Mages, ten-man raiding, and other things that are awesome.

Posts tagged ‘arcane’

The Arcanes (Guest Post)

The following was written by a friend of mine, a fellow conjurer of cakes, also blue and shoeless! Her name is Jibbi, and you can find her on Twitter as @Relysh (although her tweets are private). She wrote this originally as a way to help out Narci of Flavor Text Lore with her mage. It is irreverent, hilarious and also quite helpful! I tend to be more of a fire than an arcane mage, so I relished (har) the idea of having a proper Arcane guide at Manalicious and she kindly agreed to let me host it here. Comment and let her know if it helped you out, she went to a lot of trouble to format and add pictures! –Vid

Note: This guide is intended for someone brand new to Arcane (and relatively new at being a Mage) at level 85! I do not go into things like fight-specific tips, tier bonuses or any sort of serious minmaxing. It was also originally an email so the tone is casual and I may or may not abuse smileys. WITNESS MY SMILEYS. 

ARCANE: WHAT IT DO.

The entire point of arcane:
To blow your cooldowns and spam Arcane Blast until you’re at 35% mana, then evocate, mini burn to 80%, and then “hover” back up to 100% mana until 2 minutes go by and your CDs are up again.

WHY?

Mastery – it works, bitches. The more mana we have, the more damage we do depending on our mastery rating. Each point of mastery increases damage done depending on how much mana you have left.

Stat weighing?

Int > Hit to cap (17% for raiding, i forget for heroics) > Mastery > Crit > Haste (has a cap – some people argue this is better than crit – ymmv)

So how do I keep track of this mastery? Stare at my mana bar?

Kinda. Your actual mana bar, though, with enchants proc’n all over the place (like lightweave, power torrent, int-increasing trinket procs/usages) that mana bar on your default interface or xperl/shadowed/whathaveyou is wrong, wrong, wrongity wrong. They’ll artificially inflate your mana pool. What you want is the mana pool you’ve got without all that bullshit.

You use this:

MageManaBar

Hurrrrrrr!

It’s important 😀 It tells you what your ACTUAL mana is despite all that other garbage. It also tells you when to do things like pop your mana gem, evocate, throw your orb, etc.

So what talents/glyphs do I want?

This is the build I use. I’ve left you 2 points of wiggle room – you can put them in the Improved Arcane Explosion talent if you do a lot of AOE,  in Invocation if you interrupt a lot, or anywhere you’d like. If you have a Beast Mastery Hunter or a Retribution Paladin around you can also take your point out of Arcane Tactics and move it elsewhere – they replicate it – make them do all the work!

Prime Glyphs: Arcane Blast / Mage Armor / Arcane Missiles

Major Glyphs: You can play w/these, but I prefer: Invisibility / Arcane Power / Evocation <—will save your squishy butt so many times. SO MANY TIMES.

Minor Glyphs: Again, you can play around, but I like: Mirror Image / Slow Fall / Monkey <— because.  MONKEYS.

What should be on my bars?

I mean, that's what we're really here for, right?

DPS buttons:

Main nukes:
Arcane Blast – puts a debuff on you that stacks up to 4 times. Every time it stacks, it hits harder but costs more mana. You clear your stacks by casting another arcane single target spell, like arcane barrage or missiles.
Arcane Barrage – all the mage guides are like “just take this shit off your bars” because it is pretty useless, but it drives me nuts not having an instant on the 3 button, so XD
Arcane Missiles – you probably remember this proc from leveling as those annoying parenthesis that pop up even though you’re not arcane.

Pew pew!

AoE:
Arcane Explosion (I don’t aoe very much) – this is affected by your AB stacks now and doesn’t clear them, which is nice. You can take the talent if you want, but I don’t.  It reduces your threat from this spell .(threat no longer an issue really) and reduces the GCD so you can spam more of them, which is nice. So the way you AE is: target highest health mob (that is tanked >.<) nuke it a few times, AE, AE, AE, until it’s 2 seconds until AB’s gonna fall off, then cast AB again to refresh AB debuff. Repeat until everything is dead or you are.

