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Timisoreanu

Arcane Mage Compendium 5.2.

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This thread is intended as a consolidated resource for arcane mages in Mists of Pandaria, and is a work in progress. If you notice any errors, or if you have any ideas regarding improvements that could be made to the thread, please send me a PM. It should be noted that the details in this post will be expanded in time as more details of the upcoming Arcane changes are known, which means some sections may appear sparse at this time.

This compilation is the combined work of the EJ Mage community, I am simply collating and updating the information as necessary. I will keep Fire Compendium scheme for an easyer navigation and understanding.

= Acronyms & Abbreviations=

[table]BiS | Best in slot

CC | Crowd Control

Int | Intellect

CD | Cooldown

AB | Arcane Blast

AM | Arcane Missles

GCD | Global Cooldown

ABr | Arcane Barrage

AC | Arcane Charge

AE | Arcane Explosion

MI | Mirror Image

PoM | Presence of Mind

AP | Arcane Power

AT | Alter Time

RoP | Rune of Power[/table]

= Key abilities=

==Mastery==

The mastery ability for arcane mages in MoP is Mana Adept, meaning that the arcane mage DPS depends on the amount of mana unspent.

== Spells==

[TABLE]Arcane Blast | Arcane’s main nuke. Arcane Blast's damage is increased by 50% per Arcane Charge, and its mana cost is increased by 150% per Arcane Charge.

Arcane Missles | Launches five waves of Arcane Missiles at the enemy over 2 sec, causing 231 (+ 22.2% of SpellPower) Arcane damage per wave. Generates an Arcane Charge. Arcane Missiles has a chance to be activated after each of your damaging spell casts. Limit 2 charges. Best to use after 4 AC stacks for maximum damage and mana preservation.

Arcane Barrage | an instant spell that consumes all AC charges.

Mage Bomb | Main DoT. This will be Nether Tempest, Living Bomb, or Frost Bomb, depending on which you take as your tier 5 talent.

Fire Blast | An instant spell that deals 964 - 1142(+78.9 of spell power) fire damage.

Flamestrike | AOE spell for mages, doing damage as well as placing a DoT on the ground. In MoP it now has a 2 sec cast time and a 12 sec CD.

Arcane Explosion | No longer just for arcane mages, Arcane Explosion is an instant AOE that can be cast while moving.

Blizzard | A channeled AOE frost spell, with a channel time that conveniently fits into Flamestrike's CD.

Counterspell | Interrupts an enemy's spell and prevents them from casting from that school for 6 sec.

Remove Curse | Self explanatory.

Spellsteal | Removes a buff from an enemy target and applies it to the mage instead.[/TABLE]

== Procs==

[TABLE]Arcane Missles | Launches five waves of Arcane Missiles at the enemy over 2 sec, causing 231 (+ 22.2% of SpellPower) Arcane damage per wave.[/TABLE]

== CDs==

[TABLE]Alter Time | Functions like a less powerful, one person version of the hourglass on Murozond in End Time. Upon casting AT, your current position, health, mana, buffs, and debuffs are saved. When AT ends (at most 6 sec later), you are returned to your initial position and those stats and de/buffs are restored to what they were when AT was cast. Be careful not to cast AT before using a cooldown or buff that goes for longer than 6 sec, or you will lose it when AT ends.

Arcane Power | When activated, you deal 20% more spell damage and damaging spells cost 10% more mana to cast. This effect lasts 15 sec. 1.5 min cooldown or 3 min cooldown when glyphed.

Evocation | Unless you have taken the Rune of Power talent at level 90, channelling Evocation will restore some of your mana. If you use the Glyph of Evocation, you will regen both health and mana while channelling.

Ice Block | Emergency damage mitigation. Ice Block will make you immune to all damage for 10 sec. 5 min cooldown.

Invisibility | Another aggro dump, although unless you have the Greater Invisibility talent, it takes a few seconds to kick in, during which it can be broken.

Mirror Image | A long time aggro dump and DPS increase for mages, Mirror Image’s damage has been increased to make it one of the highest damage spells for the cost of one GCD, in addition to hiding aggro while the images are up. The three images cast AB (If glyphed) and Frostbolt, and benefit from your spell power, haste and crit.

Polymorph | Our main CC spell. Polymorph will change the target into an animal (sheep is the default) and remove them from the fight for 30 sec or until they receive damage. The Glyph of Polymorph will also remove any DoTs that were on the target prior to Polymorph’s cast.

Time Warp | The mage version of Bloodlust/Heroism.[/TABLE]

== Passive==

[TABLE] Arcane Charge | An arcane charge, generated by Arcane Blast, Arcane Missiles, and Arcane Explosion, and consumed by Arcane Barrage:. Increases arcane damage by 50% for each stack, stacks to 4.

Shatter | Crit chance against frozen targets is doubled, and then increased by another 50%. The target’s crit chance modifiers (if any) are applied before the doubling.

Nether Attunement | Mana regen from passive ticks, mana gems, and Evocation is increased by your haste.

Wizardry | Intellect (from all sources) increased by 5%.[/TABLE]

== Buffs==

[table]Arcane Brilliance | A raid-wide buff that increases spell power by 10% and critical strike chance by 5% for all party/raid members.

Molten Armor | Now reduces physical damage to you by 6%, and increases your crit strike chance by 5%. It stays on until you remove it – there is no time limit, it’s undispellable, and it persists through death

Frost Armor | slows melee attackers by 30% and provides 7% spell haste.

Mage Armor | reduces duration of harmful magic effects by 25% and increases mastery. For fire mages, neither of these are a better option than Molten Armor. .[/table]

== Symbiosis==

When the target of a druid’s Symbiosis, mages gain the spell Healing Touch, a medium-large sized, mana-intensive heal with a 2.5 sec cast time and 10 sec CD.

= Spec=

== Talents==

Talents are now a choice between 3 1-point talents every 15 levels, and most have some degree of utility to all specs. Given how changing talent choice has been made cheaper and simpler, redoing talents for situational benefits between raids, or even encounters, looks to be a viable option for now.

