I'd like to take a break from our usual Magery programming, and discuss !!!FASHION!!!
The Dungeon sets for mages prove to be mostly an exercise in sadness.
Dungeon Set 1 (or Magister's Regalia) is a futile attempt to try and visualize a high level armor set. It's garish red and purples produce a horrendous effect that seems designed to hurt loved ones in the ugliest possible fashion. Seemingly concieved by a four-year-old, it would fit in very well... worn by the evil Wizard in a children's story book. An excellent clown suit, by the way. Definitely a set to get for the cynical!
By comparison, the Dungeon Set 2 gets everything right where D1 got everything wrong. It has the same visual skin, but the colors transform it from something garish to something (shall we dare say it?!) SEXY! D2 has a much darker ambience to it, and the dark blues mesh SO WELL with the deep purples of the Set. The Sorceror's regalia oozes "Cool" in the same way a diner hamburger oozes grease when poked with a spoon. You know you shouldn't.. but you just can't resist the calories! *Giggle*
Now, for the D3 sets, there are actually two varieties, and seem almost as disparate as D1 and D2. Incanter's is just... AWEFUL. It seems to try and snag the dark ambience of D2, but completely loses the effect by adding ORANGE of all things into the mix. Orange is a very difficult color to pull off, clashing with pretty much any color imaginable. The Incanter set fails admirably, and ends up looking, regrettably so, "Fugly".
Mana-Etched is a HUUUGE turnaround! The colors are a PERFECT match, and the pattern on the robe and the shoulder piece gives it such a smooth feel. It is visually appealing, with one excpetion. What is UP with that headpiece? Like a mini-UFO flapping around up there. This ruins the effect on anything except gnomes. On gnomes, its just ADORABLE!!
So now let's hit up the Tier gear! (OMG RHYME!).
Tier 1 follows the same type of design as D1 tried, but actually manages to pull it off. Whereas the colors on D1 were terribly matched with the pattern, the T1 gear actually fits! The pattern offsets the disparate colors rather nicely, generating a sense of controlled chaos with the viewer. The headpiece and the shoulders combined is just... Haaawt. It works. It so does. Definitely feels a lot better on females, it just feels... off on a male character.
T2 (not the movie, jerkwad) goes in a whole different direction. It is all about deep blues and purples, generating a very... well, magely effect. The feel of Netherwind is one of the magically endowed, and actually feels a bit... overdone. It's like one of those parties you go to, where one person is juts trying WAY TOO HARD to fit in that it becomes extremely awkward so that everyone gets uncomfortable, and so the person tries even harder, and the situation just gets totally out of control until everyone is shifting and mumbling and the person trying is near tears and the music starts playing Achy Breaky Heart, but then someone starts quoting the Bee Gees, and then it all goes to hell... very, very Awkward. Like that sentence!
T3 kinda/sorta follows the route that T2 went. Its obviously high-end gear, and looks the part. BUT. It manages to pull the whole "I'm a mage, obviously" thing without overdoing it. It just fits so perfectly together, that you'd be a fool to think it doesn't look awesome. I do have one gripe with it, however. The way the headpiece shows up, it looks far to much like a wee little snow parka. Just looks wrong.
T4 is a miracle in clothing engineering. It has only two simple colors, some easy blues combined with some dull gold shadings, mixed with a smooth pattern. It just feels so RIGHT! It's simple, it's sleek, it's sexy. It doesn't say anything, it just glances at you sidelong, demurely, inviting you in to touch it. Like a kitty!
T5, too, is an excellent design. It goes a much darker red and black route, but keeps the same sleek feel of T4. It builds on it, though, adding a feel of simple elegance. It adds complexity, but without looking like it did. A wonderful visual set, it's simply lovely in design and execution.
And then we see Tier 6... something went wrong here. We seem to have gone backwards. This set has the potential to be attractive, but goes about it all the wrong ways. Like a woman putting on far too much mascara and lipstick, and wearing a push-up bra and wearing a tank top four sizes too small. It has the right intentions, but just. Didn't. DO. It right. The effect is one of desperation, leaving the viewer with a sense of "I'm cool right? RIGHT?! Say I'm cool!"
And that is Mage Fashion for this week! I hope you'll join me some time in the future, where we discuss the ramifications of blood elf hairstyles on the Mage PvP gear!
Saturday, November 17, 2007
Vanity
Posted by
Euripedes
at
11:52 PM
2
comments
Labels: Gear
World of Magecraft, Volume IV
Sorry this was so long in coming.
Now, for this issue of Magecraft, we are going to assume that you, lovely mage, have just reached level 70. So now what?
Well, first off we're going to go over the standard builds for level 70 mages. You'll see these referenced on the forums as "10/48/3" and "LOL 17/0/44 nub", and other such enlightening and pointless verbiage.
Commence buildshop!
(Disclaimer: the following talent specs are cookie cutters. This means that they are intended as an excellent place to start your own theorycrafting about where talents should go. They are meant as an outline to end-game specs rather than an end-all. Of course, these specs are cookie cutter for a damn good reason.)
These are the three specs primarily used for PvE.
The Raiding Standard
10/48/3
This is an extremely popular end-game build, and one that yours truly uses for any serious group PvE. This build capitalizes on the heavy innate damage and crit rate that comes from the fire tree. By stacking full Scorch debuffs, it essentially gives any person using fire spells a 15% boost to their damage! This turns your fireball spell into an incredibly powerful weapon (even more so now that 2.3 has scrapped the damage co-efficient). This build scales extremely well. Obviously, it gets better the more spell damage and crit rate you have, but because of the nature of the fire tree, it gets more returns than any other spec from those stats. Flat out increased damage, and Ignite provides a ton of damage that only gets more powerful the better your gear gets.
Master of Elements and Clearcast gives you very solid mana-efficiency, and elemental precision is an absolute must for the hit rating.
A very solid raiding build, and comes highly recommended by me. Remember, make sure you have max Scorch debuffs at all times. Make sure to refresh it with a scorch at least every 25 seconds, so that nothing stupid happens and you lose the whole stack.
Drawbacks: A hefty chunk of the damage you can deal is left up to random chance (crits, and thus ignite).
Arcane Raiding
50/11/0
Note that the random point spent in Magical Attunement can be put pretty much anywhere. It doesn't matter, its kind of a silly leftover... thingy.
This is the alternative build to a Fire raiding spec; this is the arcane raiding spec. Arcane is... an unusual spec, to say the least. Let me put it this way... the damage that can be dealt by a fire specced raiding mage is limited by two things: cast time and crits. Those are the two ruling factors for a fire mage. The same holds true for frost. But with arcane, your damage is limited by how much mana you have. Take Arcane Blast as a perfect example. It's cast time is reduced at the same rate as its mana cost goes up. Hence, you are limited by the amount of mana you have. In addition, as an arcane mage, a percent of all your Intellect becomes spell damage. What does this mean? You make your mana pool bigger, thus letting you cast longer. It also increases your crit rating. It also increases how much spell damage you have, which gets ridiculously powerful with Arcane missiles nabbing an extra 45% of bonus spell damage.
Quite bluntly, if you stack endless amounts of Intellect and Spell Damage, you will make tanks weep.
This Arcane spec also has the unique property in that it is the only Mage spec where Spirit is actually useful. Combine the (improved) Arcane Meditation with Mage Armor, and spirit looks very tasty indeed.
Drawbacks: Lack of range leaves you standing within several bosses AoE effects. You will have to be fast and clever to avoid these without hurting your DPS. Oh, yeah, and it goes Out of Mana faster than a Moonkin with 600 spell haste rating.
Frost Raiding (LOL spec)
10/0/51
A highly contraversial spec for raiding, by simple merit that it has the least amount of innate damage than any other PvE spec. A lot of the burst damage from frost comes from being able to "freeze" the target, and thus gain Shatter abilities. Sadly, most of the end-game raiding mobs are immune to being frozen, and only one boss in the entire game can be rooted. Due to this mechanic, frost is sorely lacking in the DPS department. Frost emphasizes control, controlled burst damage and survivability above all else. For raids, it is a poor choice. However, it is an excellent 5-man Instance spec, due to those same reason. Very few mobs in 5-mans are immune to freezes, meaning frost can gain some very respectable damage from this type of PvE. As well, the control the spec offers is highly useful for Heroics, adding a very nice cushion for screw-ups. Hell, any mob that can be rooted or slowed is solo-able by a frost mage.
Again, you'll see we put 10 points in Arcane. Couple Clearcast with Frost channeling, and frost will have mana long after the other specs have run OOM.
Drawbacks: Lowest damage output of the three cookie Mage specs.
Now, for PvP, things get a little different.
