Forum Settings
       
Reply To Thread

Has Moved To Stickie.Follow

#27 Apr 01 2007 at 6:50 PM Rating: Decent
I think that in the future when you have it in final draft form there should definetly be a guide added to low level AoE grinding and high level AoE grinding (I'm assuming they defer.)

*AoE Grinding Talent Spec, Click Here*


My basic pull:
  • Mana Shield (at 40 I'll use ice barrier)
  • Pull, run around, wand, etc. Pick a spot to pull to before hand, so the pull goes as perfect as possible.
  • Start to cast Frost Nova. Here comes the critical choice moment. If one of the mobs resists, you need to choose if you want to cast cold snap, and try Frost Nova again, or if you want to run. You also need to either strafe away (don't back up) or blink away.
  • Cast Blizzard, hopefully so they walk through that Blizzard for the whole time, taking maximum damage. Cast Blizzard again, in between you and the incoming mobs. Once they get to you, determine the general health.
  • If their health is low, cast Frost Nova, and then cast Cone of Cold. Arcane Explosion can then help you finish off stragglers.
  • If their health is medium, cast Frost Nova, strafe or Blink and repeat the Blizzard process.
  • If something goes wrong, Frost Nova (cold snap if you need to), then cast Blink, and finally cast Mana Shield.


Below is why I chose the talents I chose:
--------
Improved Frost Bolt 5/5 - This is to improve my single mob take down, and can be useful when finishing off stragglers, although I find wanding or fireblast to be much easier.

Improved Frost Nova 2/2 - That reduced cool down can and will save your life; furthermore, it allows access to shatter.

Improved Blizzard 3/3 - That lowered speed is great, and the DPS is wonderful.

Cold Snap 1/1 - Cold Snap is great as a life saving tool, or in case a mob resists your frost nova on the original pull.

Ice Shards 5/5 - Ice shards is great, and helps on single pulls especially.

Piercing Ice 3/3 - Helpful for single pulls and AoE pulls. The added damage is great.

Arctic Reach 2/2 - Just an awesome range, to help make your pulls more efficient, and keep you at a longer distance away.

Shatter 5/5 - Once the mobs reach you, this makes it so Frost Nova + Cone of Cold will kill almost anything

Frost Channeling 3/3 - Nice to save some mana in case of an emergency.

Ice Block 1/1 - Great for emergencies and pulling (bunching the mobs).

Ice Floes 2/2 - Well who doesn't love a reduce on the cool done on a life saver, and a great spell?

Ice Barrier 1/1 - Better than the Mana Shield...

Empowered Frost Bolt 5/5 - Just for a better single mob grinding.

Summon Water Elemental 1/1 - Great for helping you out in a tricky pull, etc..

Arcane Focus 5/5 - Better Arcane Explosion (less resists)

Arcane Subtlety 2/2 - Again, better Arcane Explosion (less resists)

Wand Specialization 1/2 - Just helps you pull stragglers, and I had an extra point.

Arcane Concentration 5/5 - Who doesn't love being more mana efficient?

Arcane Impact 3/3 - Just do more damage period.
------
If you have any comments or suggestions about my AoE mini guide, please feel free to tell me.
Also, Baron von Filterspawn, I'm not sure if you want to use this or not--but feel free to--if you want.


Edited, Apr 1st 2007 11:03pm by Enigmen

Edited, Apr 1st 2007 11:08pm by Enigmen
#28 Apr 01 2007 at 8:19 PM Rating: Good
****
5,444 posts
Thanks for the input so far guys. Planned to have Frost up yesterday, but 26 hour shifts kick my ***.

As for Arcane Potency, I addressed it, if it was a constant 3% like Instability, then I would be all for it. With it beign a chance 3% though, I don't hold it in as high regard. I will look into the wording of it though.

Also, I will use some of your post Enigmen, there will be a section covering AoE grinding in the talents portion.

Also, all helpful points, talent spec writeups that I use, etc. Will be given credit in the final version.
#29 Apr 01 2007 at 11:57 PM Rating: Decent
***
2,293 posts
For me arcane points for an AOE spec are mute. If you would AOE grind i would put all points in forst, personally i dont use AE in AOE grinding, not once.