=== Tier 1===

[TABLE]Presence of Mind | Can be used every 90 sec to make one spell insta-cast. Not on the GCD.

Blazing Speed | Suppresses movement slowing effects and increases your movement speed by 150% for 1 sec. This spell may be cast while a cast time spell is in progress and is not on the global cooldown.

Ice Floes | Can be used every 60 sec to make the next two spells with a cast/channel time of less than 4 sec able to be cast/channelled while moving. Can be cast while in the middle of casting another spell, and is not on the GCD.[/TABLE]

Scorch is by far our best option. Scorch is excellent for fights involving a lot of movement, as it enable you to keep DPS-ing while moving. Scorch is also an excellent way to keep your mana and AC stacks up.

=== Tier 2===

[TABLE]Temporal Shield | All damage received for the next 4 sec after casting is then returned to you as a HoT over the next 6 sec. There is no limit on the amount of damage it can heal – provided you don’t die during the initial 4 sec, you will get all of that health back. Not on the GCD.

Flameglow | Protects you with fiery energy, absorbing damage from each attack against you (up to a maximum of 30% of the attack).

Ice Barrier | Shields you for 60 sec, or until the shield has received enough damage to break. The damage the shield can take scales with gear. While the shield is active, it also prevents incoming damage from interrupting spellcasting (although it does not prevent knockbacks or fall damage).[/TABLE]

All three have their uses, depending on the situation and what other talents you have taken. Temporal Shield + Cauterise makes a strong combination, especially if Ice Block is off CD to ensure you survive the 4 sec if you end up taking more than 200% of your health in damage. Ice Floes will allow casting while moving out. Ice Barrier doesn’t have cute tricks like the other two do, but will be a huge help to your healers during heavy-damage fights, and while being on the GCD has a negative DPS impact, the pushback negation should make up for this on heavy-pushback fights.

=== Tier 3===

[TABLE]Ring of Frost | After a 2 sec cast time, places a 10 yard ring that lasts for 10 sec, and will freeze up to 10 enemies entering the ring for 10 sec. 45 sec CD.

Ice Ward | Places a ward on a friendly target (yourself included), that lasts for 30 sec or until triggered. When the warded target is next hit by an attack, Ice Ward triggers and casts a Frost Nova, which freezes every enemy within 10 yards for 5 sec. 20 sec CD, and can be on two friendly targets at the same time.

Frostjaw | Will freeze and silence one target up to 30 yards away for 8 sec, or until the target receives damage. 20 sec CD.[/TABLE]

Which of these three to take primarily depends on personal preference, as well as some situational considerations. Ring of Frost will allow you to CC multiple targets at range, Frostjaw allows you to CC one target at range (and is particularly good for CCing casters), while Ice Ward is useful to pop on a friendly target who needs to either kite something, or keep it in place for a few seconds.

=== Tier 4===

[TABLE]Greater Invisibility | Removes the fade time from Invisibility, removes 2 DoTs, and reduces all AOE and splash damage by 90% for the duration of the spell and for 3 sec after becoming visible again. 2.5 min CD.

Cauterise | A passive effect with a 2 min internal CD. When hit by an attack that would otherwise kill you, Cauterise puts you back to 50% health, and then applies a fire DoT that burns away 40% of your health over 6 sec. Ice Block will negate most (if not all) of the damage, as will Temporal Shield and Incanter’s Ward. Note that it will now only absorb damage that is up to 200% of your maximum health.

Cold Snap | Restores 30% of your health, and resets the CD of Ice Block, Cone of Cold, and Frost Nova. 3 min CD, and off the GCD.[/TABLE]

Of these three, Cauterise is best option, being essentially a passive battle rez that can proc every 2 min. As it no longer burns away more health than it gives you, and having several options for negating or restoring the health it does burn away, it’s good for pretty much any situation. Next is Greater Invisibility, with its situational use for reducing AOE damage and removing DoTs and threat.

=== Tier 5===

[TABLE]Nether Tempest | 12 sec DoT that scales excellently with haste. Every tick launches a half-damage missile at another target within 10 yards. Primary target damage is based on your stats when the spell is cast, while secondary target damage is based on your stats when the missile launches.

Living Bomb | 12 sec fire DoT that can be on up to three targets at any one time. Living Bomb deals 50% of its damage as ticks, then at the end of the 12 sec, it explodes and deals the remaining 50% damage to three targets within 10 yards. Now also explodes if the target dies before the 12 sec is up.

Frost Bomb | A single target, one-tick DoT. The base time is a 6 sec tick and 10 sec CD, both of which are reduced by haste. After one tick, Frost Bomb explodes and deals damage to all targets within 10 yards, and applies a 70% slow for 2 sec.[/TABLE]

Which bomb is best depends on how many targets you will be using it on. Nether Tempest is the best single target and up to 5-6 targets bomb, or with spread out targets and Frost Bomb is best against 6+ targets as there is no limit on the number of targets hit by the detonation as long as they are within 10 yards of the primary target.

=== Tier 6===

[TABLE]Invocation | Removes the CD on Evocation and gives +15% spell damage for 60 sec after successfully completing an Evocation. On the downside, reduces your passive mana regeneration by 50%.

Rune of Power | Places up to two runes on the ground, which each last for 60 sec. When standing in one of your own runes, you get +15% spell damage and +75% mana regeneration. You need to get approx. 10 sec use out of a rune to make it worth casting. On the downside, you lose Evocation as a spell, and you won’t get much use out of it on fights requiring a lot of movement. Even so, is the best option for arcane mages.

Incanter’s Ward | Gives you two passive buffs, a +6% to all damage and +65% mana regen. When used as a spell, the passive buffs are removed until the spell is off CD, and you gain a shield that lasts for 8 sec, or until max. damage is absorbed (approx. 23% of what Ice Barrier will absorb), and regens up to 18% of your mana. When the shield breaks or expires, you get up to +30% damage for 15 secs. The mana regen and increased damage both depend on how much damage the shield absorbed – if the shield absorbed half the damage it could, you’ll get 9.5% mana regen and +15% damage. The shield stacks with Ice Barrier, and will absorb damage before Ice Barrier does.[/TABLE]

As with previous tiers, each talent is better for different situations. Rune of Power is the best on fights with no movement, or where you have a small amount of movement and can arrange to be moving between two or three particular places. Invocation is good for fights with moderate movement, when you have time to pause to cast an Evocation before moving again. Incanter’s Ward is good on high-movement high-damage fights, as it has no impact on mobility, can’t be interrupted, gives some damage mitigation, and to get the maximum benefit you need to ensure that you’re getting enough damage that the shield breaks rather than expires. However, at this point it’s not able to sustain mana regeneration for arcane mages.