PoM + Pyro!
48/13/0
Like any non-frost spec, this build simply will not hold up inside an arena. It is used to its best effect in Battlegrounds, and can only perform well in 5v5 arenas if played very well.
This is the PoM + Pyro spec that is QQ'd about endlessly on the mage forums. It has the best burst potential of any build in the game, provided some jackass shaman doesn't Purge you. You'll be seeing a lot of the kind of super-heavy damage Arcane puts out, as long as you continue to have hefty amounts of Intellect and Spell damage in your PvP gear. And, of course, if you pop the classic PoM + Trinket + Arcane Power + Pyro, you'll be seeing that single spell crit of upwards of 4k damage. Against people without Resilience, it is entirely possible to get close to one-shotting them.
Prismatic Cloak and Improved Blink are not necessary to take, but, seriously, where else are you going to put them? They are very nice survivability talents, and will help you nicely in Battleground scenarios. If you adore Arcane and Arathi Basin, this is the build for you.
Drawbacks: You are so squishy, a Ret Paladin will most likely two-shot you. You also have the least PvP control capabilities of either the fire tree or frost tree.
Scorch Spam
17/44/0
The PvP Fire build. Before we start, note that the points currently spent in Emp. Fireball can be spent roughly anywhere. In PvP, you generally won't be using Fireball; you won't have time. Once you enter the brawl, or the brawl comes straight at you, you'll be using fireblast and Scorch almost exclusively. PvP changes too much, too fast, to warrant a 3 second cast. Otherwise, snag all the usual increased fire damage stuff and crit talents. Skip "Playing With Fire", and shove points into Blazing Speed. A contraversial talent, you will fall in love with it while fighting warriors and rogues. Yes, it has a relatively low proc rate, but when it procs, it's basically a huge "Fuck you" to the melee classes. Combined with Impact/Molten Armor, it basically gives you a 20% chance at a "I win" moment when anyone hits you in melee. And you'd still have all the usual Blink, Frost Nova type tactics to rely on. Dragon's Breathe is also annoyingly awesome for pretty much everyone. The 3 second stun can ruin a casters day, especially a healer.
Now, lets look at the Arcane side here. Put points into both Clearcast and Imp. Arcane Missiles. Whenever clearcast procs, hit Arcane Missiles for an uninterruptible, un-LoS kitable, powerful burst spell. Once Arcane Missiles starts casting it will complete even if the target runs out of range or breaks LoS. And it won't cost you mana to do. This is a common tactic for many PvP mages.
Also, getting the Improved Counterspell is just cruel. It is an excellent way to kill Paladins and Priests. Get it. Love it. It is sexy.
Drawbacks: Very squishy, and smart use of your Instants and Counterspell will quickly make you the "KILL FIRST" target of... well, everyone. That, and you'll probably be on top of the damage charts, thus making you an even higher priority target.
For any Frost PvP talent, you MUST have the following talents:
5/5 Improved Frostbolt
5/5 Ice Shards
2/2 Improved Frost Nova
1/1 Cold Snap
5/5 Shatter
3/3 Frost Channeling (shocker, I know, but you desperately need the mana efficiency. There's so little Intellect on PvP gear, you cannot afford to go without this talent)
1/1 Ice Block
1/1 Ice Barrier
5/5 Arctic Winds
5/5 Empowered Frostbolt
1/1 Water Elemental
The following talents are very useful, and you can pick and choose them at will. I highly suggest testing them, and seeing how they work out for you.
Frostbite
Permafrost
Piercing Ice
Arctic Reach
Improved Cone of Cold
Ice Floes
Winter's Chill
Personally, I can't bear to play without Improved Cone of Cold. I use it a lot as a direct damage spell, so I need to squeeze all the damage I can get out of it. If you're the type who uses it as a snare and nothing more, by all means skip it.
So. For speccing frost fore PvP, there are basically two other trees to use in support. You can either pick Arcane or Fire as a backup.
17/0/44 - Remember the whole Clearcast/Arcane Missiles thing? Yeah, same here, coupled with Improved Counterspell. Pick and choose your frost talents as you wish.
0/8/53 - This takes almost all of the awesome frost talents, and pairs it with Impact and the fastest cooldown Fireblast avaliable. Impact is excellent in PvP, since you'd better be running with Molten Armor. Stuns are good, learn to love them. The rapid Fireblast is also very important, the more you cast it, the better.
40/0/21 - An interesting spec, this combines a lot of the burst damage of the Arcane tree with some of the survivability of the frost. It allows for such neat tricks like PoM + Frostbolt. And, of course, combining Arcane Power and a Shatter combo will see Ice Lance critting for... well, an extremely high amount. Difficult to pull off, but this spec can be incredibly awesome. And you don't lose Ice Block, either.
0/14/47 - Also known as "ADD" spec. It goes deeper into fire than 0/8/43, to get the improved fireblast/scorch crits, and Burning Soul. The idea is, that when your frost tree gets shut down for some reason, you drop scorch's until its back up. Your damage dealt doesn't slow because of this, but you do lose mobility.
0/27/34 - The very strange Elemental Spec. Essentially, it combines Blazing Speed with Ice Barrier, to gain... a very odd spec. It has strong control and survivability, and some very interesting burst damage from fire. If one tree gets shutdown, its very easy to switch to the next. Being able to Ice Block and Blastwave at the same time will confound the shit out of your opponents.
And thats it! Those are the specs most people end up using.
Posted by
Euripedes
at
12:28 AM
1 comments
Wednesday, November 14, 2007
My buff! MINE!
Top Ten list of the coolest things that I'e done because of spell steal.
10. Blessing of Freedom from a Paladin, and then watched in amusement as a Warrior hit me with hamstring 4 times with Hamstring. I can only imagine his utter confusion as "Immune" kept popping up on his screen. Poor guy.
9. Snagging Ice Barrier from a mage... that just spellstole it from me a couple seconds ago.
8. Nature's Swiftness from a Shaman. What the hell am I supposed to do with that?
7. I first found out about a warlock's Fel Armor (it is called Fel Armor, right?) when I spellstole it in AB. Warlocks have an armor they can fire up to increase spell damage by 100? What the crap? I want that! So I had it for 2 minutes. And bloody hell, I want it all the time! What a godly buff...
6. In what I presume was a very strange glitch, I spellstole Shadowform off a Priest. Say what you like, the fact was, I had shadowform for 2 minutes, and the priest in front of me changed from a dark glowy elf to a plain old elf.
5. While fighting a warlock, he sacrificed his precious Voidwalker to gain enough time to get a Felpuppy out. I spellstole it, counter-spelled the summon, and wiped the floor with him. I love making gnomes cry. I really, really do.
4. Fighting a Discipline priest, and spellstealing Pain Suppression. I'm pretty sure I caused that little dwarf to cry himself to sleep... Oddly enough, spellsteal seems to snag this buff almost every time a priest casts it.
3. In a 2v2 arena, I was against a Warrior/priest combo. When the warrior rushed at me, I hit spellsteal instead of Ice Lance (d'oh) and snagged Shadow Resistance. Later in the fight, once the warrior was dead, the priest saw his chance to one shot me with Power Word: Death. It critted me for... 4. Thats right. Power Word: Death critted me for a grand total of 4. Best partial resist ever.
2. Presence of Mind from an Arcane mage in AV. Even worse, I didn't notice I had spell-stolen it. So I hit sheep in an effort to waste his cooldown. Imagine my shock when I cast an Instant Polymorph. I hit spellsteal again. Arcane Power? I wet myself laughing. Needless to say, I slaughtered the arcane mage.
1. Ice Block from a Dranei mage that was lagging. Thus letting my Paladin arena partner to get the killing blow, while I sat utterly confused in a block of Ice, staring in utter bamboozlety at my Ice Block button, which wasn't on cooldown... Why does this take the #1 slot? Because a Holy Paladin got the winning blow of arena match. THAT is made of so much awesome, I cannot imagine putting it anywhere else.
Posted by
Euripedes
at
10:34 PM
4
comments
Labels: Amusing Story
Tuesday, November 13, 2007
Courtesy of Bill Nye
Consider the following.
Tonight was patch night. 2.3 goes live, and the forums go wild.
Trainable Ice Block is in the code, but it is not implemented. Sadly, the devs are delaying this until 2.4, most likely to "rework" it to suit being a trainable skill. Warlocks were crying long and hard about how incredibly overpowered it would be that all mages would have Ice Block. Complain they did about how pointless there DoT spells would be against mages in PvP.
Somehow, they all failed to realize that any mage above 1650-1700 rating is Frost specced, and thus will have Ice Block. Thus rendering a warlocks DoT spells pointless.
