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3.3.5 PvE Arcane Mage FAQ
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Post by
TheReal
Reported my own thread for being out of date. If you come here from the sticky list, why are you reading about 3.3.5 anyway? This guide is old and out of date, therefore you shouldn't trust anything you read here.
Here is the Arcane Mage FAQ I promised. I'm hoping to eliminate some of the "help me do more damage" and "did I gem correctly?" threads.
To do list: hyperlink the below bullets to the appropriate sections
Gearing your mage
The talent spec
Hit capping
Enchanting your gear
Gemming correctly
The Caveat
Using Rawr to do it all
Spell rotation
Cooldowns
Gearing Your Mage
Hit to cap > Haste ~= Spellpower > Crit > Intellect > Spirit
These are the stats in the order you want them. Haste and spellpower are nearly equal according to every spreadsheet available. Get all you can get of both of them. If all other stats on two pieces of gear are equal except one gives spellpower and the other gives haste, use the piece that gives the higher number of either.
The Talent Spec
This
is the 55/3/11 +2 spec that top arcane mages are using right now. Notice the lack of a talent point spent in Slow deep in the arcane tree. But wait! Why take Torment the Weak if I don't also pick up Slow? Because. All (non-fail) tanks have an ability that will trigger your Torment the Weak's increased damage, and their ability should be up on the boss at all times.
The glyphs are essential. Use the ones in
the spec
.
The spec does have 2 points left over that can be placed anywhere in the build to add different effects. ToC raiders should consider putting points into Incanter's Absorption for the spellpower increase against Twin Valkyrs (this mechanic is being nerfed in 3.3.3). ICC raiders should consider putting 2 points into Arcane Stability if they regularly run with a paladin who will have Concentration Aura up. Without a Concentration Aura, you might consider putting both points into Arcane Stability. If your tank fails, put a point in Slow and cast it on the mob coming to one-shot you, especially if your Ice Block is on CD.
Hit Capping
Hit is the single most important factor influencing damage until you have all you need. Consider that 26.232 hit rating is equal to 1% hit. To graciously steal and augment the chart from Caribou16's thread:
Level Difference vs Chance to Hit
+0 :: 96% = 105 Hit
+1 :: 95% = 132 Hit
+2 :: 94% = 158 Hit
+3 :: 83% = 446 Hit
The amount of spell hit necessary to never miss a heroic dungeon boss is 6%, and the hit rating necessary to never miss a raid boss is 17%. The spec itself gives 6% hit, so hit rating on gear isn't even necessary if you only intend to farm instances using the cookie cutter spec and never step foot inside a raid.
Raid makeup can affect how much hit rating an arcane mage using the cookie cutter spec needs to take into the raid.
Draenei
in the same
party
as the mage: 10% = 233 Hit
Shadow Priest
and/or
Balance Druid
in the
raid
: 8% = 210 Hit
Draenei + Shadow Priest and/or Balance Druid: 7% = 184 Hit
Always remember though: 17% is the magic number. This piece of knowledge will come in handy later when I explore with you a little caveat of the spec that seems to go unnoticed.
Post by
TheReal
Enchanting Your Gear
There is really very little room to play with gear enchants if you want the most from your mage. Profession enchants should always be taken over the enchants presented here.
Head
Shoulders
Knees
Cloak
Chest
Bracers
Gloves
(Engineering mages should take
Hyperspeed Accelerators
)
Belt
Pants
Boots
or
Boots
Main Hand Weapon
Staff
Some mages have argued that
Tuskarr's Vitality
is the boot enchant to use because the increased movement speed gets you out of the bad stuff and back to casting quicker. Blink works even faster, but causes a global cooldown. You won't be able to get back to casting as soon as if you'd have just taken a couple steps to the side or whatever. Mages from the world's top raiding guilds use Tuskarr's, so perhaps it is the way to go.
Some have also argued that
Greater Spirit
is the way to go, but 18 spirit works out to 9.9 crit. Throw a Blessing of Kings on us and the resulting spirit gives 11.97 crit. As we all know, 12 crit > 11.97 crit > 9.9 crit. If you have specced into Student of the Mind with leftover talent points and
will
receive a Blessing of Kings, only then should you consider Greater Spirit over Icewalker or Tuskarr's. Just remember the 12 hit rating Icewalker gives you; those 12 hit could come into play when we investigate our caveat later.
Gemming Correctly
This is an easy topic to write about. Arcane mages are only concerned with 4 gems at the moment.
