Damien

Throne of Thunder Mage Style

68 posts in this topic

This thread is meant to collect useful pieces of information for Arcane, Fire, and Frost Mages attempting bosses in the Throne of Thunder. We will add some contributions ourselves and hope that the rest will come from comments in this thread Posted Image

Table of Contents

Jin'rokh the Breaker

Normal mode

Useful talents:

Useful glyphs: Tips and Tricks: Heroic mode

Useful Talents

Useful Glyphs
  • There is no change compared to normal mode.
Tips and Tricks

P1 - Without puddles

  • You will just perform your standard rotation standing somewhere around where the tank will land on monk_ability_fistoffury.jpgThundering Throw. Keep in mind, not to stand directly on the spot, because you will take damage and get stunned for ~5 seconds. Get in the water as soon as possible.
  • If you get a ball fixated on you during this phase, try to put it near the wall, using spell_ice_lament.jpgIce Barrier or spell_mage_temporalshield.jpgTemporal Shield before it hits you.
  • Invocate before the water spawns, to have maximum DPS uptime on the boss with the increased damage.
P2 - Standing in the puddle
  • You will want to pop your cooldowns and burn the boss. After a few seconds, the boss will use spell_nature_callstorm.jpgIonization. Here, you will use your spell_frost_frost.jpgIce Block. It is mandatory to use it before spell_nature_callstorm.jpgIonization being applied. If you use spell_frost_frost.jpgIce Block too late, you will explode in the puddle, wiping the raid. Once the cast is finished, you can use the following macro IMMEDIATELY.

    #showtooltip Cold Snap

    /cancelaura Ice Block

    /cast Cold Snap

  • After spell_nature_callstorm.jpgIonization you just DPS the boss, occasionally kiting balls out of the pool.
  • On the second puddle, your spell_frost_frost.jpgIce Block will be ready (because you have reset by spell_frost_wizardmark.jpgCold Snap), just do the same thing again, as on the first puddle.
  • On the third water, it will be a bit tight. Your spell_frost_wizardmark.jpgCold Snap will off of CD like only 5-10 seconds before the spell_nature_callstorm.jpgIonization, so be ready to use it. Then, of course you will be able to spell_frost_frost.jpgIce Block the 3rd spell_nature_callstorm.jpgIonization.
  • The 4th spell_nature_callstorm.jpgIonization does not matter since if you don't kill the boss before it runs out, you will hit the berserk timer anyways.
P3 - Lightning storm
  • Use your spell_ice_lament.jpgIce Barrier/spell_mage_temporalshield.jpgTemporal Shield on CD, but more importantly when you know you WILL get hit by an unavoidable ball. Try to keep your dots and debuffs on the target, but make sure to actually stay alive.
  • Use spell_fire_burningspeed.jpgBlazing Speed to get out of trouble.
Links:

Horridon

Useful talents: Useful glyphs: Tips and Tricks:
  • spell_mage_nethertempest.jpgNether Tempest or Frost Mages will do a lot of cleave damage with spell_frost_frostblast.jpgIce Lance. Also, spell_frost_frozenorb.jpgFrozen Orb should be used wisely, where the adds have started piling up. A problem occurs against the Drakkari Trolls (3rd door), as the Drakkari Frozen Lords spawn a similar orb. Tanks have a tendency to confuse these orbs with yours and they will often move the adds away from your Frozen orb. You can also use your Water Elemental spell_frost_frostnova.jpgFreeze spell to get extra Fingers of Frosts on 1st and 3rd door.
  • Fire Mages should focus on spreading spell_fire_sealoffire.jpgCombustion with spell_mage_infernoblast.jpgInferno Blast at the right moment (i.e., when there are at least 4 enemies around your current target).
  • Use spell_frost_iceshock.jpgCounterspell to interrupt the Dinomancer's spell_nature_healingwavelesser.jpgDino-Mending, as the melee are usually busy interrupting the adds.
  • Use spell_nature_removecurse.jpgRemove Curse on the Amani door to help with spell_nature_heavypolymorph1.jpgHex of Confusion. inv_glyph_majormage.jpgGlyph of Remove Curse removes the DPS penalty of casting Remove Curse.
  • Use ability_mage_greaterinvisibility.jpgGreater Invisibility to reduce damage taken and dispel DoTs on you.
Links:

Council of Elders

Useful talents: Useful glyphs: Tips and Tricks:
  • Keep spell_mage_nethertempest.jpgNether Tempest on as many targets as possible.
  • ability_deathknight_remorselesswinters2.Biting Cold can be removed with spell_frost_frost.jpgIce Block, but not spell_mage_frostbomb.jpgFrostbite.
  • Use spell_fire_selfdestruct.jpgFlamestrike when 3 or 4 of the bosses are together.
  • Use glyphed spell_frost_glacier.jpgCone of Cold on cooldown, if you can stay in melee range of the stacked up bosses.
  • Frost Mages can use their Water Elemental's spell_frost_frostnova.jpgFreeze to freeze the Loa Spirit, followed by ability_mage_deepfreeze.jpgDeep Freeze to incapacitate them for 5 seconds, making it easy to nuke them. Use spell_frost_frozenorb.jpgFrozen Orb on the bosses that are stacked up to have more Fingers of Frost charges,
Links:

Tortos

Useful talents: Useful glyphs: Tips and Tricks:
  • For the bats, just cast spell_mage_frostbomb.jpgFrost Bomb.
    • Frost Mages should use spell_frost_frozenorb.jpgFrozen Orb and spend keep attacking Tortos to consume all their stacks of ability_mage_wintersgrasp.jpgFingers of Frost. If possible, try to cast your Water Elemental's spell_frost_frostnova.jpgFreeze right when Frost Bomb (if you chose it as your Tier 5 talent) is about to expire. If you did not choose Frost Bomb as your talent, you can still use Freeze to generate 2 Fingers of Frost. Try to use it, before you finish spell_fire_selfdestruct.jpgFlamestrike cast on them. Cast 1-1 spell_frost_frostbolt02.jpgFrostbolt on the turtles, effectively slowing them for 15 seconds, greatly helping your raid.
    • Fire Mages should try and get spell_fire_sealoffire.jpgCombustion up on Tortos with a good ignite as the turtles spawn. They will spawn from under Tortos, so it will be possible to spread Combustion and spell_fire_incinerate.jpgIgnite to a few of them.
  • Use spell_ice_lament.jpgIce Barrier or spell_mage_temporalshield.jpgTemporal Shield before spell_nature_earthquake.jpgQuake Stomp.
  • Make a macro to cast spell_mage_temporalshield.jpgTemporal Shield and spell_shadow_detectlesserinvisibility.jpIncanter's Ward. They have the same cooldown and Temporal Shield is off the global cooldown.
Links:

Megaera

Useful talents:
  • Talk to your healers to see which of your Tier 2 talents they would prefer you to take. They seem to perform roughly the same overall.

  • ability_mage_greaterinvisibility.jpgGreater Invisibility is great for mitigating the damage of Rampage. spell_fire_rune.jpgCauterize can also save your life, if your healers are slow on dispeling inv_misc_volatilefire.jpgCinders.
  • ability_mage_livingbomb.jpgLiving Bomb
Useful glyphs: Tips and Tricks:
  • Use spell_frost_frost.jpgIce Block for the final Rampage.
  • spell_frost_frozenorb.jpgFrozen Orb (Frost Mages) seems bugged on this encounter. Try using it during Rampage, when you are stacked up and drop it between the two heads. This will result in an increased amount of Fingers of Frost charges.
  • Use spell_mage_altertime.jpgAlter Time to effectively heal yourself during a Rampage.
Links:

Ji-Kun

Normal mode

Useful talents:

Useful glyphs: Tips and Tricks:
  • It is a very easy fight, as you normally do not have to jump down for the eggs. So you can just burn the boss.
  • Use spell_arcane_blink.jpgBlink and spell_fire_burningspeed.jpgBlazing Speed during ability_druid_galewinds.jpgDown Draft.
  • Use spell_ice_lament.jpgIce Barrier to reduce the damage from ability_hunter_animalhandler.jpgCaw and ability_hunter_pet_dragonhawk.jpgQuills. You can also use it to reduce the damage you receive from soaking inv_misc_slime_01.jpgFeed Young pools.
  • ability_mage_greaterinvisibility.jpgGreater Invisibility is probably best used for mitigating the damage from ability_hunter_pet_dragonhawk.jpgQuills, but it can also be used to remove the slimed debuff you can from soaking Feed Young pools.
  • Use spell_frost_frost.jpgIce Block to prevent the damage from the last ability_hunter_pet_dragonhawk.jpgQuills.
  • Use spell_magic_featherfall.jpgSlow Fall if you are about to miss harder nests or the platform.
  • Use your cooldowns, when you have inv_misc_food_vendor_greenfishbonescurryPrimal Nutriment buff on you.
  • If you decide to go and get the wings buff, try time your flying so that you catch the damage buff AND that the boss casts down draft. When down draft starts and just before your flying buff wears off, be just few pixels above the ground so that you don't touch it. I have noticed that when you do this, down draft WON'T affect you as long as you don't move. Intended or not.
  • Use spell_frost_frozenorb.jpgFrozen Orb on the nests.
Heroic mode

