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Tag: raiding

Choose Your Weapons

Posted on June 9, 2010 by Gazimoff

A while back I mentioned that I had four different weapon sets on my mage and was having trouble choosing which one was the best. Theorycrafting wasn’t really helping me much, with no clear winner emerging. In the end I decided that the best way to test them was to go out, do some target dummy tests and run a few heroics with them. It means that I can test them against my own playstyle as well as getting a feel for each of them.

Unsurprisingly, both Nibelung and Sister Svalna’s Aether Staff came out at around the same for single targets, with Nibelung really coming into it’s own for those AoE sessions in heroics. Abracadaver was only slightly behind, which surprised me as I was expecting a much bigger boost from the haste. I only have 450 haste normally so I’m nowhere near the softcap, although I do get the tier 10 2-piece set bonus most of the time.

The Frost Needle and Scourgelord’s Baton came in last place, and so will be banked. I can’t risk disenchanting them though – if a substantial one-hander or off-hander drop then I’ll need the other one to sit alongside it.

As I was doing all this testing I gradually became frustrated – it didn’t really make sense to me why I could end up with four sets of weapons, all from the same instance and all similar in quality to each other. It wasn’t as if I could say that there was a clear upgrade path, or if there was a clear best-in-slot that I could work towards. Instead, the approach was to offer similar weapons that do similar things, but work in slightly different ways.

  • A sword and off-hand combo
  • A staff with an “on use” ability
  • Another staff with a low procrate ability
  • A third staff with just high base stats and nothing unusual

Frustratingly for me, I couldn’t even decide what I like more as a player. Do I like to be able to just compare raw numbers – if the numbers are bigger on the new item, it’s an upgrade? Do I like to go for things that are a little unusual? I know I don’t like on-use items as I always forget to use them (trinkets being a perfect example), but that’s more preference and playstyle than throwing away good quality gear.

Anyhow, just as I was beginning to settle on which items to keep and which to put into cold storage, along comes this blog post from Tachyon. If you’re not aware of his work, Tachyon is a mage blogger who is heavily into theorycrafting. His best achievements are developing simulators that calculate DPS for a given gear selection and spell rotation. The information he generates is fantastic in terms of working out stat priority and so on.

His latest post on DPS volatility is a real eye-opener – it shows why ten tests or samples are unreliable for calculating DPS, and that you need something like a thousand in order to build up even a rough picture of DPS. Now I don’t know about you, but I’m unlikely to run the same instance with the same gear a thousand times just to test if it’s a marginal improvement.

But more fundamentally though, I’d probably never be able to tell which was the better or worse weapon for me because they’re all so close to each other. That and Lady RNG adds her own influence, distorting whatever results I get. I might end up feeling that the mathematically worst choice gives me the best result just because it’s “lucky”.

It also makes me wonder if any of this will get better in Cataclysm? I mean, I love choice, but I’d rather not have to be a mathemagician just to be able to pick and choose between the huge range of loot on offer to me. It might be that with the Spirit mage changes there will be a clearer choice for us – if it’s got intellect and stamina but no spirit then it’s a mage weapon. I like to have plenty of upgrade chances and I do appreciate the idea of moving away from identikit gear choices as well, but I’d really like it to be easier for me to work out if something is an upgrade or not.

I’m also reminded of the times when I first started raiding. Everything seemed so much clearer – it was an upgrade or it wasn’t. There didn’t seem to be as much choice – Molten Core only really had the Staff of Dominance or the Azuresong Mageblade to choose from. There also seemed to be much more competition for loot, with about nine other players also keen to get their hands on the same gear. I’m not saying that an abundance of choice is a bad thing, but it just seems to take that epic edge off things.

I guess I’m looking forward to Cataclysm all the more as a result – the raid dungeon changes mean that loot will be the same for both 10 and 25-man. This in turn makes itemisation easier, which should make upgrade paths clearer. I’m aware that the expansion isn’t a panacea or cure-all, but I can live in hope.

My Diamond Shoes are Too Tight

Posted on June 3, 2010 by Gazimoff

Yesterday was fantastic. I’d successfully travelled halfway across the country, got home and managed to get settled in front of the computer. For the first time in a few days I was planning on helping myself to a nice portion of Warcraft goodness. I figured that since the raid lockouts had just reset that there’d be a wide variety of choices available, even at the late hour I logged on. As luck would have it, there definitely was.

I managed to get get myself into an ICC25 PuG being organised by a few people from some of the leading guilds on the server. Everything filled up nicely, we marched in and managed to take down the first four bosses as well as the mini random quest encounter. Thirteen badges in the bag, twenty achievement points and a fair chunk of fun for the evening. We’d have progressed further too if it wasn’t for the double-maintenance whammy we’ve had this week.