== Glyphs==

=== Major===

Of the 16 major glyphs for fire mages, only 14 have any use for arcane, and two of those (Polymorph and Spellsteal) are extremely situational. Fire Blast, Evocation, Arcane Power, and Mana Gem appear to be the most consistently useful.

[table]Armors | Improves each of the Armor spells. Frost Armor’s snare increases to 40%, Mage Armor decreases harmful magical effects by 45%, and Molten Armor decreases physical damage taken by 16%.

Arcane Power | Increases the duration and cooldown of Arcane Power by 100%.

Cone of Cold | Triples the damage of the Cone of Cold spell, making it a viable AOE for any spec at 6+ targets.

Counterspell | You can cast counterspell while casting another spell, but CD is increased.

Evocation | Evocation will now regen health as well as mana. However, if you’ve taken Invocation at tier 6, glyphed Evocation will only heal you for 40%, and will only heal you if the Evocation is successfully completed. If you’ve taken Rune of Power you lose Evocation, so this glyph means you will regen 1% health per second when standing in your rune.

Mana Gem | Creates a Mana Gem with 10 charges. Great on long fights.

Polymorph | Polymorph now removes all DoTs from the target.

Spellsteal | Each time you successfully steal a spell, you gain 3% health.[/table]

=== Minor===

Glyph of Mirror Image will give a DPS increase, the other minor glyphs are fun or cosmetic, and don’t really offer much advantage. Take whichever you like the most. Situationally, Glyph of Momentum will allow you to blink while strafing instead on only blinking in front.

== Stats==

[table]Intellect | Intellect remains our most important stat. It is what spell power is based off of, and it also increases crit strike chance. As mana pools are now standardised, Int no longer increases mana.

Hit | Your chance of hitting your target. Hit cap is 15%, or 5100 hit rating at level 90. Hit above this is useless, and should be reforged into something else. Some races have racial abilities that effectively lower the hit cap to 14% (4760 hit rating), so keep that in mind if your mage is one of those races.

Expertise | Expertise now increases spell hit in exactly the same way that hit does. While you won’t generally get gear with expertise on it, you can increase spell hit by reforging into expertise if you can’t reforge to hit.

Mastery | Increases the damage of all your spells, based on the ammount of mana the mage has unspent.[/table]

Haste | Haste increases the number of ticks on your mage bomb, increases your mana regeneration lowers your cast time and GCD of insta-casts, and increases your rate of mana regen.

Crit Strike | Increases the chance to crit.[/table]

===Haste and Ticks Breakpoints===

With thanks to Binkenstein, who has great haste breakpoint cards over at Totem Spot.

This table does not take into account the Frost Armor buff, as arcane mages should be using Mage Armor.

[table] | | | | NON-GOBLINS | | GOBLINS |

Spell | Extra Ticks | Total Ticks | Haste % | With 5% Haste Buff | Without Haste Buff | With 5% Haste Buff | Without Haste Buff

Nether Tempest | 1 | 13 | 4.22 | 0 | 1 794 | 0 | 1 356

Living Bomb | 1 | 5 | 12.51 | 3 039 | 5 316 | 2 588 | 4 843

Nether Tempest | 2 | 14 | 12.55 | 3 056 | 5 334 | 2 605 | 4 860

Nether Tempest | 3 | 15 | 20.85 | 6 414 | 8 860 | 5 930 | 8 352

Nether Tempest | 4 | 16 | 29.12 | 9 762 | 12 375 | 9 244 | 11 831

Nether Tempest | 5 | 17 | 37.46 | 13 138 | 15 920 | 12 587 | 15 341

Living Bomb | 2 | 6 | 37.52 | 13 163 | 15 947 | 12 612 | 15 368 [/table]

=== Stat priority===

Intellect > Hit = Expertise (until 15% spell hit) > Mastery > Haste > Crit

= Races=

Useful racials for mages.

== Alliance==

Draenei get Gift of the Naaru, which is a small HoT, Heroic Presence, which gives them +1% hit, and Shadow Resistance, which reduces shadow damage taken by 1%.

Dwarves get Stoneform, which will reduce incoming damage by 10% for 8 sec and remove all poison, disease, and bleed effects.

Gnomes get Arcane Resistance, which reduces arcane damage taken by 1%, Escape Artist, which removes movement impairing effects, Expansive Mind, which increases mana by 5%, and Shortblade Specialisation, which gives them +1% spell hit when using a sword or dagger, and also have an increased mana pool.

Humans get Every Man for Himself, which removes movement impairing or loss of control effects, and Sword Specialisation, which gives them +1% spell hit when using a sword.

Night Elves get Quickness, which reduces the hit chance of incoming attacks by 2%, and Shadowmeld, which can be a useful aggro dump when necessary.

Pandaren get Epicurean, which doubles the stat bonus from food buffs.

Worgen get Aberration, which reduces shadow and nature damage taken by 1%, and Viciousness, which gives them +1% crit, and Darkflight, which is helpful in moving out of crap.

== Horde==

Blood Elves get Arcane Torrent, which restores 2% mana, silences all enemies within 8 yards for 2 sec, and interrupts enemy spellcasting within 8 yards for 3 sec.

Goblins get Time is Money, which gives +1% haste, Rocket Jump, which is useful when Blink is on CD, and Rocket Barrage, which can be used to keep up a small amount of DPS if you’ve been silenced.

Orcs get Blood Fury, which gives +2257 spell damage for 15 sec, and Hardiness, which reduces the duration of stuns by 15%.

Pandaren get Epicurean, which doubles the stat bonus from food buffs.