Chaotic Skyflare Diamond
Purified Dreadstone
Runed Cardinal Ruby
Reckless Ametrine
For the meta gem, there is only one choice. Which doesn't really make it a choice. You have no choice. You either use this as your meta gem or your mage isn't doing all the damage he/she could be doing.
Use Purified Dreadstone in blue sockets that have a socket bonus equal to or greater than +7 spellpower. If you do not have two such slots in your gear, then gem any 2 blue sockets with a Purified Dreadstone while aiming for the best socket bonus. If you don't have any blue sockets or only have one blue socket, then use a Purified Dreadstone in a red socket. If you have 3 or more blue sockets with a socket bonus below +7 spellpower or if the socket bonus is anything else, then treat the socket as a red or yellow socket. See below.
The choice for red and yellow sockets requires some tuning. Ultimately, two Reckless Ametrines provide
24
spellpower and 20 haste. If you were to gem a
Quick King's Amber
into a yellow socket and a Runed Cardinal Ruby into a red socket, the result is
23
spellpower and 20 haste. What does all this mean?
It means to gem red and yellow sockets according to your mana situation at the end of a fight. If you burn through your mana resources with the boss left alive, then you need to remove some haste and add some spellpower. If you have mana leftover when the boss falls, then you need to gem more haste and lose some spellpower. Never use a Quick King's Amber though.
Haste is good. I've heard people argue that arcane mages should stack spellpower in their sockets because it makes their spells hit harder. While that is true, a low-haste mage forced to move out of the bad stuff may see the Arcane Blast stack fall off before another can be cast. At least with a higher haste rating, a mage can squeeze off another AB to save the debuff stack.
Post by
TheReal
The Caveat
I hear it all the time. "My mage is swimming in hit!" Upon inspection, these are the same magi who are still running the cookie cutter spec. If you're way over the hit cap for your particular situation, then why hold onto hit-increasing talents like
Precision
and
Arcane Focus
? Put those talent points somewhere they're going to make a difference! Student of the Mind increases spirit and therefore critical strike rating, and Incanter's Absorption is nice in ToC or when used in tandem with Fire/Frost Ward. Losing points in Precision can really only result in putting those points into Ice Shards, but more Blizzard damage > hit you don't need.
Using Rawr to do it All
Rawr
is a nice little program that anyone serious about getting the most out of his or her mage should consider. Open the program, import your character from the Armory, then look at your current DPS. It's shown just to the right of where your currently-equipped shirt is displayed. This number is far higher than you're used to seeing on Recount. The reason for this is your DPS is figured with optimal raid buffs on stand-and-burn raid boss with zero latency. You can play around with the settings if you'd like to see what your DPS should be with whatever raid composition your normally run with, but I tend to leave the settings alone.
Rawr makes finding an upgrade easy. Left clicking on a piece of your current equipment brings up a scroll list of equipment for that slot. Scroll down the list and find the highlighted item; it's the one you have now. Everything above your item is better for your DPS, and everything below your item is worse. You'll probably also notice that the same item is listed several times in a row -- that's because those items are gemmed differently. Find an upgrade whose effect on your DPS you want to determine. Left click it. Ta-da! Your improved DPS is now displayed where your imported character's DPS was displayed.
You may also want to play around with your talent spec inside Rawr. Click the "Talents" tab near the top of the Rawr window. Simply right click talents to refund their points and left click to spend them. Go back to the original tab and check the effect on your DPS. Of course this change cannot guess how much spellpower you'll receive from Incanter's Absorption, but that's a highly situational talent anyhow. I take Arcane Stability > Student of the Mind > Incanter's Absorption when I have spare points due to the caveat, but your preference may differ.
That's it. That's how I use Rawr. Simple and effective.
Post by
TheReal
Rotation
I also hear a lot about rotations. Without getting into the math, a general rule is to cast Arcane Blast 4 times and then cast Arcane Missiles whether Missile Barrage has procced or not. If you have to move, you're in danger of your AB stack dropping. If Presence of Mind is up, consider popping a PoM-AB to save your stack. You can also cast Arcane Barrage if PoM is on cooldown. If you always use this rotation, your DPS will be very good for your gear level. See
Squishalot's discussion
on why ABx4 AM is generally the best choice for the highest possible DPS.
The 2pc T-10 set bonus
throws a wrench into the works, though. With the increased haste, it's suddenly far better, from a mana-conservation standpoint, to cast Arcane Missiles as soon as possible after you've stacked your AB debuff to at least 2.
