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Sweet mage changes on PTR.Follow

#1 Oct 13 2009 at 7:03 PM Rating: Excellent
Trees:

Fire

* Improved Scorch now increases spell critical strike chance against the target by 5% but no longer stacks. (Up from 1%, Stacks up to 5)

Ice

* Frozen Core now also causes your Ice Lance criticals to reduce the cast time of your next Frostbolt or Frostfire Bolt by 0.4/0.7/1 sec.

Glyphs:

* Glyph of Improved Scorch is now named Glyph of Scorch and Increases the damage of your Scorch spell by 20%.
* Glyph of Eternal Water - Your Summon Water Elemental now lasts indefinitely, but your Water Elemental can no longer cast Freeze.



Early TCing says that this will make frost actually PvE viable!

Oh, and thank God to the changes for scorch.



#2 Oct 13 2009 at 8:12 PM Rating: Excellent
Anobix the Brilliant wrote:
Early TCing says that this will make frost actually PvE viable!


Inconceivable!

Edited, Oct 13th 2009 10:17pm by IDrownFish
#3 Oct 13 2009 at 9:01 PM Rating: Decent
The Scorch thing I'm definitely happy about.

How is making the water elemental permanent going to make Frost PvE viable though?
#4 Oct 13 2009 at 9:49 PM Rating: Decent
PigtailsOfDoom the Eccentric wrote:
The Scorch thing I'm definitely happy about.

How is making the water elemental permanent going to make Frost PvE viable though?


Water elem adds decent DPS, especially as Perma. Similar to Unholy DK but WAY better.
#5 Oct 14 2009 at 9:56 AM Rating: Good
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266 posts
I'm happy about these changes, but I'm wondering what the cool down is on summoning the elemental after death? Most of raiding requires you to "move out of the fire" and right now the elemental isn't so good at that.
#6 Oct 14 2009 at 10:23 AM Rating: Decent
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3,761 posts
Nice changes all around. With that scorch glyph I'm going to try fire PVP, and if they make frost viable for raiding I may come back to my mage (been DPSing on rogue lately).
#7 Oct 14 2009 at 10:39 AM Rating: Good
Anobix the Brilliant wrote:
Trees:
* Glyph of Eternal Water - Your Summon Water Elemental now lasts indefinitely, but your Water Elemental can no longer cast Freeze.


Finally mages can get a full-time minion. I always wondered what the big deal was with giving us one.
#9 Oct 14 2009 at 7:12 PM Rating: Good
mgjr wrote:
I'm happy about these changes, but I'm wondering what the cool down is on summoning the elemental after death? Most of raiding requires you to "move out of the fire" and right now the elemental isn't so good at that.


It's a 3 minute CD, IIRC, but they might shorten that with the Glyph. And they'll probably give the elemental Avoidance (-90% AoE damage), too.
#10 Oct 15 2009 at 6:40 AM Rating: Good
I believe as of the current patchh it already has full AoE avoidance, if not all pets will have it by 3.3
#11 Oct 15 2009 at 3:25 PM Rating: Decent
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266 posts
Excellent. This is a great change after all. So I guess the glyphs would be frostbolt, Water Elemental, and Molten armor. It's been so long i've forgotten what the talent spec would be for frost PVE. I do know we need to stack haste with frost.
#12 Oct 15 2009 at 5:19 PM Rating: Decent
Yeah, I'd have no clue what the proper raid/heroic spec for frost would be right off hand. Leveling is a whole different ball game than raiding. I'm sure I could figure it out though if I read through the sticky with our analysis on all the different points.
#13 Oct 15 2009 at 7:44 PM Rating: Good
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1,609 posts
-Frozen Core now also causes your Ice Lance criticals to reduce the cast time of your next Frostbolt or Frostfire Bolt by 0.4/0.7/1 sec

Can you really see this going live? In pvp you generally only cast Ice Lance under conditions where it is extremely likely to crit. And Frostbolt isn't just a damaging spell as a frost mage, it hits like a truck and procs any number of powerful effects (fingers of frost, frostbite, Fireball!). Free casting it is a luxury.