If you're complaining abotu the arcane/fire mages having Ice Block and ruining your arenas... well, you're obviously bad enough at PvP that NOT ONLY are you unable to reach a bracket where EVERY MAGE has Ice Block, no matter what, but you have trouble fighting mages in the first place. I hate to say it, but... seriously, learn to play your warlock.
HOW is it possible for a decent 'lock to have difficulty versus a mage? You can strip our buffs, silence us, effectively CC us for seconds at a time while still damaging us, and our only defence against your cheap, effective, instant cast, no cool-down attacks is on a 4-minute timer that we need to spec for, that even with an 8-minute cooldown (that we need to spec for), we still have to wait 30 seconds to use again.
And did I mention that you guys have far more hitpoints than any mage does?
Nonetheless, you're whining is fruitless. We WILL get Trainable Ice Block, and there is nothing you can do about it.
Healers everywhere are cursing under their breath at the incredible boon to dps raiders that was axed for this patch. I've covered in previous posts how incredibly awesome Ice Block is in any raid/instance environment.
It solves a lot of headaches, makes the healers job far easier, and reduces a great deal of strain from the raid as a whole.
If you can't understand that, you've never been in a situation where a squishy was at risk.
If you aren't frost, your survival options are as follows:
So you see the problem?
Coefficient taxes are gone, thus resulting in a very nice boost for frost and fire mages everywhere. I've already done the testing (FINALLY!) on Dr. Boom.
With a flat +damage of 500, Fireball's DPS went up by almost 100! And a +100 dps increase in Fireball is nothing to sneeze at.
Keep in mind that excludes crits, and only takes into account a lousy spell damage of 500. Oh, and the Scorch debuff was not stacked, either.
Ritual of Refreshment is nice, but I would deeply appreciate a better name, and maybe a graphic that doesn't look so... futuristic hard trance refreshment table. It seriously looks like their should be a large fat man in the background DJ'ing up some music that goes something like "NNtz NNtz NNtz NNtz NNtz"
And here is something incredibly overpowered that I think might get hotfixed and/or nerfed.
Are you, the blog-going reader, aware that Polymorph does not require the mage to be facing the target he is Polymorphing? There has to be Line of Sight, but the target can still be Sheeped even if it is 25 yards directly behind the mage.
Thank you.
For considering the preceding.
Posted by
Euripedes
at
10:45 PM
2
comments
Labels: Patch
Monday, November 12, 2007
Dungeon Sets, for Mages
Today we're going to discuss Dungeon3 sets that are avaliable to mages. Upon hitting 70, there are 3 different sets a Mage can choose from.
They are:
Mana-Etched Regalia
Incanter's Regalia
Oblivion Raiment
These are the three DPS-caster sets avaliable from the 5-man Dungeons. Incanter's and Oblivion are avaliable from regular instances, whereas Mana-Etched is avaliable primarily from Heroics (with the excpetion of the head).
Judging by the set bonuses (NOT boni, to the idiot who typed that), we can tell who these sets were designed for.
The Oblivion set grants 45mp5 to your pet, and adds 180 additional damage to Seed of Corruption, when it detonates. Note that the 45mp5 to the pet only works on warlock pets. It does not (and I have tested this on PTRs) work for a Frosties water elemental. This is obviously a warlock set.
Incanter's shaves 0.25 seconds off the Flamestrike cast time, and gives you a chance (roughly 20%) to proc 100 spell damage for 15 sec. when you are hit while mana shield is active. Obviously geared towards Mages.
The Mana-Etched set, however, is friendly to pretty much any offensive DPS caster. Set bonuses are: +35 spell hit, and any harmful spell has a chance (roughly 2%) to give you 110 spell damage for 15 sec. It's a mighty fine set whether you're a Mage, Shadowpriest, Warlock, or even a L4z3r Ch1ck3n... I mean, Boomkin.
So. You, as a mage, should spend hours getting the Incanter's set, amiright? Because it's tailored for you?
Not so fast, there, hotshot. Let's do some number crunching first. Let's ignore the set bonuses for now. We're going to ignore Mana-Etched for the time being, as we can assume it's superior to both Incanter and Oblivions
First off, the Incanter's. It will give you a total off:
120 Intellect, 110 Stamina, 84 Spirit, 150 Spell damage, and 61 spell crit. For socket bonuses, we have +4 spirit, +3 spell crit, and +4 intellect.
Oblivion will give you:
123 Intellect, 157 Stamina, 174 Spell damage, and 32 spell hit. For socket bonuses, we have +5 spell damage, +6 stamina, and +3 spell hit.
Let's say you choose Oblivion over Incanter, based on pure stats. Assuming that you gem everything color-coded, this will net you:
-1 Intellect
+53 Stamina
-88 Spirit
+49 spell damage
-61 spell crit
+35 spell hit.
If you're Arcane, the choice is simple. Incanter's all the way. You don't need the spell hit, you can take advantage of the spirit. With the talents the arcane tree offers, you will find yourself liking the Incanter stats more than the Oblivion.
For the rest of us... the choice is hard. It really is. Spirit is a non-factor for a any fire/frost mage, and we depserately need the spell hit at this point in the game. As frost, the choice is clear. Crit rating is close to pointless, a frostie will gladly skip the crit rating for the hit. For fire mages, the choice is tough. You will need the hit rating, after all, your cap is 13%. So you need a lot. On the other hand, you benefit from the crit rating far, far more than any other mage spec that exists.
Let me ask you this, though...
Can you crit a target if you miss it entirely? No? I thought not. So, to sum up, if you're Arcane specced, you will get more mileage out of the Incanter set, whereas the rest of us will do better with Oblivion.
And even if you are Arcane, you might still decide for Oblivion. After all, it has more spell damage and spell hit. And if you get most of the spell hit from that set alone, that frees up gem slots for other stuff... like, spell damage gems.
And if you're looking for a beginner PvP set, look no further than Oblivion. It is an excellent set for starting out at the 70 PvP bracket. You will adore the stamina it provides.
So. What about the set bonuses, you ask?
Well, the Oblivion set bonuses are useless to you as a mage... because... well, its a warlock set. So, that leaves the Incanter's set bonus.
SPOILER.
They suck. They really, really suck.
.25 seconds off Flamestrike? Yeah... thats... absolutely horrendous. Flamestrike is the worst AoE in the game. It has a long cast time and a very small area of effect. It doesn't even do that much damage. A single Arcane Explosion does 60% of the damage (excluding crits) in a larger area, with no cast time and less mana.
And the mana shield proc thing? Just... wow. Horrendous. It requires you to take a hit to get a chance (albeit a good one) to get more spell damage. That doesn't even make sense. First of all, Mana Shield is a terrible spell, and should only be used, if ever, while running away from something. And if you're running away from something, you need more spell damage because...?
Alternatively, if you snag aggro in an instance, pop mana shield, take a hit, then the tank gets it back, you could use the spell damage proc to down the mob faster. Well, except for the problem that you already took aggro, and more spell damage means you can take it back even faster. Oh, and you lose plenty of mana by popping mana shield. And you'll probably still take damage because the mob hits so damn hard.
And if you're frost, you will never, ever have mana shield anywhere near your action bars.
In short, the Incanter's set bonuses provide just as much benefit to you as the warlock's set bonuses.
It's a non-issue, the set bonuses. They're all useless.
Oh, and do I really have to say it? Mana-Etched is better than either of these sets, and looks far, far better to boot. And it has spectacular set bonuses to boot.
In summary.
Skip Incanter's. Get Oblivion. Have sex with Mana-Etched.
Posted by
Euripedes
at
11:00 PM
2
comments
Labels: Gear
And We're Back!
I didn't post on Sunday. Do I fell guilty? No, not really.
A good friend celebrated his 18th, and I went and got pleasantly drunk. By pleasant, it means I can remember most of the stuff that happened, but everything is coated in a warm, fuzzy feeling. It makes all my memories somewhat fuzzy as well, though...
Some stuff sticks out. Like a blonde chick named Cheryl. And a bowl of phenomenally good Poutine. And being run over by a tank in Halo3.
But I digress. Quite simply put, I don't have enough enough to say to warrant Daily Updates. From now on, I am going to update 4 times per week. Schedule for that TBA; for sure, Mondays and Saturdays will be update days. The other two update days will PROBABLY be Wednesday and Thursday. We shall see.
BUT. Seeing as how I promised daily updates, we're going to need to find someone/thing to fill in on Sundays, Tuesdays, and Fridays. I'm hoping to rope Vox into a regular gig as "That Crazy Sumbitch Wit Da PewPew". We shall see.