DPS cooldowns:
Arcane Power – “When activated, you deal 20% more spell damage and damaging spells cost 10% more mana to cast. This effect lasts 15 sec.”
Mana Gem – an arcane talent gives you a spellpower boost from using it – always start a fight w/3 charges!
Time Warp (bloodlust, heroism, whatever) – use when the situation calls for it. Pretend you’re a shaman with a lamer casting noise.

Arcane specific utility:
Mage Ward – for Incanter’s Absorption talent – pop when taking frost, fire, or arcane damage for a dps boost!
Mana Shield – ugh, I never use this. It wastes mana. If you’re going to DIE I guess it’s a better alternative, and at least you get some spellpower for your troubles from the aforementioned incanter’s absorption, but. bleh.

but...mah mana D:

Presence of Mind – makes your next spell with a cast of less than 10 seconds instant. Can be used for casting Arcane Blast on the move to keep stacks up, to sheep while running (i do this quite often >.<) to remake your mana gem because …whups, you forgot to refill it …or any other good reason you can think of. (Note: You can’t cast this while Arcane Power is active! It’ll be unusable while that is up.)

Oh Shit:
Ice Block – makes you invulnerable. If you have threat and use this, the monster will go find something vulnerable to attack. Press ice block again to cancel it. If you do this and the mob isnt tanked yet, it’ll come back to you. THIS IS IMPORTANT TO KNOW D:
Invisibility -(spec into instant invis, glyph into fast running while invis. BEST THING EVER) – takes you out of combat and removes all threat. You can even invis out of a wipe and mass res, like a hunter, only awesome.
Mirror Image – “Jibbi, this is not an oh shit!” …yes it is. Your mirrors will take your threat for you until they die, and then your threat is yours again. Luckily, they last 30 seconds (er, if they’re not being hit). I use this to HURR off the bat on a boss, hoping the tank has created more threat than me by the time they die. It’s also nice for “1%! tank is dead! Shit, it’s on me!” situation. Hit these guys and blink away, let them take it in the face for you. Pretend every fight is Chimaeron and see if you’re next to die on the threat meter.

Important on bars:
Flame Orb (will explain in a bit)

This stupid thing gets caught on every tiny lip in the game.

Other utility things:
Blink – best spell ever A++ would cast again
Frost Nova – cast this and blink out when you’ve made a terrible mistake XD
Ring of Frost – is pretty useless but it’s nice in a “oh crap someone butt pulled trash” moment.
Remove Curse – I use the Decursive mod so I don’t suck at decursing – if you use this, you don’t need it on your bars.
Slow Fall – “Shit, cliff!” – I actually bind this to shift-right click in Clique so save friends quickly as well.
Counterspell – I use a macro with /stopcasting in it so i can interrupt in a pinch. We have a shitty 24 second cooldown on it, though, so I try to save it for emergencies. Of all the classes that bitch about their interrupt cooldown, only Druids have anything on you XD
Polymorph –  I use a macro that focuses my sheep target and then does /targetlasttarget to go back to whatever I was nuking. That way you can watch the sheep debuff on your focus window to re-sheep.

Your buffs:
Arcane Brilliance
Focus Magic (to the highest bidder caster who benefits from crit the most)
Mage Armor

Other things:
Warlock Cookies
Volcanic Pots

Macros:

-Above mentioned stopcasting/interrupt macro

#showtooltip Counterspell
/stopcasting
/cast Counterspell

-Above mentioned sheep macro:

#showtooltip Polymorph
/focus
/cast Polymorph
/targetlasttarget

-Nochannelling macros on your Arcane Blast and Arcane Missiles. This is so you can spam your abilities while doing arcane missiles and not interrupt yourself, but still be spamming like crazy. Same with evocate – you can be Evocating and spamming the hell out of arcane blast and it’ll queue that right up when you’re done with the evo.

#showtooltip Arcane Missiles
/cast [nochanneling]Arcane Missiles

#showtooltip Arcane Blast
/cast [nochanneling]Arcane Blast

-HURRRR button!!!!

/cast Arcane Power
/use 13
/use 14
/cast Arcane Blast

I’m sure there are a billion more useful macros, but those are the ones I use the most.

