Jump to content
FORUMS
Sign in to follow this  
Carsten

MoP leveling spec

Recommended Posts

Hey everyone !

As MoP is coming dangerously close I've started thinking about leveling preparation.

As we'll mostly be killing low life mobs it seems to me that fire is out of the question as it relies a lot on dots.

Between frost and arcane I think that frost is the better choice as it offers more survivability (for some boss soloing and simply dying less) and the current numbers indicate that the spec does pretty good damage.

What are your thoughts ?

Share this post


Link to post
Share on other sites

I think Arcane is a terrible spec to level up in MoP. The problem is that your mana regeneration will be really low as you cannot benefit from any of the Tier 6 talents and you will be stuck with your level 85 biscuits until you reach 90 (or maybe the 300k mana regen biscuits unlock at level 88, I don't remember). So basically, you will spend your time eating food to regenerate your mana.

With Frost, you won't run into the same issues, and you will be able to make good use of your Frost Novas with Ice Lance.

Share this post


Link to post
Share on other sites

With all the Crit / Procs/ Burst and movability I am not sure why you say fire isnt a good choice:) just careful not to pull packs of 10 mobs, as we did in raids before:)

  • Like 1

Share this post


Link to post
Share on other sites

I think I will level as fire also. You lose out on the pet but I feel like the extra aoe dps from combustion and the new inferno blast spreading will make up for it. You can also hold on to and control your pyroblast proc's easier now for more controlled burst on mobs. I also like dragon's breath as an emergency talent.

Share this post


Link to post
Share on other sites

I think with the new changes and inferno blast the fire spec will be also viable for lvling up .....otherwise frost will be the one!

PS

I hope i wont have to go back to frost for lvling fire is really enjoyable atm!

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By RelliksPast
      Introduction
      This build is fairly interesting, and relies on two commonly overlooked aspects of the Necromancer's kit. The first being Maltorius' Petrified Spike, a legendary item that boosts your bone spear by 700%, and Bone SpearTeeth, a skill that sprays half the map in death and shoddy dentistry. The Spike itself has fairly terrible stats, but it's unique ability and enough intelligence make up for this aspect.
       
      Gameplay and Strategy
      This is a very easy build to execute and yields extraordinarily high results. It's more of a medium range build, with plenty of variance as it only relies on a small combo. The rest of the build is mostly just to optimize the amount that you can use Bone SpearTeeth and making sure you survive well, with a fair bit of boss killers, such as Command SkeletonsFrenzy and Corpse LanceBrittle Touch. You can alter the range and play style with substitutions, and overall this is a very solid and general build for beginners and experienced players alike. 
       
      Your main combo rotation is going to be using  SimulacrumReservoir and spamming Bone SpearTeeth. Then follow up with Corpse LanceBrittle Touch to finish off any remaining units. Corpse lance does not consume any essence to cast, and is very resource efficient while still dishing out significant damage. You may ask, why pick these runes. Well, Reservoir provides more resource, Brittle Touch helps with higher health bosses, and Teeth is actually a bit complicated. Now this may be a bug, but it certainly seems like the splinters from Bone SpearTeeth do too much damage, especially when combined with Maltorius' Petrified Spike. Because of this damage, you can easily clear massive waves and bosses alike. 
      Your other core skill is going to be Blood Rush. Every class ought to have a mobility skill in order to more efficiently clear floors and to speed up your farming. I prefer to use Molting to start a Corpse Lance chain in adventure runs, but the rune you choose is mostly up to preference. Potency is also a powerful rune, especially if you choose the close range variant of this build
       
      Other skills include your essence regain, either Grim ScytheDual Scythes or Siphon BloodPower Shift.  I like Dual Scythes simply because its a larger area (and therefor more essence), pulls enemies in front of you, and efficiently lines up the highest damage Bone SpearTeeth. An alternative to Dual Scythes is Grim ScytheExecution or Grim ScytheCursed ScytheSiphon BloodPower Shift is an excellent choice for melting bosses when low on essence. Other options include Siphon BloodSuppress, Siphon BloodBlood Sucker, or Bone SpikesBlood Spikes. Your choice of basic attack will determine your range for this build. Keep in mind that Teeth does more damage close up (like a shotgun) but due to Maltorius' Petrified Spike you can still use it at a range to great effect. For your non-combo damage ability, you want to choose based on your range. If you choose Siphon Blood, pick Command Skeletons with either Frenzy or Kill Command. If you choose Grim Scythe, go with either Bone ArmorDislocation or Death NovaBlight. Death nova does significant AOE damage, while Bone Armor is primarily a defensive skill, especially useful to preserve your Blood Rush cooldown. I personally prefer Frenzy for ranged and Bone ArmorDislocation for a closer range build. 
       
      Passives
      Your passives will once again depend on your variant of the build. You will want Overwhelming Essence and Blood is Power regardless, but the other two slots will vary.  Overwhelming Essence and Blood is Power are both integral skills to any ability and cooldown-based build. You want to minimize your cooldowns, and despite the intimidating requirement of Blood is Power, it triggers rather often. It counts premitigation damage, meaning damage before your armor and resistances. In any high level battle, you will proc this passive often. Overwhelming Essence is rather straightforward, as it simply increases your resource. 
       
