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Damien

Arcane Mage 6.2

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Guest john

Your statements on a burn phase not working at current gears levels and low levels of mastery compared to the bonus stacks are inconsistent. While I do not have all the numbers needed (mana regen per second, missile proc chance, and so on) to prove the following mathematically, i do know that based on the numbers from the tooltips a burn should work. The burn might be short, but basic math principles says works.

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Your statements on a burn phase not working at current gears levels and low levels of mastery compared to the bonus stacks are inconsistent. While I do not have all the numbers needed (mana regen per second, missile proc chance, and so on) to prove the following mathematically, i do know that based on the numbers from the tooltips a burn should work. The burn might be short, but basic math principles says works.

What is inconsistent in my statements?

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Your statements on a burn phase not working at current gears levels and low levels of mastery compared to the bonus stacks are inconsistent. While I do not have all the numbers needed (mana regen per second, missile proc chance, and so on) to prove the following mathematically, i do know that based on the numbers from the tooltips a burn should work. The burn might be short, but basic math principles says works.

Please share your math! Genuinely interested here? You used the Markov Chain approach?

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Guest Dthehunter

hey

 

just to say that the MoP flasks are 114 intellect while the cataclysme flasks gives you 119intellect

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hey

 

just to say that the MoP flasks are 114 intellect while the cataclysme flasks gives you 119intellect

We've been aware of that for some time, but we believe that this is unintended and is going to get fixed very soon. I wouldn't want to tell people to go and waste gold getting Cataclysm enchants and flask, only for them to find out 2 days later that they bought them for nothing.

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Guest Kicks

I have personally found it MUCH better to only use 2 missile procs at 4 arcane charges even if u have 3 missile procs. Reasons being is it maximizes your time at 4 stacks of arcane charges. 

 

The scenario often presented is you have 3 missile procs. You use only 2; leaving 1 left over. After you have channeled 2 missile procs u are back at full mana and have room to cast arcane blast 2 more times as well as refresh your nether tempest: providing a total of 3 opportunities to gain a second missile proc. Going with the chances you gain a second missile you channel you 2 missile procs and you are back at full mana, and again have room to cast 2 arcane blasts at full mana, from here you barrage dump and repeat. I found this to be the best rotation.

 

 

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So i have been experimenting with the rotations and have found that it is better to use 2 arcane missiles rather than dumping all 3; reason being is it maximizes your time at 4 stacks in conjunction with gaining full benefits of your mastery.

 

The scenario often presented is you are at 4 stacks with 3 missile procs; instead of dumping all 3, only use 2. After channeling your 2 missiles you should be back at full mana and have room to cast arcane blast 2 more times and refresh your nether tempest, giving you 3 opportunities to gain a second missile proc. Going with the chances you get a second missile proc, you channel your 2 missiles and again you are at full mana. From here you cast arcane blast a couple more times, barrage dump your stacks and repeat.

 

Also, only using missiles when you have at least 2 stacks. Using just 1 missile proc then using arcane blast then barrage dumping really messes with your rhythm throughout the rest of fight and hurts your dps. If you only have one stack of arcane missiles by the time you have reached 4 stacks and refreshed your nether tempest you should immediately barrage dump and save you 1 missile proc for your next 4 stack period.

Edited by Kicks

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I have personally found it MUCH better to only use 2 missile procs at 4 arcane charges even if u have 3 missile procs. Reasons being is it maximizes your time at 4 stacks of arcane charges. 

 

The scenario often presented is you have 3 missile procs. You use only 2; leaving 1 left over. After you have channeled 2 missile procs u are back at full mana and have room to cast arcane blast 2 more times as well as refresh your nether tempest: providing a total of 3 opportunities to gain a second missile proc. Going with the chances you gain a second missile you channel you 2 missile procs and you are back at full mana, and again have room to cast 2 arcane blasts at full mana, from here you barrage dump and repeat. I found this to be the best rotation.

This is more or less what the rotation in our guide tells you to do.

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This is more or less what the rotation in our guide tells you to do.

 

I think the guide is over all good, but i do think that the way it explains how to use arcane missiles is a little vague.

 

 

  1. Cast wow_icon_spell_nature_starfall.jpg Arcane Missiles, if you have 4 stacks of wow_icon_spell_arcane_arcane01.jpg Arcane Charge and 3 charges of Arcane Missiles.
  2. Cast wow_icon_spell_nature_starfall.jpg Arcane Missiles at 4 stacks of wow_icon_spell_arcane_arcane01.jpg Arcane Charge.

 

As explained in my original comment, using all 3 procs isn't nearly as good just using 2 since it greatly increases your time at 4 stacks of arcane charges. This is all from my personal testing and i saw quiet a difference when using this specific rotation. If you feel this guide is satisfactory then feel free to ignore me

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I think the guide is over all good, but i do think that the way it explains how to use arcane missiles is a little vague.

 

As explained in my original comment, using all 3 procs isn't nearly as good just using 2 since it greatly increases your time at 4 stacks of arcane charges. This is all from my personal testing and i saw quiet a difference when using this specific rotation. If you feel this guide is satisfactory then feel free to ignore me

That's because you think too much like a human and are extrapolating! tongue.png

Line 1. doesn't say "Cast Arcane Missiles 2 times" or "Cast Arcane Missiles 3 times". It says to cast Arcane Missiles only once, so you get rid of that 3rd charge and make room for another one. So what the guide advises you to do is to give "getting rid of your 3rd charge of Arcane Missiles" a high priority and give "getting rid of your other 2 charges of Arcane Missiles" a lower priority, lower than casting Arcane Blast when you're over 93% mana (to make the best of your 4 stacks of Arcane Charge, as you are suggesting).

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I half/disagree with the use of Nether tempest for all situations AOE, simply because with supernova I offer more raid assistance. I'll give you a couple examples where Supernova has been shining, and I do just as much DPS.