Source
(about 2/3 down the page, posted by Kavan.) Conserving that much mana will mean fewer Evocations, which will result in more damage done.
Before you have a 2pc T-10 bonus, AB spam is the highest DPS rotation (even though it kills your mana pool in a hurry). Once you have the 2pc bonus, it is ALWAYS higher DPS to cast your Missile Barrage AM.
Source
Cooldowns
I also hear a lot about cooldowns and when to pop them. I use another general rule here. Pop Mirror Images about 1-2 seconds prior to the start of your first AB cast (before the fight or as you move into position). Cast AB 3* times (changed to 4 times, see reasoning below), then cast PoM-AB. During the global cooldown that results from your 4th AB, pop your on-use trinket(s), Icy Veins, and Arcane Power macro...
#showtooltip
/use 13
/use 14
/use Icy Veins
/use Arcane Power
...and then cast your (hopefully procced) Arcane Missiles. If my Missile Barrage has not procced in my first 4 ABs, I spam AB fishing for the proc before popping my trinket/IV/AP macro. Mirror Images is recast upon completion of the cooldown, and I wait for Icy Veins to refresh before popping the trinket/IV/AP macro again. 4pc T-10, now that I have it, makes me want to hold onto my Mirror Images for a second cast until my IV-AP-Trinket macro is available again.
*In actuality, casting PoM-AB for your 4th AB results in the 30% crit multiplier from Arcane Potency being applied to the AB with a 45% damage buff. If PoM-AB is used for the 5th+ AB, then the crit multiplier from Arcane Potency is applied to an AB cast that is already getting a 60% damage buff.
Thank you for reading my walls-o-text. Please provide suggestions about how to make this thread better for the betterment of the mage community.
Post by
365547
This post was from a user who has deleted their account.
Post by
TheReal
Increased range does not increase DPS, but preventing pushback does. Lots of mages like increased range. Personally I don't believe it's necessary. Does that make either of us wrong? Certainly not. I welcome everyone to post their variations on anything I've presented here even if it's for the sake of argument. = )
Post by
365547
This post was from a user who has deleted their account.
Post by
TheReal
*Marrowgar > ...people don't always do what's asked from them.
Then they ride the pine, in my opinion.
*Lady deathwhisperer > switching to adds will require less movement.
I'll give you that one.
*Saurfang Jr > You have 6 more yards to dps adds.
I'm always in frost spec because that's what my raid leader demands.
*PP > You can stand further from the green and orange adds so you need to move less and have more time to dps.
I haven't even done this fight yet. lol
The VoA bosses are good at AoE damage, and pushback prevention certainly helps my DPS more than a few yards of range does. Then again, the range
would
come in handy if the orbs get away from me. And then there's the gunship battle where I'm standing on the edge of my ship trading damage with riflemen...
It's all situational. I'm just trying to present some guidelines for those people who ask about how they can get more DPS and then present us with an Armory of a mage gemmed with stamina and wearing the wrong meta. Wowhead isn't the hardcore, end-all-be-all source of theorycrafting after all. If you want that, Elitist Jerks is that way -------->
over here
.
takolin's suggested 55/3/11 +2 spec has replaced my original suggestion.
Post by
243007
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365547
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200565
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299735
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354213
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Post by
pelf
I have to chime in agreement with what some people have posted. I think it's a function of your raid experience and current content that you don't value extra range more. When I respecced to pick that up, it was amazing. Such a huge difference.
As for the hit talents, I ran into similar problems looking at what to pick up instead. I think it's reasonable to mention that they're not only 1% hit per talent point, but also -1% mana cost of spells. Another thing to weigh.
Post by
487346
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299735
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Post by
TheReal
Glancing over the armory provided in your profile, you seem to lack quite a bit of raid experience on your mage. This is not to say that you are not good and that you do not put out great damage, but your lack of (mage) experience on fights like Iron Council, Freya, Yogg-Saron, Prof. Putricide, Blood Prince Council, and the Lich King are clear examples of why you do not value Magic Attunement. Trust in the knowledge gained from those who have been there, 6 yards of extra range is paramount.
I won't argue that! And you do make good points. I accept them as relevant and better than mine since experience is the greatest teacher. I will use your suggestions and those of takolin to update the cookie cutter to
55/3/11 + 2
and my recommendation for enchanting your boots.
I'm also going to include your discussion on haste (and properly credit you of course), but I'd like to see that information in table form.
