Forum Settings
       
Reply To Thread

Frustrated mageFollow

#1 Jan 17 2008 at 7:38 PM Rating: Decent
My mage "haunani" is sucking on the damage meters - I think she could be doing beter - she has both pieces of the spellstrike set - the spellfire set - uni-mind headdress - trial fire trousers and some other things to choose from gear wise. she can get up to about 900 bonus damage amd over a 1k of fire damage. I either need some spell rotation ideas or gear change ideas - please check her out on the armory - any and all advice is welcome.

Frustrated
#2 Jan 17 2008 at 8:58 PM Rating: Good
First of all, I'm going to say you're fortunate that apparently there's only one mage in all of WoW with the name "haunani". Seriously, posting your armory profile beforehand makes a world of difference. Especially considering how laggy Armory is.

Okay. Let's start with stats first.

Bonus damage = great.
Crit rating = excellent.
Hit rating = decent, I think.
Mp5 = lacking. Get some more if you can.
Penetration = excellent. (...must...not...laugh...)

I dunno, I'll let the experts get in-depth on the gear.

As for your build, it's solid. Personally, I'd remove the points from Arcane Potency (your chance of critting a Clearcasted spell is increased by 3%, because Clearcasting will at best only activate 10% of the time. You may be worried about damage, but is that really worth three points?) and Arcane Impact (just not worth the points no matter how concerned about damage you are).

#3 Jan 17 2008 at 9:18 PM Rating: Decent
Why is Penetration must not laugh? thank you for your input - cause an expert I'm not.
#4 Jan 17 2008 at 9:37 PM Rating: Excellent
Citizen's Arrest!
******
29,527 posts
Spell Penetration is a meh stat. You really have only 10 spell penetration more than I'd suggest having. Get rid of the two gems with penetration on em and you'll be fine. I'm about to leave for work, so I don't have enough time to really go over this yet, so I'll get back to it in about 40 minutes.


Until then, here's the armory link so I don't have to do a search again.
http://www.wowarmory.com/character-sheet.xml?r=Arthas&n=Haunani
#5 Jan 17 2008 at 11:08 PM Rating: Excellent
Citizen's Arrest!
******
29,527 posts
Let's first break it down. You have about 1040 Fire Damage and 1040 Arcane damage. Those are the two options you have based on gear for yourself. Let's further see what you have without mind mastery. 927.5, we'll say 928. This puts you far beyond the threshold where your spec is a good choice.

40/21/0 will give you the oomph needed early on. But it scales poorly with gear. That's where 10/47/3 +1 and 0/47/11 +3 come in. They don't quite have the same raw power early on that Mind Mastery gives you. But once you start getting the spell damage to make Empowered Fireball work for you, they become powerful specs for raiding. There's a 10/47/3 +1 spec in the sticky here, and you can steal a 0/47/11 +3 spec from my armory here.

Let's look at the first factor of why this is more scalable. You see, Empowered Fireball works on a stat you're constantly trying to increase. Mind Mastery, on the other hand, works on a stat that's incidental. Looking at your stats(we'll assume arcane mind when looking at Mind Mastery). You have 450 int and 928 spell damage untalented.

With Mind Mastery you gain 450 x .25 = 112.5
With Empowered Fireball you gain 928 x .15 = 139.2

That alone shows the scalability. The biggest thing beyond that available with 40/21/0 is Spell Power. Which will indeed work to improve the size of your crits(and ignites). But that is overridden by a 6% increased critical strike chance overall and a 10% higher increased damage to your spells before they've even crit. 10% higher non-crits effectively means that 110% x 150% = 165% damage on crits versus untalented. Considering 2/3rds of my spells are non-crits, that extra damage on non-crits really adds up.

I'm ignoring AP and Molten Fury. While not exactly equal, it's close enough. Same goes for Combustion and Arcane Potency.

Final consideration there is Elemental Precision, which is a 3% increased hit chance. Which is godly. It just is. With it, your hit rating from gear is decent. Without it, your hit rating from gear is low.

Additionally, your spec currently lacks Burning Soul. This is a nearly non-negotiable raid talent for a fire mage. Threat reduction is an extremely useful thing to have. And the pushback protection is also majorly helpful in any fight where you're going to take damage that will do spell pushback. Fights such as: Prince Malchezaar, Curator, Hex Lord Malacrass, Doom Lord Kazzak. Well, the list goes on quite a ways, actually. But you get the idea.

Let's talk about enchants. You've done fairly well here, but get those gloves enchanted. Also, for boots, I really only consider two enchants mage worthy(though I must admit even I have been lazy and have been using the much weaker version of one of them). The first is Boar's Speed. It gives both Stamina, which is good, and runspeed, which offers something amazing. In mobile fights, the faster you can avoid something, the faster you can resume DPS(or not die, which is also good for DPS). I have the version of this without the stamina. Again, because I'm a lazy bastid. The second is Vitality. 4 mp5 and 4 hp5 are excellent to have as a mage. The mp5 allows you to continue casting a bit longer, and the hp5 is just extra and useful.

Now, let's talk about gems. If you're serious about doing damage, there are 3 gem choices for you except under specific circumstances. Here they are in the order I'd gem them:

1)Great Dawnstone(+8 hit rating)
2)Veiled Noble Topaz(5 +dmg, +4 hit rating)
3)Runed Living Ruby(9 +dmg)

Until you are hit capped, only 1 and 2 are worth it. After being hit capped(or within a small amount of it) go with 3. I also spoke about special circumstances. These are:
1)You need a blue gem to either meet a Meta Requirement or to meet a good Socket Requirement. For these, go with a Glowing Nightseye(6 stamina and 5 +dmg).