 

First, trash mobs where the adds are weaker and there is one add that requires a lot of DPS. The single target bonus of Supernova (+100% increased damage on the main target) allows me to focus DPS on the main target while doing considerable damage to the adds around it.

 

This also translates well into fights with adds that have casters. The effect of knocking opponents up in the air is also an interrupt. Real life example? On Garrosh, mind controls are interrupted.

 

The other shining example of Supernova is when you're in a high DPS group and you're blowing through everything quickly. You don't have time to sit and drop arcane blasts to build up charges (I explain why I don't use cone of cold below).

 

On a 45 second CD with 2 charges, you can use arcane explosion and drop Supernova in between pulls.

 

For everything else, I use Nether Tempest because of the damage increase of arcane charges (+50% per charge).

 

Bottom line is that I believe Supernova actually does more damage in situations where you can't get up charges. In cases where you can, I only use it when I have four charges (bad practice probably, but my focus is getting up charges on longer fights first - I also explain why below).

 

Also, I don't use my missiles unless I have 2-3 charges. Right now I have the 4-set bonus and by waiting until I have 2-3 procs, arcane charges are x4 100% of the time and it becomes a rotations of missiles and re-applying NT. I don't drop all 3 when I have it either, I'll use 2, apply NT and that is where I see the most procs. I've had as many as 10 missiles in a row and I barely use any mana. I stay near 100% the whole time. 

 

Also, I don't use alter time anymore. I use Ice Barrier for the absorption and not getting interrupts while dropping Arcane Blasts to get my stacks up (DPS increase). For speed I use the Rapid Displacement glyph so I have 2 charges of blink.

 

I don't use Evanesce either. Don't need it with Ice barrier and rapid displacement (I explain those choices below).

 

I don't use cone of cold... not when you have an increased focus on multistrike and arcane blast with either NT or Supernova. There wouldn't be a need for it at all.

 

Being an arcane mage I think, in WoD will be all about sustaining your arcane charges for as long as possible, especially with a focus on multistrike. It's AOE hell on trash, and single target beast on bosses.

 

Also... I use 5 arcane blasts not four. Arcane charges increase the damage of the next spell used. First cast has no charges, so it boils down like this, AB(1) = 0 charges, AB(2) = 1 charge, AB(3) = 2 charges, AB(4) = 3 charges, AB(5) = max damage with 4 charges. If you stop at 4 blasts, you never get a blast off with maximum power.

 

If you have experience with mana utility, the mana loss is negligible compared to the damage gained.

 

Anyway, that's my 2 cents.

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I half/disagree with the use of Nether tempest for all situations AOE, simply because with supernova I offer more raid assistance. I'll give you a couple examples where Supernova has been shining, and I do just as much DPS.

 

First, trash mobs where the adds are weaker and there is one add that requires a lot of DPS. The single target bonus of Supernova (+100% increased damage on the main target) allows me to focus DPS on the main target while doing considerable damage to the adds around it.

 

This also translates well into fights with adds that have casters. The effect of knocking opponents up in the air is also an interrupt. Real life example? On Garrosh, mind controls are interrupted.

 

The other shining example of Supernova is when you're in a high DPS group and you're blowing through everything quickly. You don't have time to sit and drop arcane blasts to build up charges (I explain why I don't use cone of cold below).

 

On a 45 second CD with 2 charges, you can use arcane explosion and drop Supernova in between pulls.

 

For everything else, I use Nether Tempest because of the damage increase of arcane charges (+50% per charge).

 

Bottom line is that I believe Supernova actually does more damage in situations where you can't get up charges. In cases where you can, I only use it when I have four charges (bad practice probably, but my focus is getting up charges on longer fights first - I also explain why below).

 

Also, I don't use my missiles unless I have 2-3 charges. Right now I have the 4-set bonus and by waiting until I have 2-3 procs, arcane charges are x4 100% of the time and it becomes a rotations of missiles and re-applying NT. I don't drop all 3 when I have it either, I'll use 2, apply NT and that is where I see the most procs. I've had as many as 10 missiles in a row and I barely use any mana. I stay near 100% the whole time. 

 

Also, I don't use alter time anymore. I use Ice Barrier for the absorption and not getting interrupts while dropping Arcane Blasts to get my stacks up (DPS increase). For speed I use the Rapid Displacement glyph so I have 2 charges of blink.

 

I don't use Evanesce either. Don't need it with Ice barrier and rapid displacement (I explain those choices below).

 

I don't use cone of cold... not when you have an increased focus on multistrike and arcane blast with either NT or Supernova. There wouldn't be a need for it at all.

 

Being an arcane mage I think, in WoD will be all about sustaining your arcane charges for as long as possible, especially with a focus on multistrike. It's AOE hell on trash, and single target beast on bosses.

 

Also... I use 5 arcane blasts not four. Arcane charges increase the damage of the next spell used. First cast has no charges, so it boils down like this, AB(1) = 0 charges, AB(2) = 1 charge, AB(3) = 2 charges, AB(4) = 3 charges, AB(5) = max damage with 4 charges. If you stop at 4 blasts, you never get a blast off with maximum power.

 

If you have experience with mana utility, the mana loss is negligible compared to the damage gained.

 

Anyway, that's my 2 cents.

I modified the explanations for Tier 5 talents, to make some room for Supernova in multiple-target situations.

Regarding your Arcane Charge suggestions, I don't think anything in the guide goes against what you said.

I highly disagree with your take on Alter Time though. Ice Barrier costs a global cooldown to cast, so that's a DPS loss, when Alter Time is not.

I'm not sure I understand what you are trying to say regarding a "focus on multistrike".

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There are no situations when you do 5 Ablasts. You generally get AM in between so you can channel one AM and let mana get up. Sims show that the sweet spot is to start casting Arcane Blast when you are at 93% mana at the start of your cast. 
Not using CoC because of Multistrike??? And staying at 4 charges as long as possible? From my experience in WoD you rather want to cycle in between as fast as possible and get as many AM's out as possible at 4 charges.

