I have read different opinions on this and I would like to see if there is agreement. From that I understand (after Int and Hit) it is Mastery > Haste > Crit if you do not have the 4pc T11 bonus and Mastery > Crit > Haste if you do have the 4pc T11 bonus. The difference, as I understand it, is the T11 bonus may push you to the GCD when in the burn phase and time warp is active. Is this correct?
Even with 4 piece t11 Rawr shows that haste is a little better than crit, so it would be -
Int >>>> hit >> mastery >> haste > crit.
Simulationcraft gives weird results with the default simulation settings. Its scaling value for crit is about 15% higher than haste (in 359 gear), BUT if you actually trade a little haste for crit the simulated dps goes down. So simulationcraft is disagreeing with itself; I think the problem is more likely to be in the scaling calculation than in the simultation, so I'm betting simulationcraft would agree with rawr if that bug was fixed.
Keep in mind that haste is much better than crit when not affected by heroism, so -
If you are in group with super dps heroism will be active for a larger % of the time, the gcd haste cap while affected by heroism will be more significant, and rawr/simulationcraft may rate haste too high for you. For me personally my guild is low on dps, which makes haste more valuable than rawr/simulationcraft estimate.
Wednesday, April 18, 2012
Question regarding 'balance' and decisions
First of all, yes I'm posting on an alt. My questions have nothing to do with my actual character management, hence, this level 1. My mage is not amazing(yet! :D). Please keep replies in this thread polite.
Here's my thinking:
Arcane: Everyone knows this spec is not good in PvE and I think I've only seen 1 or 2 Arcanes in PvP. It seems they just use far too much mana to be able to compete. It's been tested with Sims, real raid testing, etc. And yet, still, no fixes for this at all! And there are more issues than just Mana usage. Many players would LOVE to be able to raid as Arcane, but it does not seem feasible.
Fire: Far too dependent on RNG. Fire needs lots and lots of crit and then start praying that RNG is on your side. The gear just doesn't give enough. It's clunky to play, also, as others have described. Ignite munching; this has not been resolved and it is not as if this is a new issue, either.
Frost: Increased turret damage. Deep Freeze change; One of Frost's main abilities that is on a decently long CD barely does about as much damage as other classes short CD abilities. SW:D for example. Short CD, comparable damage.
Time Warp: I don't need to explain this one.
We Mages have MANY issues that need addressing. Instead, Mages are given X, Y, and Z fixes which not only address almost none of the problems above, but, even ones I did not include that I'm sure others will list if so inclined. On top of all of these things, the well-known and respected mages do testing in several ways and come back and basically say it's rubbish and did not particularly help these things. As many, many, many other posts in the last few days have demonstrated.
So, here is the question:
Why is it that once a patch goes live, and even on the PTR which gives people time to test things and give input before they go live, does it feel like Blizzard either completely ignores feedback or reads it and refuses to address them? It seems as if people not only test things on PTR, but come to the exact same conclusions once changes go live, and yet, nothing is done... as if it's all just a big waste of time.
I am not a top 20 world guild or even within a mile of them. But, I do read a lot. And I notice the feelings and facts stated and demonstrated in many ways by others. It just seems like players are not listened to at all in many respects.
And it's not just Mages that this is happening to.
Here's my thinking:
Arcane: Everyone knows this spec is not good in PvE and I think I've only seen 1 or 2 Arcanes in PvP. It seems they just use far too much mana to be able to compete. It's been tested with Sims, real raid testing, etc. And yet, still, no fixes for this at all! And there are more issues than just Mana usage. Many players would LOVE to be able to raid as Arcane, but it does not seem feasible.
Fire: Far too dependent on RNG. Fire needs lots and lots of crit and then start praying that RNG is on your side. The gear just doesn't give enough. It's clunky to play, also, as others have described. Ignite munching; this has not been resolved and it is not as if this is a new issue, either.
Frost: Increased turret damage. Deep Freeze change; One of Frost's main abilities that is on a decently long CD barely does about as much damage as other classes short CD abilities. SW:D for example. Short CD, comparable damage.
Time Warp: I don't need to explain this one.
