Posts Tagged ‘Patch’

There’s really nothing interesting going on.

There’s been no mage relevant news in days and days, no new mechanic changes, not even a hint that the problems this class is facing has even been acknoledged.

I guess there’s Shattering Throw? Sure, let’s talk about that.

Shattering Throw is a new warrior ability that allows them to remove an invulnerability effect. Normally, the spell ability deals damage and reduces armor by 20%. But if the target is affected by an immunity, it removes it instead (5 min cooldown).

Now I know what you’re thinking. “HOLY GOD ALMIGHTY MY ICE BLOCK! /wrists”. Am I close?

Relaaaax. It’s not that bad. An ability like this won’t have much of an effect for 5v5 and 3v3 arena teams. There might be some initial shock when teams first encounter this ability, but strategies will evolve and soon this will simply be another tool to counter in a fight.

2v2 mages are getting shafted, of course, but hey, even that doesn’t matter too much. Mages aren’t exactly doing so hot in the 2v2 bracket;  neither are warriors, for that matter. (more…)


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Random PTR Observations

I hate to use the word gimmicky to describe a particular raid encounter.

Frankly, any encounter that isn’t a straight up tank and spank is a gimmicky fight, thanks to all the… well, gimmicks. Even Patchwerk is, technically, a gimmicky fight thanks to the Hateful Strikes.

But I really can’t come up with a better word for the encounters in Ulduar. Gimmicky is just… so… fitting.

There are fights with constant movement. Fights with deadly AoEs that you then need to take advantage of to win the encounter. Fights with a bajillion adds. Fights where the raid has to split up. And multiple combinations thereof.

And this is before people start messing with hard modes.

It’s hard not to think of the repercussions all these gimmicks will have on preferred specs for the future of mage raiding.

First concern.

Evocation. Even when stacked with Icy Veins, it still takes many seconds to cast, depending on how much haste you have. Could be anywhere from 5-6 seconds, maybe four if you stack it with Bloodlust/Heroism too.

In any case, it’s still a relatively long time. (more…)

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Mages aren’t alone in this whole “talent bloat” issue, either.

Pretty much every class has this issue with some talents being completely mandatory.

Druids were brought up last post, specifically the talent Omen of Clarity. For those of you unfamiliar with the talent, OoC is basically Arcane Concentration, except it costs 1 talent point rather than 5.

Yeah, it’s an awesome talent. Yeah, pretty much every druid on the planet includes it in their spec.

So Blizzard decided to make the early resto tree a little less useless to the feral and boomkin druids heading down there for a single talent.

Furor, for instance. Right in the first tier. A feral druid can pick this up, essentially guaranteeing a feral tank at least 10 rage when a fight starts. A moonkin can invest here, too, boosting the value of their intellect by 10% for doing so.

And if that wasn’t enough, patch 3.1 is letting Imp. Mark of the Wild improve all of the druids stats by 1% per rank.

In the second tier, feral druids can pick up Naturalist, which gives their physical damage a hearty 10% boost. All druids can pick up a talent that reduces the mana cost of shapeshifting. (more…)

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Mandatory Talent Bloat

Hi there. Welcome to Critical QQ. This is a blog written by streams of QQ pouring down the face of a very sad person who plays WoW.

Prepare for QQ.

There will be a LOT of it in the following days.

First, a couple things Ghostcrawler has stated.

One. A tree is considered “bloated” if, after taking all of it’s mandatory DPS talents, it only has 2-3 points left to spend on random stuff, like utility and so forth.

Two. Any player can sacrifice small amounts of DPS in order to gain some utility. For instance, a frost mage can drop a point in Arctic Winds to pick up Deep Freeze.

These points are important, please remember them. There will be a test.

So then. Let’s take a look at some numbers, just tree by tree for now.

Arcane needs to spend a minimum of 53 talents in it’s home tree to pick up all the important DPS talents.

Fire needs to spend a minimum of 51 talent points, and you can make a very strong argument for 54.

Frost, too, needs to spend a minimum of 53 talent points.

So far, so good. (more…)

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There are three types of talents. Talents that buff only you and your performance, talents that buff only somebody else and their performance, and talents that do both.

Take Improved Fireball. This talent only improves your own performance, having zero effect on anyone else.

Improved Scorch, on the other hand, provides a very powerful buff to everyone else. The mage does benefit from the debuff, too, but there isn’t anything about the talent that is pure selfishness. In fact, it actually lowers the mage’s DPS to keep the debuff up.

Focus Magic is something in the middle. The buffee gets a 3% crit boost, and so does the buffer.

There have been and still are many buffs that are selfless in nature, but most of them have quietly evolved to have a selfish portion to them anyways.

Improved Mark of the Wild, for instance. The talent used to increase the strength of Mark of the Wild. While this did provide a little bit of a buff for the druid, the talent’s main purpose was to buff everyone else. Now, in addition to boosting the effect of MotW, it will also give the druid a permanent 1/2% boost to all of their stats. (more…)

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Preliminary Frost Testing

Was able to waste some time with a dummy on the PTR with a frost build.

Replenishment is nice, but it’s suffering from a fairly huge bug right now. The same bug, actually, that plagued Shadow Priests back in LK beta.

Replenishment, as you know, ticks every second. But it doesn’t tick immediately, it ticks the following second.

With three points in Enduring Winter, every single frostbolt is going to refresh Replenishment.

Replenishment normally looks like this:

0.00 – You gain Replenishment

1.00 – Replenishment ticks

2.00 – Replenishment tocks

3.00 – Replenishment ticks

And so forth, ticking or tocking every second. But what happens when you refresh it right away? (more…)

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Arcraiding, Take Fourty Three

Alright, SO. Things have changed for raiding arcane mages again. Again.

Short version:

  • Ditch Glyph of Arcane Power, grab Glyph of Arcane Missiles
  • Arcane Missiles is your go to spell, not Arcane Barrage
  • Arcane Stability is even more important now
  • Mage Armor (and it’s corresponding glyph) is better than ever

Got all that? Good, moving on to the massive walls of text.

Right now, Arcane Barrage is a wee bit nerfed. The coefficient of the spell was adjusted in a downward direction, and nothing else about the spell was buffed to compensate. Nerf.

However, Arcane Missiles recieved a buff. There is now a new Glyph of Arcane Missiles that buffs up the critical strike damage bonus of AM by 25%.

I currently do not know if this extra crit damage is additive or multiplicative. In either case, this glyph is a fairly hefty boost to AM damage. So much so, that with ABarr being nerfed, AM actually replaces ABarr in the arcane rotation. (more…)

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