Im also not sure about the hit talent shift you mentioned. I can see dropping the three in arcane, but where are you going to put those points in frost? You still have to fill that tier.
The only thing you really can do is put those points into Ice Shards to help with AoE damage. Still, some extra AoE > hit you don't need. You pretty much got it right.
pelf mentions the 1% reduction in cost granted by the hit talents. Before you go considering too much, remember that's a 1% reduction per talent point spent. Definitely worth considering.
In all, playing a mage to its potential is extremely difficult and requires experience and tuning, far more than I as a casual have time for. I'm very confident this thread is generating useful discussion that should allow all magi to become better!
Post by
365547
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243007
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Post by
pelf
I'll take a stab at the formatting. I admit I did some rephrasing, added some code boxes, some links, and bolded all the numbers for easier reading. If you're offended, Gusideon, I'll delete the post :). Here we go...
There's something to be noted about the way haste works, being multiplicative and not additive, and thus scaling badly the lower your cast times get. Let's say you have 30% haste on your gear, and that's all the haste you have. The formula would look like this:
2.5 / 1.3 =
1.923
2.5
is the base cast time of
Arcane Blast
and
1.923
is your cast time after haste.
Now let's add talents and raid buffs.
6%
from your
talent tree
,
5%
from a
shaman totem
, and
3%
from
improved moonkin aura
. You would do that math this way:
1.3 * 1.06 * 1.05 * 1.03 =
1.490307
This number shows your total haste being 49.0307% Apply that number like so:
2.5 / 1.490307 =
1.678
1.678
is your raid buffed cast time on Arcane Blast.
So now lets look back at that first example, with
30%
haste. That shaved
0.577
seconds (about
23%
of the base AB cast time) off of your initial cast time. But with full raid buffs and a cast time of
1.678
, adding another
30%
haste will not reduce your cast time by another
0.577
seconds. Heroism is
30%
haste, so let's just say that we got heroism in our little raid we just made up. Just plug
30%
into that string of numbers we're already multiplying.
1.3 * 1.06 * 1.05 * 1.03 * 1.3 =
1.9373991
Now our haste jumped all the way from
49%
to
93.74%
! But how does that affect our cast time?
2.5 / 1.9373991 =
1.29
1.29
cast time for AB. This time around
30%
haste took
0.388
seconds off of our cast time (around
15.5%
of the base AB cast time).
Now for a couple of calculations to compare. First the same one as above, but with a
2PT10 proc
.
1.3 * 1.06 * 1.05 * 1.03 * 1.3 * 1.12 =
2.17
2.5 / 2.17 =
1.152
1.152
cast time for AB.
The first four numbers (gear, talents, raid buffs) are static and always apply. Heroism will definitely happen, and getting your 2PT10 proc during heroism is far from uncommon. So let's see what
Icy Veins
will do for us at this point:
1.3 * 1.06 * 1.05 * 1.03 * 1.3 * 1.12 * 1.2 =
2.604
2.5 / 2.604 =
0.96
0.96
cast time for AB.
By having all of this haste rolling at the same time, using IV now has lowered our cast time on AB by
0.192
seconds and dropped us below the haste cap. Now let's compare that to using it outside of heroism.
1.3 * 1.06 * 1.05 * 1.03 * 1.12 =
1.669
This is our haste with
30%
on our gear,
6%
from talents,
5%
from totem,
3%
from moonkin, and
12%
from a 2PT10 proc.
2.5 / 1.669 =
1.498
1.498
cast time on AB, all buffs rolling, no heroism.
This is our haste as in the above example if we use IV at this point instead of with heroism:
1.3 * 1.06 * 1.05 * 1.03 * 1.12 * 1.2 =
2.003
2.5 / 2.003 =
1.25
1.25
cast time for AB.
So by using IV at this point instead, not only did we stay above the haste cap, but we cut
0.248
seconds off of our AB cast time as compared to the
0.192
from earlier.
So why, you might ask, don't we attempt to stagger all of our haste cooldowns so that they never overlap, thus gaining the most benefit from each one? The ultimate point to note from all of this is that stacking haste in and of itself is not a damage increase, it's a DPS increase. You could've cast those same spells in a longer amount of time and done the exact same damage. The reason we choose these particular moments to drop our cast to ~1 second, is to get as many casts off as we can with our damage modifiers, such as Arcane Power and 4PT10.
Now
we are increasing our damage as well as our DPS.
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