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Arcane Mage 7.3

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On 9/19/2016 at 7:47 PM, Blainie said:
On 9/19/2016 at 2:25 PM, Tigersharrk said:

Default stat priorities have changed on AMR to Int>Crit>MASTERY>Versa>Haste 

What is the reasoning behind this?

IDK I cant change the default settings why don't you ask them, I simply uploaded my character from the week prior and that was the default stats; which has changed from a week ago. Matter of fact I have to be logged in to customize my stat priorities in which I don't have one so I could not change it at all.

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On 9/19/2016 at 10:25 PM, Blainie said:

This is generally because they eliminate human error.

Well thats nice and all but umm last time I checked HUMANS are what play the game not sims so there is error involved...unless your just that perfect, which I doubt. Also...

On 9/19/2016 at 10:25 PM, Blainie said:

The simple truth is Fire > Arcane. That isn't changing.

Not really arguing this as much as I am asking for something thorough, played thru with a little more effort than simmed, copy and pasted now on to Fire. I understand that Fire is better but for the people who don't want to just do what's the "top dps"  like a heard of sheep but stay true to what they have played and continue to play regardless of numbers but still be viable to their raid. If I wanted to strive for top I would put a group of burning balls above my head like everyone else read on how to play fire, since I never have (closest I came was PoM Pyro in BC before they made Arcane have damaging spells) and prolly never will. Fluffy even concedes that Fire is better but that doesn't mean its not insulting to see moderators say to people wanting to play Arcane and needing advice to roll fire. I rather have a guide devoted to each spec to make them a viable member of their raid team regardless of whats mathematically better. That's my issue now, that was my issue in the past is a lack of caring.

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1 hour ago, Tigersharrk said:

IDK I cant change the default settings why don't you ask them, I simply uploaded my character from the week prior and that was the default stats; which has changed from a week ago. Matter of fact I have to be logged in to customize my stat priorities in which I don't have one so I could not change it at all.

You are the one quoting the AMR stats, so I was just wondering why you would simply quote them without any reasoning behind why they are the best. Why is it OK to blindly trust AMR stats, yet you question ours, which are supported by the wonderful world of maths? 

51 minutes ago, Tigersharrk said:

Well thats nice and all but umm last time I checked HUMANS are what play the game not sims so there is error involved...unless your just that perfect, which I doubt. 

I'm not denying that humans play the game, but that's not the point being discussed here. I also don't appreciate how patronising you're trying to be. 

When writing a guide, we have these options:

  • Use a simulation that is constructed to perfectly run a rotation without any error over thousands of iterations to get the best possible result in regards to stat weights while being able to perfectly adjust stat values in accordance with the increase and decreases in DPS.
  • Employ someone to do all of this manually.
    • Firstly, time. Do you have any idea how long this would take?
    • You would get dreadfully spread results since you cannot touch on every stat value possibility, since you are bound by the parameters of the gear in game.
      • If you can't hit a certain cap due to gear limitations, how are you going to know exactly when that cap is required?
    • Let's say that person is slightly slower on one day, so they perform better on the day they test one talent vs. the other. Skewed results right there.
    • This is just a few of a long list of reasons why you do not test manually.

The comment about me being "that perfect" is simply unnecessary and, to be honest, simply isn't called for.

51 minutes ago, Tigersharrk said:

Not really arguing this as much as I am asking for something thorough, played thru with a little more effort than simmed, copy and pasted now on to Fire.

The guide was created, written, moderated and checked by Furty when he was asked by us to do so. He put exactly the amount of effort expected into it. I'm not sure how a discussion about Arcane has now descended into you basically just insulting the writer of the guide and calling him lazy, but OK.

51 minutes ago, Tigersharrk said:

I rather have a guide devoted to each spec to make them a viable member of their raid team regardless of whats mathematically better.

Ah, I wasn't aware you were new to the site. Here's our updated guides for every Mage spec, as well as every other class in the game:

https://www.icy-veins.com/wow/class-guides

51 minutes ago, Tigersharrk said:

That's my issue now, that was my issue in the past is a lack of caring.