And again, improved arcane missle is a must have for PvP, cant count the number of shadow priest, warlocks and pala's that i spammed to death with that spell.
#30 Apr 02 2007 at 2:04 AM Rating: Decent
**
454 posts
Can you still do rolling ignites? thought they nerfed it so you couldn't stack. (haven't played my mage since TBC as the guild needed a shammy, so it's just something I was told)
#31 Apr 02 2007 at 2:26 AM Rating: Good
Citizen's Arrest!
******
29,527 posts
krqllebqlle wrote:
Can you still do rolling ignites? thought they nerfed it so you couldn't stack. (haven't played my mage since TBC as the guild needed a shammy, so it's just something I was told)


Yours stack, but don't refresh the timer on the old ones.
#32 Apr 02 2007 at 2:27 AM Rating: Decent
***
2,293 posts
Quote:
Can you still do rolling ignites? thought they nerfed it so you couldn't stack.


You still get rolling ignites, the change is that each mage now has his own ignite slot, so multiple firemages dont increase the rolling ignite like it used to.

/edit
Quote:
but don't refresh the timer on the old ones.


Been playing with fire last week, got one tick off a fireball crit then a scorch and it added and lasted for 2 ticks, so afaik it does but only youre own.

Edited, Apr 2nd 2007 6:29am by Sjans
#33 Apr 02 2007 at 6:45 AM Rating: Good
Citizen's Arrest!
******
29,527 posts
Sjans wrote:
Quote:
Can you still do rolling ignites? thought they nerfed it so you couldn't stack.


You still get rolling ignites, the change is that each mage now has his own ignite slot, so multiple firemages dont increase the rolling ignite like it used to.

/edit
Quote:
but don't refresh the timer on the old ones.


Been playing with fire last week, got one tick off a fireball crit then a scorch and it added and lasted for 2 ticks, so afaik it does but only youre own.


My answer was an over simplification. Say you crit for 1k(simplified math ftw). You'll get 400 ignite damage over 2 ticks.

You get a second crit after the first tick of 200, also for 1000. In the old system, you'd get 2 ticks of 400. In the new system, you get 2 ticks of 300. Say you crit again after another tick, also 1k. Under the old system, you'd get 2 ticks of 600. But now, you'd get 2 ticks of 350.

If you add it all up, you get 100% of the ignite damage you're due, but it doesn't grow to extremes like it used to by refreshing the initial DoT completely..
#34 Apr 03 2007 at 6:43 AM Rating: Decent
I started and never finished a Mage race guide a while ago, feel free to take anything you desire from it.

http://wow.allakhazam.com/db/class.html?wclass=7;mid=1168982419324151675;num=4;page=1
#35 Apr 10 2007 at 1:40 AM Rating: Decent
**
253 posts
Shameless bump because it is a great post.

I think there is a dire need for some order, echou's compilation could be stickied so we can track all the nice guides here.
#36 Apr 10 2007 at 6:24 PM Rating: Good
****
5,444 posts
Sorry about the delay, out of town with work, be back Tuesday.

Plan on finishing it all ASAP then.
#37 Apr 10 2007 at 7:37 PM Rating: Default
geez why waste good time to make that let me guess sever down anyway i only read the beggening so if u arent even talking bout that anymore i wont either........................... nice weather we've been having, see i can be cool or can I? no i cant CHEESY POOFS RULE
#38 Apr 14 2007 at 8:39 PM Rating: Decent
Muggle@#%^er
******
20,024 posts
Dropping too far down.
____________________________
IDrownFish wrote:
Anyways, you all are horrible, @#%^ed up people

lolgaxe wrote:
Never underestimate the healing power of a massive dong.
#39 Apr 15 2007 at 12:29 AM Rating: Default
Quote:
If you add it all up, you get 100% of the ignite damage you're due, but it doesn't grow to extremes like it used to by refreshing the initial DoT completely..


to be blunt, you don't get free damage anymore =P
#40 Apr 18 2007 at 12:07 AM Rating: Decent
i really really laughed hard when i read this :

Presence of Mind - When activated, your next mage spell with a casting time of less than 10 seconds becomes an instant cast spell. (3 min cooldown).

Still godly as far as talents go. Although I would like to point out they say "your next mage spell" as opposed to what? My next Priest spell? My next Warrior spell? Pretty sure I am a mage here, putting points in the mage talent trees, so it's probably safe to assume I'll be using A @#%^ING MAGE SPELL! Idiots.



very good guide you got here..keep up the good work =)
#41 Apr 18 2007 at 4:20 AM Rating: Default
i think they're just clarifying that it doesn't work on, say, your elemental's spells or grenades or anything like that. i mean, it wouldn't really make much sense otherwise =P
#42 Apr 18 2007 at 7:32 AM Rating: Decent
Filter every time i read this post it makes me laugh lol finally a mage post with a sense of humor =) thanks filter its really helpin me decide what to do when i hit 70 (finally).
#43 Apr 18 2007 at 10:40 AM Rating: Decent
**
454 posts
just a thought: Does "Conjure water" count as a mage spell? dunno why you would use PoM for it, but maybe they wrote "mage spell" in the tooltip to clarify that all your spells could consume the effect. Not specced arcane, so can't test.
#44 Apr 18 2007 at 10:57 AM Rating: Decent
***
1,262 posts
Quote:
Does "Conjure water" count as a mage spell?


