, Blink Strikes, Barrage
      Paragons: Dire Beast, Crows, Barrage
      Garrosh: Dire Beast, Blink Strikes, Barrage   MM:   Immerseus: Thrill of the Hunt, Stampede, Barrage Protectors: Thrill of the Hunt, Stampede, Barrage Norushen: Thrill of the Hunt, Stampede, Barrage Sha of Pride: Thrill of the Hunt, Stampede, Barrage Galakras: Thrill of the Hunt, Blink Strikes, Barrage Iron Juggernaut: Thrill of the Hunt, Stampede, Barrage Kor'kron Dark Shamans: Thrill of the Hunt, Stampede, Barrage Nazgrim: Thrill of the Hunt, Stampede, Barrage Malkorok: Thrill of the Hunt, Stampede, Barrage Spoils: Thrill of the Hunt, Blink Strikes, Barrage Thok: Thrill of the Hunt, Stampede, Barrage Siegecrafter(belt): Thrill of the Hunt, Blink Strikes, Glaive Toss Siegecrafter(platform): Thrill of the Hunt, Stampede, Barrage Paragons: Thrill of the Hunt, Blink Strikes, Barrage Garrosh: Thrill of the Hunt, Stampede, Barrage     Opener   MM:   Your opener should look something like this.   
      Aimed Shot Chimaera Shot Stampede / Only Rapid Fire if AoC procs Steady Shot Steady Shot Rapid Fire / If AoC hasn't proc'd yet Aimed Shot / ( Barrage only if 2+ targets. On single target - otherwise delay until after Careful Aim (sub 80%)) Proceed  
      BM: Dire Beast Bestial Wrath + KC Murder Barrage / Glaive Proceed     SV:     WoD   When WoD releases all of this information will be scrapped in favor of the new tier as well as level 100 talents will be added. I will do my best to keep this updated as 6.0 gets into full swing.   -Niix
    • By Kazistrasz
      WoD Balance 6.0 Guide: When the Stars Align
       
      By: Kazistrasz
       
      Edit: Since Kaz is no longer playing WoW any more, all changes made after Jan 11th 2015 are not accounted for in this guide.  On Jan 12th, there was a small change to haste (90 haste per 1%) and a small buff to mastery.  Most of what is said here is still true, but take the haste ratings with a grain of salt.
      -Krazyito
       
      This guide is written and will be maintained to reflect the best practices of Balance druid (boomkin) in Warlords of Draenor. It is the result of a combination of much work play testing, calculating in spreadsheets, and simulations through SimulationCraft.
       
      Updated for Patch 6.0.3/Highmaul release
       
      Table of Contents
      I. Specialization Overview/What Has Changed
      -->Ability Pruning
      -->All About the DoTs
      -->New Eclipse System
      -->Core Spell Changes
      II. Racial Perks Evaluated
      -->Comparison
      III. Talents & Glyphs Explained
      -->Talents
      -->Glyphs
      IV. Stat Analysis
      -->List of Stats
      -->Stat Priority
      V. Gear Acquisition & Tier 17 Bonuses
      -->Tier 17 Bonuses
      -->Best in Slot List
      VI. Trinket Breakdown
      -->Trinket by Trinket
      -->Master List Ranking
      VII. Gameplay Tips and Tricks
      -->DoT Usage
      -->Starsurge Usage
      -->Cooldown Usage
      -->General Raid Utility
      -->AoE and Multi-Target Priority
      -->Single Target Priority
      -->Opening Rotation
      VIII. Credits, Thanks, & Feedback
      IX. Changelog
       
      I. Specialization Overview/What Has Changed
       
      In 6.0, the Balance spec was given a major overhaul to its Eclipse system, as well as various other changes. Let's start with the miscellaneous, smaller changes:
       
      Ability Pruning:
      Faerie Fire is now Guardian and Feral only. Innervate is gone. Might of Ursoc is gone. Symbiosis is gone. Nature's Swiftness and Tranquility are now Restoration only. Lacerate and Maul are now Guardian only. Mangle (Cat Form) and Swipe are now Feral only. Thrash is now available (so useful). Blizzard finally decided to address the idea that people were running out of places to put things on their bars without special mice, tons of modifiers, and tons of macros. So, basically, we've lost a little bit of our healing utility and defensive abilities both as a spec and as a class. Oh, and we can do less stuff while we're in Bear Form and Cat Form, because we spend a lot of time in either of those.
       
