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  1. #1221
    Quote Originally Posted by Deithy View Post
    Btw question regarding a talent mechanic - how does Resonance work? If i hit one target i have 25% Barrage boost already? Or i have to hit 2 targets to get 25%, 3 targets for 50% and so on?
    Resonance increases damage by 25% per target, so it can range from 25% damage boost on 1 to 125% damage boost on 5 (max).

  2. #1222
    Deleted
    Quote Originally Posted by Krazzorx View Post
    So after mastery what is star priority?
    Quote Originally Posted by NPI View Post
    After mastery is crit, then versatility. Haste is your enemy now
    Mastery might be one of the worst stats now.

  3. #1223
    Deleted
    Quote Originally Posted by Kainslife View Post
    Try dropping Arcane Barrage more often during conserve.
    Trust me i drop it quite often, so often that I actually execute WotLK rotation - AB to 4 charges->drop missile(s)->Barrage->repeat. Havent even thought to cast 2nd AB on 4 stacks. It is not fun tbh. I hope the mana regen is better on lvl 110.
    I played last night quite a lot: Mythic dungeons, LFRs just to tryt to get the hang of Arcane rotation on fights longer than 1 min. Tweaked some talent choices. The burst was somewhat on par with fire - ring explosion for around 1,2 mln, but still the damage in the next 2 mins dip that burst so low.
    I also noticed that AM proc rate is kind of low. Usualy had only 1 proc when i reached 4 charges, rarely 2 procs, and almost never 3. That also make the super op 4p set proc uptime lower... a lot lower compared to fire 4p, where phoenixes fly so often due high crit rate and pyro spam... I think this is also part of the problem why arcane is low on live servers atm.
    Last edited by mmoc0c907153ea; 2016-08-19 at 08:17 AM.

  4. #1224
    Herald of the Titans Northem's Avatar
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    Quote Originally Posted by Kyriani View Post
    From my beta experience it feels more like we need a ton of mastery AND the legendary pants. Those pants feel absolutely mandatory and I believe arcane will feel crippled without them.
    "There is something serious wrong with a spec if you have to get a legendary drop to make it viable. For an expansion touting its leveling experience and requiring an extensive investment in each spec (with the leveling of the weapons) having a spec that is unplayable untill its fully geared and requiring a lucky drop is.....bizarre to put it kindly. (and its debatable if its playable then)" - Comment from Zaylin, a mage from the official forums

    For that reason I insist on my previous idea: we need a baseline way to manage our mana regeneration during our regular DPS rotation (apart from [Evocation]) and, in my view, the perfect solution would be a sort of accumulative proc to increase our mana regeneration over some time at will.

    For example, [Arcane Missiles] could trigger that mana regeneration stimulation as I said before, however, I've though that a new artifact trait would be more suitable for that goal. In place of some current boring trait we have now, an artifact trait called [Restitution] could do the following:

    "Each time you gain an [Arcane Charge] you benefit from the Restitution effect which increases your mana regeneration by 10% for 30 seconds. Can be accumulated."

    By that way we could manage our mana regeneration by ourselves, doing our usual conservation rotation, without the necessity of having any special item nor requiring large amounts of mastery.

    According to you, that proc to increase our mana regeneration over time should be triggered by [Arcane Missiles] or rather by gaining an [Arcane Charge]? What would be better? What do you think?

  5. #1225
    Coming from a Mage that has always had a first love for PVE Arcane and has always been looking for ranks on WoL...

    I can say Arcane is going to be high skill capped and high reward, especially when we have plenty of gear.

    I can assure you right now that the additional mobility features we have such as shimmer (blink with no gcd) and displacement (altertime/blink mix with no gcd), and ofcourse allowing us to keep ice floes - I am 100% sure we are going to be actually able to raid comfortably in end game content, even with all that movement.

    I'm very excited, I can't wait!



    Nez

  6. #1226
    Quote Originally Posted by Nezek View Post
    Coming from a Mage that has always had a first love for PVE Arcane and has always been looking for ranks on WoL...

    I can say Arcane is going to be high skill capped and high reward, especially when we have plenty of gear.

    I can assure you right now that the additional mobility features we have such as shimmer (blink with no gcd) and displacement (altertime/blink mix with no gcd), and ofcourse allowing us to keep ice floes - I am 100% sure we are going to be actually able to raid comfortably in end game content, even with all that movement.

    I'm very excited, I can't wait!



    Nez
    But what about at Legion's launch? How's it looking?

  7. #1227
    For real though, Displacement is amazing

  8. #1228
    I'm quite interested in any math about why mastery is bad.