Trolls get Beserking, which gives +20% haste for 10 sec, Da Voodoo Shuffle, which reduces the duration of movement impairing effects by 15%, and Regeneration, which increases health regen by 10% and allows 10% health regen while in combat.

Undead get Cannibalise, a channelled effect which genes 7% health and mana every 2 sec for 10 sec if there are human or undead corpses within 5 yards, Shadow Resistance, which reduces shadow damage taken by 1%, Touch of the Grave, which gives damaging spells a chance to further deal 13,413 to 15,589 damage and heal you for the same amount, and Will of the Forsaken, which removes charm, fear, and sleep effects.

= Gearing=

== BiS==

[TABLE]Back | Cloak of Overwhelming Corruption

Belt | Belt of Malleable Armor

Chest | Robes of the Unknown Fear

Wrist | Attenuating Bracers

Feet | Sandals of the Blackest Night

Fingers | Seal of the Profane

| Fragment of Fear Made Flesh

Hands | Gloves of the Burning Soul

Head | Hood of the Burning Scroll

Legs | Leggings of the Burning Scroll

Neck | Amulet of Seven Curses

Off-hand | Tornado-Summoning Censor

Shoulder | Mantle of the Burning Scroll

Trinket | Relic of Yulon

| Essence of Terror

Weapon | Loshan, Terror Incarnate [/table]

== Enchants and Enhancements==

[table] | Profession specific | | |

Back | Lightweave Embroidery (for tailors) | Superior Intellect

Belt | Socket Belt | [iTEM]Living Steel Belt Buckle[/iTEM]

Chest | | Glorious Stats

Feet | | Greater Haste | Pandaren’s Step | Greater Precision

Fingers | Greater Intellect

Hands | Socket Gloves | Superior Mastery | Greater Haste

| Synapse Springs

Legs | Master’s Spellthread | Greater Cerulean Spellthread

Off-hand | | Major Intellect

Shoulder | [iTEM]Secret Crane Wing Inscription[/iTEM] | [iTEM]Greater Crane Wing Inscription[/iTEM]

Weapon | | Jade Spirit | Elemental Force | Windsong

Wrists | Fur Lining - Intellect | Superior Intellect[/table]

== Gemming==

Until epic gems are available, your best options are either rare gems or the blue-quality ‘Perfect’ cuts of regular gems.

Unlike previous expansions, in MoP it appears that the best DPS outcome is to gem with hybrids in all sockets, as the secondary stats on gems are now double that of primary stats. Another option is to gem straight secondary stats, especially as your gear gets better, given that the value of mastery increases as gear gets better. It is strongly recommended that you run your own sims to determine the best gemming options for your gear.

The stats you want to gem for are Int, Hit (until hit cap), and Mastery.

[table] | | | Optional alternatives | JC only

Meta | Burning Primal Diamond

Blue | Veiled Imperial Amethyst / Perfect Veiled Roguestone | Rigid River’s Heart / Perfect Rigid Lapis Lazuli | Piercing Wild Jade / Perfect Piercing Alexandrite |Rigid Serpent’s Eye

| | | Accurate Imperial Amethyst / Perfect Accurate Roguestone

Red | Artful Vermilion Onyx / Perfect Artful Tiger Opal | | Keen Vermilion Onyx / Perfect Keen Tiger Opal | Brilliant Serpent’s Eye

Yellow | Fractured Sun’s Radiance / Perfect Fractured Sunstone | Keen Vermilion Onyx/ Perfect Keen Tiger Opal | | Smooth Serpent's Eye

| Sensei's Wild Jade / Perfect Sensei's Alexandrite | | | Fractured Serpent's Eye

Cogwheel | Fractured Tinker’s Gear | Rigid Tinker's Gear | Smooth Tinker's Gear[/table]

== Reforging==

Generally, you can’t reforge into a stat that is already on an item. However, with expertise now adding the same amount of spell hit that hit does, you can get around this by reforging into expertise if an item already has hit on it.

Reforge into hit/expertise until hit cap (15%, or 5100, unless you’re a draenei, or a human or gnome using a sword), then reforge into Mastery.

Reforge out of hit/expertise above the hit cap first, then out of crit, then haste. Avoid reforging out of mastery as much as possible.

== Consumables==

=== Food===

Note that buffs are doubled for Pandaren.

Mogu Fish Stew gives +300 Int.

Braised Turtle, Great Pandaren Banquet, & Banquet of the Pot gives +275 Int.

Swirling Mist Soup & all other Banquets gives +250 Int.

=== Flasks===

Flask of the Warm Sun gives +1k Int (+1320 for alchemists)

=== Potions===

Potion of the Jade Serpent gives +4k Int for 25 sec. Best used just before combat starts, as this way it can be used again during combat.

Master Healing Potion heals 60k health.

Master Mana Potion restores 30k mana.

= Play=

== Buffs==

Use Mage Armor, keep Arcane Brilliance up, and refresh your mana gem back to three uses before each raid boss encounter.

Use Potion of the Jade Serpent just before combat starts so that potions will be available to use during the fight.

== Rotation==

=== Single target===

Single target is a mana based rotation:

  1. Evocation 1 - 2 sec before buff expires, Incanter’s Ward when guaranteed incoming damage (either raidwide or deliberate running into bad), or Rune of Power 1 - 2 sec before the rune expires.
  2. AP when weapon enchant or /and trinket proccs.
  3. Mirror Image on CD (unless the fight is not likely to last another 30 sec, or unless you're keeping it in reserve for aggro dumping)
  4. Combat starts:
    Apply Mage Bomb.
    Use major cooldowns like MI, AP and spam AB for 6 stacks of AC. At that point you shoud have at least 1 charge of AM ready to use.
    Keep bursting with AB and AM proccs untill 70% mana.
    Use Mana Gem then enter conservation phase by keeping mana above 90%!
  5. Any extra mana can be burned with AB. If you go bellow 90% mana, once you reach 4 AC stacks, reset them by using AM. Rinse and repeat.
  6. Living Bomb/Nether Tempest on or just before expiry, or Frost Bomb on CD
  7. AM when it procs*

Alter Time complicates things a little, depending on how it’s best used for a particular fight. For straight DPS, Alter Time is best used with personal DPS cooldowns while Time Warp/Bloodlust/Heroism is running, or with powerful trinket procs. When using it with Time Warp/Bloodlust/Heroism/trinket procs, it's best to use it when there is approx. 6 sec remaining on the buffs. Alternatively, it can be used to bypass/defuse encounter mechanics such as cobalt mines on Stone Guard.Make sure you cast AB right before AT ends so you will get the 4 AC stacks back.

