Swizzle here, since the current sticky regarding mage pve FAQ is outdated and I know many people don't bother to read it, I am posting an up-to-date FAQ regarding mages in 3.3 raiding. If you have questions, post them here or hit me up via messages. Since I have been unable to run rawr for a while now, I open the floor for skilled and intelligent players to place their input in here.
FAVORED STATS
Arcane*: hit till cap>haste>spellpower>crit
TtW/fire*: hit till cap>haste>spellpower>crit
FFB: hit till cap>spellpower>crit>haste
Frost: hit till cap>spellpower>haste>crit
*Note: Haste and spellpower are nearly equal for these specs. Spellpower is more valued than haste at low to mid/mid-high level gearing, while haste is valued more at high-end levels.
GEARING
ARCANE BIS (final pre-arthas):
Helm:
Sanctified Bloodmage Hood
Neck:
Blood Queen's Crimson Choker
Shoulders:
Sanctified Bloodmage Shoulderpads
Back:
Frostbinder's Shredded Cape
Chest:
Sanctified Bloodmage Robe
Bracers:
Ether-Soaked Bracers
Gloves:
Sanctified Bloodmage Gloves
Belt:
Crushing Coldwraith Belt
Legs:
Leggings of Woven Death
Feet:
Plague Scientist's Boots
Ring 1:
Ring of Rapid Ascent
Ring 2:
Ashen Band of Endless Destruction
Trinket 1:
Dislodged Foreign Object
Trinket 2:
Reign of the Dead
Weapon:
Rigormortis
Off Hand:
Shadow Silk Spindle
Wand:
Corpse Impaling Spike
FIRE BIS (final pre-arthas):
Helm:
Sanctified Bloodmage Hood
Neck:
Blood Queen's Crimson Choker
Shoulders:
Sanctified Bloodmage Shoulderpads
Back:
Frostbinder's Shredded Cape
Chest:
Sanctified Bloodmage Robe
Bracers:
The Lady's Brittle Bracers
Gloves:
Sanctified Bloodmage Gloves
Belt:
Crushing Coldwraith Belt
Legs:
Plaguebringer's Stained Pants
Feet:
Plague Scientist's Boots
Ring 1:
Ring of Rapid Ascent
Ring 2:
Ashen Band of Endless Destruction
Trinket 1:
Dislodged Foreign Object
Trinket 2:
Phylactery of the Nameless Lich
Weapon:
Rigormortis
Off Hand:
Shadow Silk Spindle
Wand:
Wand of Ruby Claret
TALENT SPECS & GEMS
Arcane:
57/3/11
Gems
Meta:
Chaotic Skyflare Diamond
Red:
Runed Cardinal Ruby or
Reckless Ametrine once haste=1.2 spellpower for you.
Blue:
Purified Dreadstone(with socket bonuses of 5+spellpower with 2 piece t9 or 7+ spellpower without). Otherwise
Runed Cardinal Ruby or
Reckless Ametrine once haste=1.2 spellpower for you.
Yellow:
Reckless Ametrine
TtW/fire:
20/51/0
Gems
Meta:
Chaotic Skyflare Diamond
Red:
Runed Cardinal Ruby or
Reckless Ametrine once haste=1.2 spellpower for you.
Blue:
Purified Dreadstone(with socket bonuses of 5+spellpower with 2 piece t9 or 7+ spellpower without). Otherwise
Runed Cardinal Ruby or
Reckless Ametrine once haste=1.2 spellpower for you.
Yellow:
Reckless Ametrine
FFB(standard, non-anub):
0/51/20
Gems
Meta:
Chaotic Skyflare Diamond
Red:
Runed Cardinal Ruby
Blue:
Purified Dreadstone(with socket bonuses of 5+spellpower with 2 piece t9 or 7+ spellpower without). Otherwise
Runed Cardinal Ruby or
Potent Ametrine once 1 crit=1.2 spellpower for you.
Yellow:
Potent Ametrine
Note: You need 2
Purified Dreadtsone to activate your meta.