Useful talents:

Useful glyphs: There is no change compared to normal mode.

Tips and tricks: The same tricks from normal mode apply to heroic mode as well.

  • You will definitely have to leave the platform at least ~4 times in this encounter.
  • Try to line up your movement to the main platform or to the higher platforms, when inv_misc_slime_01.jpgFeed Young is being casted.
  • You don't necessarily have to use a feather when coming up from lower nests. Simply jumping down will result in a lower uptime on boss, but the extra inv_misc_food_vendor_greenfishbonescurryPrimal Nutriment buff will compensate the damage lost, especially if you line up your CDs with it. Also, you can reach every lower platform easily by jumping only, so you can save up to 4 feathers.
  • Use spell_mage_nethertempest.jpgNether Tempest on every egg, or simply use spell_mage_frostbomb.jpgFrost Bomb.
  • Use spell_mage_temporalshield.jpgTemporal Shield on every ability_hunter_pet_dragonhawk.jpgQuills.
  • Use spell_fire_burningspeed.jpgBlazing Speed and/or spell_arcane_blink.jpgBlink to move away from ability_hunter_animalhandler.jpgCaw.
  • You can use spell_mage_altertime.jpgAlter Time when you are full on health before ability_hunter_pet_dragonhawk.jpgQuills to effectively heal yourself.
Links:

Durumu the Forgotten

Useful talents: Useful glyphs: Tips and Tricks:
  • Use spell_arcane_blink.jpgBlink often and effectively.
  • If you choose spell_arcane_arcane03.jpgInvocation as your Tier 6 talent, make sure to evocate before the maze phase.
  • Use spell_magic_lesserinvisibilty.jpgMirror Image on Maze phase. (It should be off of cooldown if you used it before pull.)
  • If you are unlucky and get hit by a ability_monk_forcesphere.jpgForce of Will after soaking Life Drain, you can use spell_arcane_blink.jpgBlink immediately to stay on the platform. Make sure to remove inv_glyph_minormage.jpgGlyph of Momentum.
  • (Arcane) During the maze phases, you can take the path closest to the boss and spam spell_nature_wispsplode.jpgArcane Explosion (extending its range with inv_glyph_majormage.jpgGlyph of Arcane Explosion is very useful), all the while casting ability_mage_arcanebarrage.jpgArcane Barrage on cooldown.
  • (Frost) Make sure spell_frost_frozenorb.jpgFrozen Orb is up during the two maze phases. Stay in the melee path during maze, so taht you will have time to cast Frostbolt from time to time.
Links:

Primordius

Useful talents: Useful glyphs: Tips and Tricks:
  • Apply spell_mage_nethertempest.jpgNether Tempest on the bloods.
  • Save your cooldowns for when you first get fully mutated and focus on getting mutated as soon as possible (by killing only bloods, ignoring Primordius).
  • Try to stay around the middle of the room, this should guarantee minimal movement. Watch our for the Volatile Pools.
  • Frost mages should try and drop their spell_frost_frozenorb.jpgFrozen Orb on a bigger pack of bloods to get insane amount of Fingers of Frost charges.
  • Remove inv_glyph_minormage.jpgGlyph of Momentum because the area is bugged and you will sometimes Blink backwards instead of forward with this glyph.
Links:

Dark Animus

Useful talents: Useful glyphs:
  • inv_glyph_majormage.jpgGlyph of Armors: for increased damage reduction while tanking golem.
  • inv_glyph_majormage.jpgGlyph of Evocation: because sometimes you will find yourself having to do nothing better, ans this glyph also helps self healing while tanking a golem.
  • inv_glyph_majormage.jpgGlyph of Icy Veins (Frost Mages)
Tips and Tricks:
  • You can use spell_mage_altertime.jpgAlter Time to swap back to your original position (with your original health) when swapped. spell_ice_lament.jpgIce Barrier can also mitigate most of its damage. Finally, you can spell_arcane_blink.jpgBlink to a better vantage point after being swapped.
  • Use cooldowns at the start, when it is mandatory to kill one of the adds on the tank very fast. After that, save cooldowns and ability_mage_timewarp.jpgTime Warp for when the boss activates.
  • Make sure the add that you are tanking is not hitting you from the back.
  • Frost mages and Arcane mages can use ability_mage_moltenarmor.jpgMolten Armor to reduce the damage taken from tanking the add. Make sure to switch back to the more beneficial armor, after the tank taunted your add.
  • Use spell_ice_lament.jpgIce Barrier on cooldown while tanking, because you will not suffer from cast time delay while the shield holds. Later on, use Ice Barrier on spell_nature_lightningoverload.jpgInterrupting Jolt and spell_nature_massteleport.jpgMatter Swaps.
  • Frost mages can make their pets tank with inv_glyph_majormage.jpgGlyph of Water Elemental for a few seconds before it dies. But make sure you will be the next on the aggro table once it dies and don't forget to resummon it.
  • Use ability_mage_greaterinvisibility.jpgGreater Invisibility and spell_frost_frost.jpgIce Block on spell_nature_lightningoverload.jpgInterrupting Jolt.
Links:

Iron Qon

Useful talents: Useful glyphs: Tips and Tricks: Links:

Twin Consorts

Useful talents: Useful glyphs: Tips and Tricks:
  • spell_arcane_blink.jpgBlink a lot to avoid fire/comets/waves/sleepydust.
  • During the Darkness Phase, you can apply your Tier 5 talent on Suen when she appears to cast paladin_holy.jpgTears of the Sun, but it appears that this is not possible when she appears to cast paladin_holy.jpgLight of Day.
Links:

Lei Shen

Useful talents: Useful glyphs: Tips and Tricks:
  • Use spell_arcane_blink.jpgBlink to:

    • move away from Thunderstruck, Lightning whip;
    • catch Bouncing Bolt;
    • stack faster on Ball Lightning;
    • get through the Overcharge ring.
  • Use ability_mage_greaterinvisibility.jpgGreater Invisibility and spell_frost_frost.jpgIce Block to be able to take the damage from spell_shaman_staticshock.jpgStatic Shock alone and in the last phase in emergency situations, like Thunderstruck.
  • Use spell_frost_frozenorb.jpgFrozen Orb when Ball lightnings spawn, from second phase.
  • Adds spawning in transition phases can be rooted and stunned. Frost mages can use Water Elemental's Freeze spell, followed up by a Deep Freeze to effectively CC these adds. Kiting them is also pretty easy.
  • Use spell_fire_burningspeed.jpgBlazing Speed during the whole fight to effectively reposition yourself, especially during the last phase.
Links:

Ra-Den

Useful talents

Share your thoughts.

Useful glyphs

Share your thoughts.

Tips and tricks

Share your thoughts.

Changelog

  • 08 July 2013: Updated the guide to reflect the suggested Mage Bombs by Blatty.
  • 25 May 2013: Updated the guide to reflect 5.3 Mage Bomb changes. Added many new tips and finished the missing bosses. Even more tips for Frost Mages by Oltier. Added tips for Ji-Kun and Iron Qon from Tpesa. Added heroic Ji-kun tips.
  • 23 May 2013: Added tips for Jin-rokh heroic.
  • 28 Mar. 2013: Added tips from Mit213 for most of the fights.
  • 22 Mar. 2013: Advised ability_mage_greaterinvisibility.jpgGreater Invisibility instead of spell_frost_wizardmark.jpgCold Snap for the fight against Horridon. Added tips from specialk for the last six bosses (except Lei Shen).
  • 15 Mar. 2013: ability_deathknight_remorselesswinters2.Biting Cold can be removed with spell_frost_frost.jpgIce Block, but not spell_mage_frostbomb.jpgFrostbite. Thanks to Muphrid for clarifying that point.
  • 15 Mar. 2013: Added tips from Justinkase for Horridon.
  • 14 Mar. 2013: Added tips from specialk for the first six bosses. Added tip from matiyica on Horridon.
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UPDATED: wooo! Lei Shen down last night. Still looking for some way to compare 2x 522 gear vs 2p T14 accurately.

starting HM on wednesday (jin'rohk, horridon, tortos)

This isnt a guide. more just helpful things ive noticed or done as a Mage.