=== AOE===

2 – 4 targets:

  1. Evocation 1 - 2 sec before buff expires, Incanter’s Ward when guaranteed incoming damage (either raidwide or deliberate running into bad), or Rune of Power 1 - 2 sec before the rune expires.
  2. AP when weapon enchant or /and trinket proccs.
  3. Mirror Image on CD (unless the fight is not likely to last another 30 sec, or unless you're keeping it in reserve for aggro dumping)
  4. Use major cooldowns like MI, AP and spam AB for 6 stacks of AC (unless the fight is not likely to last another 30 sec, or unless you're keeping it in reserve for Boss / Main target burst phase).
    Mage Bomb if about to expire / off CD.
    Flamestrike on CD.
    ABr when the number of AC stacks equals the number of mobs -1.
  5. Living Bomb/Nether Tempest on or just before expiry, or Frost Bomb on CD
  6. | G91 Landshark can be very usefull on AoE

5+ targets

  1. Evocation 1 - 2 sec before buff expires, Incanter’s Ward when guaranteed incoming damage (either raidwide or deliberate running into bad), or Rune of Power 1 - 2 sec before the rune expires.
  2. AP when weapon enchant or /and trinket proccs.
  3. Mirror Image on CD (unless the fight is not likely to last another 30 sec, or unless you're keeping it in reserve for aggro dumping)
  4. Use major cooldowns like MI, AP and spam AB for 6 stacks of AC.
    Mage Bomb if about to expire / off CD.
    Flamestrike.
    Arcane Explosion
  5. Living Bomb/Nether Tempest on or just before expiry, or Frost Bomb on CD
  6. | G91 Landshark can be very usefull on AoE
  7. Refresh Flamestrike*
  8. Arcane Explosion spam to keep the AC stacks up(make sure you are on a RoP)
  9. ABr to dump your AC stacks, then rebuild with AE.

=== Moving===

  1. Living Bomb/Nether Tempest/Frost Bomb
  2. AM when it procs and you can be static for at least 2 sec.
  3. PoM/Ice Floes + AB

Also note that if you have Windsong on your weapon and are using Invocation pre-pull, it's a good idea to unequip your weapon before casting your Evocation, then reequip it as you pull, to prevent a Windsong proc from being wasted.

== Mana management==

Arcane mages appear to have problems with mana management, despite mana pools being standardised as long as a proper rotation is respected you can still manage mana but some DPS will be sacrificed during the process. Mages can either go for longer burst phases that will result in a longer recovery, or choose to sacrifice the long burst for a more constant damage during the entire fight.

For mana regen on longer encounters, several options are available:

  • Your tier 6 talent will have some form of mana regen built in.
  • Evocation (unless your tier 6 talent is RoP).
  • [iTEM]Mana gem[/iTEM].
  • [iTEM]Master mana potion[/iTEM].
  • Arcane Torrent (for blood elves)

== Professions==

Most profession bonuses have now been standardised. With the exception of gathering professions, each will give you approx. the same bonus.

[TABLE]Alchemy | Approx. +320 Int from Mixology.

Blacksmithing | Socket Bracer + Socket Gloves will give +320 Int (or other chosen stat) or +160 Int and +320 secondary stat or +640 secondary stat.

Enchanting | Enchant Ring: Greater Intellect gives +320 Int (+160 per ring).

Engineering | Synapse Springs average out to approx. +320 Int.

Herbalism | Lifebloom gives a small heal and +2880 haste for 20 sec. 2 min CD.

Inscription | Secret Crane Wing Inscription gives +320 Int.

Jewelcrafting | Serpent’s Eye gems will give +320 Int (or other chosen stat).

Leatherworking | Net gain of +320 Int.

Mining | +480 Stamina, so probably the weakest profession bonus for us.

Skinning | +480 crit.

Tailoring | Lightweave Embroidery and Master’s Spellthread average out to approx. +320 Int, and +165 crit.[/TABLE]

== Secondary Professions==

Archaeology – is again mostly toys and items better for levelling toons. It does, however, give us Umbrella of Chi-Ji (a Pandaren artefact), which is one of the better pre-raid caster off-hands.

Cooking – Once you get up to Banquets at 575 skill level, all Banquets will provide each person with their best stat (so Int for us), with Banquet of the Pot providing and Great Pandaren Banquet providing +25 over the other Banquets. From 525 to 575, or for single-person food, Way of the Pot is the Int food. If you’re only going to work on one Way, Pot should be it. If you plan to level multiple Ways, Pot should be first.

First Aid – The same as it’s always been. Useful to help your healers out in a pinch, especially when it’s a choice between stopping DPS to get a bit of bandaging in and then back to casting, or stopping DPS for the entire fight by dying.

Fishing – As always, the cheapest way to get some of your cooking mats.

Farming – Not a secondary profession per se, but may as well be. Farming in Halfhill is where you get the rest of your cooking mats. The higher rep you are with the Tillers, the more you’re able to grow. At higher rep levels you can also plant seeds which will grow into mats for other professions.

== Macros==

Stops casting your current spell in order to immediately cast Ice Block. Clicking again removes Ice Block.

#showtooltip Ice Block

/stopcasting

/cast Ice Block

/cancelaura Ice Block

Stops casting your current spell in order to immediately cast Counterspell.

#showtooltip Counterspell

/stopcasting

/cast Counterspell

(if you use the [iTEM]Glyph of Counterspell[/iTEM], the /stopcasting line in the macro becomes unnecessary).

Casts Remove Curse on your mouseover target.