Ok, I’m ready to HURRR. What do I do?

HURR!

Slow down there bucko! You got focus magic out on a hard hitting caster or healer? Mage armor on and glyphed? 3 charges of mana gem ready? Badass. Let’s go.

Tank has pulled! give him a second – maybe cast an AB. Threat look good? You don’t have to move right away? Good.

1. Pop Mirrors
2. HURRR button
3. Arcane blast like crazy to 35% (after a few your mana bar mod will tell you to pop your mana gem – do it! then keep burning.)
4. 35% reached? MageManaBar is red and angry? Evocate. do not do this before a silence or if you’ll have to move for the next 5 seconds >.< don’t interrupt evo if you can help it.
5. Mini burn – ABlast spam down to 80%. MageManaBar will say “Orb Phase” and “Orb now!” – throw out flame orb at the boss.
6. While flame orb is out, arcane missiles will proc like crazy. They’re mana free, and your mage armor is ticking. This should bring you back up to 100%.
7. Cast 3 or 4xABlast (whatever feels comfortable for your mana pool) and arcane missiles to clear it and “hover” until your CDs are up again. MMB mod will tell you when you’re getting close – essentially it’s waiting for evocate and mana gem to come back up.
8. Repeat until boss is dead.

That’s it for the basic “rotation” – there are a few other things to think about.

1.Are you taking unavoidable frost, fire, or arcane damage? Pop mage ward. This shit is everywhere! It’s really useful, and it’ll help you live. This is always useful for any mage spec, but with Incanter’s Absorption, you’re doing more damage too. MAOR HURRR.

2. Do you have to move? Blink if it’s that far. If not, just walk, don’t clear your stacks if it’s going to take you less than 2 seconds to get there. If it is, Presence of Mind + Arcane Blast for that long walk – stacks gonna drop? Fine, whatever, just give up on life and arcane barrage. >.<

3. Did you pull threat? Instant Invis. Iceblock if Invis is down down. Mirrors if that’s down. All 3 of those things down? blink to the tank. That didn’t work? Enjoy the floor XD

4. Is MMB yelling at you about “overflow” and “wasted mana“? ah, yes. sometimes your mage armor ticks up and you fill up that “fake” mana you have from your procs – you better spam AB until it’s back in the “Real” mana or it just goes to waste!!

And that’s it! It’s a lot more than people make it out to be, but it’s still not as complicated as some. It’s going to be frustrating until you have a bit of gear – arcane wasn’t very viable to a fresh 85 in early cata – the low mana pools but same mana costs made you get to 35% pretty damn fast >.< It’s way better now though 😀

Happy HURRing!!


Mage Class Talent Changes From Blizzcon 2011

I spent the whole day liveblogging and hardly had time to stop and consider changes (until now) but I’d really like to talk about the most drastic change proposed for the upcoming expansion: all new Class Talent systems. (I’m not even going to touch the Panda controversy for the time being).

Talent trees as we know them are going away, to be replaced by a single choice of talent point every fifteen levels. What’s especially relevant about these is that they aren’t specific to any one spec of mage. So for example, you could be a Fire mage with Slow, or a Frost mage with Blast Wave. Transcribed below are a few quotes from Ghostcrawler during the Mage portion of the Class Talent panel. Apparently we are the poster children for this new system, because traditionally many of our utility spells were located in the Frost tree. The only thing I really have misgivings about is that none of these talents are DPS increasing talents at all. Don’t freak out about that, because they said specifically that in most cases, talents you know and love are simply going baseline for a spec. Or hopefully, we’ll be balanced so that our damage is just part of being a mage, and the choices are fun utility things. I say “hopefully” because it seems to me as if some of the “choices” warlocks and other classes get to make aren’t just fun utility things, but rather are specific DPS increases (a more powerful warlock pet? The opportunity to have a second pet out for a certain length of time?)