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I modified the explanations for Tier 5 talents, to make some room for Supernova in multiple-target situations.

Regarding your Arcane Charge suggestions, I don't think anything in the guide goes against what you said.

I highly disagree with your take on Alter Time though. Ice Barrier costs a global cooldown to cast, so that's a DPS loss, when Alter Time is not.

I'm not sure I understand what you are trying to say regarding a "focus on multistrike".

 

There are no situations when you do 5 Ablasts. You generally get AM in between so you can channel one AM and let mana get up. Sims show that the sweet spot is to start casting Arcane Blast when you are at 93% mana at the start of your cast. 

Not using CoC because of Multistrike??? And staying at 4 charges as long as possible? From my experience in WoD you rather want to cycle in between as fast as possible and get as many AM's out as possible at 4 charges.

 

 

re-reading my own post I need to clarify a couple things. First of all, keep in mind that a lot of stuff is broken right now.

 

1. Arcane Blasts x5 - For me (572iL with 4 piece tier), going 5 blasts increased my damage output. That 5th blast drops between 19k and 20k damage with 4 stacks of Arcane Charge. I've seen it go as high as 23k damage and it added between 2k-3k DPS output.

 

That may change after WoD drops but for right now doing 5 AB is better than the standard rotation. By the time I get through to my missiles, I'm back to back at full mana anyway. Regen is just ridiculous.

2. My choice of Ice Barrier over Alter Time - in fights where you take damage, push-back and interrupts are * also a DPS loss, and at a 1.5 minute cool down, I get way more utility from Ice Barrier (25 second cool-down), than Alter Time. Even more so in high movement fights.

 

Two reasons for that.

 

a. If you're in a fight in which you take damage sooner than every 1.5 minutes, which is basically every fight now, then Ice Block is definitely the way to go.

 

b. With the increased cast time of arcane blasts (even with my enchants, it is 1.81 seconds), push-backs, which can happen up to two times before I finish cast is longer than the 1 second it takes for a global cool-down use, and with four casts, it's a bigger DPS loss to not have Ice Barrier.

 

The only reason to even use Alter Time now, since they removed the mana and buff effects is health, and for that, I have Greater Invisibility with the same cool-down as Alter Time (1.5 minutes).

 

You may drop more DPS standing on a dummy or in simulation but they don't account for real situations where you take damage and suffer from push-back and interruptions.

 

With the changes in 6.0, I whole heartedly believe that Ice Barrier should be the default choice here.

 

3. Focus on multistrike - by that I mean enhancements, multistrike, leech, versatility, etc. For mages, it is multistrike. For me, multistrike is almost 7% and by making sure that I sustain ACx4 for as long as possible, I see my blasts and explosions hitting multiple times, in between my rotations to barrage, (as in the reason why I say that I think * that sustaining 4 charges for as long as possible will be important to dps).

 

At 572iL on a dummy I'll drop anywhere from 16k to 21k DPS sustained, and do the same in a raid, and that is in between the use of arcane power.

 

On the first point, I may * go back to 4 blasts, but for right now, it's a DPS increase.

 

I hope that better explains why I'm coming at this the way that I am. I spend a lot of time on dummies, but when you get into a raid, it doesn't always work out to perfection. Some things I find I'm getting more damage from that the guide may not agree with. I gotta go with what works.

Edited by Athalos

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Guest Dythïus

So, based on your stat priority, wouldnt you want to gem intellect + Stat? or am i wrong here

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So, based on your stat priority, wouldnt you want to gem intellect + Stat? or am i wrong here

No, because you get 10 of a secondary stat on a gem and only 5 of Intellect, so even though Intellect is better, point for point, than some secondary stats, it is not twice as good.

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Athalos, pushback does indeed offer a dps loss but
a) Casting Ice Barries is a GCD you aren't doing damage.

b)Ice Barrier breaks from all AoE not only spells that cause pushback damage. (and most do not)

 

There is absolutely no reason from a dps perspective to pick a GCD defensive over a non GCD defensive.

Considering the ABlast thing I'll have to do a bit more research. YOu might have a point.

 

Edit: Nope you have no point. If your mana regen is high enough that you have regenerated one Arcane Blasts worth of mana during the cast, then you could just as well got for a 6th, 7th, 8th cast.

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Athalos, pushback does indeed offer a dps loss but

a) Casting Ice Barries is a GCD you aren't doing damage.

b)Ice Barrier breaks from all AoE not only spells that cause pushback damage. (and most do not)

 

There is absolutely no reason from a dps perspective to pick a GCD defensive over a non GCD defensive.

Considering the ABlast thing I'll have to do a bit more research. YOu might have a point.

 

Edit: Nope you have no point. If your mana regen is high enough that you have regenerated one Arcane Blasts worth of mana during the cast, then you could just as well got for a 6th, 7th, 8th cast.

 

You don't do any damage in push-back either. Either way you're not doing damage. You're also* not doing damage when you're teleported back to where you are. AT works like blink that way. You can't cast mid blink.

 

(However, I can see someone using a macro [/cast Alter Time /cast Presence of Mind] on a full charge of missiles, then when you are teleported back you can open up with Arcane Barrage and an instant Arcane Blast) - there's an idea, but that's only good every minute and a half (every 3 minutes if you're using Glyph of Arcane Power).

 

Global CD aside, after using Ice Barrier all of your spells are available after 1 second, which means you have a 1 second stop in DPS. I get the reasoning and followed it too, but since they changed it, the question isn't about how long you're not going to be doing DPS, rather WHEN you're going to take damage.

 

You'd have to be able to predict when damage is coming for it to be effective, right? Otherwise you wasted it.

 

In a perfect case scenario where you don't take damage, why would you even need alter time or Ice Barrier?

 

To return to the position you started right? Provided of course you're not too far away like in a high movement fight, or the effect is negated.

