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Arcane Mage Compendium 5.2.


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#21 Prokaryt

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Posted 28 February 2013 - 08:12 PM

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

#22 rh8452

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Posted 01 March 2013 - 02:55 AM

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.

#23 Monny

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Posted 19 March 2013 - 09:06 AM

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?

#24 Timisoreanu

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Posted 19 March 2013 - 10:25 AM

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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#25 rh8452

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Posted 21 March 2013 - 09:35 AM

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.

#26 Timisoreanu

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Posted 21 March 2013 - 09:43 AM

Indeed. NT is amaizing for arcane as it scales amaizing with haste , in fact is best in any spec unless you have alot of targets(6+). Still, on encounters like Council, where you have to kite add, move from charge, move to stack / not stack makes it really hard to pull decent numbers and RoP is more or less useless there. Invocation works fine tho.
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