We Mages have MANY issues that need addressing. Instead, Mages are given X, Y, and Z fixes which not only address almost none of the problems above, but, even ones I did not include that I'm sure others will list if so inclined. On top of all of these things, the well-known and respected mages do testing in several ways and come back and basically say it's rubbish and did not particularly help these things. As many, many, many other posts in the last few days have demonstrated.
So, here is the question:
Why is it that once a patch goes live, and even on the PTR which gives people time to test things and give input before they go live, does it feel like Blizzard either completely ignores feedback or reads it and refuses to address them? It seems as if people not only test things on PTR, but come to the exact same conclusions once changes go live, and yet, nothing is done... as if it's all just a big waste of time.
I am not a top 20 world guild or even within a mile of them. But, I do read a lot. And I notice the feelings and facts stated and demonstrated in many ways by others. It just seems like players are not listened to at all in many respects.
And it's not just Mages that this is happening to.
What to do with reforging gear???
So i am stumped on what to do with reforging, i understood at first i need to reforge to hit in order to get hit capped and now i am capped. But now i don't know what to do, if i could get anyone of these questions answered it would be so helpful.
1. How do i know what to get rid of when reforging.
and
2. What do i replace what i am getting rid of with. (Is there some kind of pairing, like does it always go crit->haste, or mastery->crit) just an example.
If someone can please help me out with this it would be so useful.
Thanks,
Lucronth(Arcane/Fire Mage)
Spirit is useless for mages, so that's what you first want to reforge into hit/haste/crit.
There's not really a "pairing", it's basically just Spirit->anything that's not spirit (hit, haste, crit, whatever)
You can be either dungeon or raid hit capped, lots of folks switch between the two caps (dungeon cap is lower than raid hit cap) and constantly tinker with that, which I don't have the patience or time to do.
I reforged everything I could into haste after reaching raid hit cap. :P
Generally the rule of thumb is:
Hit to cap (or as close to it as you can. This is the first expansion where Hit isn't always the most important thing ever. INT is more important so you don't want to gem for HIT unless the socket bonus makes sense).
Haste to soft cap. It's 12.5% and depending on your raid group you might need significantly less. For example if you have a Shadow Priest you only need 7.5% due to their 5% buff. Unfortunately for me, I don't run with anyone that can provide additional Haste so I had to go to the cap on my own.
Crit. Just as much as you can.
So when reforging, the first thing to forge out is Mastery. It's not useless to us but it's nowhere near as good as the other stats. Most of your reforging is going to go towards Hit but if you have pieces with Mastery after getting Hit capped, go for Haste or Crit.
As far as Spirit goes, the first rule of thumb is to not take Spirit gear in the first place. Spirit is complete 100% useless for us. The only thing it's good for is reforging and you'd be better off with a different item that didn't have spirit on it in the first place. If you do end up with a Spirit item as a temporary item, forge it with the above rules.
As far as Spirit
Okay so i think i understand, so since i raid and i am raid hit capped i should start reforging to critical strike and haste.
What i don't understand is you said mastery is not as important, that doesn't seem right because if you go by what MaxDPS.com says with gems it is as follows:
+40 Intellect is - 44.22 DPS
+40 Haste is - 21.85 DPS
+40 Mastery is - 16.74 DPS
+40 Critical Strike Rating is - 14.81 DPS
So wouldn't it be that Critical Strike Chance is the least useful of them all, that is at least how i take it, but i could be wrong.
And the other thing how are you supposed to know what to stat to reforge out of, do you reforge out of the lowest stat or the highest stat or is it basically pick of the litter and you have to choose your self?
Okay so i think it just clicked, for example if the item has(Hit and Critical Strike), then i reforge the(Critical Strike Rating -> Haste), and if the item has(Hit and Haste) then reforge(Haste -> Critical Strike), and then if(Hit and Mastery) then reforge the(Mastery -> Haste).
Is that about right?
Your answer is probably hard since your are arcane and fire spec'd
Generally, I respec the lowest priority dps stat into another.
Fire currently has little use for mastery so I reforge that to Hit (to cap)/hast/crit
Arcane has great use of mastery and little use for crit so an arcane mage would likely reforge all crit to hit (to cap)/mastery/haste.