 

So, if you know you're only going to take damage once every minute and a half, Alter Time will work great, but how many fights do you think are like that. One, maybe two? If you're not going to take damage at all you don't need either of them.

 

At best you can switch just for that fight. The rest of the time, if you're taking damage, you're losing DPS.

If you take damage once I can see the call for Alter Time because push-back is about the same - 1 second, but if you take damage more than once, what's doing to happen?

 

What if you take damage twice or more, that time accumulates and it will be much longer than 1 second.

 

Here's the best way I've been using Ice Barrier - when I get dotted on a fight and I'm taking damage every second.

 

My main spell is already longer than one second and I can't drop stacks because Greater Invisibility is on cool down - every cast is going to be pushed back, sometimes twice.

If I'm trying to get my Arcane Charges up then what? It's going to take even longer to get them up and I'm losing DPS the whole time that dot is on me. We're talking 4 or more seconds longer considering the cast is almost 2 seconds and you're taking damage per second.

 

That happens more often, a lot more often than only taking damage once every 1 and a half minutes.

 

And in those moments, I can get my stacks up and complete more rotations through the damage and I get more DPS.

 

That's just one real example.

 

Like I said, I understand the reasoning, but when it comes to fights where I take damage, whether it's dots, crap on the ground I'm moving out of, a tank turning to far and there's a cleave on group, or there are enemy abilities with multi-targets, or you're just too close, or a bad pull, or whatever else happens in almost every fight, Ice Barrier wins.

 

A 1 second cost of not doing damage is greater is any number of situations where you take damage sooner than 1.5 minutes.

I can't wait for a perfect storm to use Alter Time, not when I'm taking damage. When we had other shields (I really miss Mana Shield), Alter Time was great, but where we don't really have any other abilities that will stop damage?

I gotta go with what gives me more damage output.

As for 6, 7, 8, etc. casts of Arcane Blast... I rarely go below 93% and regen might be great, but that doesn't mean I get to waste mana either. a 5th blast won't compromise my mana pool. A 6th won't either depending on how much mana I have.

That I would say is something that would be specific to each mage.

It'll work for me, where I ride out arcane missiles and get 7-10 in a row, but maybe not work for you. The only way to really tell that is to test your limits in combat. Find that point where it's too much and hold back from going beyond it.

Damage and DPS is as much per-person (individual) as it is a template to follow.

For example, about 5 seconds before a hero, I'll use Evocation (for the 30% mana over time effect), followed by a supernova on the target for that 100% damage increase and I'll let Arcane Blast rip for 7 or 8 blasts and I won't drop below 93%.

But again, I can do that because I know where my limits are. If I were to go more than 8, I'd be losing a lot of DPS. 

With 7 or 8 I was able to drop around 34k DPS on Malkorok for a burst, and I've done higher from time to time (my best is 58k so far). Where we started Mythic I'm 575iL now, so again, it's that individual factor, but I know I wouldn't have been able to do it if it weren't for Ice Barrier protecting me from those interrupts.

We had someone not run out of the group on that fight, and the week before, a healer we pugged dispelled in the group. Alter Time wouldn't have stopped that.

Edited by Athalos

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Concerning your Ice Barrier reasoning, the idea of defensive CD's is that you won't have to use them. Healers should be able to cope with 18-20k damage every 25 seconds. The power of Alter Time is that you can use it to soak an ability that would bring you down to 10% and then get right back up.

Also what you have wrong is that dots don't trigger pushback, nor do channeled spells. The only thing that triggers spell pushback is auto attacks and general magic damage. Picking Ice Barrier will make you waste 3 GCD's every 25 second (and a GCD for Arcane at 100 will be more than 1 second due to haste levels) whereas alter time lets you soak a huge pool of damage for your group without letting it affect you. 
Also, you have to remember there are disc priests in the raid, so a portion of the cast mini-interrupts will be absorbed by their own absorbs. 
Imo Ice Barrier is more of a) Solo mobs out in the open talent, whereas Alter Time is a 1.5 minute Lay on Hands on yourself.

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If I kept Ice barrier up all the time as part of my rotation, you'd be correct. It would be a horrible DPS loss, but I don't.

 

What I'm advocating is the use of a flexible spell for when you take unpredictable damage sooner than a minute and a half, so your spell casting isn't interrupted.

 

During periods where you know you're going to take huge amounts of damage, Greater Invisibility will reduce damage by 90% both during, and for 3 seconds after you exit. And as it too has a cool down of 1.5 minutes, to me, it's a better choice than Alter Time anyway.

 

The only time I ever used Alter Time before the patch was as part of my burn phase. I'd wait until I had 2 stacks of missiles, drop mirror image, then blow Arcane Power and Alter Time and double up on my burn phase. Either that, or on Garrosh, use it before mind controls went out and it would drop it when I ported back.

 

But now, it's useless to me because it relies on too many IF situations to be viable.

 

You assume IF the healers can keep up with damage and IF you have the right combination of healers in the first place and IF their abilities aren't on cool down and IF you know when damage is coming, and IF it's not on cool down because you used it already and damage is happening faster than a minute and a half, and IF a lot of things.

 

Way too many assumptions for a minute and a half cool down, of which you already have one.

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Nah, I'm assuming healers can do their jobs. Ice barrier shields just a fickle of damage, so if they can't keep you up, even using it is not going to help the raid (a.k.a wipe). If you don't use it on cooldown, then you further devalue the value of the shield overal. Assume it would shield for 25k and you use it on CD you have 1k per second they have to heal you. However this is bound to break on the first type of AoE.  
Alter Time usage: 
On Tectus you can take a laser with AT, kite it to nigeria, reactivate Alter Time, be in position have fun dpsing.
On The Stone Hands guy, you can use it to reposition yourself behind a second crystal while being out of position.
Ice Barrier is just a spell that is simple to use, good at what it does, but in a raiding environment nowhere near as good as a 1.5 minute cooldown taht resets both Health and positioning. 
There is only 1 time when IB > AT which is when you have to take damage during an instance that exceeds your health pool. Then and only then would IB > AT IF you don't have a disc priest that can shield you from it.
Oh and IB>AT on any questing you do of course :P

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I've been in too many raids where there isn't a discipline priest and healers that aren't so hot, or tanks that require extra attention from healers. I'm not using IB for damage mitigation, but interruption protection during damage periods.