The awesome thing that came out of the run though was that I picked up Nibelung from Lady Detahwhisper. I’d heard some great things about this staff, particularly how the Val’kyr that it summons can really ramp up your DPS. The trouble with procs like these though is that you never really know if they’ll be worth it until you gem and enchant the thing and give it a go.

I’m also building up an armoury of weapons that I think I should really start cutting down.  But the stats, procs and so on make it very hard to choose which combo is better. I must have spent about three hours at one point trying to work out which was mathematically superior until I realised I was no longer playing World of Warcraft and instead had somehow logged into MetaCraft: Spreadsheet Theory. It was not a fun place.

Currently I have the following taking up room in my bags:

  • Nibelung (ICC25 normal version)
  • Sister Svalna’s Aether Staff (ICC10 normal version)
  • Abracadaver (ICC10 normal version)
  • Frost Needle and Scourgelord’s Baton (both ICC10 normal)

I know it’s a bit like moaning I have too many pairs of shoes, or that the menu at a restaurant I’m visiting has too many tempting options, but it’s a pain nonetheless. And I really don’t want to go back to spreadsheets and searching forums for definitive answers on the best weapon to get. Sometimes I wish itemisation was easy.

So here’s the plan – go to the target dummies and test each weapon in turn to see which gives the biggest answer. Of course, if you reckon you have an answer for me then feel free to pipe up. If we had a unified Mage resource site, I’d post it there, but we currently don’t.

I’m keeping Nibelung though – being able to have Val’kyr proc from by Blizzard AoE (about all I do in heroics these days) should mean I have a harem of these things following me around…

The Spark of Excitement

Posted on May 21, 2010 by Gazimoff

Hype is a wonderful thing. It serves to promote new products and bring them to our attention. It’s also there to help build up excitement; to get us thinking about what fun we’ll be able to have when we’re finally able to get our hands on whatever it is that’s being promoted.

The problem I have with hype is that by making tomorrow look so incredibly exciting, it makes today feel positively mundane. It’s like I’m being reminded constantly about the boring drudgery of my boring life. It’s the kind of thing that makes me want to take a holiday. Fly south for the winter, do something interesting, that kind of thing. Wait for the snow to blow over and come back home when everything is shiny again.

I think Larisa mentions the same thing – we’re all beginning to feel a bit down at the moment. It’s like we’re being sent picture postcards from Cataclysm saying “Wish You Were Here”, yet we can’t fly out there for another 6 months or so when the ash cloud finally moves.

But hang on a minute – our lives aren’t dull and boring. We do exciting things on a daily basis, they’ve just become a little jaded and tarnished over time. If there’s anything that’s making us feel run down, it’s the routine and repetition we end up in. The boredom of repetition though is self-inflicted – we can choose to break that repetition if we desire.

So I’m making a commitment to myself. I reckon that I only play about a quarter of all the game has to offer. I normally do endgame raiding, heroic dungeons and some light RP. I always play spellcasters, moving them in the same direction and clicking the same hotkeys. Considering how much of the game there is available, that’s pretty feeble.

It’s time to mix it up a little. Time to make my own excitement.

I’m going to try and get my rogue up from level 50 to level 80. I’m going to learn the mechanics of the class, find the parts that entertain me and make me smile, and make him my own.

I’m going to get to grips with PvP in earnest. I’m going to get a full set of PvP-ready gear on my mage, kit him out properly, learn the ropes and get an arena team going. I’m going to try and find Gnomageddon’s desire to set things on fire.

I’m going to work on some roleplay themes that have been bubbling away for a while, and stop being a passive consumer of roleplay. I’m going to try and present more of a story to those I play with in order to generate in-game excitement and interest for them today.

There’s also another side to this. It means that I’m not going to be moaning at how boring things are at present and how there’s nothing for me to do, because it simply isn’t true. There are stacks of easy achievements that I don’t have, there are tons of quests that I’ve never done. I’ve not even begun to exhaust the range of content there is in the game.

This spark of excitement is something that’s inside all of us. We had it when we first started playing the game, and it’s still with us now. We’ve just grown used to it, forgotten that it’s there gathering dust in some corner of our being. It just needs to be pulled out and cleaned up a little.

The Fresh 80 Mage: An Arcane Raiding Guide

Posted on May 10, 2010 by Gazimoff

Levelling a mage to 80 is no mean feat – it takes dedication, patience and practice to pull it off. This is especially true for the last twenty levels in Outland and Northrend, as instance groups are a rarity and solo questing is pretty much all that’s available. But once you’re at level cap there’s nowhere else to go except heroics and raids. This guide is intended to help you get ready to raid as quickly as possible.