What do people mean exactly when they state is as Hit/Mastery/Haste, that is basically the only thing that is unclear with me.
That is the stat priority order.
Okay so now with Arcane Spec it says that Mana Adept increases damage done by 22% based on mana left in pool, so does that mean the cap for that would be 22?
Arcane: Hit, then Mastery or Haste, then Crit.
Fire: Hit, then Crit, then Haste, then Mastery.
That's your priority order. Do that.
Of course you could just have Rawr do the calculations and it is a LOT easier on the brain. It is at:
http://elitistjerks.com/rawr.php
Have it pull up your character from the armory, have it do an optimize. If it tells you certain gems or enchants "aren't available" go in and manually tag them as available and try again. It will tell you what you should change and you can see what effect it will have on your stats.
There is no reason to not use it to at least analyse, even if you decided not to make the changes.
1. How do i know what to get rid of when reforging.
and
2. What do i replace what i am getting rid of with. (Is there some kind of pairing, like does it always go crit->haste, or mastery->crit) just an example.
If someone can please help me out with this it would be so useful.
Thanks,
Lucronth(Arcane/Fire Mage)
Spirit is useless for mages, so that's what you first want to reforge into hit/haste/crit.
There's not really a "pairing", it's basically just Spirit->anything that's not spirit (hit, haste, crit, whatever)
You can be either dungeon or raid hit capped, lots of folks switch between the two caps (dungeon cap is lower than raid hit cap) and constantly tinker with that, which I don't have the patience or time to do.
I reforged everything I could into haste after reaching raid hit cap. :P
Generally the rule of thumb is:
Hit to cap (or as close to it as you can. This is the first expansion where Hit isn't always the most important thing ever. INT is more important so you don't want to gem for HIT unless the socket bonus makes sense).
Haste to soft cap. It's 12.5% and depending on your raid group you might need significantly less. For example if you have a Shadow Priest you only need 7.5% due to their 5% buff. Unfortunately for me, I don't run with anyone that can provide additional Haste so I had to go to the cap on my own.
Crit. Just as much as you can.
So when reforging, the first thing to forge out is Mastery. It's not useless to us but it's nowhere near as good as the other stats. Most of your reforging is going to go towards Hit but if you have pieces with Mastery after getting Hit capped, go for Haste or Crit.
As far as Spirit goes, the first rule of thumb is to not take Spirit gear in the first place. Spirit is complete 100% useless for us. The only thing it's good for is reforging and you'd be better off with a different item that didn't have spirit on it in the first place. If you do end up with a Spirit item as a temporary item, forge it with the above rules.
As far as Spirit
Okay so i think i understand, so since i raid and i am raid hit capped i should start reforging to critical strike and haste.
What i don't understand is you said mastery is not as important, that doesn't seem right because if you go by what MaxDPS.com says with gems it is as follows:
+40 Intellect is - 44.22 DPS
+40 Haste is - 21.85 DPS
+40 Mastery is - 16.74 DPS
+40 Critical Strike Rating is - 14.81 DPS
So wouldn't it be that Critical Strike Chance is the least useful of them all, that is at least how i take it, but i could be wrong.
And the other thing how are you supposed to know what to stat to reforge out of, do you reforge out of the lowest stat or the highest stat or is it basically pick of the litter and you have to choose your self?
Okay so i think i understand, so since i raid and i am raid hit capped i should start reforging to critical strike and haste.
What i don't understand is you said mastery is not as important, that doesn't seem right because if you go by what MaxDPS.com says with gems it is as follows:
+40 Intellect is - 44.22 DPS
+40 Haste is - 21.85 DPS
+40 Mastery is - 16.74 DPS
+40 Critical Strike Rating is - 14.81 DPS
So wouldn't it be that Critical Strike Chance is the least useful of them all, that is at least how i take it, but i could be wrong.
And the other thing how are you supposed to know what to stat to reforge out of, do you reforge out of the lowest stat or the highest stat or is it basically pick of the litter and you have to choose your self?