 

For big damage moments Greater Invisibility is what I prefer, and I rarely ever have to move further than a blink away. To me AT is just a bit redundant.

 

Then again, that's kinda why they made a lot of changes, so there's more than one way to skin a cat.

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Guest Hiitachi

Maybe this has been answered before, but a brief search turned up nothing for me, does taking mastery beyond 100% do anything for arcane mages or is it wasted stats at that point?

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      Powerful rewards await in Season 4 to deliver the best of what the Dragonflight expansion offers. Jump into the new Mythic+ dungeon rotation, rally your forces for new challenges in raids, prepare for the new PvP season, and ready yourselves for The War Within. [LEARN MORE]
      Awakened Raids
      Every two weeks during Dragonflight Season 4, one of the three Dragonflight raids will become Awakened: Vault of the Incarnates; Aberrus, the Shadowed Crucible; or Amirdrassil, the Dream's Hope. Enemies within Awakened raids are stronger and drop upgraded loot with a higher item level. Schedule Week 1 & 2: Vault of the Incarnates Week 3 & 4: Aberrus, the Shadow Crucible Week 5 & 6: Amirdrassil, the Dream's Hope Week 7+: All raids are Awakened A buff that increases reputation gain with Dragonflight reputations will be enabled whenever a specific raid is Awakened: Schedule Vault of the Incarnates: Sign of Awakened Storms – Dragonscale Expedition, Maruuk Centaur, and Iskaara Tuskaar Aberrus, the Shadowed Crucible: Sign of Awakened Embers – Loamm Niffen, Soridormi, and Sabellian/Wrathion Amirdrassil, the Dream's Hope: Sign of Awakened Dreams – Dream Wardens and Valdrakken Accord All raids Awakened: All the above reputations are increased All three raids will also drop a new tier token to exchange for new tier pieces with the appearance and set bonus combination that players voted for. Earn 1 Antique Bronze Bullion a week by defeating Awakened bosses, with the cap rising by 1 each week. Note that if you miss a week, you'll be able to catch up to the current weekly max. Exchange 2 Bullion for weapons and powerful items from the Dragonflight raids from the vendors in the Parting Glass in Valdrakken. An additional vendor nearby sells Jigglesworth Sr mount for 3 Bullion and cosmetics that grant you the choice of any raid weapon appearance at any difficulty color for 1 Bullion each. Legendary items will drop as usual from raids, but players who have previously obtained them can purchase a Scale of Awakening to upgrade their items to the Season 4 ilvls (base is 502 and can be upgraded further through Crests and Flightstones). Rewards Complete all three Awakened Dragonflight raids on Normal difficulty to receive the Voyaging Wildering dynamic flying mount. Earn the new title, "Awakened Hero", for completing the Awakened raids on Heroic difficulty. Those who complete the Awakened raids on Mythic difficulty are rewarded with Path Portals to the three raids. Mythic+
      Return to all eight Dragonflight dungeons for a refined and rewarding progression curve for Heroic, Mythic, and Mythic+ with better pacing and meaningful rewards: Ruby Life Pools, Brackenhide Hollow, The Nokhud Offensive, Uldaman: Legacy of Tyr, Neltharus, The Azure Vault, Halls of Infusion, and Algeth’ar Academy. Rewards Dedicated defenders can obtain the new Keystone Master mount, Infinite Armoredon, once the Dragonflight Keystone Master: Season 4 achievement is attained. Earn the new title "The Draconic" after obtaining Dragonflight Keystone Conqueror: Season 4 when you reach a Mythic+ Rating of 1500 during Dragonflight Season 4. "The Draconic Hero" can be earned from the achievement Draconic Hero: Dragonflight Season 4 when reaching a Mythic+ Rating in the top 0.1% of all players in your region. PvP
      Season 4 arrives with PvP rankings reset, new gear sets, mounts, titles, and more! Rewards Earn the Vicious Dreamtalon (Horde or Alliance version) for Rated Arena and Rated Battleground, and the Draconic Gladiator’s Drake and "Draconic Gladiator" title for earning the Draconic Gladiator: Dragonflight Season 4 achievement. "Draconic Legend" title can be earned after attaining Draconic Legend: Dragonflight Season 4 when ending the season in the top 0.1% of the Solo Shuffle ladder. DUNGEON CHANGES
      Dragonflight Season 4 brings with it a variety of changes, including new adjustments to dungeons, their progression, and rewards. [LEARN MORE]
      One of the most notable changes players can look forward to is the removal of the timer for Mythic Keystone dungeons for what are currently 0 and 10. Players can run through these dungeons at their own pace without the need to watch the clock while still honing their skills. Heroic difficulty and rewards will move up to roughly the current level of Mythic 0. These dungeons will remain available to queue into via Group Finder (default hotkey: “I”), though the item level requirement to queue will also go up accordingly. Mythic 0 difficulty and rewards will move up to roughly the current level of Mythic 8-10 (this is a bit hand-wavy - numerically it’s close to M10 but not having a timer at all or affixes really offsets that quite a bit). The existing Mythic+ system will pick up where that leaves off, such that a Mythic 5 in Season 4 is roughly equivalent in difficulty, rewards, and M+ Rating awarded, to a Mythic 15 today. Normal This difficulty is unchanged. Heroic The tuning and rewards of this difficulty are increasing to be equivalent to a baseline Mythic (Mythic 0) dungeon in the current system. Mythic difficulty changes and mechanics will not be present in this difficulty. This remains a queueable experience. Mythic The tuning and rewards of this difficulty are increasing