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#27 Apr 13 2010 at 7:08 AM Rating: Good
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Which is why Mages (and their raids) are going to be obsessed with begging for Innervates. And because that means Mages are going to spend more time above 50% than one would think, so Blizz would need to nerf the mastery to keep it balanced. But not all Mages WILL have these buffs often, which means that those that don't will get a mastery that's comparably mediocre.


This was the kind of direction I was going with the 'Innervate' comments. I'm wondering just how important it will be to get topped off prior to burst periods. It might dramatically change some of our thinking. Being able to really ramp up DPS when the boss is more vulnerable or when damage increasing buffs are on the ground or during blood/heroism....

It might range from 'slighly more important to be topped off' all the way to 'absolutely vital to be topped off.'

Think of druid DPS (Melee) - the entire system is about maintaining bleeds, buffs, etc... (I'm told that affliction lock is similar - though I have no experience with them). Could Arcane mage be going down that path with mana management being the 'bleed management' of druids?


As far as the changes to AM - some of the comments above seem like good ideas.

As far as not knowing the Frost Raiding Rotation??? I have no idea... Sorry. (Who raids as frost anyway?)
#28 Apr 13 2010 at 7:20 AM Rating: Good
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On a seperate note - I wish they'd do something with our Evocation. I've never liked the spell. I know it's better than it used to be, but it's very frustrating that neither MP5 (going away) or Spirit have been a valued stat. The mana gem is a decent option. However moving to just one pot per fight was frustrating. I wouldn't mind if it were a 3-5 minute CD (allowing 2 uses per fight)

However, I've been burned a few times when IV wasn't available and I needed to evocate. You get a few ticks in and then some boss mechanic breaks it (Or forces you to break it.)


#29 Apr 13 2010 at 7:34 AM Rating: Good
A huge boon to the ability would just make it an innervate-like ability that is instant cast that isn't channelled. Problem solved (for the most part).

I completely agree with you Borsuk, it will really depend on what the mana/damage ratio ends up being.


On the topic of arcane rotation, I don't even understand what they could make it unless they add another arcane ability. Basically we have arcane blast and arcane barrage at this point (as AM will be proc based, thus making missile barrage useless unless it is just a flat-buff to free/hasted AM casts - which would be pretty cool). Arcane is still an extremely bloated tree which they said they are going to look at as well (we will see).

Edited, Apr 13th 2010 9:35am by Anobix
#30 Apr 13 2010 at 10:18 AM Rating: Good
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My understanding on the hit cap is that we will be able to get hitcapped at each level, just that each level will require more hit. I would think this would be something like "you need 17% for this tier boss, 18% for this tier boss, 19% for this tier boss" etc etc. Hopefully they lower the hit needed for the first tier boss making it closer to heroic values so that people don't need tons and tons of hit while giving up good stats trying to get into the first tier.

If you think about the gear process, as a mage I have been fighting to stay just at hit capped, and have passed on some 251 / 264 "upgrades" because of the vastly wasted hit. They are trying to make it so you can't just use the same hit numbers and a few trinkets to stay at hit.

As for some of the mana regen items:

Quote:

Arcane Focus will now return mana for each spell that fails to hit your target, including Arcane Missiles that fail to launch. We want Arcane mages to have several talents that play off of how much mana the character has and give the player enough tools to manage mana.


To me, this means that as an arcane mage, if I am low in mana I might not want to hit that arcane missiles proc, that I might want to ignore it and let it act as a mana gem instead.
#31 Apr 13 2010 at 11:09 AM Rating: Good
I don't read it that way, I read it that even proc abilities that are resisted (ie Arcane missiles) will give mana back. Not that refusing the use AM will give you mana back, but ones that fail/are resisted.
#32 Apr 13 2010 at 3:23 PM Rating: Default
Sure does look like Bliz wants to Nerf the damage output for mages by making DPS scale with how much Mana you have. This is only stated for Mana Adept for the Arcane tree, but I wonder if DPS scaling with mana is going to be for all trees/specs?
Not being able to conjure food/drinks till lvl 40 sucks a big one for lower level players. The partial reason that some people start a Mage is that they wont have to waste money on food/drinks unless they wanted to. Now they are going to force you to buy drinks and buy/cook food for use.
#33 Apr 13 2010 at 3:59 PM Rating: Good
If you read my second (followup) post blizzard states this about conjuring:
Food and Water
We’re shifting food and water to higher level because we don’t want players to have so much down time at lower level. We’re not trying to make it harder to level; we’re reducing the need to drink or eat so we’re bumping the actual food and water (though it’s really foodwater in the case of mages) higher. (Source)

So you won't really need to conjure your stuff if you won't have much downtime.
#34 Apr 14 2010 at 7:32 AM Rating: Good
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I don't read it that way, I read it that even proc abilities that are resisted (ie Arcane missiles) will give mana back. Not that refusing the use AM will give you mana back, but ones that fail/are resisted.



I think I agree with you. The sentence could have been written more clearly.

"Any spell that is resisted will return mana to the caster. Oh, by the way, any Arcane missiles that fail to launch will also return mana to the caster."


I think it's Blizz admitting that AM is a lousy option in many cases.

1. It is a core part of the Arcane Rotation. (So it's not a minor 'non-issue')
2. Mana is spent before the effect (Similar to all channeled spells you spend the mana before you see the DPS)
3. Movement or damage will break the effect. (Mob and Player actions will cancel the effect)
4. The only way to be certain damage won't break the effect is to dedicate 5 points to a Tier 1 talent.

When you look at the mechanics (Read: Not the damage, DoT, or slowing effect) of casting each of the 3 tier's most basic talents (Arcane Missiles, Fire Ball, Frost Bolt) Both Fire and Frost are far superior. Assuming no resistances and that you are hit capped, when you press Fireball/Frostbolt - you can be virtually certain that your mana will be spent to increase Damage on the mob. With AM you don't get that guarentee.

Then, considering both the DoT and the Slowing Effect, AM lacks any additional "Buff" to the spell. It's pure damage - both FB and FB have some player utility.

Just my opinion....
#35 Apr 14 2010 at 11:08 AM Rating: Good
@Anobix
I saw the second post after I wrote the post. I still wonder about the mechanix they are going to use, will have to wait and see what is finally done with all this after the Expansion goes live or even reading the reports from the test relms. Who knows it wouldn't be the first time things changed while under test, lol.
After reading everything I'm assuming (remember assume = *** u & me)that the DPS tied to available Mana is for only the Arcane Specialty.

Blu
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