Okay so i think it just clicked, for example if the item has(Hit and Critical Strike), then i reforge the(Critical Strike Rating -> Haste), and if the item has(Hit and Haste) then reforge(Haste -> Critical Strike), and then if(Hit and Mastery) then reforge the(Mastery -> Haste).
Is that about right?
So i am stumped on what to do with reforging, i understood at first i need to reforge to hit in order to get hit capped and now i am capped. But now i don't know what to do, if i could get anyone of these questions answered it would be so helpful.
1. How do i know what to get rid of when reforging.
and
2. What do i replace what i am getting rid of with. (Is there some kind of pairing, like does it always go crit->haste, or mastery->crit) just an example.
If someone can please help me out with this it would be so useful.
Thanks,
Lucronth(Arcane/Fire Mage)
Your answer is probably hard since your are arcane and fire spec'd
Generally, I respec the lowest priority dps stat into another.
Fire currently has little use for mastery so I reforge that to Hit (to cap)/hast/crit
Arcane has great use of mastery and little use for crit so an arcane mage would likely reforge all crit to hit (to cap)/mastery/haste.
So i am stumped on what to do with reforging, i understood at first i need to reforge to hit in order to get hit capped and now i am capped. But now i don't know what to do, if i could get anyone of these questions answered it would be so helpful.
1. How do i know what to get rid of when reforging.
and
2. What do i replace what i am getting rid of with. (Is there some kind of pairing, like does it always go crit->haste, or mastery->crit) just an example.
If someone can please help me out with this it would be so useful.
Thanks,
Lucronth(Arcane/Fire Mage)
Your answer is probably hard since your are arcane and fire spec'd
Generally, I respec the lowest priority dps stat into another.
Fire currently has little use for mastery so I reforge that to Hit (to cap)/hast/crit
Arcane has great use of mastery and little use for crit so an arcane mage would likely reforge all crit to hit (to cap)/mastery/haste.
What do people mean exactly when they state is as Hit/Mastery/Haste, that is basically the only thing that is unclear with me.
That is the stat priority order.
Okay so now with Arcane Spec it says that Mana Adept increases damage done by 22% based on mana left in pool, so does that mean the cap for that would be 22?
Arcane: Hit, then Mastery or Haste, then Crit.
Fire: Hit, then Crit, then Haste, then Mastery.
That's your priority order. Do that.
Of course you could just have Rawr do the calculations and it is a LOT easier on the brain. It is at:
http://elitistjerks.com/rawr.php
Have it pull up your character from the armory, have it do an optimize. If it tells you certain gems or enchants "aren't available" go in and manually tag them as available and try again. It will tell you what you should change and you can see what effect it will have on your stats.
There is no reason to not use it to at least analyse, even if you decided not to make the changes.
Comb for da bolds...
Yup , I am talknig about mage mastery right now. It doesnt matter what I do, I still have to stuck with a good 700+ useless mastery ratings... Can we have more freaking caster gears without those "used condom" stats so called mastery? If blizz cant make mastery more useful, what about give us an option to get rid of more?
Mages arnt doing too good in pve atm, having to put up with 1742 hit rating and 7 to 800 of useless mastery arnt helping at all. As a matter of fact, I think maybe those were the main reasons why mages arnt doing so good. Fix those will not get you over 9000 complains about "OP" pvp mages, and you will make pve mages very happy.
Mages arnt doing too good in pve atm, having to put up with 1742 hit rating and 7 to 800 of useless mastery arnt helping at all. As a matter of fact, I think maybe those were the main reasons why mages arnt doing so good. Fix those will not get you over 9000 complains about "OP" pvp mages, and you will make pve mages very happy.
Suggestions for my gear/gem/enchant choices?
Hey fellow mages. I'm having a slightly difficult time figuring out why my DPS is extremely very low compared to other mages when I either look on meters or logs. If possible, I'd like some criticism, help, and/or ideas as to what you guys think of my current gear/gem/enchant choices, and if you have any suggestions.