to the equivalent of a +10 dungeon with affixes in the current system. There are no timers, affixes, or limitations on changing specializations or talents while in the dungeon. The goal is to create a mega-dungeon like difficulty for this experience. This difficulty should present a meaningful challenge and provide commensurate rewards without the pressures of the current Mythic+ system. Mythic 0 is still on a weekly lockout under this model. Mythic+ The Mythic+ system will have rewards up to level 10, with +2 starting from what would regularly be a +11 in the current Mythic+ system. A +5 should be as hard as a +15 and +10 should be as hard as a +20 in the current Mythic+ system etc. Affixes would slot in at +2, +5, and +10 +2 - Fortified/Tyrannical +5 - Entangling / Incorporeal etc. +10 - Bursting / Bolstering etc. Dungeon ratings should be equivalent to what they represent in the current system. There should be a smaller range of keystone levels to find groups for, and more meaningful progression between each level. At the beginning of Season 4, all Keystones will be reset to level 2, regardless of levels. This is done due to our difficulty refactoring of Mythic and Mythic+. It’s important to note that the basic structure of dungeon rewards is not changing significantly, so what you would have earned for completing a Mythic 0 will be earnable in the Heroic difficulty dungeon instead.  Crest and Flightstone rewards are changing to match the same difficulty with only some minor adjustments. Flightstone earnings for any given Mythic+ will match the equally challenging Mythic+ from previous seasons. This means that a Mythic +2 in Season 4 will give the same number of Flightstones as a Mythic +12 in Season 3 currently does. The rewards will continue to match difficulty, even if what we’re calling those difficulty changes. Bonus Flightstone awards for increasing any party member’s Mythic+ score remain unchanged. Whelpling Crests are no longer available from Mythic+ dungeons, as those difficulties no longer exist. Players can continue to collect Whelpling Crests from many outdoor sources. Players will earn 10 Drake Crests on successful completion of a Mythic 0 dungeon, as there is no timer to beat. Wyrm Crests will be available in Mythic +2 to Mythic +5 dungeons in the same quantities as existing Mythic+ dungeons. Aspect Crests will be available in any Mythic difficulty from +6 and up, also in the same quantities as existing Mythic+ dungeons. NORTHREND CUP
      On April 30 through May 14, soar through the Northrend skies with the dragonrider racing event, Northrend Cup.
      Challenge twelve races across Northrend in Normal, Advanced, and Reverse variations to earn Riders of Azeroth Badges to exchange for rewards with Maztha in Valdrakken. Complete all Northrend Cup races on Gold to earn the achievement Northrend Racing Completionist: Gold, Northrend Racer title, and Ruby Riders of Azeroth tabard. Head to Valdrakken and speak to Lord Andestrasz near the Rostrum of Transformation to pick up the initial quest.
      New rewards are available for purchase with Riders of Azeroth Badges: Icy Drake Racer's transmog set and Checkered Pennant.
      CLASSES
      Developer's note: In Season 4, we're reducing the overall throughput of some healers to better align with our tuning goals as well as increase the comparative power of Holy Paladin, Preservation Evoker, and Holy Priest without needing to further escalate the capabilities of healers.
      DRUID Restoration All healing done reduced by 5%. Does not apply in PvP combat. MONK Mistweaver All healing done reduced by 13%. Does not apply in PvP combat. PRIEST Discipline Developer's note: As part of our goal for balancing healers in raids, we would like to reduce raid healing output for Discipline Priest without affecting them in other content. Atonement transfers 35% of damage to healing (was 40%). Atonement healing increased by 70% outside of raids (was 50%). SHAMAN Restoration All healing done reduced by 5%. Does not apply in PvP combat. DUNGEONS AND RAIDS
      LOOKING FOR RAID In-combat resurrection spells in Looking for Raid difficulty now use the same shared-charge system as other raid difficulties. Groups in Looking for Raid difficulty now start combat with six in-combat resurrection charges, and gain a charge every 90-150 seconds, depending on group size. ABERRUS, THE SHADOWED CRUCIBLE Echo of Neltharion Volcanic Heart now targets 4 players on Mythic difficulty (was 5). VAULT OF THE INCARNATES Raszageth Hurricane Wing's pushback strength reduced by 10% on all difficulties. Lightning Devastation cast time increased to 4 seconds (was 3 seconds). Flame Shield reduced by 23%. Shattering Shroud healing absorb reduced by 20%. DAWN OF THE INFINITE: HARD MODE Dawn of the Infinite: Hard Mode tuning and rewards have been updated. Hard mode does not have a timer and rewards a Hero track item. Hard mode is intended to be more challenging than a standard Mythic difficulty dungeon. ALGETH’AR ACADEMY General Spellbound Scepter Arcane Rain has been removed. Spellbound Scepter Mystic Blast can no longer be interrupted. Spectral Invoker's Arcane Missiles damage reduced by 50%. Encounters Crawth Firestorm frequency reduced to 8 seconds (was 5 seconds). Savage Peck's initial damage reduced by 13%. Savage Peck's periodic damage reduced by 33%. Addressed an issue where Deafening Screech can go off after the cast is interrupted. Vexamus Mana Bomb periodic damage reduced by 20%. Corrupted Mana now has a slight delay before inflicting damage to players inside of its effect. Echo of Doragosa New Mythic mechanic: Unleash Energy – The Echo of Doragosa unleashes powerful arcane energy, inflicting Arcane damage to all players and opening Arcane Rifts in nearby locations. Astral Breath cast time has been