Feel free to look back at the posts you have made. Every single time you have complained, I have answered you. I have spent time during my work day sitting here and ensuring that you received a proper response, addressing your points and giving you the proof behind what we have shown in the guide.

Every single time you have shot down my proof, but not with proof of your own. Instead, you simply say that it can't be right and find something else to pick at.

The fact that you honestly believe that we don't care goes to show how little you have paid attention here. I have gone out of my way to do the research that you could have done yourself, by simply googling "Arcane Mage Stat Weights". Here, I'll do it for you:

Of the top 5 results, 3 are guides. Icy Veins, Noxxic, Wowhead.

Every single one of them lists Versatility as the top stat for single target encounters as an Arcane Mage. Please tell me, WITH PROOF, why you believe every single one of those guides to be wrong.

Please also note that I could have sat here and simply ignored you. I don't want to do that, because my position in this site is all about helping people. I like to see people walk away happy, but honestly, I don't think I can help you. I have given you the proof you want countless times, but you refuse to acknowledge it because it simply doesn't align with what you believe.

I'm sorry if you believe me to be rude, uncaring, whatever. I stick by my position and will only request for Furty to update this guide when you can provide genuine proof that disproves what you are discussing that he can analyse. 

If you feel that you cannot use the site anymore, then I apologise. I would imagine that you would use another guides site to find your Arcane stat weights, but unfortunately, they agree with us on Versatility being the main stat for Arcane.

Thank you for your comment and good day. 

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With the new hotfixes coming next week (notably 20% buff to mastery effects for Arcane), I wonder if the stat priority will change significantly for Arcane. I've read this thread and people were saying that mastery was undertuned for Arcane. I wonder if this hotfix will make it better.

Edited by evanbloom

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Primary sims are showing that Mastery is indeed pulling ahead now, but it's too early to tell. More concrete info tomorrow or on Monday.

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3 hours ago, evanbloom said:

With the new hotfixes coming next week (notably 20% buff to mastery effects for Arcane), I wonder if the stat priority will change significantly for Arcane. I've read this thread and people were saying that mastery was undertuned for Arcane. I wonder if this hotfix will make it tune it better.

It's very likely, yes. Furty will update the guide as soon as information becomes more clear. Currently, writers/theorycrafters don't want to make big statements about it being "definitely" better, just in case things still change. Lots more testing to be done, but fingers crossed.

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Generic comment being mass posted over the comments threads guys.

We are aware of the changes and our writers are working hard to update the guides to suit what has changed. Currently, there is a lot of work still to be done and it's unlikely that every guide will be up-to-date immediately. Expect a flood of updates over the coming days that will answer all of your questions about what is now best after X change, in time for the reset next week.

Thanks for your understanding and patience.

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Thank you Blainie for taking the time to respond to all of us, looking forward to reading the new stat updates. Is there any idea how the increase to mastery will affect the conserve phase yet? Will it go back to pre Legion, build 4 charges, Arcane Barrage, repeat and still maintain 90% mana? With the changes in Legion I know that I was not able to maintain the same conserve phase as WoD because my mana could not keep up.

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10 hours ago, CptHowdy498 said:

Thank you Blainie for taking the time to respond to all of us, looking forward to reading the new stat updates. Is there any idea how the increase to mastery will affect the conserve phase yet? Will it go back to pre Legion, build 4 charges, Arcane Barrage, repeat and still maintain 90% mana? With the changes in Legion I know that I was not able to maintain the same conserve phase as WoD because my mana could not keep up.

I imagine it will depend on just how bad the conserve phase was for you prior to the buffs to Mastery. It's a 20% buff to the effectiveness of Mastery, which means 20% more mana regen etc.

Whether or not that is enough to bring it back to pre-Legion levels, we'll see. I'm not an Arcane player, so I haven't seen how bad the regen was with the old Mastery.

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Guest LordTakeo

Hey Blainie!

Don't worry about the impatient people waiting for mastery stat changes being mentioned. 

Cause, -if- people are interested in seeing "whats about mastery?", they check the comments like me here now, and will be at ease, most of the time. 