After some tinkering, this is what I have as of "right now" of this posting:
normal mode gear will have (N), heroic will be (H), as for the 'cheap' enchants I have and will be re-enchanting things such as chest from 15->20, or hurricane->Power Torrent
(N)Power Generator Hood
+54 Intellect/3% Crit Dmg
+40 Intellect
+60 Int/35 Crit Rating (Helm Enchant)
Reforged Mastery -> Hit Rating
(N)Yellow Smoke Pendant
Reforged Mastery -> Hit Rating
(N)Firelord's Mantle
+40 Int
+50 Intellect/+25 Haste (Shoulder Enchant)
(N)Haunt of Flies
+50 Intellect (Cloak Enchant)
Reforged Haste -> Hit Rating
(H)Firelord's Robes
+67 Intellect
+20 Int/+20 Hit
Reforged Haste -> Crit Rating
+15 All Stats (Chest Enchant)
(N)Bracers of the Dark Pool
Reforged Crit Rating -> Haste
+50 Hit Rating (Bracer Enchant)
(N)Firelord's Gloves
+67 Intellect
Reforged Mastery -> Hit Rating
+50 Haste Rating (Glove Enchant)
(N)Belt of Arcane Storms
+40 Intellect
+67 Intellect (Belt Buckle Socket)
Reforged Crit -> Hit Rating
(N)Firelord's Leggings
+20 Int/+20 Haste
+40 Intellect
+95 Intellect/+80 Stamina (Leg Enchant)
(N)Desert Walker Sandals
+20int/+20 Crit
+50 Hit Rating (Boot Enchant)
Reforged Haste -> Crit Rating
(N)Signet of the Fifth Circle
Reforged Mastery -> Hit Rating
(N)Planetary Band of the Wildfire
(+285 Stamina, +190 Intellect, +126 Hit Rating, +126 Crit Rating)
(N)Darkmoon Card: Volcano
Reforged Mastery -> Hit Rating
(N)Bell of Enraging Resonance
Reforged Crit -> Haste Rating
(N)Blade of the Witching Hour
Hurricane (Weapon Enchant)
Reforged Mastery -> Hit Rating
(H)Book of Binding WIll
+40 Intellect (Off-hand enchant)
Reforged Haste -> Crit Rating
Corla's Baton
Reforged Mastery -> Haste Rating
Here is a following list of items I have access/available to via bank/inventory:
(N)Firelord's Hood
(N)Flame Pillar Leggings
(N)Einhorn's Galoshes
(N)Dreamless Belt
(N)Shadow of Dread
(N)Valiona's Medallion
(N)Bracers of the Bronze Flight
(N)Incineratus
So a bit of explanation as to why certain reforge choices were made, obviously in my old gear style I always made sure I was 17% (hit capped), yet when I check a lot of raiding mages, they are sitting just a little over 16%, but under 17%. I have read the EJ Forums that says Int being the most 'powerful' stat.
As for some reforge choices were to haste instead of crit, I am unsure about that because I have been told from a few other mages that after reaching a certain % or soft cap will yield more DPS and then followed by Crit in terms of how important the stat is, however isn't Fire supposed to be heavily Critical Rating dependant?
I have mats and am just waiting for enchanters to log on to enchant power torrent, +int to bracers, and the +20 chest stats.
What suggestions do you have that I can improve the gear/gem/enchant choices? I really dislike being low out of all caster DPS (even if I don't fail at boss mechanics).
EDIT:
It may also be my execution & rotation. For Combustion, I really don't know why the dot tick is so generally low (possibly being ignite munched by LB or something else?). I use Combustion usually when I have Critical Mass (or warlock debuff up on the boss), Living Bomb, a Pyroblast dot, and usually a 30-40k Crit from either the Pyro or Fireball. Is this using Combustion effectively or are there any suggestions for this?