Also, I added a new html template thingy to my blog... let's see how it works:
[Gyro-balanced Khorium Destroyer]
Heh. That seemed to work nicely. Let's try some other stuff:
[Robe of Oblivion]
Kek ^_^
Ma links is no longer borked.
Actual update coming later.
Posted by
Euripedes
at
10:38 PM
2
comments
Labels: Random
Saturday, November 10, 2007
SRSLY!
Ok, so this is a serious post again.
I would like to talk about trainable Ice Block, and the possible repurcussions that would entail, if any.
For those not in the "know", the following forums are in an uproar about mages getting trainable Ice Block:
-Mage forums (duh)
-Warrior forums
-Warlock forums
-Hunter forums
The other forums don't really seem to care. The rogues are bust theorycrafting in thread after thread about the new Hemorrhage, the Shamans are awash in utter disappointment, Paladins are still yelling and screaming at each other about retribution, and the priests seem strangely occupied about racials.
The warriors are anywhere for entirely outraged from a PvP standpoint, the warlocks are QQ'ing endlessly about the might of the mages (this made me laugh, long and bitterly), and the hunters somehow think we'll be incredibly overpowered if we all have Ice Block.
Which leaves the mages rejoicing about PvE, and really not caring about the PvP.
"LOL WUT?" you say. Yes. Thats right. For the majority of mages, having Ice Block as a trainable ability will impact basically... nothing for us PvP mages.
Yes, I've said it before, I'll say it again. Ice Block is a game breaking talent. Without it, you are guaranteed to fail on a competitive level.
But if you do have Ice Block, that does not guarantee that you will not fail.
To be successful in an arena, you need to be able to outlast your opponent. You need to counter their specials, and have the durability to survive the ones you cannot avoid.
Every mage having Ice Block will not impact the other specs a great deal in the arena.
Even with Ice Block, you lack the control frost mages have. You do not have the ability to kite, you do not have multiple and rapid sources of frost novas.
You do not have Ice Barrier, and the mana-chugging protection that gives you.
You do not have the water elemental, a sickeningly effective killing tool when used effectively.
You do not have ridiculously powerful Ice Lances, one of the best burst damage spells a mage has. Specced for it, Ice Lance IS the best burst damage spell a mage has.
You do not have Cold Snap, allowing you to Ice Block twice in a match, and have a water elemental out for a full minute and a half.
Put bluntly, frost is a dozen-trick pony. And with Ice Block, you get one small trick to surviving.
"But Euri!" you whine, "If a PoM + Pyro mage can get Ice Block, then he can nuke my ass to hell and back and live right through it!"
Let me ask you something. When was that last time you got hit with a PoM + Pyro. Did it hurt? Of course it did. You know why? Because your resilience was shit.
Sorry. That was uncalled for.
Let's be realistic here.
Mages are essentially a glass cannon. Little survivability, lotsa damage being fired out. We die fast a slug that gets dropped in a bucket of salt, but damn, we'll hurt you just as bad as that poor slug.
We are the definition of squishy. Pretty much anything can kill us, if they gain the upper hand for even a few seconds.
A fire mage dies very fast in a tense situation. An arcane mage even faster. Simply put, a mage cannot take the hits. This is part of the foundation of the class. worldofwarcraft.com outright says so on their Mage Description page.
Challenge: Staying Alive.
So. Unless we're frost specced, we're easy to kill. Ice Block will hardly change that. Will it add to the survivability of non-frost mages? Most certainly. Will it mark the dawn of a whole new era in PvP combat? Not even close.
All it means is that the super-squishy mage will live 10 seconds longer. Thats all.
Once Ice Block is gone, the mage is just as squishy as before. Just as easy to kill. And now his survival trick is gone.
And to you people complaining about how this will effect the arenas, ask yourself.
Search your memory. Do it.
When was the last time you saw a Mage in the arena that did not have Ice Block?
Think about. Any and every moderately successful mage in any arena has Ice Block. Making it trainable will train nothing.
Every mage that PvP'd had Ice Block before... now we'll all... still have Ice Block. In competitive arenas, this change will do little besides let the arcane and fire mages move up about 50 points in rating. Some might even be able to crack 1600 now.
So, please, for those of you QQing about how this will completely change the Arena dynamics, please be quiet. This will change nothing.
Trainable Ice Block, however, will provide some major changes in a completely different part of WoW.
Yes, I'm talking about PvE. Ice Block is an immunity to everything, and a way to temporarily dump aggro.
You accidentally pull aggro on Quagmirran? Ice Block.
You get hit by Watery Tomb while fighting Hydross? Ice Block.
You get turned in a wee little girl with a Red Hood while fighting ol'granny? Ice Block 10 seconds from the debuff.
Moroes Garrote you? Ice Block. Its gone.
Get caught in the open when Ikiss blows that massive Explosion thingy? Ice Block, and you'll live happily ever after.
The uses for Ice Block in a PvE environment are many. Used correctly, it will save your healers a lot of aggravation, save your ass, and the collective ass of everyone around you.
Posted by
Euripedes
at
1:03 AM
2
comments
Labels: Arena, PvE (General)
Thursday, November 8, 2007
Mage Tanking
Todays post is an exciting one. Patch 2.3 is bringing many, many goodies to pretty much every class to the game. Blizzard is working very hard to get this game as balanced as possible.
The roles for every class is being expanded.
For example, paladins, once solely relegated to tanking and healing, are able to now fill the role of DPS in raiding content.
Shamans, too, are seeing buffs to their casting trees, allowing them to serve is utility mages and utility rogues.
Now, every class in the game is able to fulfill multiple roles in a raid.
As of 2.3, the mages horizons will be expanding beyond the classical DPS role.
It is with great pleasure that I bring you the reworked Arcane tree.
Since WoW came out, the Arcane tree has widely been considered the worst tree mages have avaliable. So many talents considered useless in so many ways.
Well, cheer up mages! Blizzard has heard your pleas!
Everyone give a round of applause to the new Tanking tree for mages!
The following changes have been made to the Arcane tree:
Arcane Subtlety has been renamed to Arcane Blatantly. Instead of reducing the threat caused by Arcane spells by 40%, it increases the threat generated by 40%.
Wand Spec has been outright scrapped, in favor of a new 2 point talent. Now, it increases the Stamina of the mage by 25%, and is renamed Arcane Stamina. Arguably the BEST tanking talent ever.
Magic Absorption keeps the same name, but instead of increasing spell resistances by 10, it increases the mage's armor value by double the mage's + spell damage value.
Magic Attunement stays the same, but now also increases the effect of "Mana Shield" by 50%. Mana Shield has been completely reworked, in Patch 2.3. Rather than absorbing damage and taking it from the mana pool, it now summons a Shield in front of the caster, fully absorbing damage equal to the Mage's total mana value. However, it now comes with a 10 second cooldown.
Arcane Fortitude now increases the mage's armor amount by 200% of the mages intellect.
Improved Mana Shield now reduces the cooldown of Mana Shield by 1 second per rank.
Arcane Mind has been renamed Arcane Constitution. It now increases both the mages Intellect and Armor values by 3% per rank.
Prismatic Cloak decreases all damage taken by 5% per rank, buffed from 2%.
Empowered Arcane Missiles no longer increases the mana cost of Arcane Missiles. Rather, it increases the threat generated by Arcane Missiles by 5/10/15%.
Mind Mastery, in addition to its usual effect, also decreases the cost of all arcane spells by the same amount.
Slow has been changed to a AoE effect, affecting all targets in a 15 yard basis. It also causes a very large amount of threat.
So there you have it! Arcane has been significantly buffed, allowing mages to be able to tank and still deal significant damage.
Now, as to how to tank.
First off, you won't have to struggle to find defensive gear. Blizzard has been kind enough to re-itemize all the Tier gear to support mage-tanking, with significant values for Intellect, Stamina and armor. Unlike most tanks, mages do not have to worry about stats like Parry and Dodge. We only have to worry about armor mitigation and our mana pool.
Because Mana Shield absorbs damage based entirely on how big your mana pool is, you want to have as much mana as possible. Also, as your armor increases based on intellect, a bigger mana pool means you have more armor.
So, the only real stats a mage tank needs to worry about is Stamina, and loads and loads of Intellect. As a mage tank, you should be whoring as much Intellect as possible. But hey, the re-itemization will help that significantly.
Take, for example, the new Tier 4 Chest Piece, "Aldor Constitution"
Constitution Robe of the Aldor
404 Armor
+40 Stamina
+66 Intellect
3 Blue Sockets
Socket Bonus: + 5 Stamina
Increases damage done by magical effects by 24.
TANKING TIPS:
Always run with Ice Armor up. You will love the increased armor value, and the slowing effects from it will let you get control over any mob that some other douchebag in the party pulls very rapidly.
Arcane Missiles are your best friend. They do a lot of threat, and a lot of damage, which means more threat. Relative to its threat, it's a very cheap spell to cast, and is uninterruptible. The perfect tanking spell.
Spam Mana Shield whenever the cooldown is up. It will make your healers job that much easier, and makes up for the lack of block, dodge, and parry skills that mages lack.
Threat generation is not an issue for a Mage tank. You have tons of threat generation already, and it is nearly effortless to pull aggro away from another idiotic member if your party.
I hope this has helped you out, and given you a few tips on how to tank as a mage.
Rumor has it, that Arcane Blast is being reworked into an Instant cast that forces the mob to target the mage for 8 seconds. We can only wait and see if this happens in 2.4! Or, maybe, it might sneak into 2.3 if we're lucky.
Posted by
Euripedes
at
11:39 PM
7
comments
Labels: Amusing Story, Patch
Wednesday, November 7, 2007
Divine Intervention
Patch 2.3 is rapidly becoming one of the BEST patches mages have seen in.... ever.
So much is being addressed, so much is being fixed, its exciting to the point of me cheering audibly at work, earning the glares of my supervisor.
I've already talked about all the other goodies, like AI's cost being reduced, the reworking of evocate, co-efficient tax being removed, etc, BUT THE NEWS JUST KEEPS GETTING BETTER AND BETTER.
First off, here's something huge.
Remember the coming nerf to Ice Block, with Hypothermia going up to 45 seconds. REPEALED.
That's right! Hypothermia is back to 30 seconds! Good news for all mages!
Are you excited yet?
I'd like to point out I said "Good news for ALL mages". Anyone take a gander at why I would say all mages?
Anyone?
I have three words for you.
TRAINABLE ICE BLOCK.
Read it again.
Thats ok, I can wait.
Done salivating yet?
I am NOT kidding here. Ice Block IS TRAINABLE. Every single mage will now have access to this spell.
I've established many, many times before how Ice Block was pretty much a game-breaking mechanic for magery in arenas. Without it, you're guaranteed to get killed off by something stupid, like Beast Within.
Now we all get it.
CAN I HAVE A HELL YES??!?!?
Sure, the most viable spec for arena will still be frost, but its no longer exclusive to frost-specced mages. With Ice Block, this will let fire, and even arcane mages, a fair chance in the arenas now. No, you won't be seen at the same level of frost mages, but you're given a very good fighting chance now.
Voxmortis, rejoice, you can stop sucking so bad now.
So, lets recap. In 2.3, mages get:
1) A better Evocate
2) Better gear (through Zul'Aman)
3) Better arena survivability, and the arenas open up fairly to all mages
4) Improved Vendor status
5) No nerf to Ice Block
6) More damage
7) Better Ice Barrier and ward spells
So... yeah. Pretty much the most awesome patch EVER.
The loss of Detect Magic is kinda dumb, but that does nothing at all to overshadow the sheer awesome of this patch.
And to you arcane mages complaining about TLC and MSD.... I don't care. I've never been arcane, I never will be. I have little experience with end-game arcane (yes, I do have some, thanks to the magic that is PTRs), so I cannot offer an opinion on that.
Perhaps a guest post about it is in order?
Also:
●████▄▄▄██▄▄▄▄▄▄▄---===
▄▄=████████=▄_
[███TANKADIN████████]►
[☼|☼|☼|☼|☼|☼|☼|☼|☼|☼]
Posted by
Euripedes
at
10:40 PM
5
comments
Labels: Patch
Tuesday, November 6, 2007
Inconvenience
Today I would like to gripe and complain about the annoying things of the Mage class.
This is not a discussion of any serious troubles, gamebreaking mechanics, whatever. Just some very annoying things.
You'll notice that a fair amount of this gripes are getting fixed in 2.3. Hellz yes! Not every patch is bad.
Goodbye minor annoyances and inconveniences, hello game-breaking mechanics!
MANA GEMS
What the crap is up with mana gems anyways? This seems to me a brilliant idea that was very poorly executed. The highest rank of mana gems Mages can get costs 1670 mana, and restores anywhere from 1136 to 1364 mana. If anyone cares, this means the max rank of Mana gem has a chance of restoring LESS mana than the next rank down (which restores 1000 to 1200). It just annoys me that I could use the down-ranked version and get more mana back.
And besides, a Super Mana Potion can restore more than double what a mana gem does (1800-3000 for the potion). And another thing. A warlocks healthstone restores far more hp than our mana stone. Sure, you can argue that a healthstone costs reagents, which it does, if you're not making it in the arena, or any battleground come Patch 2.3 (which has been officially announced, btw).
Result: Annoying! Useful, but annoying.
EVOCATION
At 60, and any level below that, Evocation would restore the entire mana bar in 8 seconds. Now, at 70, it almost restores 30% of my mana bar. Mages have so little spirit most of the time (the whole useless stat thing), and so evocate does so little. Of course, this gets a little fix in patch 2.3, to 60% of our mana bar. Very nice buff for most of us high level mages (heavy spirit mages (lol) in mage tier gear might see it as a nerf), generally a huge nerf for all the low level mages. My gripe is simple. You'd think that, for an 8 minute cooldown, it would do a little more. I still like it, mind you, I just don't like how it used to be so awesome, and got progressively worse every level I gained.
Result: Very annoying! Getting far less annoying in the next patch.
VENDOR
No, this is not going to be a gripe about people "always" pestering mages for food/water/ports, whatever. This is about the current mechanics that food/water brings to raids. Frankly, standing around summoning food/water for 5-10 minutes before a raid was incredibly annoying. I'd do it, sure, 'cause raids are awesome. But it was still annoying.
Anyways, thanks to Blizzard, this inconvenience gets the boot
Result: Used to be a serious peeve. Patch 2.3 gets this fixed. Win.
ARCANE INTELLECT/BRILLIANCE
My only annoyance here was the very high cost of these spells. They cost a fortune to do, and a mage can easily blow through his entire mana pool buffing two parties. Again, this gets fixed. Woot!
Result: Annoying enough that I would never bother to buff anyone besides myself with this, except in Instances/raids. No reciprocal buffs for you, So-and-so from Black Dragonflight! Reduced mana costs = win.
WANDS AND THE GCD
A warrior's white damage attack doesn't trigger the GCD. Neither does a Rogue's. Or a hunter's. In fact, every basic attack function except wands is exempt from the GCD. So why doe mages, warlocks, and priests get the stupid end of the stick, and be forced to endure a silly GCD for using a wand? There's probably no good reason to have wands on a GCD, and no reason to not have them on a GCD. It's just annoying.
Result: Yup. It's annoying.
USELESS TALENTS
Ok, this is a complaint that every class has, but seriously. Why have talents that you'd have to be brain-dead to take? I mean, c'mon! Why would you put talents like Improved Fire Ward and Frozen Core here? Nobody is ever going to take them. They just clutter up our trees with empty boxes. I guess you could use them as a way to laugh at people who take them?
Result: Annoying. Really.
SPIRIT
Spirit on Mage's tier gear just friggin' pisses me off. Worst itemization ever. If you're fire, it's pointless. If you're frost, it's pointless. If you're arcane, you have one talent that takes advantage of it, and I'll bet you secretly wish that spirit was more spell damage. Don't you?
Result: Annoying and sad at the same time, since you have to have it to get the good mage gear.
HEALING PATTERNS
There are nine classes in the game. Every one of them can either heal themselves, or reduce the amount of healing done to their target. Except Mages and, until recently, hunters. Admittedly, rogues and warriors have to have a specific debuff to do it, but thats still a step ahead of mages. If you haven't heard, Hunters are getting a "Mortal Strike" as well. Last I heard, it was the same effect being applied onto an Aimed Shot. Could someone correct me if I'm wrong? I have severe allergic reactions whenever I try and read any Hunter related information.
But seriously, why are mages singled out here? And don't tell me "CS nub". Warriors can interrupt heal spells, so can everyone else, and most of them do it better than mages. Kick anyone? Ever heard of Earthshock? It's not game breaking, I mean, I can see the argument that all classes were not made equal or whatever, we all have different strengths and weakness and whatnot. But its... annoying to be the only class that just can't. It makes it impossible to kill a druid that can figure out how to cast lifebloom and rejuvination on himself.
Result: A pet peeve.
INVISIBILITY
Another really clever idea gone the way of being totally and utterly useless. This spell just plain sucks. It costs a lot, has no inherent use, and you can't do anything, or have anything done to you.
Result: It sucks. Fix it or remove it. Please. Pretty please.
CO-EFFICIENT TAX
10% off our base spells if we pick up a talent? Why, yes! I would like to spend 5 talent points to DECREASE the amount of damage I do! -2% damage per rank sounds pretty good!
Result: Sheer stupidity, and getting eradicated from the WoW code, as it rightfully should.
ALTS
Due to the ability of mages to port themselves pretty much wherever they need to go, and the whole free food/water thing, it occasionally makes playing an alt impossible. I take these things for granted, having had them since Day One.
Result: I have been spoiled by arcane magic.
GNASHING OF TEETH
All the fucking whinos on the WoW forums. You people suck.
Result: /ignore ftw!
TIME ZONE
The fact that when I post on Tuesday, the post will go through on Wednesday, due to time zone differences. So it will look like I neglected my blog for one day. BLUZZARD! FICX THIS!!!!11
Result: !!!!111shift
PALADIN TANKS
I have the somewhat creepy desire to play a Paladin tank. I don't know why. I really don't. But it's there, and I don't know how to get rid of it. Like a second head, it's always there... breathing softly in the background, just out of my eyesight.
Result: YOU'RE ALWAYS HUNGRY! THAT'S WHY WE'RE SO FAT!
Posted by
Euripedes
at
11:22 PM
5
comments
Labels: Rant
Monday, November 5, 2007
Assholes, Large and Wide
Anyone who spends any time on the internet will run across these people.
The folk who senselessly flame away at someone, instantly dismiss their ideas as stupid or irrelevant, or outright attack the other person with abusive language.
These people rapidly incite anger and hatred amongst most people they communicate with.
They have many names.
"Trolls"
"Flamers"
"Asshats"
Whatever name they go by, they make life miserable. If you run afoul of them, they will attack your opinion, your ideas, and you.
I fondly call these people "assholes".
I was once an asshole, not too long ago. I trolled the mage forums. I attacked "nubs" for being clueless. I used to relentlessly attack people in trade chat, general chat, whatever.
I'd outright abuse and attack anyone who said something wrong, or asked for help.
I used to be one of the assholes who'd jump into general chat with the witty remark "L2thottbot" when someone asked where the herbalism trainer was.
When I ran with a mage who stacked spirit with his gems, I'd verbally abuse him until he left the party in tears.
I used to make any and every effort to ruin the time of alliance. At 60, I was running around in Ashenvale farming wool. I saw two mid 20-ish people at the summoning stone for Blackfathom Depths. Obviously going to summon some party mates. One of the two was flagged for PvP. I proceeded to one-shot the guy. And laughed. And waited patiently. The poor guy was obviously new, as he respawned long before the PvP flag faded. I annihilated him in this way 5 times before he stopped rezzing. The whole time the second party member stood there, waiting. At the fourth kill, he went /afk, and then logged out. That alliance group never did the Instance run. I laughed heartily at how I had single-handedly ruined their play time.
That is how I used to play the game.
No longer. No more.
I've changed, and it's for the better.
When someone asks where the herbalism trainer is, I direct them to the nearest city guard, tell them to select "Professions" then "Herbalism", and I tell them that the trainer will be displayed on their map. I will even give them some quick instructions on how to open the world map to clearly see where the trainer is.
When I see a mage with spirit-stacked gems, I let them know they're wasting those stats, and tell them they should be stacking + spell damage, hit rating, whatever. I'll even link them a couple of good gems to use, if I have them in my bag.
While running a lowbie guild-mate through SM, there was a couple flagged alliance there. I waved cheerfully and carried right on. Even helped them clear to the instance entrance.
At 70, I was farming for Firewing signets at firewing point. A little 61 gnome mage comes by, frost spec. He tries to do the escort quest. It quickly becomes apparent he will be unable to kill the mobs; he's getting overun and losing health fast. The old me would have /lol and /cheer until he died, at which point I would have slaughtered all the mobs and laughed at him some more. The new me jumped right into combat, rooting all the mobs he had aggrod, Cone of Cold, etc, effortlessly killing six mobs that were beating on him. I even took the time to make sure he had tagged every one of them before I started attacking them, on the off-chance he could snag a little XP or lewt from them. He used /thank. I /salute, and went back to my grind. I was happy. He was happy.
Call me a carebear if you like, I'm fine with it.
The old me would have seen me happy, and the gnome frustrated and angry. The new me saw me happy, and the gnome was happy.
BUT.
I am not nice to everyone. Not even close.
Remember those assholes I was talking about? They are my new targets.
When someone asks where Thrall is for a quest, and someone replies "L2thottbot, nub" I will whisper directions to the person looking for Thrall, and attack the "L2" player. In public. Trade chat even, if possible. I show no mercy. I will not stop. If you try and argue back, chances are good you're feeding me ammunition, which can and always is used against you to devastating effect.
There are those who make people's lives better. They're brave, they post on contaversial topics. They try to provide information, and do they best they can. There are those who are new, who shouldn't be shunned. They should be helped, given info, whatever, so they can have a fun experience. This is WoW, it is a game. If you cannot have fun here, if you cannot get along with others, please. Heed this advice.
GET. THE. FUCK. OUT.
Leave the rest of us in peace, so we never have to read the mindless drivel your keyboard produces.
There's a relatively new blog on wowinsider.com, called Bloodsport. Just a columnist trying to pull of an arena specific blog, about class balance and all sorts of goodies. The fellow did up a brief matrix chart, giving a rough idea of where the classes match up.
The first comment, from Zechleton. "I read the Warrior line in your matrix and stopped reading. Obviously clueless."
Zechleton, might I humbly suggest you drown yourself in a lake? You'll be doing everyone a favor.
Again taking from WoWInsider, this post briefly dealing with mages and 2.3.
There were plenty of comments here, it started off as discussion about the upcoming patch.
"agree with 11 & 13. PLEASE replace the writer of "Arcane Brilliance" his game knowledge is trivial at best." - Anonym, 7:53 PM October 15th
"This article needs to be done by someone who does more than read the patch notes. Can't you find somebody who can spend an hour a week reading the Elitist Jerks mage threads and churn out a summary of what they read there?" - Rudi, 8:02 PM October 15th
"Get someone to write that knows what the heck they are talking about. This is crap" - simplehiker, 8:58 PM October 15th
I would like to thank you, and all commentors like you, for your insightful and valued input. You have successufully identified a problem, and given helpful and constructive feedback.
If you didn't notice, that was sarcasm. You have done NOTHING but attack the person who wrote the post. You criticize the downward spiral of the quality of posting, you attack the person writing the blog as an unintelligable buffoon with little to no knowledge, and... hmm, thats it. You want to do the job? If you aren't being satisfied, go get the damn information by yourself. You say someone can get the information in seconds? THEN WHY DON'T YOU? Instead you complain and gripe, like the brainless fucktard you are.
You think these people spend their time catering to you? It's a hassle for someone to go out of their way to give you some information. Did you see what happened with the warlock blog? That poor woman receieved so much flak, the blog stopped. Nobody posts. Sorry, warlocks, you don't get a WoWI blog.
Do you want the same to happen to mages? Do you?
Get off the internet. Remove yourself from this planet. Do whatever you have to do to prevent yourself from interacting with any part of Society ever again.
Posted by
Euripedes
at
11:18 PM
79
comments
Labels: Rant
Sunday, November 4, 2007
World of Magecraft, Volume III
Here you are now, leveling up your mage. You've picked up your professions, and have a good idea of what kind of build you'd like to use. But where do you put these talent points when you're leveling?
This section here is a brief guide on where to put your talent points while making the grind to 50.
We're only going to cover you're first 40 talent points, since by level 50 you should know how to play the class. I'm also going to cover the stats in the game, as they pertain to spells, and mages.
While leveling your new mage, there are two routes to go. You can either go with the fire tree for leveling, or the frost tree. If you choose fire, you will be able to quickly take down a target mob. You will be able to move from one target to the next rapidly, quickly downing mobs one-by-one. You will have trouble taking on multiple mobs at once, at least until you get Blastwave. There is little to no room for error leveling as a fire mage; if you screw up, you're dead.
If you choose frost, you will not be able to take down mobs nearly as quick as fire. A fire mage can usually 3-4 shot an equal level mob; as a leveling frost mage you will probably take more than 5 spells to get the same job done. However, you can take multiple mobs on at once, with little of the difficulty fire has. You also have a very large margin of error. If a fire mage accidentally pulls 5 mobs instead of the one he was looking for, he's close to screwed. A frost mage will pull 5 mobs on a regular basis.
Take your pick. Rapid killing one-by-one with almost no margin for error, or slower killing with a very large margin of error?
Please, don't pick arcane. It is terrible for leveling, and doesn't get any good until much later in the game. It has no inherit kiting ability, which fire gets very early on and frost always had. It cannot match the damage output of fire early on, and you will run OOM (out of mana) much faster than either frost or fire.