ENCHANTS
Helm:
Arcanum of Burning Mysteries
Neck: none, neck enchants don't exist my friend
Shoulders:
Greater Inscription of the Storm,
Master's Inscription of the Storm
Back:
Formula: Enchant Cloak - Greater Speed,
Lightweave Embroidery,
Springy Arachnoweave
Chest:
Formula: Enchant Chest - Powerful Stats
Bracers:
Enchant Bracers - Superior Spellpower,
Fur Lining - Spell Power
Gloves:
Enchant Gloves - Exceptional Spellpower,
Hyperspeed Accelerators
Belt:
Frag Belt
Legs:
Brilliant Spellthread
Boots:
Enchant Boots - Tuskarr's Vitality,
Nitro Boosts
Ring 1:
Enchant Ring - Greater Spellpower
Ring 2:
Enchant Ring - Greater Spellpower
Weapon: Sword/Dagger=
Black Magic, Staff=
Enchant Staff - Greater Spellpower
ROTATIONS
COMMONLY USED ACRONYMS (know these):
Arcane:
ab= Arcane Blast
abarr= Arcane Barrage
mbarr= Missile Barrage
mbam= Missile Barrage Arcane Missiles
am= Arcane Missiles
PoM= Presence of Mind
AP= Arcane Power
evo= Evocation
invis= Invisibility
Fire:
fb= Fireball
lb= Living Bomb
pyro= Pyroblast
HS= Hot Streak
DB= Dragon's Breath
BW= Blast Wave
FFB= Frostfire Bolt
Frost:
FrB= Frostbolt
IV= Icy Veins
CS= Cold Snap
shatter= 50% crit bonus on frozen targets
FoF= Fingers of Frost
BrF= Brain Freeze
WE= Water Elemental
IB= Ice Block
ibarr= Ice Barrier
DF= Deep Freeze
Rotations
Arcane:
abx4-->mbarr
If high on mana: you may extend the arcane blast spam to fish for a mbarr proc
If low on mana: reduce arcane blast spam to 3 followed by mbarr (if procced), otherwise use an unhasted arcane missiles
NEVER cast arcane barrage unless moving
Stagger haste cooldowns to keep from going under the 1 second GCD cap with your arcane blasts and mbarr.
Fire:
Without demo/affli lock
scorch-->lb-->fb spam-->HS on proc
Refresh lb when it falls off
With 2 piece t10, refresh lb before using HS if lb has 1-3 seconds remaining
With demo/affli lock
lb-->fb spam-->HS on proc
Refresh lb when it falls off
With 2 piece t10, refresh lb before using HS if lb has 1-3 seconds remaining
FFB:
Without demo/affli lock
scorch-->lb-->FFB spam-->HS on proc
Refresh lb when it falls off
With 2 piece t10, refresh lb before using HS if lb has 1-3 seconds remaining
With demo/affli lock
lb-->FFB spam-->HS on proc
Refresh lb when it falls off
With 2 piece t10, refresh lb before using HS if lb has 1-3 seconds remaining
Frost (i hate you if you play this spec in a raid setting):
FrB spam-->DF (when off CD and during FoF ghost charges)
HIT RATING REQUIREMENTS FOR RAIDS
TOTAL HIT REQUIRED
Arcane: 17%
TtW/fire: 17%
FFB: 17%
Frost: 17%
HIT FROM TALENTS
Arcane: 6% (
Precision+
Arcane Focus)
TtW/fire: 0%
FFB: 3% (
Precision)
Frost: 3% (
Precision)
RAIDWIDE HIT BUFFS
3% from
Misery or
Improved Faerie Fire
1% alliance from
Heroic Presence
HIT REQUIRED FROM GEAR
Arcane: 8% (7% alliance)
TtW/fire: 14% (13% alliance)
FFB: 11% (10% alliance)
Frost: 11% (10% alliance)
SPELLPOWER COEFFICIENTS
Note: DD designates the direct damage portion of a spell, aka the big number you see when your spell hits the target. DoT represents the damage over time portion. For living bomb, DD represents the explosion part of the spell whereas DoT represents the damage it does for the duration of the spell prior to the explosion.
Arcane Abilites
Arcane Blast: 71.43% (80.43% with Arcane Empowerment)
Arcane Explosion: 21.28%
Arcane Missiles: 142.86% total, 28.57% per pulse (187.86%/37.57% with Arcane Empowerment)
Mana Shield: 80.53%
Arcane Barrage: 71.43%
Fire Abilities
Blast Wave: 19.36%
Dragon's Breath: 19.36%
Fire Blast: 42.86%
Fireball: 100.0% (115.0% with Empowered Fire)
FireballDoT: 0.0%
Flamestrike: 23.57%
FlamestrikeDoT: 48.8% (12.2% per tick)
Pyroblast: 115.0%
PyroblastDoT: 20.0% (5% per tick)
Scorch: 42.86%
Frostfire BoltDD: 85.71% (100.71% with Empowered Fire)
Frostfire BoltDoT: 0.0%
Living BombDoT: 80.0% (20.0% per tick)
Living BombDD: 40.0%
Frost Abilities
Blizzard: 115% (14.37% per tick)
Cone of Cold: 21.4%
Frost Nova: 19.3%
Frostbolt: 81.43% (91.43% with Empowered Frostbolt)
Ice Barrier: 80.53%
Ice Lance: 14.29%
Summons and pet abilities
Mirror Image: 33% of the mage's spell power
Frost Bolt (Mirror Image): 30% of the image's spell power (10% of the mage's spell power)
Fire Blast (Mirror Image): 15% of the image's spell power (5% of the mage's spell power)
Summon Water Elemental: 33% of the mage's spell power
Water Bolt (Water Elemental): 83.33% of the elemental's spell power (27.78% of the mage's spell power)
CALCULATING DAMAGE
Once you know the coefficient of your spell, you can make a rough estimate of how much it will hit for.
To illustrate, I will be using
Fireball: 100.0% (115.0% with Empowered Fire) as an example.
Let us assume you have 1,000 spellpower exactly. To calculate how much of this your fireball would get, you first divide the percentage by 100 to attain a decimal amount.