Before We Begin

This guide assumes that you’re already a level 80 mage. If you’re currently looking to roll a new mage and level up to 80, I suggest you check out Psynister’s excellent levelling guides. Using these you should get to 80, but you’ll also pick up guidance on how the class works and how the mage talents contribute to the class mechanics.

This guide also focuses exclusively on the Arcane raiding spec. For other raiding specs I’d suggest checking out Empowered Fire’s guide to raiding in 3.3.3, or the  info at Frost is the New Black or Spicytunas. Although Arcane is currently Flavour Of The Month, it’s worth being aware of other specs so that you can swap to them as the buffs and nerfs change things.

The final thing I should mention is that this guide is designed to get you started as a raiding Arcane mage. It doesn’t cover individual raid tactics or advanced strategies. For those, I’d reccomend the resources avaiable at the Elitist Jerks mage forums or the mage section of Epic Answers.

Playstyle

Mages are the typical glass cannon. They do a high amount of damage, but can only take very little punishment before falling over dead. As a result, your job is focused on doing two really simple tasks:

  • Doing as much damage as you can, over as long a time as you can. As a raiding mage, you’re looking for consistency – there’s no point to being able to frontload your damage in the first ten seconds of a fight. Having a consistent DPS rate from the start to the end of the bossfight is what you’re looking for here. You also want to stretch your mana as far as it will go – this means that you need to have a healthy mana pool and know how to keep it topped up.
  • Taking as little damage as possible. This means moving out of the bad stuff quickly and being very aware of what’s going on around you – dead mages don’t DPS. It also means knowing what spells you can use while you’re moving so that your DPS doesn’t plummet as soon as you start running around screaming. I’d also suggest having a good read of the healing tips for DPS, as we’re so fragile that getting on the good side of healers is strongly encouraged.

Setting Up

When getting any new character ready to raid, it’s worth spending time to freshen up the talent spec and glyphs. I’ve included a basic Arcane raiding talent spec below that’ll be useful for most fights. You might also want to have a look at it on the armoury.

From this baseline, there’s a couple of things that you can play around with if you’re feeling adventurous. Incanter’s Absorption can be a little situational, but allows you to use Mana Shield, Fire Ward and Frost Ward to boost your DPS. By dropping the points in Student of the Mind and Slow, you can throw a point in Magic Attunement to get a bit of extra range and throw the rest in Incanter’s Absorption. You can even take the points out of Ice Shards and put them in Frost Warding if you want to make this mechanism even more useful. It’s worth noting though that both wards are being removed in Cataclysm, so this additional technique might not be as viable. Experiment with it though and see how you get on.

For Glyphs, it’s again a bit of a mixed bag. There are four absolute must-haves, but the two leftovers are pretty much up for debate.

  • Glyph of Molten Armor is worth having as it makes all that surplus spirit on your gear more useful. Although crit rating isn’t as useful as haste rating to an arcane mage, the increase to your damage output is still significant.
  • Combining with the Molten Armor boost, the Glyph of Arcane Missiles will increase the damage your missiles do when they crit. It’s a win-win situation.
  • The last major one to go for is Glyph of Arcane Blast, as it works to improve the bonus you get from your spell rotation.
  • If you’re fed up of buying Light Feathers from the Auction House, it’s worth going for Glyph of Slow Fall to remove the annoying reagent requirement.
  • The two remaining minor slots are flexible. Most people tend to use Glyph of Fire Ward and Glyph of Frost Ward, but they’re not essential and depend on your playstyle.

Rotations

Arcane has three basic rotations: a standard one that provides the best balance between DPS and mana consumption, a light one that reduces your DPS but stretches your mana out for long fights, and an all out nuke that ramps up your DPS but drains your mana quickly.

Spam until you have four stacks of buff and procs , then cast

Your standard rotation involves casting Arcane Blast a minimum of four times. You’re trying to get Missile Barrage to proc, but you’re also wanting to make sure that you get the full boost that Arcane Blast gives. If Missile Barrage hasn’t proc’ed by the time you’ve cast Arcane Blast four times, just keep on casting it.

Spam until you have four stacks of buff and procs, up to five times maximum, then cast

This rotation is a halfway-house between doing solid DPS and having your mana stretch out over the duration of a bossfight. In fact, considerign the downtime that you get from Evocation, it can sometimes result in higher DPS. The rule with this rotation is to only cast Arcane Blast a maximum of five times. If Missile Barrage hasn’t proc’ed by your fifth Arcane Blast cast, use Arcane Missiles anyway. The casting time is longer and it’ll cost mana to cast, but it’ll also eat up the Arcane Blast stack and reset it for you.