I find that I need to stand still to cast a POM macro (for whatever reason... even if I stop for just a second, hit the button and move again)... I accidently POMed 'conjure food', if I remember correctly.

But it would be very easy to test in case you were *really* hungry, or thirsty. ;-)
#45 Apr 18 2007 at 9:46 PM Rating: Default
Quote:
If you sat around and spammed Arcane Missles as a main spell all day, this might be good. Oh wait, no it wouldn't, because it would suck you dry of mana even faster. Want proof it sucks? Blizzard hands it right to you, this one is 45%, while the fire and frost versions are 15% and 10% respectively. Yeah, they were that sure no one would use it. However, in PvP this is a rather handy spell to have. If you do not get silenced or feared, this can ruin a casters day.


the talent in itself is not bad, it's a very talent as far as talents go. ignoring any comparisons of the spell to other spells for the sake of making a point...

arcane missiles rank 11: 785 mana for 5 pulses of 280 (1400 total damage)

6% of 785 is 47.1 mana?

around level 60, you should have around 300 +dmg, but at level 70 (for rank 11) let's just assume you're puttering around with +600dmg. 45% of 600 is 270? 47 mana for 270 damage... ain't shabby. there are mages with ~1k spell damage (450+dmg!)

doesn't arcane missiles gain more +dmg than 100% due to its channel time (140 ish%?)? is the effect of this talent before, or after the +dmg coefficient?
#46 Apr 18 2007 at 10:15 PM Rating: Good
Citizen's Arrest!
******
29,527 posts
krqllebqlle wrote:
just a thought: Does "Conjure water" count as a mage spell? dunno why you would use PoM for it, but maybe they wrote "mage spell" in the tooltip to clarify that all your spells could consume the effect. Not specced arcane, so can't test.


Back in the old days of raiding as a 28/0/23 mage, I would often PoM out a cast of water just because it was funny.
#47 Apr 19 2007 at 4:32 AM Rating: Decent
***
1,262 posts
Well, according to Wowwiki...
Quote:
Channeled Spell

Channeled spells have their benefit distributed evenly over the time the effect lasts, getting 100% benefit for the whole spell (not per tick). The duration of the spell cast time is used as with a standard spell to calculate the total benefit, then divided equally between the number of ticks.

Cast Time of Spell / 3.5 = Benefit

Examples of these spells include: Hurricane (Druid), Arcane Missiles (Mage), Hellfire (Warlock).


This means that arcane missiles get 171% of spell damage.... hmmm.
#48 Apr 19 2007 at 4:38 AM Rating: Decent
Quote:
This means that arcane missiles get 171% of spell damage.... hmmm.

Well.. if i specced 61 arcane.. i'd have like +750-800 arcane damage.
Now.. with empowered arcane missle that would be like +1200. And that's if arcane missles take 100% from +damage.
If they take 171% i'm speccing full arcane :D
#49 Apr 19 2007 at 4:58 AM Rating: Good
Citizen's Arrest!
******
29,527 posts
angelblack wrote:
If they take 171% i'm speccing full arcane :D


The numbers are indeed something like that, but they're still not that great in DPS and pretty poor DPM.

Not to mention that they lose DPM like mad the second a fight becomes mobile.

Really, their only major advantage is the Arcane advantage of less threat, which becomes a much smaller advantage when you enter a raid with endurance fights and Blessing of Salvation.
#50 Apr 20 2007 at 2:26 PM Rating: Default
raids being only a [small] portion of pve content, deep arcane retains at least viability as a flexible tree. if threat limitation were the only thing mages had to worry about, no one would spec fire. i really wish raids weren't the only thing people worried about.

then again, it's only in raids where you need to be a "good" mage at all...

whoops! edit: 5/3.5 = 1.42

Edited, Apr 20th 2007 6:30pm by FractalSynapse
#51 Apr 20 2007 at 9:50 PM Rating: Good
Citizen's Arrest!
******
29,527 posts
FractalSynapse wrote:
whoops! edit: 5/3.5 = 1.42


Actually, the 1.71 is correct after the Empowered arcane missiles talent(once you factor both the cast time coefficient and the Empowered coefficient, I believe it's really close to 1.71.

Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 116 All times are in CST
Anonymous Guests (116)