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Showing posts with label builds. Show all posts
Showing posts with label builds. Show all posts

January 8, 2008

Icy Veins and the Raiding Mage

2.3.2 hit the World of Warcraft today, bringing several changes for mages. Mana gems have been buffed to have multiple charges, and the former staple of the frost tree, Ice Block, is now trainable for all mages, replaced by the talent Cold Snap, which has been moved down in the tree. Taking the place formerly occupied by Cold Snap is Icy Veins, a new frost talent much anticipated by the raiding mage community. How will Icy Veins affect raiding mages? Let's take a look.

The Basics
Icy Veins is an instant cast spell that lasts 20 seconds on a 3 minute cooldown, and is located 11 points into the frost tree. Its tooltip says that it "Decreases casting time of all spells by 20% and increases the chance your chilling effects will freeze the target by 10% for 20 seconds." The "decreases casting" part is a tad misleading; instead of directly reducing your cast time, IV increases your spell haste by 20%*.

What Spells Does Icy Veins Affect?
Icy Veins works on all three schools of magic that mages use. If you have the talent Frostbite, any frost spells you cast while IV is up will also gain the 10% bonus to freezing procs. If you don't have points in Frostbite, you'll only get the haste benefit (which is still nice on its own).

Will Icy Veins Stack With My Arcane Power/Heroism/Combustion/Quagmirran's Eye/Troll Bezerking/Mystical Skyfire Diamond/Bloodlust/Spellstrike proc/etc?
Yes. (Math-happy theorycrafters out there, please note stacked haste effect math gets a little tricky here.)

So Icy Veins is a Good Talent for All Mages?
Icy Veins has great potential for deep frost mages, PvP mages with points in frost already (that should be all of you, right?), and progression PvE mages who aren't hurting for mana and can afford to put 11 points into the frost tree. In PvE, your particular mileage may vary depending on your gear, group composition, the encounter in question, and your playstyle, but some of the initial number-crunching from the PTRs suggests that 10/48/3 fire mages who drop clearcasting to pick up Icy Veins will see their dps go up by ~2.5%.

A 2.5% DPS Increase! Wow!
I agree, but here's an important caveat: the only thing Icy Veins (and haste in general) does for a fire mage is let you burn through your mana bar faster. If you're OOM by the end of the fight anyway, this talent is virtually worthless to you.

Wait, Why Would Anyone Give Up Clearcasting? That's a Lot of Mana!
The general thought process is that the changes to mana gems in 2.3.2 should offset the loss of clearcasting procs. Plus, fire dps is pretty efficient these days anyway.

GMW, Tell Us! Are You Changing Your Spec Again?
I am indeed.

So, Tell Us How You're Speccing Firkin in 2.3.2.
With pleasure, my capital letter overusing friends. Here's my thought process.
Before 2.2, arcane was the name of the game. I switched back to the classic 10/47/3+1 build in 2.3, as it once again offered the best dps and mana efficiency for progression raiding (and vastly decreased my weekly mana potion budget).

In 2.3.2, I'm thinking the best raiding mage builds will be 0/47/11+3. I'll keep all the old fire talents from the classic build, along with 3/3 Elemental Precision. To that, I'm adding 5/5 Improved Frostbolt and 2/2 Improved Frost Nova to pick up Icy Veins in Cold Snap's old spot.

The three remaining points will be heavily debated on forums and blogs. The major options I see for them are:

  • 2/2 Arcane Subtlety and _______ - The conservative choice, this lets you keep your 40% threat reduction in arcane for AE spamming on AOE packs.
  • 3/5 Impact - For a Blackout-like stun effect. Fun in PvP, sometimes handy in PvE, but I won't be doing it because I date a tank, and he gets grouchy about random stun procs.
  • 2/2 Blazing Speed and _______ - A talent I've wanted to play around with but never gotten around to, but the proc is probably a bit random to provide a significant benefit. On the other hand, there are a ton of endgame raiders walking around with [Boar's Speed] on their PvE boots, on the premise that every little increase helps in fights with lots of maneuvering.
  • 3/3 Improved Frostbite - For the PvE/PvP player, there's a certain logic here. Icy Veins provides a direct boost to Frostbite's freezing effect, which is something that you almost never want to happen in the controlled environment of PvE raiding, but is great fun in PvP. But since a fire mage won't be casting frost spells in PvE (at least not 97% of the time, and 2% of the remainder will be on Frostbite-immune bosses), this combo lets you have your cake and eat it too.
  • 3/3 Improved Flamestrike - I'm leaning towards this one. I'm not sure how dangerous skipping Arcane Subtlety will be on trash, but a 15% crit bonus on Flamestrike means that I could default to spamming that instead of AM if I need to.
  • 3/3 Improved Blizzard - As with Imp Flamestrike, the idea is to come up with something to replace AE spam on AOE packs. Used correctly, Imp Blizzard is actually a really excellent utility tool for AOE pack control, but for a fire mage it won't compare in terms of damage.
I Have More Questions About Icy Veins! Where Can I Turn?
Lhivera posted this great Q&A on the talent on the official WoW boards. In addition, the Elitist Jerks forums are always a good source, but you may have to dig around a little (or a lot).