#showtooltip Remove Curse

/cast [target=mouseover,exists] Remove Curse

/cast Remove Curse

Casts your Mage Bomb (whichever you have chosen).

#showtooltip

/cast [target=mouseover,harm,nodead,exists]Mage Bomb

== Helpful Mage Addons==

= Resources=

= Edit Log=

  • Arcane Torrent from 6% to 2% since 5.1.
  • NeedToKnow added to addon list
  • 5.2 changes, (BiS list to be updated soon).

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Are there some artifacts left over from copying from the Fire compendium? e.g. this priority seems more appropriate for fire than arcane.

Stat priority

Intellect > Hit = Expertise (until 15% spell hit) > Crit > Haste > Mastery

Also, I find that in every single arcane simulation I've ran this tier, as I've geared up, frost armor is superior to mage armor for my character (I simply simmed with each every time and verified). Could you elaborate on your suggestion to run mage?

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Hey there and thank you for your feedback.

I edited the mistake, thank you for pointing that out. As stated in the post, using Fire compendium as a matrix for an easyer navigation.

You say Frost armour works better for your character and that may be true since you are more haste oriented, however the guide is made keeping in mind a mastery based gear selection and a mana passive rotation. If you could provide some more information I'd gladly update the post with a new rotation and new stat priority.

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Hy lads,

Since there isn't any thread regarding the next patch, I would post it here.

What is there to expect from the next changes?

Regarding arcane, this patch, in my opinion, will quite change arcane viability overall.

The stacks beeing reduced to 4, but the mana cost beeing hugely increased (150% instead of 75%), and the damage increase to 50% lead to a more "burst" spec. Basically, faster to maxumum dps, but cost lots of mana.

My question is, not knowing arcane really well, how are you gonna fill the cycle in without having scrotch? [yes I keep in mind that Invocations cooldown is reduced]

I'm having a hard time to see arcane beeing as good as it is now in the next patch.

As for fire, the light seems to be a bit brighter, scrotch can be replaced by POM. The other talents seemingly affecting more PvP than PvE.

Well any opinion on the subject would be appreciated.

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Hy lads,

What is there to expect from the next changes?

Regarding arcane, this patch, in my opinion, will quite change arcane viability overall.

The stacks beeing reduced to 4, but the mana cost beeing hugely increased (150% instead of 75%), and the damage increase to 50% lead to a more "burst" spec. Basically, faster to maxumum dps, but cost lots of mana.

My question is, not knowing arcane really well, how are you gonna fill the cycle in without having scrotch? [yes I keep in mind that Invocations cooldown is reduced]

I'm having a hard time to see arcane beeing as good as it is now in the next patch.

As for fire, the light seems to be a bit brighter, scrotch can be replaced by POM. The other talents seemingly affecting more PvP than PvE.

Well any opinion on the subject would be appreciated.

At this point, things are till changing but once devs will release the final version, I'll do my best to update with the necesary information.

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Moving


  • AM when it procs and you can be static for at least 2 sec.

Sometimes there is no 2 sec to cast AM. But if you start cast and immediately stop it (e.g. by moving) AB stacks will be refreshed. Isn't it better to do so if there is no time for full AM cast? I use this "trick" to refresh stacks on Zor'Lok during Attenuation on the second platform. Another way to refresh stacks is Arcane Explosion.

Also I think that [Glyph of Loose Mana] is a dps increase for Arcane. You can use almost at full mana and stay there rather than lower mana (dps loss) before using it. Also using gem with this glyph applies buff which restores mana and can be re-applied with Alter Time (and so doubling the effect).

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T

Alter Time complicates things a little, depending on how it’s best used for a particular fight. For straight DPS, Alter Time is best used with personal DPS cooldowns while Time Warp/Bloodlust/Heroism is running, or with powerful trinket procs. When using it with Time Warp/Bloodlust/Heroism/trinket procs, it's best to use it when there is approx. 6 sec remaining on the buffs.

I'm sorry, but I don't understand, why is it best to use AT when there is about 6 seconds left on the buffs?

Scenario: 30 second buff:

Say I use it at 20 seconds, total buff uptime: 20 seconds (pre-AT) + 6 seconds (during AT) + 10 seconds (after AT)=36 seconds

Say I use it at 24 seconds, total buff uptime: 24 seconds (pre-AT) + 6 seconds (during AT) + 6 seconds (after AT) = 36 seconds

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Usually you wait until all major trinket procs are up before hitting AP/AT so that you don't waste an entire trinket proc (if you AT and a trinket procs in the 6 sec window, the buff is removed when AT finishes).

So hitting AT towards the end of buffs is generally better as there's no chance new procs will occur due to everything being on ICD.

This behavior may change with the T15 2pc and some of the RealPPM procs which have no ICD.

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I'm sorry, but I don't understand, why is it best to use AT when there is about 6 seconds left on the buffs?

Scenario: 30 second buff:

Say I use it at 20 seconds, total buff uptime: 20 seconds (pre-AT) + 6 seconds (during AT) + 10 seconds (after AT)=36 seconds

Say I use it at 24 seconds, total buff uptime: 24 seconds (pre-AT) + 6 seconds (during AT) + 6 seconds (after AT) = 36 seconds

In your 30 sec buff scenario: 24sec+ 6sec during AT + 6 sec after AT is still 36 sec but with greater chances to have all proccs in that frame.

Noticed that Yu'lon trinket takes few casts to procc. Considering a prepot and Jade spirit procc, best way to use at the last 6 seconds of the first proc (usually Yu'lon if you use it). You will never have a perfect lineup on internal proccs and even if you do, I'd go safemode.

I'm also using AT to dodge stuff / reset stacks like Tsulong hc: Burst in my RoP, pop AT before Nightmare, blink in the sunbeam, use ABr just before AT ends and get ported back on my rune thus dodging nightmare and resetting my stacks in 2 GCD's. but that's a matter of playstyle.

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Sometimes there is no 2 sec to cast AM. But if you start cast and immediately stop it (e.g. by moving) AB stacks will be refreshed. Isn't it better to do so if there is no time for full AM cast? I use this "trick" to refresh stacks on Zor'Lok during Attenuation on the second platform. Another way to refresh stacks is Arcane Explosion.