Most of the spells represented here are things we’ve already seen or have, and the major change is that we’ll be able to choose them. The other big thing is that not only will we be able to choose them, but they’ll be “as easy” to swap as Glyphs currently are. What does this mean for the modern mage? Well, suppose you need to slow Shannox’s dogs. No problem – choose Slow as your T6 talent for a given fight. On the next fight, you would like to have an AoE slow – okay, take Blast Wave. (Presently Blast Wave also lays down a Flamestrike for a Fire mage – I can only hope that will persist but it’s tough to say at this point).

I’m going to come down firmly on the side of “cautiously optimistic,” as I usually am. I’m not entirely sure how this will all look at the other end, but at the moment I’m intrigued. Here’s what Ghost Crawler had to say about us.

“Mage is a great example of a class that worked really well with this talent system because historically we had a lot of the most fun abilities for crowd control, survivability, and utility in Frost and then we always had trouble increasing their damage because they had so much utility here. So we figured it would be a lot of fun just to take the utility, put it throughout the talent tree and then let Frost do different types of damage (because obviously you’re doing Frost here) than Arcane and Fire.

In this brave new world, Arcane Blast is Arcane only, Fireball is Fire only, and Frostbolt is Frost only. I know, it’s crazy.

…As we were mentioning with the warlock, we really wanted the mage to feel slippery and glass-cannon-ey and we wanted the warlock to be more of the tank of the casters. These are ways that mages survive and get away. (Re: Tier 2)

Re: (Tier 3) I should also mention here, we are going to make sure that Scorch isn’t the no-brainer spell for Fire mages. You know, Fire mages buff all their Fire spells, so I have to take Scorch. We want these to be attractive to any of the three specs.”

If you’d like a closer look at any of these talents, MMO-Champion has images taken from the presentation screens for you to see here.

Tier 1 (Level 15)

Ring of Frost
Summons a Ring of Frost, taking 3 sec to coalesce. Enemies entering the fully-formed ring will become frozen for 10 sec. Lasts 12 sec. 10 yd radius.

Cone of Cold
Targets in a cone in front of the caster take 802 Frost damage and are frozen in place for 3 sec and slowed by 60% for 6 sec.

Frostjaw (1.5 sec cast, 20 sec CD, 30 yd range)
Silences and Freezes the target in place for 8 sec. Lasts half as long versus Player targets.

So this tier gives us an initial choice of control options. Do you want to have an AoE freeze on a long-ish cooldown, a shorter CD freeze that breaks more quickly (this is the only Cone of Cold that will be available, and functions as the current ‘Improved’ version) or do you want to use the new spell, Frostjaw, to both silence and freeze something in place? The option of a secondary interrupt to back up Counterspell is a nice one in my mind, and I could see it being situationally useful in five-mans and naturally quite nice for PvP. Note that it will have reduced efficacy in PvP, however.

Tier 2 (Level 30)

Greater Invisibility
Instantly makes the caster invisible, reducing all threat and removing two damage over time effects. The effect is cancelled if you perform any actions. Lasts 20 sec.

Cauterize
An attack which would otherwise kill you will instead bring you to 60% of your maximum health. However, you will burn for 10% of your maximum health every 1.50 sec for the next 6 sec. This effect cannot occur more than once per minute.

Cold Snap
When activated, this spell finishes the cooldown of your Ice Block, Frost Nova, and Water Elemental spells.

I assume that class Invis will continue to be baseline, and this new improved version is an option you have for survivability. Cauterize is as it always was, except now is available to any mage and not just those of us who are wont to blow ourselves up. The only outlier here seems to be Cold Snap; in a tree based primarily around survivability talents, it feels like they just stuck Cold Snap in because it had to go somewhere. Also, I don’t really see how that’s a potential utility talent for any tree. Who would take it but a Frost mage? Now, if they’d made Icy Veins an option…

Tier 3 (Level 45)

Presence of Mind (Instant)
When activated, your next mage spell with a casting time less than 10 sec becomes an instant cast spell.

Scorch
Scorch the enemy for 809 Fire damage. Can be cast while moving.

Arcane Flows (Instant, 45 sec CD)
Invoke the flow of Arcane magic, allowing the next two non-instant Mage spells to be cast while moving. Lasts until cancelled.