      All About the DoTs
       
      Pandemic was originally a passive ability for warlocks in Mists of Pandaria, but has since become a core mechanic in the game. When you refresh Moonfire and Sunfire, you add their current duration at the next tick, up to 30% of the base duration. In short, refreshing Moonfire up to 12 seconds early or Sunfire up to 7 seconds early does not clip any of the duration. Additionally, DoTs no longer add entire ticks to their duration. Instead, the game simply adds a "partial" tick at the end of the DoT for the portion of a full tick leftover at the end. 
       
      However, the single most important change to DoTs is the removal of snapshotting. Previously, when you cast a DoT, it took a "snapshot" of all of your stats and buffs at the moment you cast it and applied all of that across the DoT's entire duration. Meaning, if you had a 5-second buff that made you do double damage when you cast a 20-second DoT, it maintained that double damage for all 20 seconds. DoTs no longer do this and update with your current stats every tick.
       
      New Eclipse System
       
      Our Eclipse energy is now fully automated and no longer based on our spell-spellcasting. For the mathematically inclined, we gain and lose energy as a sine curve. For everyone else, the close to 0 our energy is, the faster we gain and lose it. The closer to 100 we are, the slower it goes. When our energy reaches 100, it pauses briefly. For a visual reference, a graph of our energy over time, with positive representing lunar energy and negative representing solar energy:
       

       
      For the purposes of add-ons and WeakAuras, it's important to know that the game actually counts lunar energy as negative. 
       
      When combat starts, we begin at 0 and gain lunar energy. Once combat ends, the cycle continues on for 30 seconds and then resets.
       
      With this ever-changing, automatically-cycling Eclipse, our damage bonus has changed. We no longer reach 100 energy and get a monster buff until we reach 0 again. Instead, we always have some amount of bonus to our spells. At 100 lunar energy, we have maximum bonus to our lunar spells, base 30% and increased by mastery, but no bonus at all to solar spells. At 100 solar energy, our solar spells have our maximum bonus with no bonus for lunar spells. When we're perfectly balanced at 0 energy, we have half of our bonus (base 15%) to both spells together.
       
      For a visual, here's a graph of our damage bonus for lunar and solar spells, assuming only the base bonus:
       

       
      This will have significant implications on our rotation, to be explained later.
       
      Core Spell Changes
       
      Starfire remains a single-target spell with a base cast time of 3 seconds. It benefits from lunar energy bonus.
       
      Wrath is another single-target spell with a base cast time of 2 seconds. It benefits from solar energy bonus. Wrath has a lower Damage Per Execution Time than Starfire.
       
      Starsurge is an instant cast ability that gives either two stacks of Lunar Empowerment or three stacks of Solar Empowerment, matching your current energy type. Both buff your next Starfire or Wrath, respectively, by 30%. It benefits from your highest eclipse bonus. Starsurge has a very high Damage Per Execution time in its own right, increased further when considering the bonus you'll add over your next few spells. Starsurge now works on a charge system, having 3 charges and a recharge time of 30 seconds.
       
      Moonfire is now very lengthy, single-target DoT, lasting a whopping 40 seconds. The base tick speed for Moonfire is 2 seconds. It benefits from lunar energy bonus and may only be cast during lunar energy (sharing a button with Sunfire). In addition, it has a 5% chance on tick (or 10% chance on critical tick) to proc Shooting Stars, granting another charge of Starsurge. Upon reaching 100 lunar energy, you gain a 5-second Buff called Lunar Peak that doubles the initial damage component of Moonfire.
       