I will update as we down/attempt bosses.

Currently progressing through 10N

For most fights so far I run as Frost:

Talents -PoM, Ice Barrier, RoF, Cauterize Greater Invisibility, Living Bomb Nether Tempest, Invocation.

Glyphs -Water Ele, Evocation, Ice Lance

Jin'rohk the Breaker

Useful talents: Standard build

Useful glyphs: Standard build

Tips and Tricks: This fight is pretty straight forward. Use your cd's whilst in the Conductive Water. Tank and spank.

TW On first conductive waters

Horridon

Useful talents: Frost Bomb

Useful glyphs: Ice Lance

Tips and Tricks: Both Frost Bomb talent and IL cleave glyph are amazing for cleaving the adds down. Make sure you time your Frozen Orbs for maximum effect against adds (so dont blow it straight away wait till there are a few up). Also on Gate 3(Drakkari) my raid kept moving the adds away from my frozen orb (as the Frozen Lords spawn similar looking spells) so unless your raid is super aware, just save it for later.

As Mages have quite a large counterspell cooldown; I took the job of interrupting the Dinomancer's Dino-mending when he dropped down. As generally the melee were busy with other adds (such as interupting the Venom Priests). The Dinomancer starts channeling after 5 seconds of landing. i was able to almost instantly interrupt him everytime.

TW and burn War-God Jalak after all dates are destroyed.

Council of Elders

Useful talents: Nether Tempest

Useful glyphs: Standard build

Tips and Tricks: This is a painful fight. You are on the move a fair bit. With the large amount of target swapping and having to stack FrB debuff everytime - my damage was average. Keep your bomb(s) up on 3 or all (depending on if you are running LB or NT).

The Frostbite debuff (thanks Muphrid) can not be Ice Blocked off!

Use WE Freeze to lock the Loa Spirit when It spawns from the High Priestess -> deepfreeze -> nuke the hell out of it.

TW usually straight off the bat or when your raid leader calls for it.

Tortos

Useful talents: Nether Tempest, Ice Barrier

Useful glyphs: Standard build

Tips and Tricks: There is an absolute tonne of moving in this fight... Week1 I acually went Fire for this fight, with its 'good' movement dps I beat melee in damage. Week2 I stayed Frost and did better damage T_T. Looks like Frost just straight up out performs Fire ~500 ilvl, interested to see how it scales in near BiS.

Use LB to dot up three of the Bats -> Flamestrike -> AE

Pop Ice Barrier just before Tortos uses Quake Stomp

TW usually straight off the bat or when your raid leader calls for it.

Megaera

Useful talents: Choose your tier 2 talent dependant on your healers.

Useful glyphs: Standard build

Tips and Tricks: Tried Temporal Shield, Flameglow and Ice Barrier on this fight over a good one and a half nights of attempts (I will add we ended up 4 healing this and downed it after the hp nerf. 6&7th head phases are still incredibly tough on healers.) Temporal Shield was Great for Ramage phases. Ice Barrier was great for mitigation in Ramage & also Poison Bomb's also Flameglow was good for an all round damage reduction. I found they all performed very similarly. May need to Ice Block some or all of the final rampage

Unless it has been fixed.. Frozen Orb is bugged on this encounter. more than often i would cast it forward toward the head i was attacking and it would just shoot sideways and getting wasted on nothing... so I saved it for the rampage phase and just dumped it on-top of the head so it had no chance of going anywhere else.

Use Alter Time to effectively heal yourself during a ramage.

TW - depending on your raid make up and healer cooldowns... we lusted on the second last rampage and burnt the 6th head very quickly.

Ji-Kun

Useful talents: Ice Barrier, Cold Snap Greater Invis (I was on eggs this week so i didnt get a chance to test this).

Useful glyphs: Standard build

Tips and Tricks: This fight was Incredibly simple. As a mage you dont have to jump down and do any funky egg business. you litterally just stand there and burn the boss and dont step in the green. Use blink during Down Draft so you dont fall off the edge. Use Ice Barrier to reduce Caw and Quills Damage.

