Raiding Interface: Vanilla versus MOP

So, I have been super busy lately with work and keeping up with our new 3 day a week raid schedule.

So, for today, I thought I’d put up a retro post showing what my raiding UI looked like in Molten core back in 2005 (I blacked out the text box because apparently I was taking a picture of us saying inappropriate things, lol). As you can see, my raid frames and party frames took up most of my screen. Also, back then, I had so few spells that I still have my basic attack spell (e.g., hitting things with my staff as a resto druid) as a button on my action bars.

Knam_Falls_7_18_05

Now, in my current raiding, my monitor size is much larger (along with having a second monitor I added). There is a lot more open space on my screen, as well, so that my focus is on watching stuff on the floor around me, rather than watching health bars. I also have a considerably number of addons now that I didn’t have before.

Posted in Uncategorized, Written By Lissanna | Comments closed

Malon’s MOP Mage Tips 5.2

Today’s guest post is by Malon of <Nightshift> on Wildhammer-EU. He has been a raiding Mage since WoW’s European launch.

Hi Everyone,

I’ve had some requests on Twitter (where I post as @ArcaneTactics) to collate my #MageTips series into a single document. These are various helpful hints and tricks for PvE Mages; things that will help eke out a bit more damage, utility or survivability on the various encounters WoW has to throw at its most squishy class.

Some of these tips – especially the 5.0 ones – may now be out of date, but (flagrant self-promotion) I post new ones every week. If anyone has any questions or comments, I’d welcome them. Thanks again to Liss for hosting this post – and for recently combining Restokin’s Druid news with useful Mage advice. If you have more Mage Tips, feel free to post them as comments in this thread, or tweet them to @arcanetactics!

Stay frosty (or otherwise…),

Malon.

Mogu’shan Vaults

  • Blazing Speed is a good way to quickly paint a lot of tiles in the heroic Stone Guard encounter
  • Using RoP+glyphed Evocation in Gara’jal’s spirit realm will constantly renew the Spiritual Innervation buff.
  • Nether Tempest is the most efficient way to kill Gara’jal’s adds. Apply it to each one; it’s faster than directly damaging them.
  • You can Blink out of Subetai the Swift’s Pinning Arrow on the Spirit Kings encounter.
  • Ticks/explosions from NT and LB DO NOT proc the negative effects of the shields on Heroic Spirit Kings.
  • Spamming Scorch during phase 2 Elegon, increases your chances of a HU proc. Pyro! is absolutely necessary to down the Energy Charges.
  • Place Rune of Power nine-tenths inside Elegon’s ring; you’ll benefit from it while standing on the edge & jumping to clear stacks.
  • The Glyph of Blink causes the spell to bug out on Elegon’s platform; remove it for that fight.
  • Touch a Spark and quickly Blink to avoid damage on H Will of the Emperor.

Heart of Fear

  • A FAST Blink will sometimes let you avoid the damage from Tay’ak’s Unseen Strike (there is a short stun before the damage).
  • It’s possible to spread CB from Garalon’s body to his up to 2 legs, but only from a leg to his body – never another leg.
  • Glyphed Ice Lance will cleave from Garalon’s body to his legs, but not vice versa.
  • You can Blink out of Amber Prisons in the Wind Lord Mel’jarak encounter.
  • Mel’jarak’s Blademasters will put a debuff on players before charging them; this can be Ice Blocked off, cancelling the charge.
  • Ice Block will remove Amber-Shaper Un’sok’s Parasitic Growth ability – a great help in Phase 3.

Terrace of Endless Spring

  • Alter Time will reset your Dread Shadows stacks on Tsulong to 1, no matter how many you had when you cast it.
  • ArcEx can be used to keep Arcane Charge stacks during Lei Shi’s Get Away! ability.
  • Greater Invis and Alter Time appear (unconfirmed) to remove stacks of Scary Fog on H.Lei Shi. Try not to be assigned to this role.
  • Ice Block can be used to negate Breath of Fear, giving more uptime on the Sha of Fear’s adds. Double the fun with Cold Snap!
  • Greater Invisibility is a viable alternative on Sha of Fear; it will be up for every Death Blossom, allowing you more DPS time.
  • The Sha of Fear is big enough that AEx will refresh your AC stack from a fair distance. Use it before Cackle to retain your stack!

Throne of Thunder

  • Blazing Speed is my Recommended Talent for Jin’Rokh the Breaker; combine with Blink for speedy recovery from orb kiting.
  •  Build a big Combustion on Tortos; it can be spread to mini turtles as they spawn.
  •  Useful! #MageTips RT @jnsplace Use Ice Floes on Tortos during turtle or rock dodging phases.
  •  Slightly less useful. #MageTips RT @IRONF0RGED Don’t die.
  •  Blazing Speed + Cinder on Megaera = super-fast Icy Ground melting.

General

  •  RoF is great to temporarily halt (then gather for AE) one stream of Ancestors during An Urgent Plea
  •  Haste increases ALL your regen, not just passive; It affects mana gained from Evocation and Gems, too.
  •  Temporal Shield with Cauterise is an amazingly sexy combination with massive self-healing potential.
  •  Make a macro for /cast Mage Bomb. It will change depending on the Bomb you pick.
  •  Damage from Blizzard and Flamestrike do not break Frost Nova.
  •  With reasonable latency and glyphed DF, you can get an IL+DF combo off with just one FoF charge. Lance MUST come first!
  •  A macro combining Temporal Shield (off the GCD) and Incanter’s Ward is very useful!
  •  The first ‘tick’ of Frozen Orb will always grant a FoF charge.
  •  Alter Time will only interrupt spell casting if you’ve moved since casting it. If you stand in the same place, it won’t.
  • This post on EJ is an excellent chart that tells you exactly when your next haste breakpoint is approaching.
  • The Glyph of Rapid Teleportation will also work on portals cast by other Mages and NPCs (like the one on Shan’ze Dao)
  • Glyph of Icy Veins contains a hidden +20% chance to proc Fingers of Frost, to make up for the reduced tick speed of Bomb spells.
  • ‘Fight fire with fire’ does not apply to A’lar.
  • Use “/cast [@target] Frostbolt” to stop yourself auto-casting at your pet.
  • Your Bomb spells will explode when your target dies, not just when they expire.
  • Arcane Explosion makes the Pest Problems daily, for the Tillers, ridiculously fast (5.2 update: also applies to The Creeping Carpet of Ihgaluk).
  • Contrary to opinion, Arcane AoE IS viable (on high-health targets). Bomb, Flamestrike and clear stacks with ABG, rather than keeping them.
  • Ancient Teleport: Dalaran (from Koegler’s shelves if Book Burner doesn’t hit books) is a great way to get to the Greench…or troll raid mates.
  • If you can hit something with it, Arcane Explosion is a useful way to keep AC stacks up while moving.
  • Frost is a good offspec for haste-stacking Arcane Mages, as they both benefit from the stat (unlike Fire or mastery-Arcane).
  • Generally, Frost’s AoE and burst makes it superior to other specs for Challenge Modes.
  • Glyph of Armours increases each armour’s defensive benefit by 10 percentage POINTS, not 10% of the original number.
  • Frost Bomb calculates its damage based on when it explodes, not when you cast it. Make sure your cooldowns are up.
  • NT and LB can be ‘clipped’ – refresh them just before they expire and you’ll still get the last tick/explosion.
Posted in Mage, Mists of Pandaria, Patch 5.0, patch 5.1, Voices From The Community | Comments closed

The 5.2 Mage PVE raiding survey

Now that 5.2 is here, there is a lot of angst and worry happening in the mage forum. For me to be able to go to the community managers with mage problems, I need data. I’ve done this type of thing before when I was raiding on a druid, but now that I’m raiding as a frost mage, I have a great deal invested in mages being viable now.

To be able to take data to the community managers & developers, I need actual World of Log data from your raids. So, I’m collecting log data and general feedback from the community. I think that collecting context for the logs is actually more important than just the log rankings alone. The original post is available on the US forums here. You can post responses directly on the forum posts or leave a comment on the blog (which is especially helpful for EU readers). There is also someone who cross-posted on the EU forums, so EU players can post there.

Specifically, it would be helpful if you filled out the answers to the following questions and posted it here:

Part 1: Show me the Mage numbers:
1) What is your current 5.2 specialization?
2) What type of content have you run in 5.2 (5-mans, solo, LFR, 10-normal, 25-normal, etc)?
3) Link(s) to 5.2 raid logs on your mage (even LFR logs are useful):
4) Did you change specializations for 5.2? If you changed specs for 5.2, what spec were you before?
5) Is your ilevel generally around the same range as your other raid members from the logs you posted? If not, are you over-geared or under-geared compared to the other members of your raid?

Part 2: How are you feeling about your mage?

6) What is your average ilevel?
7) What quality of life problems are you seeing with your current specialization?
8) If you changed specializations, why did you change?
9) Overall, how do you feel about your current spec’s movement damage?
10) Overall, how do you feel about your current spec’s stand-still damage?
11) Overall, how do you feel about your current spec’s utility in raids?
12) If you could change one thing to improve your current spec, what would it be?

Posted in 5.2, Mage, Mists of Pandaria, Written By Lissanna | Comments closed

Resto druid 5.2 healing guide updated

My healing guide is updated for the 5.2 patch launching today. Below are some general highlights for resto druids in 5.2. I’m also including the table of contents here, since the mouse-over menus don’t work right now. You can still click directly on the headers to see guide content. Moonkin didn’t change much in the 5.2 patch, but you can see general highlights on Sunfyre’s Nest.

  5.2 spell and talent changes for resto druids:

  • Naturalist (Passive): Increases all healing by 10%. This restoration buff will help resto druids stay competitive with other healers.
  • Wild Mushrooms: When your rejuvenation over-heals (e.g., ticks on people at full health), a portion of that overhealing (up to a maximum of 33% of your health) will be absorbed by the shrooms. This causes the shrooms to grow bigger in size, as well as to heal for more when you bloom them.  This additional healing is spread between the targets. Overall, this will make shrooms heal more if you wait and let them grow before you bloom them.
  • Rejuvenation now costs less mana. This means you can cast rejuv more often.

Talent changes:

  • Cenarion’s Ward healing was buffed. I still prefer the utility and burst healing of Nature’s swiftness.
  • Soul of the Forest grants more haste to resto druids (75% haste for your next spell cast after swiftmend). Bonuses for other specs were also buffed to be more attractive to better compete against incarnation.
  • Force of Nature now does more healing/damage (I think most resto druids are still going to take incarnation ’cause tree form > temporary tree pets).
  • Nature’s Vigil can now be cast twice as often, but gives half the bonus (e.g., now gives 10% healing on a 1.5 minute cooldown). They reduced the burst aspect of this for PvP reasons, but it is still attractive for PvE.

 Overall healing style changes in 5.2:  You can cast rejuvenation more often. In addition, to having a lower mana cost, rejuv over-heal ticks will now also buff the healing done to your wild mushrooms. You should now start using wild mushrooms more often, but wait until they “charge up” before blooming them.

Table of contents (Click on links to view pages!):

  1. healing part 1: Description of Healing spells
  2. Healing part 2: Mastery, symbiosis, and other spells
  3. Healing part 3: Tank and raid healing advice
  4. Resto: Talents
  5. Resto: Glyphs
  6. Resto: Stats and Gearing
Posted in 5.2, Mists of Pandaria, Patches, Restoration Healing Trees, Written By Lissanna | Comments closed

Moonkin damage buffs on PTR build 16577

A new patch has been found by both MMO-champion and WOWhead. It looks like moonkin are getting a substantial DPS buff (9% to wrath, starfire, & Starsurge). There are also adjustments to mages (a 23% buff to frostbolt for frost mages – which addresses some of my concerns about frost mage damage for the next patch) and also buffs to several other classes. In general, the patch notes really look like:

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(except for arcane mages, though, since their stand-still damage came out too high. Also, thank you to whoever added this to the meme generator, lol).

That out of the way, it looks like the 5.2 patch is shaping up to overall be a net positive for Moonkin and Restoration druids. With the patch going live in a few weeks, things are really looking good for my feathered and leafy friends. I will have my 5.2 healing guide updates (along with any important updates for the leveling guide) ready to go on patch day.

Posted in 5.2, Moonkin Balance DPS, Restoration Healing Trees, Written By Lissanna | Comments closed

The plight of a stationary spec in movement-heavy encounters

Today, I’m going to talk about some of my problems with frost mages in the 5.2 MOP patch.

With the Invocation talent change, my frost mage was still running OOM before the Invoker’s Energy buff faded, and so I was having to use evocation early (thus losing out on the benefit of the change they made to increase Invoker’s Energy buff duration).

Lets look at some of the changes:

“Water Elemental Freeze no longer does damage and only provides Fingers of Frost on a successful freeze.”

This means that water elemental’s freeze no longer generates Finger of Frost procs on PvE raid bosses. This results in a net loss of 4 to 8 Finger of Frost procs every 2 minutes (and a loss of 12 to 24 procs over a 6 minute fight). If you hit two targets, you got 2 procs, and 1 proc if you hit one target.

“Fingers of Frost now has a 15% (was 12%) chance to activate from Frostbolt, Frostfire Bolt and Frozen Orb, a 5% (was 4%) chance to activate from Blizzard, and a 10% (was 9%) chance to activate from Scorch.”

Since scorch was removed entirely from the frost spec, this actually causes a bigger problem – because we lose a second ability that generated FOF procs for frost mages (and importantly, we lost our only ability that really allowed us to generate potential FOF procs while moving). The 3% proc chance increase to our primary spells will likely still result in a DPS loss overall, since a 3% chance to proc on each of our spells isn’t comparable to a guaranteed 12 to 24 procs across a 6 minute fight plus the procs we potentially got from using scorch during periods of heavy movement in fights.

Thus, if scorch is going to be something frost doesn’t have access to, and our pet can’t give us on-demand FOF procs, then we need the FOF proc rate for our spells overall to be re-evaluated. Otherwise, frost mages really need to be given an alternative ability to generate FOF procs, especially one that could be used while moving. Alternatively, Fire Blast should take on that 10% proc rate that scorch previously had, since Fire Blast will be the on-demand instant that we may want to use while moving more often now, since the cooldown is short and most movement happens in small chunks (I have to move three or four times before Ice Floes comes back off coolodown. Given FOF procs are less frequent and less predictable, we’re less likely to be able to use ice lance as a movement DPS mechanic, since Ice lance hits like a wet noodle without FOF procs).  Adding fire blast back in as a viable part of the movement rotation will absolutely require it to generate FOF procs, and would help compensate for losing Freeze and scorch from frost mage’s PvE rotation. At this point, it looks like the frost mage rotation may actually be the absolute most frustrating rotation due to lack of anything we can do with all the heavy movement fights. Frost went from my most fun spec to the most frustrating spec just with the loss of scorch from my movement rotation. While I didn’t use scorch for every fight, there were plenty of fights where it felt like I at least had options of things I could cast if I wanted to. Having my frost pet do the bulk of my movement damage is too passive and doesn’t allow me to feel like I’m in control of the DPS I’m doing while moving. Even if scorch didn’t generate a high % of my total damage done in a fight, it still made me feel like I was in control of my own DPS.

“Frostbolt now deals 24% more damage, but the debuff no longer increases subsequent Frostbolt damage.”

This was a really nice quality of life change overall, so that our damage will overall increase on fights with frequent target switches. Still, however, frost as a raid spec in 5.1 has been under-performing in raids compared to all the other raid specs, based on logs coming from the raids right now. Given that the loss of scorch and freeze will potentially overall impact Frost PvE negatively, frost’s overall DPS needs to be evaluated and watched much more closely (not that anyone is bothering to even play it to test on the PTR due to under-performing in the first place). This is especially important given that frost now has no real movement DPS mechanic at all, and ALL fights require heavy amounts of unpredictable movement in normal or Hard Mode difficulty.

If fights required zero movement, frost PvE would be fine in 5.2. However, the encounter designers don’t give us the luxury of Patchwerk fights anymore (and haven’t since, well, Patchwerk). Overall, I feel as though frost mage design is being done without encounter mechanics taken into consideration, and that frost in particular is being punished with changes targeted at Fire and Arcane specs. The three times I used blink in Hard Mode encounters on Thursday night, I blinked into bad stuff and instantly died. Blink isn’t a movement DPS mechanic, and frost mages don’t have any on-demand movement spells that do any real damage (Ice lance unbuffed hits for 8,000 damage).

The loss of two abilities, which increased our movement damage potential, has the potential to really hurt Frost PvE in 5.2. Since the goal of any playstyle is to “always be casting”, the fact that encounter mechanics in 5.2 prevent frost mage PvE from being able to “always be casting” is problematic. There aren’t encounters that allow for a “move, stop, cast” playstyle outside of 5-mans and some LFR encounters. Raiders have really had two choices in PvE raiding since Cataclysm: either “Move while casting, stop while casting, cast while standing still for a few seconds, and then move while casting again a few seconds later,” or just don’t bother going to raids at all. Looking at mage representation in raids this expansion, it really looks like not going at all is turning into the more attractive solution to a lack of movement DPS. Designing classes for Vanilla raid mechanics in MOP does a disservice to the raiding community. Either frost needs to have significant buffs to our stand-still rotation, so that we can compensate for our lower DPS up-time compared to everyone else, or frost mages need a better option for movement fights. Having poor mobility DPS is very much like having your hands tied behind your back and trying to play by mashing your face on the keyboard – it can be potentially effective, but it sure as heck isn’t fun. Given that the movement DPS of arcane & fire are also under attack by Blizzard (while at the same time, they hand out new fun movement mechanics to most of the other ranged DPS), it doesn’t make being a mage at all very comforting right now.

Posted in 5.2, Mage, Written By Lissanna | Comments closed