      Sunfire is a less lengthy DoT that lasts for 24 seconds. While the initial damage is single-target, the DoT itself is then applied to every enemy within 5 yards of your target. The base tick speed for Sunfire is also 2 seconds. It benefits from solar energy bonus and may only be cast during solar energy (sharing a button with Moonfire). Like Moonfire, Sunfire also has a 5%/10% chance on tick to proc Shooting Stars. Upon reaching 100 solar energy, you gain a 5-second buff called Solar Peak that doubles the initial damage component of Sunfire.
       
      Starfall gives you a buff for 10 seconds that causes you to deal damage to all targets within 40 yards of you.  It benefits from lunar eclipse bonus and shares charges with Starsurge.
       
      Because Blizzard thinks we have nostalgia about the most hated part of the spec's history, Starfall now damages all targets within 40 yards, even if they are not in combat. Use caution when activating Starfall when there is something nearby that needs to not be pulled. It is some of the difficulty can be alleviated by taking Glyph of the Solstice and using Sunfire's new cleave function to quickly spread designate targets for Starfall.
       
      Hurricane is an area-of-effect (AoE) ability that must be channeled to deal damage. It benefits from solar eclipse bonus, but is currently very weak and rarely worth using.
       
      [top]
       
      II. Racial Perks Evaluated
       
      For quite some time, we have complained about the imbalance of racials, and finally Blizzard has seen to fixing it. Whereas Night Elves have long had no impact on DPS and Trolls have reigned supreme, we'll now see a very minor difference from one race to another.
       
      Alliance Perks
      Night Elf: Touch of Elune = 1% haste at night and 1% crit chance during day. Yes, it seems silly, and we sort of expect them to change it before it goes live. Worgen: Viciousness = 1% crit chance. Horde Perks
      Tauren: Brawn = 2% crit damage and healing bonus. Troll: Berserking = 15% haste for 10 seconds on a 3-minute CD. Comparison
      Simulated through SimCraft, these evaluate as follows at  level:
      Troll - 37,242 DPS Night Elf - 37,239 DPS Worgen - 37,181 DPS Tauren - 37,151 DPS *evaluated with a 0.08% margine of error
       
      What this means is that your choice of race does not matter at all from a DPS perspective. The difference between the highest and lowest simming races is 0.24%. You should choose your race based on utility and usefulness. A few things to consider:
       
      Night Elves have Shadowmeld, which can occasionally help recover after wipes or even provide a temporary threat dump. Additionally, Quickness can be useful if there are adds that must be tanked by DPS for any reason. Tauren have War Stomp, which is incredibly useful for controlling and limiting adds. Trolls have Da Voodoo Shuffle, which can be useful if content has a significant amount of movement impairing effects. Worgen have Darkflight, which can be extremely useful in case Dash and Stampeding Roar are inadequate. Or, you can simply pick the race that you like the looks of best. How you decide is up to you, but what race you pick doesn't actually matter.
       
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      III. Talents & Glyphs Explained
       
      Tier 1 (Level 15)
      Feline Swiftness is just a passive movement speed boost. Displacer Beast gives a short teleport and a burst of movement, but shifts you into Cat Form. Ysera’s Gift changes based on form, but is essentially a hunter's Deterrence as Boomkin. Feline Swiftness should be the default choice, as Displacer Beast requires two GCDs (one to use, and one to shift back into Moonkin Form). Displacer Beast should be considered when you need to cover a long distance that would require two GCDs to move normally.
       
      Tier 2 (Level 30)
      Ysera's Gift passively heals you every 5 seconds or heals other raid members if you're full. Renewal essentially replaces the Mists of Pandaria version of Healthstone. Cenarion Ward will heal its target the next time they take damage. Ysera's Gift is a good source of constant healing against constant damage and requires no attention. Renewal is good for situations where raid damage is heavily centered in single hits or short bursts to help be one less person healers need to catch up. Cenarion Ward should never be used.
       