2)You are roughly hit capped and need a yellow gem to meet a good socket bonus(increase to +dmg or a +2 spell crit or greater increase). For this, use a Potent Noble Topaz.

It's really that simple. Now, there are some minor exceptions with epic gems from heroics/PvP/token turn ins. Just use your best judgement there.

Finally, I need some info from you to proceed:

Are you finding yourself threat capped in fights? Is a paladin available(and giving you Salv)?

Do you die often?

Do you go OOM often? Do you have a Shadow Priest in your group?

Edited, Jan 18th 2008 12:13am by Poldaran
#6 Jan 18 2008 at 8:37 AM Rating: Good
Yes I sometimes find myself capped on threat. though typically I wait till the tank has a fair amout of agro before unloading. We do have paly's and salvation.

In ZA last night on the first boss, I found myself OOM on every attempt. and got rushed during my evocate. bad luck - blew my evocate. While we typically have a shadow priest on 10 mans, we didn't last night. No we didn't down him.

Incidently that fight is part of the reason I submitted this post. A similarly geared mage (a guildie) beat my DPS by over 3%, I was 5th on the meter, Top on the meter was a lock. The next 3 did something like 18% each and I did 15%. Just not good enough in my mind. Typically I could care less where I rank on the damage meter as long as my damage is on par - last night it was below par.

I leveled this mage as frost and for a time had the shadowfrost set. I farmed my tail off - spent some gold and changed tailoring to spellfire because I felt frost was not cutting it in kara. - I never ran outa mana and almost never died as a frosty but for raiding I felt I needed to do more damage. And I still think that. SO I changed to fire or rather arcane fire. Now I frequently run out of mana if there is not a Shadow priest in the party. I use my gems and pots accordingly.

I like the looks of the 2/48/11 build you are using. I'm gonna try that. Do you cast icy veins every time its up?

I heard of mages using macros to use their trinkets and cools downs each and every time they are up. I've not had much luck making on of those function properly.

So apart from the Icy veins cast spell rotation would be scorch x5 or till there are 5 up - fire ball - repeat with a trinket and icy veins in there when available?
#7 Jan 18 2008 at 9:04 AM Rating: Good
**
917 posts
Dammit Poldaran! I was fooling myself to keep arcane just a little longer, I love so much the pew pew missiles. /sigh

But after this post of yours I have no choice now :(

/cries thinking of the many primal fires left to farm

Edited, Jan 18th 2008 12:04pm by Amaiya
#8 Jan 18 2008 at 10:43 AM Rating: Good
Citizen's Arrest!
******
29,527 posts
magnusxxi wrote:
I heard of mages using macros to use their trinkets and cools downs each and every time they are up. I've not had much luck making on of those function properly.



Quote:
#showtooltip Fireball(Rank 13)
/script UIErrorsFrame:Hide()
/cast Combustion
/cast Icy Veins
/cast fireball(Rank 13)
/script UIErrorsFrame:Clear()
/script UIErrorsFrame:Show()


That's my macro. Should be more than enough room for a trinket use too. And yeah, I cast Icy Veins every time it's up.

I usually don't have mana issues, personally, unless I ***** up my potions or have to AoE without a shadow priest. With a shadow priest, I'm golden and almost never OOM. Pots usually aren't needed either with the priest.

One final word of advice: Pick up a Mark of Defiance from Zangarmarsh PvP. If you ever find yourself in a horrible mana drain of a fight, that trinket is the absolute best trinket for mages in that situation. The second best is the Serpent Coil Braid.
#9 Jan 18 2008 at 10:45 AM Rating: Good
Citizen's Arrest!
******
29,527 posts
Amaiya wrote:
Dammit Poldaran! I was fooling myself to keep arcane just a little longer, I love so much the pew pew missiles. /sigh

But after this post of yours I have no choice now :(

/cries thinking of the many primal fires left to farm


Arcane for use as an arcane build(not a fire build) can be decent, just not as powerful as fire since the changes to the MSD and The Lightning Capacitor.
#10 Jan 18 2008 at 11:03 AM Rating: Decent
**
355 posts
Poldaran wrote:

1)Great Dawnstone(+8 hit rating)
2)Veiled Noble Topaz(5 +dmg, +4 hit rating)
3)Runed Living Ruby(9 +dmg)


Is this a generic list, or specific to the OPs spec? Where do you put Potent Noble Topaz (+4 crit, +5 dmg) on that list? I have no doubt that it goes below the +hit gems, but my thinking has always been that the PNT was just slightly superior to the RLR, and scales better as overall damage increases. Your thoughts?
#11 Jan 18 2008 at 4:07 PM Rating: Good
Citizen's Arrest!
******
29,527 posts
TheEngine wrote:
I have no doubt that it goes below the +hit gems, but my thinking has always been that the PNT was just slightly superior to the RLR, and scales better as overall damage increases. Your thoughts?


Most things I've read and a little bit of basic calculation seems to put the Potent Noble behind the Runed Living based on the way spell damage scales due to Emp Fireball. Though I've not compared it with a factoring in of the crit metagem.
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 147 All times are in CST
Anonymous Guests (147)