Save yourself some grief. Say no. You gain nothing by trying to level as arcane, except a hard time.
Also, be aware that all mage trees are "top-heavy". That means all the good stuff is deep in the tree, and not at the beginning. Thus, while leveling, don't split trees. Stay focused, and keep putting points into the same tree as you level.
Your first 40 points - FIRE
Level 10-14 - Put your first 5 points into "Improved Fireball". This is your base attack spell, and you will be using it constantly. Cutting down its cast time means you get more damage off in less time. Self-explanatory. It gets even better at level 15.
Level 15, 16 - Put your next two points in "Flame Throwing". This increases the range of your fire spells by 6 yards, and you will adore this. Mages do best attacking at range; you're hurting the mob while it's not even touching you. Range means you do more damage, and take less damage. Coupling this talent with Imp. Fireball will give you an extra fireball to cast at a mob before it even reaches you.
Level 17-19 - Put three points in Ignite here. You may not crit that often at this low level, but when you do, the extra damage helps you a great deal. And you're a mage, get all the damage you can get.
19 PVP BUILD - No. Just no. You will get horribly slaughtered again and again.
Level 20 - This is where there is some argument as to where your tenth point should go. Many suggest putting your next two points into Burning Soul, so you don't get your spells interrupted anymore. I say, at this stage of the game, you shouldn't be letting mobs beat on you anyways. You already have a 41 yard range and frost nova, why are you letting them hit you? At this point in leveling, your spell rotation should be something like : Fireball, Fireball, Fireball, Frost Nova, Fireball until dead. No mob should survive 5 fireballs. Maybe six if you're taking on something 4+ levels higher than you. In case of unlucky resists, thats what Fireblast is for. You don't need to pick up Burning Soul right this second.
HOWEVER, Pyroblast is an excellent spell at this stage in the game. It won't stay this way forever, but in your twenties, Pyroblast is vastly more powerful than fireball. Open every fight with it, attacking at maximum range. Pick it up at 20, it will give you a very nice damage boost at the start of fights
Level 21, 22 - This is where you pick up Burning Soul. Now you have an amazing opener ability, and an ability that will let you keep right on casting in the face of adversity.
Level 23, 24 - Finish off Ignite. Now your spell criticals will do almost half the damage again whenever you crit. If your opening Pyro crits, you will be seeing a tremendous amount of damage at this stage in the game.
Level 25-29 - Now you're going to want to pick up Impact. Incinerate and Improved Scorch are just not that useful when leveling. Nothing will stay alive long enough for Imp. Scorch to stack, and you should only be using scorch/fireblast at this stage of the game as an "OH SHIT" button. Fireball is still your best spell. Impact will give you a 10% chance to stun a target upon being hit with a fire spell, and it is an excellent talent for leveling. It will keep your target at range that much longer. giving you time to fire off more spells before your target can do anything about it.
29 PVP BUILD - Remember those 5 points you put into Imp. Fireball? Well, put them into "Incinerate" and "Improved Fire Blast" instead. Viola! You have the best possible PvP build for mages at 29.
Level 30 - Pick up Blastwave.
Level 31-33 - Put 3 points into "Critical Mass". This is where we start seeing some more powerful abilities in the fire line. With an increase of your crit chance, you will be seeing Ignites far more often, which means even more damage.
Level 34 - Put a point into "Master of Elements". It will add to your mana-efficiency, which is a very good thing while leveling. The higher your crit chance, the better this talent gets. And you're crit chance will only go upwards as you level, so get it, and enjoy a little extra mana.
Level 35-39 - Shove all five points into "Fire Power". 10% more damage from fire spells. Thou shalt not go without it.
39 PVP BUILD - Same thing as the 29 build. Put the points from Imp. Fireball into Incinerate and Imp. Fireblast. 39 is a really good bracket for mages, we really come into our own here. We do fine at 29, but we're better at 39. Pwn some nubs, 39 is a great bracket to be in. And if you're a twink, even better, because you can put all those new enchants from TBC on your gear. Before you ask, yes, you can put the Sunfire enchant on the Staff of Jordan if you really, really wanted to. A twink mage at 39 can easily be a god of fire damage.
Level 40 - Get Combustion. Even more crits for you!
Level 41-43 - Put 3 points in Pyromaniac. You get a little bit of mana efficiency, and even more crit chance. You'll be pumping out a lot of damage at this point in the game.
Level 44 - Put a second point in Master of Elements. You will be critting a lot at this stage of the game, get a little extra mana back.
Level 45-49 - At this point in the game, you should have bonus spell damage on your gear. At bare minimum, have at least 100 of the stuff. Shoot for 200+. As such, pick up Empowered Fireball, and get all the more damage out of your main spell as you can.
And that is that. Congratulations on making it this far, you should have an idea of how a fire mage works at this point. Feel free to mix it up, try a 49 PvP build (another really fun bracket). Or put 10 points into Arcane for Clearcast. Its up to you, and 70 is the limit.
Your First 40 points - FROST
Level 10-14 - Put your first 5 points into Improved Frostbolt. Same reasoning as Imp. Fireball, you use this spell a lot, use it even more, and get even more damage out of it.
Level 15-17 - Your next three points should go into Frostbite. 15% chance on any chill effect to freeze the target. So thats... 15% chance on every spell you cast to root the target. Frost is all about control and leeway while leveling, this makes your time even easier.
Level 18-22 - Put 5 points into Ice Shards. You won't be critting very often at this point in the game, but when you do, it will hurt a lot. Most importantly, this talent is going to come into its own in a huge way in a few levels.
Level 23, 24 - Put 2 points into Imp. Frost Nova. By itself, this will give you more leeway in controlling the encounter, just in case something goes wrong and you need another frost nova right away. Most importantly, this talent lets you take Shatter next level up.
Level 25-29 - Put all 5 points into shatter. This is a godly talent, and seeing as you freeze your target in place a lot, you will be critting quite a bit. And remember that Ice Shards we took a few levels ago. Yeah. You will be critting very hard, and often.
Level 30, 31 - Put 2 points into Arctic Reach. You don't need the range as much as fire does, thats why we left it until here. But add the range, and this will give you even more manuevering room when taking on random mobs. You already have a chill effect, a faster casting time than fire's main spell, a 15% chance to outright stop your target, and now you're adding even more range. Life is good. Mobs shouldn't even be able to touch you.
Level 32-34 - Put 3 points into Piercing Ice. Its 6% damage, it's kind of a no-brainer. We didn't take it earlier, because we need to turn you into a god of kiting. Which you are now, so go ahead and take the extra damage. It won't have much of an impact of you take Piercing Ice before Arctic Reach, I just prefer to widen the margin of error first. If you're still sucking and still getting hit by mobs, get some more kiting help. Skip Piercing Ice, and put these three points into Permafrost instead. You shouldn't need to have Permafrost while leveling, but hey, if you're that bad at kiting still, take it and get better.
Level 35-37 - Put 3 points into Frost Channeling. A 15% reduction in the cost of frost spells is huge, and it will keep you up and casting for a much longer time. It's the best mana reduction talent in any mage tree, so get it and love it.
Level 38 - Get Ice Block here. We're going to add some powerful special abilities to the frost tree here. Start with Ice Block. The biggest uses this spell has is letting you wait for the frost nova cooldown freely, and wiping any stupid disease effects or whatever a mob throws on you. Not very important at all for leveling. But, we need it for Ice Barrier, which is simply awesome.
Level 39 - Get Cold Snap right now. This is your "OH SHIT" button as frost. Other specs and classes have them, but this one is yours.
Level 40 - Get Ice Barrier. You may have noticed that the frost tree doesn't have any spell interrupts. This is why we needed to get you good at kiting. But, now we have this little handy spell, which will keep your pecious cast bar ambling towards completion rather than failing.
Level 41, 42 - Put 2 points into Ice Floes. Now that you have all these special abilities kicking around, get this so you can use them more often. Feel free to cry that it doesn't reduce the cooldown on frost nova even more. I know I did.
Level 43, 44 - 2 points into Arctic Winds, to add some much needed damage to your frost spells. You're probably jealously looking at fire mages and their large damage output at this point. Go ahead and treat yourself to a little more damage.
Level 45-49 - All five points go into Empowered Frostbolt. Like the fire side of things here, you should have at bare minimum 100 + spell damage. Make your main spell even more powerful. The fact that it also increases the crit chance of frostbolt by 5% is just free candy on the cake.