Deleted by Cakezilla
After some tinkering, this is what I have as of "right now" of this posting:
normal mode gear will have (N), heroic will be (H), as for the 'cheap' enchants I have and will be re-enchanting things such as chest from 15->20, or hurricane->Power Torrent
(N)Power Generator Hood
+54 Intellect/3% Crit Dmg
+40 Intellect
+60 Int/35 Crit Rating (Helm Enchant)
Reforged Mastery -> Hit Rating
(N)Yellow Smoke Pendant
Reforged Mastery -> Hit Rating
(N)Firelord's Mantle
+40 Int
+50 Intellect/+25 Haste (Shoulder Enchant)
(N)Haunt of Flies
+50 Intellect (Cloak Enchant)
Reforged Haste -> Hit Rating
(H)Firelord's Robes
+67 Intellect
+20 Int/+20 Hit
Reforged Haste -> Crit Rating
+15 All Stats (Chest Enchant)
(N)Bracers of the Dark Pool
Reforged Crit Rating -> Haste
+50 Hit Rating (Bracer Enchant)
(N)Firelord's Gloves
+67 Intellect
Reforged Mastery -> Hit Rating
+50 Haste Rating (Glove Enchant)
(N)Belt of Arcane Storms
+40 Intellect
+67 Intellect (Belt Buckle Socket)
Reforged Crit -> Hit Rating
(N)Firelord's Leggings
+20 Int/+20 Haste
+40 Intellect
+95 Intellect/+80 Stamina (Leg Enchant)
(N)Desert Walker Sandals
+20int/+20 Crit
+50 Hit Rating (Boot Enchant)
Reforged Haste -> Crit Rating
(N)Signet of the Fifth Circle
Reforged Mastery -> Hit Rating
(N)Planetary Band of the Wildfire
(+285 Stamina, +190 Intellect, +126 Hit Rating, +126 Crit Rating)
(N)Darkmoon Card: Volcano
Reforged Mastery -> Hit Rating
(N)Bell of Enraging Resonance
Reforged Crit -> Haste Rating
(N)Blade of the Witching Hour
Hurricane (Weapon Enchant)
Reforged Mastery -> Hit Rating
(H)Book of Binding WIll
+40 Intellect (Off-hand enchant)
Reforged Haste -> Crit Rating
Corla's Baton
Reforged Mastery -> Haste Rating
Here is a following list of items I have access/available to via bank/inventory:
(N)Firelord's Hood
(N)Flame Pillar Leggings
(N)Einhorn's Galoshes
(N)Dreamless Belt
(N)Shadow of Dread
(N)Valiona's Medallion
(N)Bracers of the Bronze Flight
(N)Incineratus
So a bit of explanation as to why certain reforge choices were made, obviously in my old gear style I always made sure I was 17% (hit capped), yet when I check a lot of raiding mages, they are sitting just a little over 16%, but under 17%. I have read the EJ Forums that says Int being the most 'powerful' stat.
As for some reforge choices were to haste instead of crit, I am unsure about that because I have been told from a few other mages that after reaching a certain % or soft cap will yield more DPS and then followed by Crit in terms of how important the stat is, however isn't Fire supposed to be heavily Critical Rating dependant?
I have mats and am just waiting for enchanters to log on to enchant power torrent, +int to bracers, and the +20 chest stats.
What suggestions do you have that I can improve the gear/gem/enchant choices? I really dislike being low out of all caster DPS (even if I don't fail at boss mechanics).
EDIT:
It may also be my execution & rotation. For Combustion, I really don't know why the dot tick is so generally low (possibly being ignite munched by LB or something else?). I use Combustion usually when I have Critical Mass (or warlock debuff up on the boss), Living Bomb, a Pyroblast dot, and usually a 30-40k Crit from either the Pyro or Fireball. Is this using Combustion effectively or are there any suggestions for this?
Deleted by Cakezilla
Mage Question
Is frost still the best leveling spec? im starting a mage and was wanting to know.
I level frost.
i leveled arcane and it was pretty fun
They're all viable for leveling, but most prefer frost for the amount of control it holds.
Frost gives you a sacrifical pet for the mobs to munch on while you blink away before hitting the dispell pet and go invisible macro. Being the only one to survive dungeon wipes saves a lot of repair gold ^-^
I level frost.
i leveled arcane and it was pretty fun
They're all viable for leveling, but most prefer frost for the amount of control it holds.
Frost gives you a sacrifical pet for the mobs to munch on while you blink away before hitting the dispell pet and go invisible macro. Being the only one to survive dungeon wipes saves a lot of repair gold ^-^
Fire Mage Spell Rotation
I'm a total scrub at this game ;x and I'm doing all I can to get better... can I get any help with a good PVE spell rotation for a mage? I want to atleast do a little bit better. I've been reading a lot of forums and stuff but I just can't figure out a good spell rotation. Help!