  9. #1229
    Deleted
    Quote Originally Posted by Nitros14 View Post
    I'm quite interested in any math about why mastery is bad.
    It's a result of the latest simulations. I don't believe anyone derived it from a formulation method yet. (I wouldn't expect any formulation that fully models the game any time soon though)

  10. #1230
    I'm guessing those are personal simulations? Or is there a link? I haven't seen any concrete news on a solid arcane sim anywhere.

  11. #1231
    Quote Originally Posted by Northem View Post
    Well, maybe... However is outrageous that in order to be viable (not better than other classes, just functional like them), the Arcane Mages have to be full geared so that we can accumulate "tons of mastery", gain all artifact traits, be lucky to loot certain legendary pants and choose only certain talents...

    In short, Arcane Mages still need a lot of work.
    yeah, and consider the 100 stacks haste talent, I think arcane is designed by some crazy idiots

  12. #1232
    Yay we can now cast 16 Arcane Blasts for the price of 15!

  13. #1233
    Beats no changes.

  14. #1234
    Arcane

    Arcane Blast mana cost has been decreased to 3.0% base mana (was 3.2%).

    Is this the buff/tweak you were looking for guys? ( Kappaross)

  15. #1235
    If nothing else, it shifts the value of mastery higher since you'll be at max charge longer.

  16. #1236
    Quote Originally Posted by whisperingsage View Post
    I'm guessing those are personal simulations? Or is there a link? I haven't seen any concrete news on a solid arcane sim anywhere.
    can't post links -_-

    PM me for a concrete sim that I personally didn't come up with. It's 244k on ST with 19 artifact traits and T19P (this is pre buff/fire nerf and without any trinket nerf that I think happened as well). It's enchanted with crit and the crit stats are higher. To answer the previous question, it seems that Mastery would benefit us most, but personally I think the diminishing return from it is lower than the pure dos gain from crit. I'm not 100% sure, but it did seem weird when it was first realized that it was over mastery. I think in Mage discord they've summed to the point where its Crit > Ver = Haste >>>>> Mastery

    I personally see some rework to mastery coming at some point, maybe not though..

  17. #1237
    Deleted
    I was expecting mana nerf on arcane blast for a long time, but this seems a bit underwhelming. I was expecting something in 10-20% not 6.25. But it seems like they really don't want to over do anything before the launch especially with artifacts lacking

  18. #1238
    That wasn't a nerf/buff for Fire. That was an outright nerf at around 3-5% reduced effective critical strike in 840+ raid gear. Simple math shows it.
    1.1*crit > 1.3*(crit - 5)
    1.3*crit - 1.1*crit < 6.5
    0.2*crit < 6.5
    crit < 32.5

    So currently, the only time you have a higher effective crit is when you have lower than 32.5% crit.

    Most mages reach upwards of 40-50% crit if not 60.

    - - - Updated - - -

    Quote Originally Posted by Nitros14 View Post
    Beats no changes.
    lol I agree I was just being cynical. We're now mana neutral if we cast 3 Arcane Blasts, use up our Arcane Missile procs, and cast Barrage.

    I don't think their goal is to make us mana neutral at 4 charges, and even so I don't think we ever need our full mana bar for burst. Maybe if you take Quickening, but then you have the choice between higher damage in conserve or more burst later.
    Last edited by Lebanese Dude; 2016-08-23 at 09:21 PM.

  19. #1239
    Deleted
    Hey guys, I've been trying to decide on a class to play in Legion for a while now and mage has been on my list of possibilities for some time, specifically the arcane specialisation. I love the fantasy of the spec and zooming around with Blink and Displacement, but I'm not sure about the rotation. Not trying to insult you guys, but just having Arcane Blast/Barrage/Missiles is a bit boring for me personally. Now I did see that the talent tree offers options for additional spells, like Nether Tempest and I was wondering if my DPS will be significantly lower if I pick such talents that slightly spruce up the rotation? I've looked on a few websites and most seem to suggest they are not worth it. So I'm curious whether that is actually the case or if it is simply elistists dismissing an option that is perhaps only a few percentage points weaker.
    Also the arcane familliar is the cutest thing ever and I want to use it should I pick mage
    I also hope this is the right thread, sorry if it isn't

  20. #1240
    Quote Originally Posted by Lebanese Dude View Post
    That wasn't a nerf/buff for Fire. That was an outright nerf at around 3-5% reduced effective critical strike in 840+ raid gear.
    For Fire Ball, Pyro.

    You gain 5% crit for FS and DB. Also 5% extra mastery in Combustion phase.

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