Yeaaah... caught up sorry
Awful fight for Frost btw, soooo much haste :s
Edit: http://www.worldoflogs.com/rankings/...5N/Frost_Mage/ Not a terrible return to frost.
Last edited by Kuni Zyrekai; 2012-02-01 at 04:15 AM.
My suggestion would be to change the 4pT13 to reduce the CD of FFO by 2 sec per stack of stolen time. This would help with both mobility, as it would increase your proc chance while moving, plus give a significant damage increase while stationary, as the bursts during FFO are significant. The effect on PvP would be limited as well, since it would be hard to justify dropping the PvP gear for that bonus.
DWT needs to be fixed.
As far as AoE goes, I am fine with frost being lack luster on that aspect. If all 3 specs were great at everything, it would severely diminish the customization/choices that come from the core of an MMO. (I am also severely disappointed with the talent system coming up in MoP due to this reason).
Last edited by Beppo1; 2012-02-03 at 06:58 PM.
Ok, I just read this from a blue post (its on front page of mmo-champion), talking about Frost mages and MoP, and how they moved all the frost control abilities (for pvp) to the talent tree (I added emphasis):
This statement worries me a lot. First, it implies that in MoP Frost's baseline dmg will still be lower than Fire or Arcane. Second, it implies that there actually are talents in these new system that affect pve dmg, or at least that there are talents that Frost HAS to take to be competitive (while Fire and Arcane are free to chose whatever they want). This is contrary to everything that the developers talked about the new talent system and it seems that Frost will not be competitive in pve after all.The overall effect of this is that Arcane and Fire should stay about neutral in regards to their control, but frost will lose some of it. On the other hand though, it is possible for a Frost's damage to go up and be competitive with that of the other mages if they do not go for the control talents.
Also, from the current calculator, it looks like Frost will be able to take a DPS talent in a control Tier. Level 45: Frostjaw would probably let us proc the new Fingers of Frost on a boss and let us squeeze in some extra damage. Not sure what to make of that. It really looks like the Frost spec abilities and interactions haven't been ironed out yet.
I don't think Frostjaw will really be a damage talent when you take it's cast time into consideration. Spending a GCD not doing any damage for a single FoF charge sounds like a bad trade.
I agree on your first point, though. It was probably just a badly worded "if all three specs take DPS talents, they will do roughly the same damage".
It's kind of interesting that they removed Arcane and Fire Orb, but left Frozen in and made it generate AoE, to boot.
They also "fixed" FoF for PvE... Frostbolt now has a 20% chance to trigger it, and Frozen Orb a whopping 50% per hit(did i mention that it's AoE now?). It's also capped at 3 charges instead of 2.
All three bombs now deal roughly the same damage and Frost Bomb only slows instead of freezing, so that's also up to personal preference now. You will have to use them, though, as Brain Freeze now triggers from the bombs instead of snares.
Last edited by huth; 2012-02-16 at 01:50 PM.
Brain freeze is an interesting change. I'm not sure what to make of it at the moment, given the loss of FoF and ignite interactions. Also does it proc off casts or damage ticks? Living bomb would be the better one in case of damage, but frost bomb looks like it might hit harder with enough haste to bring the cooldown/countdown far enough down. More unmodified FFBs with LB or less with enough haste to push frost bomb over the other bombs' DPS? We'll find out when beta starts and we can add feedback to get them in line, numbers-wise.
Oh yeah! I was thinking Frostjaw was the better option...but with a macro, Ice Ward would be automatic FoF charges.
So far I think I'll enjoy it, what about deep freeze as a damaging spell, I couldn't figure out for sure if it will be the same thing?
http://us.battle.net/wow/en/game/mis...ator#eb!201021 This seems to be a decent starting point, assuming frost bomb can keep up. Given the quoted 1% max mana/1 sec base regen; 2% base mana regen for a GCD every minute with 15% damage boost seems a better deal than no mana regen, 5-6s channel time for 20% power every 30 seconds. Incanter's shield looks interesting but I'm not a fan of the 25s CD with 15s duration. This is of course assuming that casting it and either letting it wear off, absorb to full, or an automatic /cancelaura will provide the benefit of it "breaking". To get the full benefit, you'd have to throw it on cooldown, regardless of raid damage going out.