Take Garalon Pheromone Trail for example: you can afford to stop for 2 sec and do an AM cast if it procs risking to take 30-40k extra damage from the pool but healers should be focusing you anyway. Didn't tried AE there but I doubt it works since you kite on the very edge.

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Take Garalon Pheromone Trail for example: you can afford to stop for 2 sec and do an AM cast if it procs risking to take 30-40k extra damage from the pool but healers should be focusing you anyway. Didn't tried AE there but I doubt it works since you kite on the very edge.

I was talking only about the case when you haven't 2sec. Obviously if you have enough time you should cast full AM.

I'm also using AT to dodge stuff / reset stacks like Tsulong hc: Burst in my RoP, pop AT before Nightmare, blink in the sunbeam, use ABr just before AT ends and get ported back on my rune thus dodging nightmare and resetting my stacks in 2 GCD's. but that's a matter of playstyle.

You do not need to blink in a beam, AT resets all stacks on Tsulong after it ends rather than returns it to pre-cast value (works for some other stacking debuffs too).

Scorch also benefits from AC stacks(untill 5.2.).

This is wrong. It doesn't benefit from AC stacks in 5.0-5.1. Anf if you meant after 5.2 goes live this is still wrong: Scorch will be moved from talents to base Fire spec in 5.2 (though earlier it was planned to increase its mana cost and add dependence from AC).

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In your 30 sec buff scenario: 24sec+ 6sec during AT + 6 sec after AT is still 36 sec but with greater chances to have all proccs in that frame.

Noticed that Yu'lon trinket takes few casts to procc. Considering a prepot and Jade spirit procc, best way to use at the last 6 seconds of the first proc (usually Yu'lon if you use it). You will never have a perfect lineup on internal proccs and even if you do, I'd go safemode.

I'd like to add the mod NeedToKnow to the helpful mage addons list. You can set it up to show the internal cool down of your trinket procs so that you know exactly when to cast alter time. Here is a screen shot of how it looks.

http://i22.photobucket.com/albums/b340/bee_guy1/NeedToKnow_zps87492cb0.png

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I'd like to add the mod NeedToKnow to the helpful mage addons list. You can set it up to show the internal cool down of your trinket procs so that you know exactly when to cast alter time. Here is a screen shot of how it looks.

Added to addon list. Thank you for pointing it out :)

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I'd like to understand better why you say "Mastery>Haste" - Through different sims of different gear sets and different fight types, I have found a varied weights for these stats. In select cases, Mastery can be greater than haste, but in other cases I find that Haste>mastery or Mastery = haste (when the numbers are within .05 of each other) - On top of this I've been quoted weights, normalized to int, routinely under .5 of int. Only in Heavy movement fights has Mastery and Haste scored above .5 of int, suggesting that gemming pure int is slightly better over all.

Now, as I understand it, the weights show the gain from the "Next point of a given stat" and doesn't show the possibly exponential gain from stacking over time - That said, Simcraft only plots out the next 1000 points, and even at that, in my current gear, haste comes out the winner there (not by much, but it does).

Is there any data out there showing the long range benefits of favoring one stat over the other (say, 5K to 10K worth of points in the future)?

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Hey there and thank you for your feedback.

You say Frost armour works better for your character and that may be true since you are more haste oriented, however the guide is made keeping in mind a mastery based gear selection and a mana passive rotation. If you could provide some more information I'd gladly update the post with a new rotation and new stat priority.

Typically I have manually adjusted stat weights in mr.robot to get an extremely biased reforging (e.g. weights with Mastery >> Haste or Haste >> Mastery) with any current gearset I had, plugged the reforge/gemming into SimC, with the appropriate armor for the experiment, and looked at what I got. According to the majority of the information I've read, these are appropriate gearing strategies.

Every time I did this (every new upgrade), I always got a lower result than a balanced haste/mastery approach with the same gear set. I follow the code changes in SimC and I believe its fairly accurate for the arcane mage model, so I trust the sim experiments as well.

As far as armor goes, its easy to try your own character, just import and change the "actions.precombat+=/mage_armor" string to "actions.precombat+=/frost_armor" after importing and see if its better for you as well.

I end up trying to shoot for an extra NT tick (Raid haste+Frost armor) at 6343 rating (source) and balancing mastery afterwards, always running frost armor. Please let me know what you think.

(too bad all this seems moot in 5.2 anyways...)

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I have just recently started to do the same thing that zimzamzoom mentioned, however I have no logs with concrete evidence that getting the extra tick on NT is worth it or not. Obviously, simcraft continuously is putting it as a dps increase given the action list I have described (which is similar to the scorch weaving method that most mages are using at this point). To note, Frost armor in general seems to be a dps increase according to simcraft. As I said though, I have no logs to back this up. However, I do have this;

http://dl.dropbox.com/u/76387164/495%204-pc%20Mage%20DPS%20Scaling.png

This is a scaling of the next 2500 points for my personal character on a "helterskelter" fight - 495 mage with 4 pc. I expect most people will be the same. I think we can safely say that at this point, there is no obvious Mastery>Haste benefit and if either of them DO benefit over the other it will be a matter of playstyle and fight mechanics.

Also, the one caveat to swapping to frost armor is that I swap back to Mage Armor when using Living Bomb since the haste required to get an extra living bomb tick is simply out of reach at this point.

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Doesn't matter wich one you use since the values of both are way to close because people looks at those 2 spells in part like single units. Mage armor = 10% extra damage, Frost armor = 7% haste. The result is obvious without even taking a paper and a pen.

The real question is : What is better, haste or mastery?

In order to answer to that question you need to test each with specific gear, buffs, and eventually spell rotation modification like:

Test1: BiS haste based gear, frost armor, gems, enchants and reforges = x Damage for a 5 min dummy fight. (10 tests and make an average)

Test2: BiS mastery based gear, mage armor, gems, enchants and reforges = x Damage for a 5 min dummy fight (10 tests and make an average).