Anyways, to answer some doubts. As a passionate arcane player, I welcome a shift to more mana regen. I can already use an almost perfect timed Burn phase to 0, since the cd of Evocation lines up faaar smoother now, just from switching in Crit/mastery fire gear to the arcane specc.

I'm quite happy to not have wasted my artifact power in Aluneth!

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3 hours ago, Guest LordTakeo said:

Don't worry about the impatient people waiting for mastery stat changes being mentioned. 

That's all updated now, so hopefully they'll be slightly happier with the new stat priority after the hotfixes!

3 hours ago, Guest LordTakeo said:

Anyways, to answer some doubts. As a passionate arcane player, I welcome a shift to more mana regen. I can already use an almost perfect timed Burn phase to 0, since the cd of Evocation lines up faaar smoother now, just from switching in Crit/mastery fire gear to the arcane specc.

Interesting! Thanks for sharing that. What does your Haste level sit at, if anything?

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Guest Inam

What makes Mark of the Claw the better neck enchant for us, compared to Mark of the Hidden Satyr? Are there problems with Satyr's proc rate, or its interaction with our CDs (I assume that it acts like trinkets and gets buffed up by RoP and AP)?

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36 minutes ago, Guest Inam said:

What makes Mark of the Claw the better neck enchant for us, compared to Mark of the Hidden Satyr? Are there problems with Satyr's proc rate, or its interaction with our CDs (I assume that it acts like trinkets and gets buffed up by RoP and AP)?

I have left a note for Furty to take a look and check. Hopefully we'll get a response for you ASAP, but keep in mind that he has started Mythic progression with Serenity today, so he'll be super busy!

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The thing is though, if you don't have a fire off spec is it plausible to just go nuts with Mastery?

Upto a point where you have 50% master and 11% crit, or would it be better to lower mastery and go for some crit at that point?

 

i just wonder since both of them are basically weighed the same

Edited by Saffina
typo

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24 minutes ago, Saffina said:

The thing is though, if you don't have a fire off spec is it plausible to just go nuts with Mastery?

Upto a point where you have 50% master and 11% crit, or would it be better to lower mastery and go for some crit at that point?

 

i just wonder since both of them are basically weighed the same

If you have absolutely no wish at all to play Fire, then yeah, go mad with Mastery. Crit is still your next best secondary though, so I imagine you'll have a fair bit of Crit/Mastery gear anyway.

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Nice then, all i really need now is a list of BiS trinkets for Arcane since ive got like 7 trinkets in bag, and no idea what to use

 

im guessing any high int trinkets are preferd over proc based for arcane?

Edited by Saffina
more info

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1 hour ago, Saffina said:

Nice then, all i really need now is a list of BiS trinkets for Arcane since ive got like 7 trinkets in bag, and no idea what to use

 

im guessing any high int trinkets are preferd over proc based for arcane?

I believe the Spiked Tongue and Shock Baton are your best trinkets as Arcane, but don't quote me on this! I'll double check it.

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Hi, I am intending to level my alt soon and I never played arcane before because I didn`t like this mana conserve phase around 90%.

As my english is not good enough to understand sections 3 - 3.2, I need some help to understand this weird mechanic

This is how I think it technically works:

After pull I arcane power and dumb all my mana, then evocate to 100% and now conserve begins. What do I do now?

In an ideal world I would determine the amount of mana I spend during AP, e.g. 50%

Therefore in conserve I don`t drop below 50% right? At least in theory ...

 

But because AM doesn`t cost any mana I cannot figure out how much mana I spend during AP. So how can I figure out my needed mana percentage? 40%, 50%, 60% or x% amount mana?

 

I am totally confused.

 

 

 

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3 hours ago, Blainie said:

I believe the Spiked Tongue and Shock Baton are your best trinkets as Arcane, but don't quote me on this! I'll double check it.

Currently i have

Bleached Skull Talisman (+1.177 INT +915 Crit)

Nightmare Bloom (+1.233 INT +932 Mastery)

Twisting Wind (+1.233 INT)

Devilsaur Shock-Baton (+915 Crit)

 

My stats with NONE of these trinkets equipted are 13.33% Crit - 15.14% Haste -  8.44% Versatility - 35% Mastery

 

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Guest Toosdey

For the opening sequence, whats the logic behind casting MoA AFTER AP and RoP? Its free, quicker cast and far more damage than anything else isn't is?