And grats, you've made it to level 49 as a frost mage. Ding 50 and snag the water elemental, and rejoice. You are a kiting god, and as long as the mob can be snared/rooted, you can kill it without even being touched. Congratulations, now go grind on some elite dragonkin.
STATS
You see it all the time in noobie zones. People asking in General about what stats are most important, you see it on the forums sometimes too. So let me summarize everything up here for ya. These are the stats in the game that effect mages, and what you need to know.
- INTELLECT - This is the core stat for mages of any kind. Each point of intellect gives you 15 mana and a 0.0125% chance to crit. No matter what you plan on doing, you need a mana pool. And for a mana pool, you need Intellect. Its basic knowledge, but there it is. Intellect is a very important stat
- STAMINA - This is a core stat for every class in the game, however, its emphasis for mages is somewhat lower than most other classes. As ranged DPS, we have very low natural stamina, and little real need for it. For anything other than PvP, stamina is not very important for mages. In PvP, of course, stamina is very important and you need a lot of it. However, no matter what you do, you never need to worry about it. For PvE gear, it will come with its own stamina regardless, and you'll have enough hitpoints to get by just fine. For PvP, any and all PvP gear already comes with stamina, so you still don't need to be concerned about it. If you get PvP gear, you will get stamina, and lots of it, by default. It will not hurt in the least to toss some Stamina gems into your sockets, if you are that high of level.
- SPIRIT - Spirit just isn't a very good stat at all. Literally any other mage stat should be considered more important than spirit, even spell penetration. See, spirit will only regen mana every 5 seconds while you're NOT casting. If you're not casting, you're not doing your job. Healers (especially priests and druids) have all sorts of strange tricks with the "5 second rule", but we mages do not. You should be casting almost all the time. Try to avoid spirit in favor of pretty much anything else.
- ARMOR - Armor is of little importance to mages, with just a few grains of salt. In PvE, its pointless and kinda stupid. If something is hitting you with physical damage, something is very, very wrong. In PvP, armor is somewhat more important, since many classes will be trying to hit you with physical attacks. But, like stamina, this is not a stat you need to concern yourself with. If you're wearing PvP gear, which is the only place armor is useful, it will come by itself on the gear.
- RESILIENCE - Another defensive stat that is only good if you PvP. Resilience reduces the chance that targets will critically hit you, reduces the damage of critica hits, and reduces the damage of Damage over Time (DoT) abilities. 1 Resilience gives you a crit chance reduction and DoT damage reduction of 0.0254%, and a crit damage reduction of 0.051%. As a whole number, 39.4 resilience will reduce crit chance/DoT damage by 1%, and crit damage by 2%. Similar to stamina, PvP gear will come with this stat on it. Unlike stamina, Resilience is well worth stressing over and stacking with gems and such. You should shoot for at least 200 resilience before taking yourself seriously at high-end arenas. 300 is a good average, 400 is roughly where you want to be at the highest competitive level. If you have a yellow socket in your PvP gear, it should have a resilience gem in it.
- SPELL DAMAGE - Damage from spells is the lifeblood stat of mages everywhere. The more spell damage you have, the harder your spells hit. This stat should be treated as the most important spell for PvE of any kind, and a very important spell for PvP (alongside stamina and resilience). You should be looking at all times, at any level, for gear that increases spell damage.
- SPELL CRITICAL STRIKE RATING - This used to be a contraversial stat in the old days. More spell crit means more spell damage, right? Well, not quite. Spell crit is a very complex stat, and depends a great deal in circumstances. Lets start with the nature of a critical spell. A spell hits for 100% damage. Barring talents, when it crits, it crits for 150% damage. Therefore, 1 spell damage = 1 spell damage, and 1 spell crit = 0.5 spell damage. In a flat scenario, spell damage is twice as good as spell crit. However, there are so many other factors that can be included. First off, there are abilities that only proc in critical strikes. Take Ignite for example, which does an additional 40% of a spells damage. With this talent, a spell crit will actually do 210% of the spells base damage. Therefore, for a fire mage, spell crit = 2.1 spell damage. Again, though, that is a flat scenario. There are many talents that affect crits in the mage trees. Both frost mages and arcane mages can increase the damage spell crits do, and as was already mentioned, fire mages add a DoT after a crit. By itself, spell crit is a very nice stat, giving mages a chance at some very high damage. With talents, point-per-point, it is better than flat + spell damage. For arcane, spell crit is 1.75 spell damage; fire, spell crit is 2.1 spell damage; frost, spell crit is 2 spell damage. HOWEVER. That ratio is assuming that you, the mage, actually crits. Let's say you're a fire mage with 25% chance to crit. This means that you crit a quarter of the time. Now, every spell you cast, assuming no misses will benefit from your + spell damage. However, only a quarter of those spells will benefit from your spell crit rating. Thus, in this scenario, spell crit is only worth 0.525 spell damage. With this in mind, that essentially means that if you are a fire mage, + spell damage is better point per point than spell crit, unless your crit chance is within a few percentiles from 50% chance. Thus, as a general rule, spell damage > spell crit. As for PvP, spell crit is a terrible stat. Anyone who is anyone in pvP will have plenty of Resilience on their gear, which totally negates your crit rating. And if you try and stack crit rating for PvP, you're sacrificing other, more important stats for it. Just say no. There is one very important stat we need to discuss. But we'll get to that in the next point.
- SPELL HIT RATING - Lets say, just for ease of use, that you are level 70. You shoot a fireball at a level 70 target. There is a 4% chance that fireball will "miss", showing up as "Resist" on your screen. Spell hit reduces the chance you will "miss" with spells. There is always, ALWAYS a 1% chance your spell will miss, no matter how much spell hit rating you have. Thus, there is a "cap" to spell hit rating. Against an equal level opponent, the spell hit cap is 3%. With 3% spell hit rating, you will almost always land your spells. This is why, if you wanted to, you could have ~3% spell hit rating for PvP and nobody would gripe at you. It IS the hit cap against fellow players, after all. But, if you have either spell hit talents, you don't need any of it. Against higher level mobs, this stat ramps up exponentially. Let's say you, a 70 fire mage, attack Illidan Stormrage. Now, he is a skull-marked boss, but the game will calculate him at level 73. Meaning, there is a base chance to miss Illidan Stormrage with spells of 17%. 1% you cannot get rid of, but the other 16% you can mitigate through talents involving spell hit. To be an effective raiding mage, you will need to gather 16% spell hit rating to avoid missing these boss mobs. Frost/fire builds with elemental precision will need to stack 13% spell hit, while Arcane mages will only need to stack to 6%. For PvE, spell hit is an incredibly important stat. If you miss a spell, that means you did no damage at all. To hell with your +spell damage and +spell crit, you outright missed, you get nothing. At end-game, spell hit should be something you stack to the hit cap as soon as you can. Spell hit is also more important than spell crit, but only to a point. If you're an arcane mage, you only need 6% to your hit rating. If you have 6.7%, that .7% is a total and utter waste, and you can feel free to put spell crit there, if you wanted to.
- SPELL PENETRATION - This stat is... well, silly. It's supposed to be the PvP version of spell hit, but it's situational to the point of being sad; you shouldn't even consider trying to get this on your gear. Spell Penetration reduces your targets resistances to your spells, as in those little numbers in the top-right corner of your character panel. Here's a quick example. Say you cast a fire spell at a Paladin. The Paladin, for some inexplicable reason, has 40 fire resistance. You have 25 spell penetration. As such, the resistance "check" to see if the Paladin resists your spell will be calculated as if he had a fire resistance of 15, rather than 40. As such, spell penetration is useful in the following situations: against druids, paladin aura buffs, and priests against shadow spells. Thats it. Of course, its very handy if you fight some joker who's wearing a bunch of resist gear. But when do you ever see a warrior running around in a battleground in full fire resist gear? Spell Penetration is a pointless stat, don't ever go out of your way to get it. As a side note, spell penetration has NO EFFECT WHATSOEVER in PvE. Any resistances calculated for NPC characters are a flat rate, and cannot be changed by spell penetration. A raid boss, for example, will always have an innate spell resistance of 15. And you cannot overcome that.
This is the quick version:
INTELLECT - PvE = Very Important, PvP = Important
STAMINA - PvE = Useful, PvP = Very Important
SPIRIT - PvE = Stupid, PvP = Worthless
ARMOR - PvE = Stupid, PvP = Useful
RESILIENCE - PvE = Worthless, PvP = Very Important
SPELL DAMAGE - PvE = Very Important, PvP = Very Important
SPELL CRIT RATING - PvE = Useful, PvP = Stupid
SPELL HIT RATING - PvE = Very Important (up to the cap), PvP = Meh
SPELL PENETRATION - PvE = Worthless, PvP = Stupid
And so concludes Volume III
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