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*Math-happy theorycrafters should note that +20% spell haste is not the same as -20% cast time; it works out to more like -17% cast time.

October 22, 2007

Spec For Success - Mage Leveling Builds

Patch 2.3 is more than just Zul'Aman, easier to acquire heroic keys, ret pally buffs, or the disappearance of the hunter dead zone. It's a chance to take advantage of all the Azerothian leveling changes by breaking out that sporadically-played alt and finally making the push to 58. But wait! Before you drop everything and head to Dustwallow Marsh, have you looked at your talents lately? Did you know what you were doing when you put that spec together, or were you just filling in points haphazardly? Now's the perfect time for a tune-up, so if you've got a mage alt in the wings, let's talk pre-Outlands talent trees.

Keep reading for my rationale on what talents to take when for each spec, or just use the links below to hop straight to a talent calculator for my recommendations for arcane, arcane/fire, fire, or frost leveling specs.



Arcane


Ten points in arcane has long been a favorite start for fire and arcane builds alike, but it's only since the Before the Storm patch that arcane has become more than just a support tree. You can actually put together a really solid leveling build of arcane talents, but after 45 points, I strongly recommend you take a look at expanding into the fire tree. Here are my thoughts:

Your first five points should go into Improved Arcane Missiles, and your second five into Arcane Concentration for clearcasting. From there, pick up 2/2 Magic Attunement (and remember to keep Dampen Magic up while you're soloing) and 3/3 Arcane Impact, which will give you enough points to fill out 3/3 Arcane Meditation (after patch 2.3, this will give 30% mana regeneration in combat instead of just 15%). Put two points in Improved Counterspell, and you'll have opened up Presence of Mind. Snag it (and start using it for insta-fireballs), and you should now have your talents set through level 30.

If you're continuing straight down the arcane tree, your next stop is to max out Arcane Mind for a 15% intellect increase. Put your next three points into Arcane Instability, then one point into Arcane Potency, which lets you take Arcane Power. At this point you're level 40 with a lot of great talents at hand, but the very first thing you should be dumping points into is 3/3 Empowered Arcane Missiles — this talent is critical to real arcane dps, so take it first, and then stick your two points into Spell Power. From there you can put 4/5 into Mind Mastery, pick up Slow, and then hop back up to finish the 5/5.

You're now level 51, and you've got some choices to make. Find yourself fighting mobs a good bit higher level than you? The first tier talent Arcane Focus can increase your +hit with spells by up to 10%, but in my mind, it has marginal returns for leveling mages after 3/5 points due to the nature of the spell hit mechanic. Grouping more often, and finding yourself with uncomfortable amounts of aggro? 2/2 Arcane Subtlety will reduce your arcane spells' threat by a whopping 40%. If it were up to me though, I'd stick my last seven points into the fire tree if I hadn't gone arcane/fire already. 5/5 Improved Fireball followed by Ignite will increase your flexibility, and get you that much closer to the dreaded Arcane Power-POM-Pyroblast.



Arcane/Fire


Although I discuss dropping a few points into fire at the end of the pure arcane build, this build is aimed more at the mage who wants the mana regen benefits of arcane while casting a lot of fire spells. It's a solid combo for steady, efficient leveling, although in my mind there's a real advantage getting deep into a tree early on. Here's how it looks:

Put your first ten points into Improved Arcane Missiles and Arcane Concentration. Every time clearcasting procs, you should use it as an excuse to cast AM. Follow that up with five points in Improved Fireball and five points in Ignite, then swap back to arcane to pick up 2/2 Magic Attunement (again, keep Dampen Magic up while you're soloing), 3/3 Arcane Impact, 3/3 Arcane Meditation, and 2/2 Improved Counterspell. You're now specced through level 30, and your next two points will give you a powerful combo: Presence of Mind and Pyroblast. Use them together and use them often, but don't wait until your target is almost dead to use them -- most of the power of Pyroblast is in its DOT, after all.

You're now done with arcane and can go back to the fire tree. At this point I recommend increasing your range with 2/2 Flame Throwing, followed by 2/2 Incinerate and 3/3 Master of Elements. If you're experiencing a lot of pushbacks, you could take Burning Soul, but since you already have un-interruptable Improved Arcane Missiles, I suggest trying to change your playstyle instead of your build. Next, 2/3 Improved Scorch will open up Blast Wave, which is an awesome AOE talent. Drop your next three points into Critical Mass, and then finish out that last point in Scorch. Three points in Fire Power will take you to level 58, and from there it's on to Outlands.