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8 minutes ago, Guest Toosdey said:

For the opening sequence, whats the logic behind casting MoA AFTER AP and RoP? Its free, quicker cast and far more damage than anything else isn't is?

I'm not sure I understand - the opener says to cast MoA before AP and RoP. 

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Guest Sacuri

Hi im not  Sure but u fixed The  enchants  for neck ? From sattyr to. Calw ?

 

And is The mastery buffood The best ?  Because my guild members said The best buffood is  this one with The fireballs .. Sorry for my bad english :( 

 

* i dont Know The Name  of this buffood* :) 

 

tanks guys

 

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13 hours ago, Guest Sacuri said:

Hi im not  Sure but u fixed The  enchants  for neck ? From sattyr to. Calw ?

Our consumables page was updated to fit the new stat priority, so yes, it should be correct.

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      Firemind is our first removal, but we’re also being sensitive to the fact that Firemind didn’t require you to play around it very much, so its removal might not be doing much to simplify the landscape of Fire’s maintenance buffs.
      We’re also simplifying Improved Scorch’s damage amplification effect to be less punishing when its dropped, but also allowing it to be opt-in complexity. Fire Mages who want increased execute damage without the addition of another maintenance buff should look towards Down in Flames, a new choice node against Improved Scorch.
      Feel the Burn is on our radar, but its output is impactful enough that it serves as a great way to express skill for Fire Mages who have mastered its gameplay. New talents along with effects from the Frostfire and Sunfury trees are increasing player’s access to Fire Blast and Phoenix Flames, so keeping Feel the Burn up should be easier than ever before.
      That’s all for this update. We’re excited to read all of your feedback on the new Fire talents!
      And here are the specific changes from the development notes:
      Fire (Source)
      Fire Fuel the Fire is now baseline New Talent - Lit Fuse: Consuming Hot Streak has a small chance to grant Lit Fuse. Lit Fuse makes your next Phoenix Flames apply Living Bomb to up to three targets. Living Bomb explodes after 2 sec, dealing damage to the target and up to 5 nearby enemies. Up to 5 enemies hit by this explosion gain Living Bomb, but this effect cannot spread further. New Talent - Explosive Ingenuity: Consuming Hot Streak has a higher chance of granting you Lit Fuse. Living Bomb damage increased by 50%. New Talent - Down in Flames (Choice node with Improved Scorch): Scorch deals 300% damage to targets below 30% health. New Talent - Quickflame (Choice node with Flame Patch): Flamestrike damage increased by 25%. New Talent - Focused Fury: Living Bomb deals more damage the fewer targets it hits, up to 300% at 1 target. New Talent - Mark of the Fire Lord: Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness. New Talent - Spontaneous Combustion (Choice node with Improved Combustion): Casting Combustion refreshes up to 3 charges of Fire Blast and up to 3 charges of Phoenix Flames. New Talent - Charring Embers: Phoenix Flames applies Charring Embers to all enemies it damages, increasing their damage taken from you by 5% for 12 sec. New Talent - Fire’s Ire: When you’re not under the effect of Combustion, your critical strike chance is increased by 2.5%. When you’re under the effects of Combustion, your critical strike damage is increased by 2.5%. Two-rank talent. New Talent - Explosivo: Casting Combustion grants Lit Fuse. While under the effects of Combustion, consuming Hot Streak has a substantially increased chance to grant you Lit Fuse. New Talent - Blast Zone: Lit Fuse can now apply Living Bomb to up to five targets. Living Bombs can now spread to eight enemies. New Talent - Ashen Feather (Choice node with Majesty of the Phoenix): If Phoenix Flames hits only one target, it deals 50% increased damage and applies Ignite at 100% effectiveness. New Talent - Majesty of the Phoenix (Choice node with Ashen Feather): When Phoenix Flames damages 3 or more targets, your next 2 Flamestrikes have their cast time reduced by 1.5 sec and their damage is increased by 20%. Fervent Flickering has been redesigned: Now reduces the cooldown of Fire Blast by 2 sec Controlled Destruction has been redesigned: Damaging a target with Pyroblast increases the damage it receives from Ignite by 2%. This effect stacks up to 25 times. Developers’ notes: This talent is currently stacking past 25. This is not intentional and will be corrected in a future update. Improved Scorch has been redesigned: Casting Scorch on targets below 30% health increases the damage the target takes from you by 5% for 12 sec. This effect stacks up to 2 times. Flame Accelerant has been redesigned: Every 12 seconds, your next Fireball, Flamestrike, or Pyroblast has a 40% reduced cast time. Unleashed Inferno has been redesigned: While Combustion is active your Fireball, Pyroblast, Fire Blast, Scorch, and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 sec. While Combustion is active, Flamestrike deals 25% increased damage and reduces the cooldown of Combustion by 0.25 sec for each critical strike, up to 1.25 sec. Convection has been redesigned: When a Living Bomb expires, if it did not spread to another target, it refreshes its duration. A Living Bomb can only benefit from this effect once. Pyromaniac has been redesigned: Casting Pyroblast or Flamestrike while Hot Streak is active has an 8% chance to repeat the spell cast at 100% effectiveness, but the copied spell cannot contribute to Hot Streak. This effect counts as consuming Hot Streak. Phoenix Reborn has been redesigned: When your direct damage spells hit an enemy affected by Charring Embers 20 times, the damage of your next 2 Phoenix Flames is increased by 200% and they refund a charge on use. Call of the Sun King is now in Gate 1 Searing Touch has been removed. Searing Touch’s critical strike threshold functionality is now baseline to Scorch. Improved Scorch’s movement speed increase is now baseline to Scorch. Incendiary Eruptions, Firemind, and Tempered Flames removed. Firestarter, Intensifying Flame, Inflame, Controlled Destruction, Wild Fire, and Flame Accelerant are now in Gate 2. Flame On is now 1 point and no longer reduces the cooldown of Fire Blast. Critical Mass is now 1 point. Wildfire is now 1 point. Conflagration has been removed. Fevered Incantation is now 2 points Sun King’s Blessing now grants Sun King’s Fury after consuming 10 Hot Streaks. Hyperthermia now has an activation overlay.
    • By Staff
      The Earthen join the Allied Race roster in this week's War Within Alpha build! Blizzard detail their current Alpha experience, as well as their racial abilities and future plans.
      Earthen (Source)
      Greetings, Alpha testers!
      With today’s Alpha update, testers can all rock the Earthen first hand.
      First, some context.
      To get right into the action, new Earthen on the Alpha bypass their starting quest experience. We also have abilities that are in the final stages of design but aren’t quite ready in terms of visuals or corner-case functionality. If you’d like a higher level experience, you can create a template character using an Earthen, but in this release, we’re particularly looking for your impressions of the extensive customization options the Earthen have to offer. Feel free to show us your awesome creations!
      We’re also looking for your thoughts on the set of racial abilities we’ve imbued in our rocky friends.
      Earthen’s active ability is Azerite Surge, an empower spell which has the following effects:
      (We’re still working on the visuals for this spell, so expect to see changes in the near future as we refine it.)
      Azerite Surge–
      Draw upon your inner strength. Release to invoke the power of Azerite, dealing $s1 Fire damage. Empowering has the following effects: Stage 1: Deals Fire damage to enemies. Stage 2: Heals allies for a moderate amount. Stage 3: Deals additional Fire damage to the highest health enemy. Additionally, Earthen have four other characteristics/traits:
      Ingest Minerals – You are always Well Fed, but cannot consume food. Activate Ingest Minerals to consume a gem and change the benefit granted to you by Well Fed. Hyper Productive – Increases Finesse, which increases the chances of gathering additional materials. Titan-Wrought Frame – Base armor from items is increased by a moderate amount. Wide-Eyed Wonder – When you gain experience for exploring a location, gain additional exploration experience. Please let us know what you think in this thread. Thank you!
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