      Tier 3 (Level 45)
      Faerie Swarm simply gives you a single target slow. Mass Entanglement is an AoE root ability. Typhoon is a conal knockback. Your choice here depends on the fight. If you need a good, single-target slow, take Faerie Swarm. If you need to hold a lot of enemies in one place, use Mass Entanglement. Typhoon is good when you need another knockback in your raid, or just for general defensive purposes when stuns are not enough to limit an add's melee.  
      Tier 4 (Level 60)
      Soul of the Forest makes Lunar Empowerment and Solar Empowerment further buff your Starfire and Wrath. Incarnation: Chosen of Elune is a flat, 15% damage buff for 30 seconds every 3 minutes. It requires a GCD to activate, as it is a shapeshift. Force of Nature has three charges that summon Treants that cast Wrath at your target. Force of Nature is best used during trinket procs. Soul of the Forest is the talent of choice for single target situations, being a 0.7% to 1.5% over other choices depending on your Tier 7 (Level 100) talent choice.
       
      Incarnation: Chosen of Elune is the choice for fights with two or more targets the majority of the time, being an increase over other talent choices by 2% or more, based on number of targets and Tier 4 (Level 60) talent choice.
       
      Tier 5 (Level 75)
      Incapacitating Roar is an AoE disorient every 30 seconds. Ursol’s Vortex is a targeted AoE slow that grips enemies back into it every minute. Mighty Bash is a 5-second, single-target stun every 50 seconds. This tier is completely based around the fight. Where an extra stun is needed (assuming your raid somehow doesn't have enough baseline stuns), you can take Mighty Bash. Most of the time that you're dealing with adds, Ursol’s Vortex will be the talent of choice to help kite since Incapacitating Roar does not always work on many adds and is broken by any damage.
       
      Tier 6 (Level 90)
      Heart of the Wild gives you a 45 second buff every 6 minutes that allows you to ghetto tank, ghetto melee, or ghetto heal effectively. Dream of Cenarius causes refreshing your DoTs at 100 energy (or shortly thereafter) to do heal a nearby raid member. Nature’s Vigil causes your single-target spells to copy 30% of their damage as healing to nearby raid members. Nature’s Vigil should be your default choice here. Dream of Cenarius is incredibly weak healing, which you may not even get to use much of if your DoTs don't need to be refreshed at peak. Heart of the Wild should only be taken for a fight where the healing demanded in one phase is high enough to merit having a DPS completely stop DPSing to help heal.
       
      Tier 7 (Level 100)
      Euphoria doubles the speed of your Eclipse cycle and reduces the cast time of your empowered Starfire and Wrath casts. Stellar Flare is an extra DoT that does more damage (both initial damage and DoT damage) when you're at 0 energy than at either end of the cycle. Balance of Power is a talent that makes your DoTs tick harder and removes the need to refresh them.  
      Euphoria is the talent of choice for single target encounters, leading by 4% to 5% over other choices depending on your Tier 4 (Level 60) talent choice.
       
      Stellar Flare is the choice for fights with two or more targets the majority of the time, being an increase over other talent choices by 7% or more, based on number of targets and Tier 4 (Level 60) talent choice.
       
      Major Glyphs
       
      We don't have much in terms of significant glyphs as Boomkin. None of our spec-specific glyphs are particularly useful. Note that Glyph of Celestial Alignment is a DPS loss unless there were to be some mechanic to prevent you from casting 8 spells in 15 seconds. That said, I recommend the following:
      Glyph of Rebirth helps prevent raid members from dying again and saves healer mana when rezzed in combat. Glyph of Stampeding Roar is especially useful in any fight where you will be using Stampeding Roar (in addition to range, it saves a GCD of having to shift back to Moonkin Form) Glyph of Moonwarding is increased survivability for any fight where the damage you will be taking is not mitigated by armor (which is most mechanics). Glyph of Dash can be useful for fights requiring a lot of movement. Minor Glyphs
       
      Minor glyphs have no affect on DPS and almost no increase on survivability.
      Glyph of Grace should be taken for any fight where you can suffer fall damage, otherwise: Glyph of the Flapping Owl is freaking sweet. Glyph of the Orca is hilarious if a lot of your raid has Ai-Li's Skymirror Glyph of the Solstice changes your Starfall into Sunfall and Hurricane into Astral Storm. This has no effect on DPS but simply reverses their lunar/solar alignment.  
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      IV. Stat Analysis
       
      With 6.0 comes the removal of Hit and Expertise as stats and the addition of Multistrike and Versatility. Including Haste, Crit, and Mastery, we now have five secondary stats. Additionally, gear will have a chance to roll additional, tertiary stats. These are varied, from things like movement speed to sockets to bonus item levels (a la Thunderforged/Warforged in Mists of Pandaria). Note that all Mastery Rating is increased by 5% (rounding up) by Lunar Guidance.
       