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Mage armor is not quite a flat 10% damage increase though. It is only 10% for a spell that you cast which goes off when you are at 100% mana, which is generally not the case. Even playing optimally, most of your spellcasts will go off between 90-99% mana. in addition, there are times in a fight when "burning" is worth it - during haste buffs such as heroism or lei's hope on heroic Sha, for instance, or towards the end of a fight when the boss is going to die.

Because a mana gem grants additional mana based on haste, it is often worth spamming AB and not using scorch down to as low as 70% mana during such buffs, as the gem use will bring you back to 100%.

In addition, if rune of power is going to require a recast or an unavoidable movement period is anticipated such as for attenuation on Vizier, one may cast multiple ABs down below 90% mana because spamming scorch during movement will be mana positive, resulting in you being back at 100% mana by the movement period's end.

So over the course of an actual fight, you are probably getting more like 9.2 to 9.5% damage out of mage armor.

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Mage armor is not a 10% damage increase in any case unless you're starting from zero mastery (which is impossible since we get 16% base). Looking at Logix's current gear for example, he has 45.29% mastery, so Mage Armor is an increase of (1+.4529+.1)/(1+.4529) = 6.88% damage at full mana. Note that Frost Armor's haste multiples with other haste bonuses so it does actually increase your haste by 7%.

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Mage armor is not a 10% damage increase in any case unless you're starting from zero mastery (which is impossible since we get 16% base). Looking at Logix's current gear for example, he has 45.29% mastery, so Mage Armor is an increase of (1+.4529+.1)/(1+.4529) = 6.88% damage at full mana. Note that Frost Armor's haste multiples with other haste bonuses so it does actually increase your haste by 7%.

Was stating the damage bonus just from mage armor alone.

Our actual damage increase = % increase from mastery * mana percentage.

Mage Armor provides 3000 mastery wich means 10% extra mastery, thus extra damage. Check rh8452's post.

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Since mastery is additive and haste is multiplicative directly comparing 10% mastery to 7% haste wont work. Mage armor increases mastery by 3000 and at all gear levels 3000 mastery is 10% damage. Frost armor increases haste by 7% and consequently will translate into more than a 7% increase is casting speed. Ramifications include better scaling on frost armor for one. Its not as easy as comparing 10% to 7% because the two stats behave differently. As you can see below the added casting speed is greater than 7% above 0 haste.

Mastery 0: 100% Damage+10%= 110% Damage

Haste 0: 1.00 Casting Speed*1.07= 1.07 Casting Speed (+7%)

Mastery 1: 116+10= 126% Damage

Haste 1: 1.16*1.07= 1.2412 Casting speed (+8.12%)

Mastery 2: 125+10= 135% Damage

Haste 2: 1.25*1.07= 1.3375 Casting Speed (+8.75%)

1% more Haste does not mean 1% more damage necessarily but the same can be said of 1% more mastery due to mage mechanics. As pointed out earlier mastery's value is not 100% realized. I would even say 9.5% is overstating the realistic benefit from mage armor and 9% is more in line with current game play due to imperfect rotations and movement requirements (Assuming ~25% casts at 95% mana, ~25% at 85% and ~50% at 90%).

Edit: Sorry for all the % signs :P I tried tog et rid of as many as possible to make it more legible

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Haste from frost armor is difficult to quantify damage-wise. If assuming from 0, 7% haste translates to "7% more spells cast" which linerarly equates to 7% damage. However, because you will also realize additional mana regen out of haste and greater mana returns from mana gem or other mana sources, this means less scorch (or filler spells in general) which means more overall damage per cast.

So mastery stacking means "fewer spellcasts but they hit harder, more scorches"

Haste stacking means "more spellcasts but they hit for less, less scorches".

Considering scorch is largely irrelevant since the patch removes it from arcane's toolset, but on some fights like protectors or other heavily multitarget fights you could already replace scorch with putting another nether tempest up on an adjacent target, especially when you had the cleansing waters buff which made using scorch nearly pointless because your mana regen was so significantly boosted.

With enough haste in T15, on multitarget fights it is possible that the current arcane "rotation" could be maintained except scorch would be replaced with putting another NT up. You would simply focus the boss/kill target, focus AB and missiles and otherwise tab through other targets putting NTs up as filler to fish for missiles procs.

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So, now that scorch is gone I have been using Frostfire Bolt during mana conservation, but it feels sub-optimal.

I keep using Rune of Power, and I have been considering joining the melees in some fights to use AE instead. The spell itself allows good conservation since it both procs AM and refreshes charges, but is not suitable for any fight where the boss is not static for long periods. Any different approach to the missing scorch?

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RoP is still superior to Invocation, however there's alot of movement involved in ToT so using RoP will be tricky because you will end up casting it more times then necesary. To prevent this you will need to anticipate future positions, sometimes simply not cast it during encounters like Durumu or Tortos where constant moving is mandatory.

In 5.2 there are 2 possible arcane builds: mastery based and haste based. Mastery is still better than haste but less mobile. AC stacking is gone so instead of using FFB or any other spell, just break the stacks with AM then build them again. I will update the thread with 5.2 changes today.

Meanwhile I strongly recommend frost until you have at least 25% crit unbuffed then just swap to fire :)

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With mage bomb being buffed significantly you can play perfectly viably on some fights like council by simply doing the following with invocation or ROP:

Keep NT on all targets

Missiles / AB to 4-stack

barrage when first NT is about to fall off if 3+ targets will be hit otherwise just camp 4-stack while reapplying NT and use excess missiles procs up

explosion / glyphed cone of cold when many targets ie. sand elementals / bats / etc

evocate to maintain invocation buff or keep rune down

repeat

You could play with invocation if you wanted the ability to burst a kill target quickly (loa spirit, various horridon adds) or ROP if there was limited movement.

This sadly does a spectacular amount of damage on such fights because of how ridiculous the bomb buff was for arcane.

It should also be noted that if you put NT on a target which is frozen, the entire dot duration will now benefit from shatter as dots snapshot. Thus if there is a frost mage in your raid you should coordinate with them or set auras up so you can reapply dots to things which are affected by deep freeze, particularly bloodlord / flame caster adds on horridon, loa spirits, etc.

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