Frostfire bolt has dispell resist, so it's going to be rather insane against rets, rogue, all melee really.

With that said, i am leveling my 73 frost mage faster than a rank 1 frostbolt ( -0.2 seconds, as in negative, as in: time traveling frostbolts)
#14 Oct 16 2009 at 1:57 AM Rating: Decent
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3,157 posts
*cracks knuckles*
It's about damn time! I think maybe I'll spend some time number crafting to work Frozen Core into my spec (I would at the expense of Brain Freeze but that would suck once you hit 2PC T10).

You can look at my mage, Versi, on Sisters of Elune, for the current best frost spec.

It looks like Blizzard is making Ghosted Ice Lances part of the normal rotation. When fingers of frost procs, you can cast 2 frostbolts, then at the VERY end of the second frost bolt cast, you can cast either Ice Lance or Brain Freeze. According to the PTR notes and T10 info, this will depend on if you have a Brain Freeze proc available, and we may still end up ignoring Brain Freezes with this change.
The 2 Piece bonus is that if Brain Freeze proc is used, it grants you 12% haste for 5 seconds. That's 12% haste for around 3 frost bolts ignoring other haste procs.
Taking 1 second off of Frostbolt IS more important, as that brings a frostbolt down to around .8 seconds. This, however, bumps against the GCD of 1 second (at the amount of haste it requires to get a 1.8 second frostbolt.) .216
12% haste will make it around a 1.6 second cast (1.584), but that won't bump the GCD.

Very interesting, and much to test out.

The Water Elemental change, however, is a raw DPS increase. The Elemental does a good amount of my DPS (10%?) and he's only up for around 1 minute out of a 5 minute fight. If my DPS is 5K, he did 500 DPS. If he's doing that, times 4, he's doing around 2K DPS (Oh I feel like I'm doing that wrong, please correct me if I am). THEN you factor in the fact that in a fight where he's out for one minute, he's wasted two global cooldowns. My GCD is at around 1.5 seconds, which is almost an entire frostbolt.

Since he gains stats dynamically already, buffing him isn't an issue, and he gets all of my buffs added to his damage. It's also worthy to note that he's almost immune against AoEs, so he's ALWAYS doing damage, sort of like a very powerful DOT.

Testing to follow.
#15 Oct 16 2009 at 8:59 AM Rating: Good
I would hope that your WE is up for more than 1 out of 5 minutes in a fight that long, IIRC the water elemental (specced/glyphed) lasts 1 minute? So that, +coldsnap, + 3 minute cooldown should give you the water elemental for 3 minutes out of 5 in a fight.
#16 Oct 16 2009 at 1:47 PM Rating: Decent
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3,157 posts
The W/E glyph is a wasted glyph these days. It's Frostbolt, Molten Armor, and Ice Lance.
#17 Oct 19 2009 at 1:39 PM Rating: Good
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5,444 posts
While the 1 cast for a full stack of scorch is badass, the glyph still sucks.

Scorching raid mages were running FFB, Molten Armor and Living Bomb Glyphs.

They will still be running those glyphs.

Overall the changes will net a FFB/Fireball mage a DPS increase, due to 1 cast instead of 5 with a lower DPS spell.

The Scorch glyph will still rot on the AH, useless unless some bads go "OMFG 20% more dmg LULZ".

I am looking forward to trying frost again in a raid.

This will probably push frost into the larger realm of viability for raids, instead of something that people looking to be different used.