increased to 3 seconds (was 2 seconds). THE AZURE VAULT General Increased the Mythic+ timer by 2 minutes. Crystal Fury Piercing Shard now has a precast visual. Piercing Shard impact area reduced by 25%. Conjured Lasher Mystic Vapors will now be cast less frequently. Arcane Tender's Erratic Growth cast time increased to 3.5 seconds (was 2.5 seconds). Unstable Curator's Heavy Tome will now be cast less frequently. Drakonid Breaker Shoulder Slam's knockback has been removed. Shoulder Slam now inflicts Physical damage and increases Physical damage taken by 10%. Shoulder Slam will now be cast less frequently. Encounters Leymor Erupting Fissures now follows current target player. Azureblade Reduced the frequency of periodic damage from Overwhelming Energy to every 2.5 seconds (was every 2 seconds). Umbrelskul Oppressive Miasma removed in Mythic difficulty. Crystalize now pulses Arcane damage while the crystal is shielded. Crackling Vortex now has a larger movement radius. Detonating Crystals and Hardened Crystal now spawn closer to Umbrelskul's location Addressed an issue where Detonating Crystals can fail to spawn. BRACKENHIDE HOLLOW General Withering debuff No longer stacks. Periodic damage reduced by 16%. Haste reduction increased to 10% (was 2%). Movement reduction increased to 10% (was 2%). Fetid Rotsinger Decay Totem health reduced by 20%. Addressed an issue where Withering cast by Decay Totem is inflicting more periodic damage than Withering from other sources. Rotbow Stalker Renamed to Rotbow Ranger. Shoot now has a recast of 6 seconds. Diseased Meat renamed to Rotten Meat, and is now a Poison dispel. Brackenhide Shaper Summon Lashers and Touch of Decay have been removed. Stinkbreath Violent Whirlwind radius reduced to 6 yards (was 7 yards). Stink Breath now locks facing after targeting a player. Stink Breath now has a visual while casting. Wilted Oak Necrotic Breath's casting visual has been updated. Necrotic Breath's cone width has been adjusted to match with the new visual. Gutstabber Withering Poison has been removed. Bracken Warscourge Bloody Bite has been removed. Claw Fighter Bloody Bite has been removed. Decay Speaker Rotchanting Totem has been removed. Encounters Hackclaw’s War-Band Predatory Instincts Haste bonus reduced to 5% (was 10%). Mark for Butchery damage frequency increased to 1 second (was 0.5 seconds). Gash Frenzy damage reduced by 21%. Gash Frenzy duration reduced to 15 seconds (was 45 seconds). HALLS OF INFUSION General Dungeon checkpoint added after defeating Gulping Goliath. Normalized the spawn rate of Crashing Tsunami during the gauntlet. Containment Apparatus' Containment Beam damage reduced by 42%. Primalist Galesinger Wind Buffet and Thunderstorm have been removed. New ability: Thunderstrike – Inflicts Nature damage to all players within 7 yards of impact. Primalist Earthshaker Rumbling Earth rim visual will no longer clip into the terrain. Encounters Watcher Irideus Titanic Fist now has a visual during cast. Power Overload now has a rim visual around afflicted player. Power Field now gradually grows to its full size. Khajin the Unyielding Added rim visuals on Ice Boulders that will trigger Avalanche. Primal Tsunami Cast Away now occurs at 60% health (was 100% energy). NELTHARUS General Each Burning Chain can only be used once. Burning Chain now stuns all enemies in it and increases their damage taken by 50% for 5 seconds. Encounters Chargath Fiery Focus pulsing damage near the Chargath has been removed. Fiery Focus now channels damage on current target. Grounding Chain now persists on defeated player. Grounding Chain now does a small knockback to the player when applied. Warlord Sargha Curse of the Dragon Hoard now stacks. Curse of the Dragon Hoard duration reduced from to 30 seconds (was 5 minutes). Azure Stone of Might has been removed. THE NOKHUD OFFENSIVE General Nokhud Longbow Multi-Shot has been removed. Rain of Arrows will now be cast less frequently. Nokhud Beastmaster Hunt Prey damage bonus reduced by 25%. Desecrated Ohuna Rotting Wind initial damage reduced by 30%. Ukhel Beastcaller Desecrating Roar frequency reduced by 25%. Nokhud Thunderfist Storm Shock has been removed. Primalist Stormspeaker Storm Bolt has been removed. Encounters Balakar Khan Frequency of Stormwinds during intermission has been reduced to every 10 seconds (was every 6 seconds). RUBY LIFE POOLS General Primal Terrasentry Stone Missiles has been removed. Primalist Flamedancer Blaze of Glory now has a 1 second delay before inflicting damage around the caster. Flame Dance’s end of channel damage reduced by 25%. Encounters Kyrakka and Erkhart Stormvein Infernocore duration increased to 4 seconds (was 3 seconds). Infernocore periodic damage reduced by 25%. Flamespit targets reduced to 2 (was 3). ULDAMAN: LEGACY OF TYR General Reduced the Mythic+ timer by 1 minute. Encounters The Lost Dwarves Fiery Surge damage reduced by 75%. Fiery Surge's frequency has been significantly reduced – One dwarf reduced by 33%, two dwarves reduced by 50%, and three dwarves reduced by 100%. Burning Pitch maximum radius reduced to 6 yards (was 10 yards). Fiery Surge and Burning Pitch now properly scales with key level. Fixed an issue where Heavy Arrow was damaging pets. Sentinel Talondras Earthen Shards initial damage reduced by 20%. Earthen Shards periodic damage reduced by 12.5%. Emberon Burning Heat duration reduced to 6 seconds (was 10 seconds). Seeking Flame’s visual has been adjusted to no longer clip into the terrain. PLAYER VERSUS PLAYER
      Honor gained from the Battleground Blitz Brawl now contributes towards the PvP track in the Great Vault.  MONK Mistweaver Ancient Teachings healing transfer amount reduced to 375% in PvP combat (was 412%). PRIEST Discipline Atonement healing increased by 35% in PvP combat (was 15%).  
       
