1. #1

    Fire Gear for 3.3.3

    http://www.wowarmory.com/character-s...maw&cn=Töasty

    Trying to gather some more hit gear for fire, and seeing as though my guild has not gotten into heroic 10 man ICC, and we aren't as far in 25 man as we are in 10. It would appear that I should keep my http://www.wowhead.com/?item=50011 and go for http://www.wowhead.com/?item=50277 for my 4th t10 piece, and pick up http://www.wowhead.com/?item=49994? Also, does anyone know how much haste we will need in fire to get off another fireball cast within the 5 seconds of the 12% haste two piece? Is it possible? I was trying it out on a dummy, but I just realized that I didn't have the updated glyph of fire either.

    This is the single target spec I was thinking of:

    http://talent.mmo-champion.com/?mage...W,StJORe,11623

    And this one for more AoE:

    http://talent.mmo-champion.com/?mage...7,StJORq,11623

  2. #2

    Re: Fire Gear for 3.3.3

    If being farther away from the boss is more important to you, then yes, the two points in Flame Throwing is worth it. The way I look at it is that Arcane Mages have survived with a 30 yard range... why can't Fire? Take those two points out, put them in Student of the Mind and get a little bit mo' crit.

  3. #3

    Re: Fire Gear for 3.3.3

    adding more than one point into student of the mind doesn't get you that much more crit because spirit doesnt scale that efficiently into crit. And yea for fire you want to be sitting near 14% hit because we dont get any hit from, and i don't know if the sims took the pyroblast changes into account but as of last thursday arcane was still going to be ahead for stand and nuke fights but fire was pulling ahead on high movement fights.

  4. #4

    Re: Fire Gear for 3.3.3

    For your first spec i was thinking along the same lines if I go fire. One change though that i would make is I would either take the point out of student of the mind and one out of clearcasting, or just 2 from clearcasting and putting them into magic absorption. The reason for this is because you don't spec far enough into arcane to get the damage buffs from clearcasting, and fire is alot more mana efficent than arcane, so i doubt you will need all 5 points in clearcasting to prevent running oom. The magic absorption helps alot in most fights with spell damage (basically all except saurfang). this is just theorycrafting so no hard evidence here haha.

  5. #5

    Re: Fire Gear for 3.3.3

    Quote Originally Posted by Emage
    For your first spec i was thinking along the same lines if I go fire. One change though that i would make is I would either take the point out of student of the mind and one out of clearcasting, or just 2 from clearcasting and putting them into magic absorption. The reason for this is because you don't spec far enough into arcane to get the damage buffs from clearcasting, and fire is alot more mana efficent than arcane, so i doubt you will need all 5 points in clearcasting to prevent running oom. The magic absorption helps alot in most fights with spell damage (basically all except saurfang). this is just theorycrafting so no hard evidence here haha.
    Good call. I really like firestarter talent, but is it worth losing 2 points in playing with fire to pickup?

    http://talent.mmo-champion.com/?mage...7,StJORq,11623

  6. #6

    Re: Fire Gear for 3.3.3

    Why are you willing to sacrifice 2% spell dmg, for an instant Flamestrike ? :S

  7. #7

    Re: Fire Gear for 3.3.3

    Quote Originally Posted by stormix
    Why are you willing to sacrifice 2% spell dmg, for an instant Flamestrike ? :S
    Especially as you're almost never going to cast the spells that proc it in a raid situation.

  8. #8

    Re: Fire Gear for 3.3.3

    Quote Originally Posted by Needonboots
    Especially as you're almost never going to cast the spells that proc it in a raid situation.
    There's no reason not to cast it when it's instant and costs no mana.

    I'm not advocating taking the talent though.

  9. #9

    Re: Fire Gear for 3.3.3

    What their saying is very true. It ends up being a net loss on almost all fights, however this is the beauty of dual spec. One single target for fester, One aoe spec for fights like marrowgar if your group likes to stack on his rump making it is blissful to do a blastwave and a FS right on top of it.

    But as stated above your reducing your harder hitting spells by 3% or 2% depending on how you go about getting the talent. Which will become more of a loss as the ICC buff grows over the next 6 months.

    Hopefully it'll be more worth while to get with our extra 5 talent points in cata. :P

    Till then just enjoy it on some fights and relax in heroics. <3

    EDIT: forgot to comment on what you were actually asking.

    Can't see your armory for some reason, must be down again. Otherwise I'd agree with what your going for, the pants are a nice chunk of hit that you don't have to worry about. Just wish we got a few of those nifty spirit into hit talents those bloody druids and shamans are going to get in cata :P

  10. #10

  11. #11

    Re: Fire Gear for 3.3.3

    Quote Originally Posted by Töasty
    Imo i like the second one, while some may say the extra range isn't a written damage increase it will most likely come up in numerous fights, like in dreamwalker, marrowgar if he spins out of range, putricide, basically fights were the boss or adds can move out of range.

  12. #12

    Re: Fire Gear for 3.3.3

    Quote Originally Posted by Rahdik
    There's no reason not to cast it when it's instant and costs no mana.

    I'm not advocating taking the talent though.
    On a single target encounter, casting it even instantly and for free is worthless.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •