TLDR Summary at bottom of post.
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Currently progg'ing on Mythic fetid and want to discuss Arcane VS Fire on the fight. So, some background info before talking about Arcane/Fire specifically: The whole fight seems to revolve around these two points:
1 - Maximising burst DPS on Corruption Corpuscle during the 15 second window they're casting Enticing Essence.
With 1.15 mill hp and a 15 sec cast, we'll looking at ~76k dps from each person to kill the add before Enticing Essence completes. Since guilds are using anywhere from ~4-6 assigned dps per add (depending on gear / skill / spec / classes available etc), the individual DPS requirements from each add-team member are anywhere from ~13k-19k depending on size.
2 - Minimising the effects Stomp's knockback has on your ability to perform (1) during that window. First we should note when the stomps happen while adds are active or about to spawn:
Corruption Corpuscle 1: The Stomp occurs near the start of the Enticing Essence cast
Corruption Corpuscle 2: The Stomp occurs after Enticing Essence is cast (add should be dead by this point)
Corruption Corpuscle 3: The Stomp occurs near the start of the Enticing Essence Cast (some a few seconds variance: sometimes its right at the start and sometimes its midway through)
Therefore: Stomp positioning management is particularly important for Adds 1 and 3, where the Stomp will always interfere with your DPS if you havent pre-positioned favourably. Stomp positioning is probably more important for Add 1, since many guilds are using Hero on Add 3 anyway.
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With that in mind, im interested to compare Arcane vs Fire:
Cooldowns:
- Fire can either do Boss on pull + Add 2 + Boss or Add 4 (but seems like most guilds will ignore Add 4 and zerg the boss - will depend on your guilds strat)
--or Add 1 and Add 3
- Arcane can either do Boss on pull + Add 2 + Boss or Add 4
- or Add 1 and Add 3
= So Fire having a 2min cd vs 1.5min for Arcane, doesnt really change the two options available for CD usage. (Though its true Arc could squeeze an extra AP in on a big add or boss etc during the fight - but im ignoring those scenarios under assumption our top priority is getting adds down, not overall fight damage)
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Both specs are cramming into their burst window with:
- Rune of Power
- Balefire branch
- (with Battle potions either being used with cd's or on difficult adds where no cd's are available and you're trying to compensate a little - will depend on your guilds strat and gear/skill to determine where you use those)
- Specific Azerite Traits (Ill mention this here, because plenty of ppl are choosing generic traits available to all specs to minimise reforging costs etc. However: Master Blaster, using Fire as an example, allows extra cramming into the time-crucual window of Enticing Essence... for Mages who might otherwise be using Dagger in the Back because they're keeping Azerite Traits intentionally so as to avoid reforging between encounters)
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My experience with pumping burst during this specific ~15 second window is:
- Fire reliably performs strongly with CD's, and is less affected by Stomp (You can cast most of your Combustion rotation while moving/knocked back, as long as you pre-cast ROP before a stomp) and less affected when needing to move for debuff management to avoid spreading/stacking etc.
- Arcane reliable performs strongly, potentially very strongly (with sweet 100k AB crits), but is more prone to error and more punishing for mistakes (aka more important players position between for stomp/use POM during stomps to keep pumping casts out etc)
- Without CD, Arcane can still use Charged up and do a Burn Phase (albeit without AP).
But when considering the full Fire, fight does have some key points worth bringing up:
- Fire will be able to take advantage of execute range of the big add reliably each cycle (it'll be pretty close to ~30% after you've killed your small add)
- Minor cleave via ignite spread from big add->boss during above time
- Great execute damage (and mobility) during the -30% nuke phase of the boss, when its taking extra dam (a bigger deal when compared to Arcane mages who only use cd on Add 1 + 3 and not on boss at end in execute)
Please feel free to correct any mistakes I made, offer any points or insight into things missed or not considered. But my question to Mages here is:
Do you choose to do the fight as Arcane or Fire? Have you tried both personally and decided for yourself to reach this conclusion (or did you just look at ~80% of top logs being Arcane and stuck with that without trying the other first hand). And how would you rate the viability of each spec in each of the two different scenarios:
1 - when only considering killing small adds (still taking into account Stomp and how it affects the fight)
2 - when considering the whole fight (and taking into account spec specific perks even outside of small adds like ignite spreading/executes etc)
The conclusion ive come to thus far is that both specs are perfectly viable, with Arcane potentially being somewhat better on adds (yet Fire can still do respectable damage with CD), but with a slightly higher skill lvl /much more punishing on ppl who make small mistakes (ie: getting knocked out of position as arcane, or forgetting to POM AB during stomp or Charged up before a small add VS fire mage doing full combustion rotation while moving and unaffected). However, Fire can arguably be justified as coming out ahead when considering the full fight (which will depend on your guild strat, when you hero, whether you use CD on boss or adds etc)
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TLDR Summary of above:
- Fire is more reliable/consistent with small adds (everything always crits during combustion, every time), less punishing on mistakes and more accommodating with superior mobility when needing to move for debuff management - and is arguably better overall when considering the whole fight (executes, ignite spreading to big add etc etc -this will depending your guild strat / cd usage etc)
- Arcane is potentially better on small adds, with potential for variance from good->amazing with huge ~100k AB crits, but is far more punishing for even slight mistakes / player error when adds spawn (eg getting knocked back unfavourable on add 1+3 / forgetting to pom or use charged up before an add cycle starts etc)
- Both can potentially be viable, pending player skill and guild strat (when you hero, cd management, who else is on your add team and when they use their cd's etc) and personal preferences (how much you value mobility, executes etc)
== Both have potential to be perfectly fine, pending the above three points. Personal preference.
Interested to hear whether Mages agree with the above. And thoughts comments observations etc...