Presence of Mind, same old same old, except now available for any mage. PoM Pyro makes a startling comeback, you heard it here first! GC mentioned specifically how they do not want us to feel that we have to take Scorch if we’re Fire, which is fair. Whether this talent becomes a no-brainer for Fire mages is going to depend on the movement requirements of the upcoming content and perhaps even specific fights. Scorch will not be baseline and you will need to take this talent if you want it.

Arcane Flows is pretty interesting, and seems aimed at addressing the movement issues of turret specs like Arcane. ABs on the move would be pretty nice. Right now only having ABarr to cast while you dodge around can get old pretty quickly. Having two “cast and move” options in this tier will be nice to tailor to what is needed.

Tier 4 (Level 60)

Mana Shield
Absorbs 1597 damage, draining mana instead. Drains 1.0 mana per damage absorbed. When your Mana Shield is destroyed, all enemies within 6 yards are knocked back 12 yards. Lasts 1 min.

Blazing Speed
Suppresses movement impairing effects and increases your movement speed by 50% for 4 sec. May only be activated after being affected by a movement impairing effect.

Ice Barrier
Instantly shields you, absorbing 7960 damage. Lasts 1 min. While the shield holds, spellcasting will not be delayed by damage.

GC mentioned how this new and improved Mana Shield has Incanter’s Absorption baked in, but I don’t see the spellpower increasing component. If this is gone, I am a Sad Panda (will that joke get old quickly?) because I really like using Mage  Ward for that. We also have the option of the zippy Blazing Speed, which still seems pretty PvP-based, or Ice Barrier – it’ll be nice to borrow that from Frost mages if the mood strikes.

Tier 5 (Level 75)

Sickly Polymorph
Your polymorphed targets regenerate life at 10% of the normal speed.

Heavy Polymorph
When a target you’ve polymorphed is damaged, that target is stunned for 3 sec. This effect cannot occur more than once every 10 sec.

Double Polymorph
You may polymorph an additional target for half the normal duration.

It’s clear that they wanted to take our signature CC and pump it up. Sheeping is after all the iconic mage ability. The options here are fairly solid – giving us the ability to chain a polymorph with a stun and burst damage will be very powerful in PvP, likewise sheeping someone without guaranteeing their health comes back will be dead handy. I don’t see that having much use in PvE beyond the usual – if someone breaks your sheep it won’t immediately eat your face, and if you polymorph an already damaged target it won’t regenerate its health as much.

For PvE, Double Polymorph will be pretty great depending on how the dungeons are tuned, but at this point I can hardly get a tank to let me sheep one thing, never mind two! The biggest attraction in my mind will be using different polymorphs to create my own animal menagerie. (Turtle + Pig? Turtle + Sheep? Turtle + Penguin? How will I choose?!)

Tier 6 (Level 90)

Blast Wave
A wave of flame radiates outward from the target location, damaging all enemies caught within the blast for 923 Fire damage and are slowed by 70% for 3 sec.

Dragon’s Breath
Targets in a cone in front of the caster take 1285 Fire damage and are disoriented for 5 sec. Any direct damaging attack will revive targets.

Slow
Reduces target’s movement speed by 50%, increases the cast time between ranged attacks by 30% and increases casting time by 15%. Lasts 15 sec. Slow can only affect one target at a time.

I have to admit, I find this tier the most underwhelming and am a little jealous of classes that seemed to get something new especially in their “last” tier. These are all existing abilities that, granted, are currently tied to a specific spec but it’s nothing huge. DB and Blast Wave have fairly situational use in PvE content (I used them a ton on Heroic Maloriak). The de facto choice for most fights would be Slow, currently limited only to Arcane mages – we’ll be able to use it whenever. Use of Blast Wave is more needed for a Fire mage in any AoE situation, but we’ll have to wait and see whether Fire mages still have things that interact with this particular talent. (Alas, free Flamestrike, I hardly knew ye).

What are your thoughts on the proposed changes? Remember, nothing here is set in stone and may well change before the expansion ever comes out! For now, that’s enough writing in one day for me. If you tuned into the liveblogging over at Twisted Nether, thanks for your commentary and support. I tried to keep up with the comments coming in as best I could, but at some point it just became a whirlwind of frenzied typing!

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