      To view all content update notes, click here.
      For World of Warcraft customer support, please visit our Support Site or our Customer Support discussion forum. If you’ve found a bug, please let us know about it in our Bug Report Forum.
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    • By Staff
      Dragonriding has been renamed to Skyriding in The War Within and we're taking a closer look at how the system works!
      More than 400 mounts have been updated with new animations to support Skyriding in The War Within. Skyriding and all the associated spells reside in your updated SpellbooK.

      The Mounts tab has been updated with a new button that lets you switch flight style. You can switch between Skyriding and standard flying, but some zones still require the Pathfinder achievements to enable standard flying.

      Dynamic Flight Talents cost Dragon Power. You will gain extra Skyriding power as you level up. This how Blizzard is changing the current Dragon Glyphs / talent system.

      There are two new choice nodes to the right in the tree as you can see in the screenshot.
      The first node lets you enable/disable the Ride Along feature.

      The node beneath it lets you pick between Whirling Surge or Lightning Rush.

    • By Staff
      The new Arachnophobia Mode in The War Within also works on spider mounts!
      If you own a spider mount say Bloodfang Cocoon and you turn on Arachnophobia Mode, you will suddenly have a crab mount! Here is a shot from the Alpha by MrGM who did it all for science.
      Placeholder for tweet 1781074564966957538 Check out our news post about the new Arachnophobia Mode for more details.
    • By Staff
      A lot has been covered from the War Within Alpha press event, so here's everything we have from it so far. 
      Interviews and Collector's Edition:
      The War Within Developer Group Interview Summary: April 16th A First Look at the War Within 20th Anniversary Collector's Edition New Systems and UI Previews:
      More Classes for the Dracthyr Race in The War Within (New) Stacking XP Buff From Warbands in War Within (New) More Classes for the Dracthyr Race in The War Within (New) Warbands: Account-Wide Everything in The War Within War Within Warbands Feature Preview (Official) New Character Select Screen in The War Within New "All Crab" Arachnophobia Accessibility Setting in War Within Alpha Spellbook Revamp in War Within Alpha Dungeons and Raids
      New Dungeons and Loot Item Levels in The War Within Season 1 Nerub'ar Palace Raid Bosses and Item Level of Rewards War Within Season 1 Nerub'ar Palace Tier Sets Sneak Peek Nerub'ar Palace Raid Environments and Enemies (War Within Alpha) Heroic Raid Week Returns With Nerub'ar Palace in War Within Season 1! Mounts
      Mole Mounts in the War Within (New) War Within Dynamic Flight Preview (Official) (New) The War Within Season 1 Vicious Mounts Preview Gladiator Mounts in The War Within Season 1&2: Gold/Silver Armored Fel Bat Delver's Dirigible: Customizable Mounts from the Delves Story
      Important Lore Character Dies in the War Within? The Fate of Dalaran in The War Within Pre-Patch Event New Alleria, Anduin, and Xal'atath Models in The War Within The World
      Earthen Racials in The War Within (New) War Within Zone Screenshots A Look at the Earthen Allied Race
    • By Staff
      We have a detailed explanation of one of the big changes to professions in the upcoming expansion. Inspiration is being removed and replaced by Concentration, which is an actual resource you'll be spending to improve your crafting. You will automatically gain Concentration over time, and you can refund it in other ways a well. Check out all the details below. 
      (Source)
      Greetings members of the Artisan’s Consortium!
      As we reveal much of the content coming in The War Within, we’d like discuss a new system we’re cooking up for professions.
      Inspiration
      We added Inspiration in Dragonflight to try and capture the fantasy of critical hits while crafting. If you weren’t quite capped out on your gear and specializations for a given craft, or if you weren’t using max quality reagents to guarantee that max quality item, Inspiration was a way to get that lucky crit. It could save you some money (by using lower-quality reagents) and you could craft a better item than you would otherwise.
      That was the hope at least, but it ended up (understandably) becoming a situation where crafters take this luck-based system, tell their customers that they would recraft an item an indeterminate number of times, and summarily charge a specific price per recraft until their Inspiration struck.
      So we’re making changes, because:
      There’s a lack of decision making and agency for the crafter. There’s a lack of clarity for customers who just want items made. It’s based heavily in RNG, which was never the goal of the Professions revamp. In The War Within, we’re removing Inspiration. In its place, we have a new ability for crafters to utilize.
      Concentration
      Concentration is a resource, and you’ll have a separate pool of Concentration for each crafting profession.
      It represents your ability to heavily focus on your recipes and exceed your normal capabilities. You choose when you want to Concentrate using a button in the crafting window, empowering your next craft(s). Doing so will cause the craft to automatically reach the next level of quality, no questions asked.
      However, such heavy focus can take a toll, costing you some of your profession’s Concentration resource. The cost is determined by how far away you are from crafting that next quality tier and is modified by a few variables such as Profession Specializations, Finishing Reagents, and whether you are crafting consumables, reagents, or actual equipment.
      For example, if you’re incredibly close to being able to craft a max-quality sword, you won’t need to Concentrate too hard to finish that project. However, if you’re just barely able to craft that same sword at quality 3, you will likely have to devote most of your Concentration to craft it at quality 4.
      For those who want to focus on ingenious breakthroughs when concentrating, we also have a new stat to support your endeavors. This is Ingenuity, which gives you a chance to refund the Concentration spent on a craft. The more Ingenuity you have, the higher your chance to get that full refund. Outside of these Ingenuity-fueled refunds, Concentration will also automatically regenerate over time when you aren’t sitting at its cap.
      Our goal is to provide crafters with a more deterministic way to accomplish the original objectives and intent behind Inspiration. You can use it to shore up a lack of skill, gear, or max-quality reagents while still making higher-quality crafts. Maybe you just want to save some money by using lower-quality reagents in a craft you can otherwise guarantee at maximum quality. Either way, we want to give crafters more agency over their crafting, provide more room for decision-making in the professions ecosystem, and provide a resource that you can use without having to give your customers a full statistical breakdown.
      Please note that much of this system is currently being implemented, and will become available for testing in future builds of the War Within Alpha.
      Thank you very much!
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