Also if you could just screenshot your spell set up that'd be kewl too :)
Okay, go with a frost spec or something else entirely for pve. Fire has way to much of an RNG factor.
Fire, it's simple really.
Glyphs: Fireball, Molten armor (use that not mage), and Pyroblast
Addod: CombustionHelper => get it. Helps with keeping living bomb up and tells you the optimal time to pop combustion.
Rotation: 1x scorch => LB => Fireball spam
Keep LB up at all times but don't clip it (refreshing too early) Use hot streak procs, but don't cancel a fireball cast to use it. Only use scorch if your critical mass is about to fall off or you're completely oom (Mana gems > If your in a long fight use it when you get to about 80% mana and you can use it again before your oom most likely).
Pop Flame Orb and mirror image as much as possible during the fight. Pop combustion only when CombustionHelper turns green.
Good luck, and Fire scales with gear a lot.
Thank you! Do you think I should stay fire for DPS? Elitist Jerks suggested fire, but I mean if Frost is easier for nubs then I could change back. But, everyone has been suggesting fire for top dps
The difference between the two, unless you're raiding competitively, is negligible. Play what you think is fun.
Frost is a lot more hectic than fire, but if that suits you then go for it.
I find it amusing that you have the impression that Frost is easier than Fire. I'm not saying Frost is especially hard, but Fire single target equates to fireball spam with LB refresh, and maybe two combusts per fight and Flame Orb whenever it comes up. And then of course, if you happen to get lucky, a HS will proc.
Frost consists of mostly frostbolt spam, but you need to use Pet Freeze, be smart enough to save 1 charge of FoF whenever possible so when BF procs you have a charge to use, Frostfire Orb use without wasting FoF procs, always having Freeze or a FoF charge ready when Deep Freeze comes off CD, etc.
I honestly don't believe Fire is harder to play in single target situations, but quite the contrary.
Also if you could just screenshot your spell set up that'd be kewl too :)
Okay, go with a frost spec or something else entirely for pve. Fire has way to much of an RNG factor.
Fire, it's simple really.
Glyphs: Fireball, Molten armor (use that not mage), and Pyroblast
Addod: CombustionHelper => get it. Helps with keeping living bomb up and tells you the optimal time to pop combustion.
Rotation: 1x scorch => LB => Fireball spam
Keep LB up at all times but don't clip it (refreshing too early) Use hot streak procs, but don't cancel a fireball cast to use it. Only use scorch if your critical mass is about to fall off or you're completely oom (Mana gems > If your in a long fight use it when you get to about 80% mana and you can use it again before your oom most likely).
Pop Flame Orb and mirror image as much as possible during the fight. Pop combustion only when CombustionHelper turns green.
Good luck, and Fire scales with gear a lot.
Thank you! Do you think I should stay fire for DPS? Elitist Jerks suggested fire, but I mean if Frost is easier for nubs then I could change back. But, everyone has been suggesting fire for top dps
The difference between the two, unless you're raiding competitively, is negligible. Play what you think is fun.
Frost is a lot more hectic than fire, but if that suits you then go for it.
Koriastrasza
Koriastrasza
Dragonblight
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Koriastrasza
85 Draenei Mage
Team Porksword
2140
Thank you! Do you think I should stay fire for DPS? Elitist Jerks suggested fire, but I mean if Frost is easier for nubs then I could change back. But, everyone has been suggesting fire for top dps
I find it amusing that you have the impression that Frost is easier than Fire. I'm not saying Frost is especially hard, but Fire single target equates to fireball spam with LB refresh, and maybe two combusts per fight and Flame Orb whenever it comes up. And then of course, if you happen to get lucky, a HS will proc.
Frost consists of mostly frostbolt spam, but you need to use Pet Freeze, be smart enough to save 1 charge of FoF whenever possible so when BF procs you have a charge to use, Frostfire Orb use without wasting FoF procs, always having Freeze or a FoF charge ready when Deep Freeze comes off CD, etc.
I honestly don't believe Fire is harder to play in single target situations, but quite the contrary.
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