115/100= 1.15
Now that you have the decimal amount, you multiply it with your spellpower total.
1,000x1.15= 1,150
In this case, your fireball is gaining 1,150 additional damage. But what does that mean? Well, take a look at the spell tooltip
Fireball. Do you see the high and low end estimates for damage? Good, because that is what you will use to figure out how much your fireball will hit for.
Take the low end for your max rank Fireball:
888
to that, add the bonus damage from spellpower:
888+1,150=2,038
So with 1,000 spellpower, your Fireballs will do a minimum of 2,038 damage (before partial resists are factored in, but those are kind of random).
Take the high end for your max rank Fireball:
1,132
to that, add the bonus damage from spellpower:
1,132+1,150=2,282
So with 1,000 spellpower, your Fireballs will do a maximum of 2,282 damage (before partial resists and damage buffs are factored in).
As you can see, your spellpower took Fireball from doing 888-1,132 damage to 2,038-2,282 damage. You can use this method to figure out, on your own, a rough estimate of how much damage you SHOULD be doing.
Today, we move on to one of my favorite topics and one that gets readily mistaken/butchered on these forums: spell haste.
SPELL HASTE DEFINED
Contrary to popular belief, haste does not reduce your cast time directly, rather it speeds up the
rate at which you cast. Think of it more like crack or speed rather than a weight loss pill.
HASTE FORMULA
Yes, much like everything else in this game, haste is calculated using a mathematical formula. In case for some reason you were not aware of this, everything in WoW is decided by formulas and math. Having a basic grasp of this makes the game much easier.
THE FORMULA:
New Cast Time = (Base Casting Time)/(1 + (% Spell Haste/100) )
The reason I added in the "/100" aspect to the formula is because many people would simply plug in the percentage haste they saw on their character pane and added 1 to it (i.e. 32%+1=33%).
This is wrong.
Let's work out an example.
Let us assume you have 30% haste from gear and NO haste increasing talents and a base cast time of 2 seconds. "x" will represent the final cast time.
x= (2)/(1+(30/100)
x= (2)/(1+.3)
x= 2/1.3
x= 1.54
So with this we see that 30% haste would reduce the cast time to 1.54 seconds. This is the proper calculation due to the fact that we are INCREASING cast speed and
NOT reducing cast time.
If haste simply reduced your cast time, the formula would look like this: New Cast Time = (Base Casting Time) - (Base Cast Time x (% Spell Haste/100))
Let's work out an improper example using the same 2 second cast time and 30% haste. "x" still represents the final cast time.
x= (2)-(2 x (30/100))
x= 2-(2 x 0.3)
x= 2-0.6
x= 1.4
Using the wrong formula and incorrect understanding of haste gives a new cast time of 1.4 seconds. This can cause confusion in game and incorrect gearing/planning in game.
AVOID THIS MISTAKE AT ALL COSTS!!!!!!!
HASTE RATINGS
Level 80: 1% is equal to 32.79 rating
POSSIBLE RAID/GROUP HASTE BUFFS
5% from
Wrath of Air Totem
3% from
Improved Moonkin Form or
Swift Retribution
20% for 15 seconds from
Power Infusion
20% for 20 seconds from
Icy Veins(self only)
30% for 40 seconds from
Bloodlust/
Heroism
20% for 10 seconds from
Berserking(trolls only)
HARD & SOFT CAPS EXPLAINED
When talking about haste caps, one has to understand the differences between 3 types (2 if you fold GCD cap into one of the others): hard cap, soft cap, and GCD cap.
GCD CAP
This cap refers to the point at which your global cooldown, base 1.5 seconds, is reduced to its minimum of 1 second.
Percent haste needed for cap: 50%
HARD CAP
This is the point at which your main nuke is reduced to the length of the minimal global cooldown WITHOUT any sort of haste buffs, aka from gear alone.
Percent haste needed for cap:
1.5 second nuke- 50% haste
2 second nuke- 100% haste
2.5 second nuke- 150% haste
3 second nuke- 200% haste
Keep in mind, you would need these values from gear alone to reach the hard cap. As you can see, the numbers are pretty much unobtainable, but it's not bad to know.
SOFT CAP
This is the simplest cap to reach yet hardest to explain. This is the amount of haste you would need to bring your main nuke down to the minimal GCD of 1 second using cooldowns and buffs. The problem with this is that for us mages, this cap is entirely within our control. Our haste buffs are all activated so if we hit this cap during a combination of cooldowns (lust and icy veins for example), we can simply stagger them to avoid the problem.
The most readily noticed soft cap would be Bloodlust or Heroism up-time. If you are attaining a main nuke of 1 second using bloodlust/heroism alone, you are at the accepted mage soft cap for haste.
SWIZZLE APPROVED HASTE TOOL
There is one tool out there, created by a MMO poster no less, that I recommend heavily when dealing with issues of haste.
Milamber's "Haste Cap Calculator"
If you are having problems figuring out your caps on your own, then this calc is a great tool to see where you stand and what you can change around to avoid/reach said caps.