      For the close range variant, I would recommend Stand Alone and Draw Life. Together, these passives will make you significantly more bulky and make up for a lack of sustain within your skills. An alternative to Draw Life is taking Life from Death and DevourSatiated over Corpse LanceBrittle Touch. This will somewhat lower your damage to bosses, but provide for more spam and sustain overall. 
      For the range variant, I would Aberrant Animator and Final Service. These both combine nicely with your Command Skeletons, while Final Service helps to improve your general lack of tankiness. Aberrant Animator gives your skeletons double your Thorns damage, while Final Service is your cheat death mechanic. 
      Skill list
      A- Grim ScytheDual Scythes/Siphon BloodPower Shift
      B- Bone SpearTeeth
      X-  Command SkeletonsFrenzy/ Command SkeletonsKill Command/Bone ArmorDislocation/Death NovaBlight
      Y-  Corpse LanceBrittle Touch
      ZL-SimulacrumReservoir
      ZR-Blood RushMolting/Blood RushPotency
       
      Passives
      Overwhelming Essence Blood is Power Stand Alone / Aberrant Animator Draw Life / Life from Death / Final Service  
      Now, into the parts that honestly don't matter nearly as much. Most of the build is in your hands, now this is just the nitpicky optimizations that I will honestly spend far too much/little time on. For the next sections I will be discussing gear, gems, Kanai's Cube, and paragon points. 
      For Gear I recommend going for a Legacy of Dreams build. This is rather standard, gives you an insane damage boost, and overall is versatile and workable. Make sure that you haveMaltorius' Petrified Spike. Another recommendation is your helm. Leoric's Crown is ideal for general battling, but Broken Crown is my preference for base gem farming, for hopefully obvious reasons. Honestly, just use common sense. LoD builds are incredibly player dependent, and you can build them just about however you want. Just prioritize whatever will feed into the general gameplan of spamming SimulacrumReservoir and Bone SpearTeeth. 
      For Kanai's Cube, you want to slot in Reilena's Shadowhook as your weapon, Krysbin's Sentence for jewlery, and the worse of either Reaper's Wraps or Nemesis Bracers. Shadowhook scales your damage based on your maximum essence, and with Overwhelming Essence and SimulacrumReservoir you're pretty well maxed out on your essence. 
      For Paragon Points you want to basically use common sense. This build is an ability spam build with limited sustain. Play to that. For example, you want to invest heavily into Essence, Cost Reduction, and Cooldown reduction. As far as defense, I recommend investing in armor so that Blood is Power is easier to proc. 
      For  Gems you should put Bane of the Trapped, Enforcer, and Legacy of Dreams in your ring slots. Zei's Stone of Vengeance is a solid alternative. For your Helm, slot in  Flawless Royal Topaz to provide resource cost reduction or Flawless Royal Diamond for CDR. Personally, since this is a teeth build you should go Topaz. For your weapon, you should go Flawless Royal Topaz if going the ranged build, and Flawless Royal Emerald for the close range build. And for your other slots, you should go (you guessed it) Flawless Royal Topaz. In my honest opinion, Topaz is the best base gem for necromancer. It provides Intelligence, thorns, and resource reduction. Sure, the thorns are only especially ridiculous with Aberrant Animator but once again, topaz is a godsend for Necromancer. 
       
       
      Changelog: 10/2/19 Fixed some grammar errors, clarified poor usage, and added more details to the build    

    • By Drin
      Hi everyone. So I've read the guide on fire mage here on Icy-veins and got some questions related to single target rotation. First I'd like to ask about the meteor. It is mentioned that meteor should be used with Rune of Power which is fairly easy to do since Rune of Power is always ready when Metor is off cooldown. However It's also mentioned that Meteor should always be available when Combustion comes off cooldown. Now Combustion has a 2 min cooldown and meteor has 45 sec cooldown. I can use meteor twice while Combustion is on cooldown. However If I use Meteor twice , It is on cooldown when Combustion is ready. Should I wait for Combustion and not cast Meteor on the second time until Combustion is ready?
      Second what I'd like to ask is about Combustion after the opener. Its mentioned that I need a hot streak before I pop It. I fish for Pyros by casting Fireball until I get a crit and then use Fire Blast. However when I get an Hot streak I'm already mid-casting Fireball. Should I cancel the cast and cast Rune of Power or should I let that Fireball hit and immediately after start casting Rune of Power?
      It's also mentioned that I need to have a Fire Blast charge always ready before going in Combustion phase. Should I save up a charge and ignore the Heating Ups I get regardless and hope for Fireball to crit twice or basically wait for Fire Blast to get another charge?
      Thanks 🙂
    • By positiv2
      This thread is for comments about our Budget Cyclone Mage deck.
    • By positiv2
      This thread is for comments about our Mage Dalaran Heist guide.
×
×
  • Create New...