I don't see it taking out Arcane or Fireball as top damage specs, but it should give it a modicum of respectability though.
#18 Oct 20 2009 at 1:00 AM Rating: Decent
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3,157 posts
A little testing on the PTR has provided a small amount of data.
Ghosting Icelance with a poor spec (I'll fix it later on), without the new W/E glyph, I'm looking at a 300-400 DPS increase at current gear levels. It seems as if frost mages may have to sacrifice a tiny bit of haste for crit, as around 1/10 icelances did NOT crit, so they did NOT haste Frostbolt.
On live, on the target dummy, which is terrible for Frost DPS (frost raiding specs rely on other classes to slow the mob, and for FM), I did 2700. On PTR I did 3100. This is before the W/E glyph is factored in. As I see it, a 10% increase is no joke.
The W/E should give another 10% on top of that....
Not NEARLY what we needed, but a step in the correct direction. I WILL note that the increase from ice lance will decrease, as I do use the Ice Lance glyph.
Overall, probably around a 17% increase, give or take.
#19 Oct 21 2009 at 12:28 AM Rating: Decent
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3,157 posts
Deep Freeze: This spell now deals a large amount of damage to targets permanently immune to stuns

.... omg.
#20 Oct 21 2009 at 12:40 AM Rating: Good
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64 posts
2k dps would not happen...just because the WE is in the fight longer doesnt mean his deeps will increase. his 500dps will just be there the entire fight.....your taking total dmg and damage per second as the same thing.
#21 Oct 21 2009 at 2:08 AM Rating: Decent
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3,157 posts
Right, I knew there was a flaw, it was staring right at me, I just couldn't figure out WHAT. It's more like 200ish. 200ish from W/E, 200ish from Icelance, and god knows how much from the new Deep Freeze change.
#22 Oct 21 2009 at 4:58 AM Rating: Decent
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3,157 posts
The Deep Freeze change is very significant!
A deep freeze hit (heroic bosses, as the target dummy is not stun immune) goes for around 4300 at my current gear level. Deep freeze has a 30 second cooldown. 8600 dpm, aka 860 DPS?!
On Cyanigosa on the PTR, between the Deep Freeze and Frozen Core changes, I'm doing 4800 DPS with Focus Magic and my own buffs. I out DPSed a live-copy Fire Mage with the scorch changes by around 300. This is probably due to luck with blizzards (I didn't have to move out of one).
It could be higher on a raw DPS fight such as Patchwerk, as blink was NOT functioning and I was sitting there drooling for around 20 seconds when she ported us to her bellay.
If I could find a way to get the permanent W/E glyph, I can see frost as not only being viable, but being right up butting against fire and arcane with this latest change.
It's possible that the Deep Freeze change is going live instead of the W/E change, which I would understand. Either way, I'm more excited than you guys could possibly understand.
#23 Oct 21 2009 at 6:29 AM Rating: Good
Don't forget that fire mages scale better with more crit more than frost mages do (even with the IL change) so without full raid buffs it is hard to discern. Still excellent news though for frost mages, you will have multiple spells to cast!
#24 Oct 21 2009 at 1:58 PM Rating: Decent
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3,157 posts
It's just a cooldown watch to replace the W/E's cooldown watch, I believe, but the spell is instant and -off the gcd.- Currently, and I'm unsure if it's a bug or working as intended, but Deep Freeze is unaffected by talents that add crit. This would mean we're stacking crit for just one spell now, if it's intended.
I'm going to put in more testing in the next few days, but, I don't see frost being laughed at any more. Happy dance, happy dance.

What I'm NOT looking forward to is all of the new chud frosties picking it up because it's the flavour of the month and not understanding a damn thing about ghosting charges or the proper use of Deep Freeze, or cooldown juggling. The average frost player is STILL going to be terribad.
I tried a run where I was consuming Ice Lance on the second FoF charge instead of ghosting it, and that change alone brought DPS down by 340 over a five minute target dummy fight (wasn't able to test DF, obviously).
On a sour note, the build I have to get Deep Freeze and Frozen Core excludes Brain Freeze, which I haven't done since before 3.2.
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