On eggs duty; I used Frozen orb as much as it was up and NT'd up all the birds. and cleaved them down with icelance and keeping flamestrike on cooldown.

Although I didnt use it... Cold snap would be very useful to reset the cd on Ice Block as the fight progresses Quills starts doing alot more damage. I would suggest its almost essential to Ice Block the last quills.

TW at <30% when your whole raid is back up on the platform. burn boss.

Durumu the Forgotten

Useful talents: Standard build

Useful glyphs: Standard build

Tips and Tricks: This is a 'dont stand in the fire' fight. so use blink often and effectively. make sure you have your frozen orb up during the two 'maze' phases.

TW off the bat.

Primordius

Useful talents: Nether Tempest

Useful glyphs: Standard build

Tips and Tricks: dot up all the bloods with NT. save your cd's for the lust on the first fully mutated phase. I hung out near the middle of the room so there was minimal movement whilst the tanks were kiting him around the room (just watch out for the purple)

Dark Animus

Useful talents: Standard build

Useful glyphs: Standard build

Tips and Tricks: Using Alter Time to swap back to your original position when swapped. or blink to a better vantage point after being swapped. save cd's and lust for when the boss comes out.

Iron Qon

Useful talents: Greater Invisibility

Useful glyphs: Standard build

Tips and Tricks: Okay pretty simple; use Blink to get over the fire/lightning/frost lines created by Throw spear. Blink also to stack/unstack during fire phase and running the 'gauntlet' during the tornado phase. One can also use alter time if you watch the timers for the next tornado to skip it straight away. I took Greater Invis to remove the debuffs that walking on the fire/lightning/frost lines. TW final phase.

Twin Consorts

Useful talents: Standard build

Useful glyphs: Standard build

Tips and Tricks: Once again lots of blinking to avoid fire/comets/waves/sleepydust. You can dot the day consort when she pops out and spins (i forget the name of the ability >_>) but not when she pops out in the circle/fire aoe.

Lei Shen

Useful talents: Greater Invis,

Useful glyphs: Standard build

Tips and Tricks: combination of ice block and greater invisibility was godly for this fight... negating critical damage from various abilitys or not having to move away from others (and wasting dps). eating static shocks (which are currently bugged doing more damage then they should*). Use Blink alot to catch the falling sparks which spawn adds, and to stack/spread. Watch timers for when you are altering time. so you dont need to stack or spread then zip back into the wrong place. save frozen orb for bouncing spark phase.

TW on final phase.

Thats as far as I have progressed so far... I will try and keep this updated Posted Image

Thanks for consolidating my posts Damien!

Edited by specialk
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Horridon

Useful talents: Highly recommend using LB as your bomb espcially now they got a +40% buff!

spell_mage_frostbomb.jpgFrost Bomb is a must for me as it spreads damage to all other targets within 10 yds, nice dmg on adds.

Edited by matiyica
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on the Horridon encounter Glyph of Remove Curse will come in handy on the 4th door- I couldn't believe that this glyph actually had a use... it usually just sits there while i stare and wonder why we even have it lol. I also find Cold snap to be very useful- you can ice block various debuffs off yourself which helps your heals- there are so many debuffs that need to be dispelled on this fight that any help is good for the heals.(i actually always use cold snap becuase of this- love getting rid of various things) I also prefer Ice Flows on this fight because the movement is actually very limited if you plan accordingly. You can use that and your procs while moving from door to door.

Edited by Justinkase
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on the Horridon encounter Glyph of Remove Curse will come in handy on the 4th door- I couldn't believe that this glyph actually had a use... it usually just sits there while i stare and wonder why we even have it lol. I also find Cold snap to be very useful- you can ice block various debuffs off yourself which helps your heals- there are so many debuffs that need to be dispelled on this fight that any help is good for the heals.(i actually always use cold snap becuase of this- love getting rid of various things) I also prefer Ice Flows on this fight because the movement is actually very limited if you plan accordingly. You can use that and your procs while moving from door to door.

Thank you! It's been added to the guide :)

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On Council of Elders, you can Ice Block Biting Cold, but not Frostbite.