      Haste
       
      Haste reduces our cast times, shortens our Global Cooldown, and makes our DoTs tick faster. As a side effect of making Moonfire and Sunfire tick faster, this increases how quickly we generate Starsurge charges via Shooting Stars.
       
      Critical Strike
       
      Crit gives all of our spells and DoTs a chance to deal double damage. It also gives our healing spells a chance to restore twice as much health, in circumstances when we need to help off-heal. In addition to the base function of crit, it also gives us more Starsurge charges. When Moonfire or Sunfire ticks crit, their chance to proc Shooting Stars doubles. 
       
      Mastery
       
      Mastery: Total Eclipse
       increases our bonus Eclipse damage. With 0 mastery rating, we have a base 30% damage bonus. This means Mastery is an increase in damage to every spell that we cast.
       
      Multistrike
       
      Multistrike is a new stat that gives all of our abilities a chance to cast again. When we cast a spell or when a DoT ticks, two rolls are made by the game. Each roll has our Multistrike chance to repeat the spell/tick for 30%. These occur shortly after the initial hit and show a second (or third), smaller spell cast graphic. Note that only the damage is repeated. Moonfire and Sunfire do not apply additional "mini-DoTs" when their initial cast Multistrikes, and Starsurge Multistrikes do not give any extra stacks of Lunar Empowerment or Solar Empowerment.  Multistrikes crit independently of the original spell and are based on the non-critical damage of the spell. So, a Starfire that crits for 60,000 and Multistrikes will only deal 9,000 (30% of the 30,000 the spell would have done on a non-crit).  Similarly, a Starfire that crits for 30,000 and Multistrike crits will deal 18,000 damage.
       
      Versatility
       
      Versatility is a new stat that just provides a flat increase to damage and healing done as well as a flat reduction in damage taken.
       
      Stat Priority
       
      Upon hitting 100, and gearing up through normal gear levels (655 item  level), our stats are relatively close, with versatility being garbage. At  this point, a single point of int is worth more a little more than 2 of any other stat. You'll want to go with:
       
      Int >>>> Haste >= Mastery >= Crit > Multistrike >> Versatility
       
      Again, the gap between haste, mastery, and crit is very small, with the gap between crit and multistrike and then the gap between multistrike and versatility widening.
       
      As we gear up and start heading towards mythic gear levels (685 and higher), our stats equalize a lot more. Mastery pulls ever so slightly ahead, but haste and crit essentially become equal. One point of int is now worth ever so slightly less than 2 points of secondary stats (except still worth more than 2 versatility). You'll roll with:
       
      Int >>>> Mastery >= Haste = Crit > Multistrike >> Versatility
       
      As gear increases, multistrike and versatility still lag behind. Again, the difference between mastery and haste is tiny, and the difference between haste and crit is indistinguishable. You could change stacking mastery, haste, and crit on enchants and see DPS differences of less than 100 out of 40k DPS. It's insignificant.
       
      I can't say this enough: You're going to be using the item with the highest item level or with a socket, regardless of secondary stats. If you're putting more than 10 seconds of thought into your stats in regards to your DPS, you need to start focusing on logs and how you're playing. Stats aren't going to make a significant difference.
       
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    • By Aaxion
      So. Everyone is saying different things right now... Icy Veins says Haste to 50% and then focus on Mastery.  Ask Mr. Robot says focus on Mastery over Haste.  Noxxic says focus on Mastery AND Crit over Haste.... Can we get some agreement up in here? lol