Invis vs cauterize, I personally think the dispersion style buff to invis provides better protection to most raid mechanics. Ultraxion, Algalon, a couple of ticks on Baleroc. Surviving a wipe through raid damage, such as transition phase Ragnaros. Greater invis works out in favour more often than cauterize, I believe. There are situations in which cauterize would be better, but this seems like a more solid general base, in the case you weren't ever changing your talents for some reason.
---------- Post added 2012-02-16 at 04:08 PM ----------
A glyph or a passive that hasn't been added yet seems most likely. We lost a lot of damage from the loss of 100% crit FFB and ignite. I don't see them realistically taking away deep freeze's damage for good.
Last edited by Kuni Zyrekai; 2012-02-17 at 12:18 AM.
I have a feeling Deep Freeze is just not going to do damage. It's a very messy spell and in non-boss situations or add based fights, you'll end up doing less damage as it will merely stun the mobs. Hopefully they'll add something to replace it. Maybe they wont add anything at all. In fact let me check the main spells in each rotation....
Frost: Frostbolt, Ice Lance, Frostfire Bolt, Frozen Orb, x Bomb, Icy Veins (6 spells)
Arcane: Arcane Blast, Arcane Missiles, Arcane Barrage, x Bomb, Arcane Power (5 spells)
Fire: Fireball, Pyroblast, Inferno Blast (multi targets only), x Bomb, Combustion (4 spells)
Okay that... SHOULD be the main spells of each spec unless I forgot something. By the looks of it Frost has a lot of spells in its rotation already. I can see why they'd trim down the amount of spells in their rotation by one.
Edit: From Lhivera on the offical forums:
I don't know where it was confirmed, but that does make the choices a lot more stylistic if true.Brain Freeze: Proc rate is normalized to ensure a similar number of procs per minute regardless of the Bomb spell you are specced for. In other words, the proc rate for Frost Bomb will be higher than for the other Bombs, because it generates less frequent events. Confirmed
Last edited by Kuni Zyrekai; 2012-02-17 at 10:06 AM.
As someone who has mained nothing but a PvE frost mage since 0.8, all I have to say is that nearly all of WoW's balance problems could be solved if Blizzard would stop trying to force PvE and PvP to share and just give every skill two sets of numbers. They like to say that would be too confusing or too inconsistent but they already do this to all CC, why won't they do it to damage? PvP already has resilience which causes skills to do less damage than in PvE, and people can figure that out. They cause all CCs to last only 8 seconds, and have diminishing returns, and people can figure that out. Why couldn't people be able to figure out that frostbolt does 30k in PvE and 25k in PvP, or something of that nature? If you guys want PvE to be balanced you should all go to the forums and start campaigning to get it unhooked from PvP. Tell Blizzard that balance is more important to us than consistency between two totally different types of games, especially for those who are only interested in one side. I think I'm the only frost mage in the game that doesn't PvP.
I love playing my mage as frost in PvE but my goodness it just feels like I hit like a wet noodle.
What's this 4pc t13 bug that's been mentioned? I tend just to pop IV anytime I see I have 8+ stacks of Stolen Time.
I don't think that's a bug, nor unintended. It's just down to the order the events are processed. Old IV is removed => Stacks drop => Cooldown for new IV is calculated and applied. They probably did it to prevent unintended behavior when effects that reset cooldowns are involved, possibly not even for the 4t13 specificially. (What would happen if you cast Combustion while it's already active? Combustception?)
At any rate, minor issues are minor.
Last edited by Kuni Zyrekai; 2012-02-29 at 04:11 AM.