Fire


Fire builds are all about raw damage — when you're playing a fire mage right, you should be able to kill your target in two or three shots, preferably before it even reaches you. The main challenge to doing this successfully in Azeroth is the lack of real +damage gear. (Fire scales extremely well with +dmg, which is part of why 10/48/3 is such a well-liked PvE spec.) That plus the fact that most pre-Outlands play is now soloing is why I tend to think frost is the strongest leveling build at the moment, but that doesn't mean fire can't be for you. If you don't mind drinking or dying a bit more often and enjoy lighting the furry creatures of the forest on fire, this spec can dish out a ton of damage and be a lot of fun to play. Here's how I'd build a fire mage:

Take 5/5 Improved Fireball and 5/5 Ignite, then snag an extra 6 yards of casting range with 2/2 Flame Throwing. Put your next two points into Incinerate, then pick up 2/2 Burning Soul to reduce pushbacks for when you can't quite kill a mob before it's beating you in the face. Improved Scorch and Master of Elements are the next talents to consider, and the order in which you take them is somewhat playstyle-dependent. Imp Scorch gives a lot of value for very little mana, but stacking scorch debuffs just isn't practical while soloing same-level regular mobs (it takes too long; they die too quickly). So it's a nice talent to have, but I'd put my first three points here into Master of Elements, then one point into Imp Scorch for now. This opens up Critical Mass at level 30.

Once you've taken 3/3 Critical Mass, I'd hop one more tier up and pick up Pyroblast so that you can take Blastwave next. (Yes, we could've taken Pyroblast earlier in this build, but it's a long, slow, mana inefficient spell that doesn't really shine while leveling unless you have Presence of Mind.) At this point you have two new talents open: Fire Power and Blazing Speed. Blazing Speed is fun, and a great PvP talent, but in my mind it's a distraction from the awesome dps talents we're working our way down towards. (Plus, you didn't roll a fire mage for the surviveability anyway, did you?) So take 5/5 Fire Power instead, and then pick up Combustion at level 40. From there I'd grab 3/3 Pyromaniac and put a first point into Molten Fury, which opens up the talent we've been working our way down to: Empowered Fireball. Max it out, and you can then pick up Dragon's Breath.

Finish up the bottom of the fire tree by putting your 42nd point into 2/2 Molten Fury, and now it's time to make some choices. Find yourself drinking a lot and/or fighting mobs a good bit higher level than you? You could hop over to the frost tree and put three points in Elemental Precision, an excellent talent that will increase your +hit with fire and frost spells by 3%, and reduce their mana cost by the same amount. Think you'd like a stun talent like the shadow priest's Blackout? 5/5 Impact is for you. Still want to play with Blazing Speed? Now's the time to pick it up.



Arcane/Frost


If you ask me (and you are reading my blog, after all), arcane/frost is a silly leveling spec. Frost is mana efficient enough on its own, so why go dumping ten points outside the tree? I'm told some people do it so that they can use AM on clearcasts, but the occasional free arcane missles just doesn't seem worth the cost to me. If you're determined to try it out, go ahead and put ten points into Imp Arcane Missles and Arcane Concentration, then use my frost spec to work your way down towards Ice Barrier, which you won't get for another ten levels because you decided you really wanted clearcasting, you fool!



Frost


I've never leveled as a frost mage, but when my boyfriend asked how he should spec his mage alt, I had no reservations telling him to go full frost. (He's level 69 now, and will be respeccing to fire at 70.) With Azeroth increasingly becoming a land of solo quest grinds, frost's control, survivability and mana efficiency make it a real winner for pre-Outlands leveling. Some talent guides out there are still focused on AOE grinding, but if you ask me that's 1) boring and 2) going to be much less XP efficient with the increase to quest XP in patch 2.3. So I'd spec a frost mage like this:

Five points in Improved Frostbolt gives you a primary source of dps. Next grab 2/2 Improved Frost Nova, and 5/5 Ice Shards. Three points in Piercing Ice opens up Shatter, and once you put five points in it you'll have a 50% chance to crit any frozen target. It's one of the critical talents in the frost tree, so pick this up as soon as possible. You're specced up to level 20, and have four excellent options to dump points into: the slowing talent Permafrost, the Frost Nova-like proc Frostbite, the mana/threat reduction talent Frost Channeling, and the increased range talent Arctic Reach. You'll want all four of these, but since I have to pick an order, well... take Arctic Reach first, then two points in Permafrost, then 2/3 Frostbite, then 3/3 Frost Channeling. We'll come back to finish off Permafrost and Frostbite, but before we do, at level 40 it's time to pick up the frost mage's favorite friend, Ice Barrier. Take Ice Block (fairly useless for solo grinding), then Ice Barrier. Add your new shield to your bar, and keep it up as much as possible.

Okay, got Ice Barrier going? Good. Hop back up the tree and stick those last two points into Frostbite and Permafrost. You could also pick up Cold Snap at this point, and to be honest, many frost mages seem to like it, but I just can't see a 10 minute cooldown being worth a whole talent point for a leveling mage, so I'd put your next two points in Ice Floes instead. This will open up Empowered Frostbolt; max it out. Level 50 gets a bit lonely grinding out in the Blasted Lands all alone, doesn't it? I thought so, which is why I'm having you put your next point into Summon Water Elemental, the frost mage pet. Aww, isn't he cute? He's on a three minute cooldown, so you can use him as an emergency tank or a damage boost.

We've worked our way down to the bottom of the tree, but there are still valuable talents aplenty in it. Elemental Precision is a good choice for your next three points, and I'd choose Arctic Winds for your final five.

Congratulations, you're 58! Go kill some hellboars.