Thanks for clarifying :)

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on the Horridon encounter Glyph of Remove Curse will come in handy on the 4th door- I couldn't believe that this glyph actually had a use... it usually just sits there while i stare and wonder why we even have it lol. I also find Cold snap to be very useful- you can ice block various debuffs off yourself which helps your heals- there are so many debuffs that need to be dispelled on this fight that any help is good for the heals.(i actually always use cold snap becuase of this- love getting rid of various things) I also prefer Ice Flows on this fight because the movement is actually very limited if you plan accordingly. You can use that and your procs while moving from door to door.

Use greater invisibility instead of cold snap : 1.5 CD, reduces all damages taken, all threat, and removing two damages over time effect.

Edited by Pirouline
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i am frost mage and i use PoM, Ice barrier, RoF, cauterise, nether tempest??? should i use nether? and invocation

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i am frost mage and i use PoM, Ice barrier, RoF, cauterise, nether tempest??? should i use nether? and invocation

It depends somewhat on the fight. If it's a mobile fight both Nether Tempest and Living Bomb are good (because of them both being instant casts). If it's a little more of a stationary fight then Frost Bomb is just as good with the added benefit that it surpasses the other 2 choices in AOE capability (as long as the adds are close enough for the explosion to hit them). Just look at it on a per boss encounter basis. To be optimal you will have to change the bomb type you use for each boss (however the difference isn't much so use what you like best). As to Invocation - simply yes. If you are a heroic progression mage then Incanter's Ward is better for some encounters but otherwise stick with Invocation.
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is there any point in living bomb, noxxic.com says Nether tempest is best, followed by frost bomb, and says living bomb is the lowest DPS

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Straight from the IV mage guide:

"At the moment, all three talents are very well balanced and you can choose whichever you want for single-target DPS, you will obtain the same results.

For multiple-target damage, Living Bomb (although Frost Bomb will yield very close results) will be most suited for when you are fighting between 2 and 4 enemies. At higher numbers, you should prefer Frost Bomb."

I'm pretty sure this is quite accurate, I'll double check the math later this week.

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nice one vlad, ill test them all in stormind training targets later, Posted Image

Edited by benjam1997
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Ji-Kun

Talents:

Tier 1 - Blazing Speed for Downdraft (in conjunction with Blink if you need it)

Tier 4 - Greater Invisibility for surviving Quills (You can use it every other Quills)

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Personally I think on Jin Rokh Glyphed Combustion is not really useful, especially because we found delying TW until the first water phase is more beneficial. True With Glyphed Combustion you do a bigger burst ( prepot, Pyro, ATPyro! POMPyro, AT , Comb, megapull:) , but Combustion won't actually be back for the water phase, so you loose all the big burst benefit from the 1st water phase.

If its not glyphed, you still get a good moderate "Pull burst" and combustion will be back for about 12-15 seconds together with TW in the first water phase before the lighting phase comes in.

:)

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well, yesterday i killed Jin Rohk, 1shotted horridon and got close to killing the counciul , and i usePoM, ice barrior, RoF cauterise and nether tempest, on jin rohk i did 215k dps and on the other i got 130k, 496 ilvl

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Hey Damien, how come for the council you reccomend arcane mage to use ice lan ce glyph for slowiung, it does now slow you enemy and as arcane why would you use it, i am frost but i used to arcane, hope this helps.

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Hey Damien, how come for the council you reccomend arcane mage to use ice lan ce glyph for slowiung, it does now slow you enemy and as arcane why would you use it, i am frost but i used to arcane, hope this helps.

It should have been glyph of slow. Corrected now.
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Thank you guys, I should have added everything. Please let me know if I missed anything ;)

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When reading some of this, wouldnt using alter time after being swapped be a bad thing? Because that means the person you swapped with will be right where you alter time back to. Which means his add will run to him, and then get a buff for being near each other.

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When reading some of this, wouldnt using alter time after being swapped be a bad thing? Because that means the person you swapped with will be right where you alter time back to. Which means his add will run to him, and then get a buff for being near each other.

Sorry, I probably wasnt quite clear enough. save all your cooldowns for when the boss comes out. you should not be blowing any cooldowns during the spark/add phase (there is no swapping during this phase anyway)

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it is adviced NOT to use Frost Orb (if you are frost specced) on the dracari door on horridon as the tanks always move away as they think that is the enemies orb so its a waste of procs

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