Spam until procs , then cast straight away

If you’re trying to conserve mana, just cast Arcane Blast until Missile Barrage procs. As soon as it does, cast Arcane Missiles. You’ll lose out on DPS as you’re not get the full benefit of stacking up the Arcane Blast buff, but your mana will stretch much further.

Spam until you run out of mana

You can perform burst damage just by spamming Arcane Blast. This will suck through your mana incredibly quickly though, so only use it when you absolutely have to.

You can also boost your DPS through the use of long-cooldown spells. The key ones for an arcane mage are Mirror Image, Icy Veins and Arcane Power. Use them as soon as they become available on trash and general boss fights, or at the same time for a significant boost in DPS when you need it. Sync their use up with Heroism/Bloodlust for even greater effects.

There are times when you need to move around, like getting out of the Bad Stuff or changing fight phase. During these times, switch to using Arcane Barrage instead of Arcane Blast as it’s an instant cast that you can use while moving. You can also use Presence of Mind to make an Arcane Blast instant cast if you’re doing a lot of dancing.

It’s worth going to a target dummy and practicing all of these rotations so that you can get a feel for their nuances and build up some muscle memory. Being able to switch gears during a fight is incredibly useful, especially if several people are floor-tanking and you have a healthy mana pool to give you options.

Gearing Up

At this late stage in the expansion, your quickest way of gearing up is running heroics till you’re blue in the face. Get as many Emblems of Triumph as you can from running heroic instances and pick up the five pieces of Tier 9 gear. You’re going to need 220 emblems for the full set, needing roughly 37 instance runs to collect so it’ll take anything between three days and a week to complete. Surplus badges will end up going towards gap items (belts, rings, trinkets etc) or gems, so every extra badge is worth getting.

It’s also worth keeping a careful eye out for any other gear upgrades that might come your way. Chances are that any loot that drops will be yours if it’s an upgrade. The RatingBuster addon does help, but in order to do a quick comparison, there’s a couple of simple rules to follow:

  • Spell power is the most important stat, with haste rating being a very close second. If an item has less spellpower but much more haste, grab it. point for point they work out very similar.
  • Crit rating is the third stat to look out for, but each point of critrating is only worth about half a point of spellpower. It’s usually not worth going for if you’re going to lose a lot of spellpower or haste.
  • Reaching the hit cap is important for raiding, but don’t downgrade gear purely for the sake of getting more hit. You already get 6% hit through your talents, meaning that in order to be self-reliant you’ll need about 289 hit rating to be capped. Depending on the raid composition though, you might be able to increase it to as much as 10%. You might find you can get away with as little as 184. There’s a good comparison table on Wowwiki’s Spell Hit page.

When gemming your gear, there’s only four to consider. For your headpiece the Chaotic Skyflare Diamond is undoubtedly the best choice. Red or no-colour (belt buckle) sockets are best suited to using a Runed Cardinal Ruby. The orange Reckless Ametrine is the best one for your yellow sockets, while the Purified Dreadstone is the best for your blue sockets.

It’s also important to keep your gear enchanted, particularly when you pick up an epic quality item. It’s worth having an Arcanum of Burning Mysteries, a Greater Inscription of the Storm and a Brilliant Spellthread ready for any outstanding gear that you pick up. You might also want to do the same with enchanting scrolls – spellpower boosts, hit/crit boosts or overall stat boosts are the ones to look for here.

Managing Consumables

Apart from the obvious need for a large stack of Arcane Powder, you’re going to need to bring a hefty amount of consumables. As you start out raiding your performance won’t be as good as that of more seasoned mages, it’s very important to make sure that you’re prepared for the raid. Part of this is making sure that the gear you have is optimised, but part of it means that you have the right consumables with you.

Fish Feasts are pretty much the standard buff food, but a cheaper alternative might be Firecracker Salmon, particularly if you’re in a PuG. Either way, you can’t guarantee that there will always be a fish feast for you to use, so it’s worth keeping a stack of these in your bag.

Make sure you have a stack of Runic Mana and Runic Health potions, as you never know when you’ll need them. To avoid using mana potions, make sure you create a Mana Sapphire at the start of every raid, and replace it if you think you’ll exhaust the charges. Also make frequent use of Evocation to keep your mana topped up.

A good number of Flask of the Frost Wyrm are essential for raiding. There’s no need to drink a flask at the start of the raid, but make sure that you’re under the effects of one during every boss fight.

Further Reading

As I mentioned at the start, this guide is designed to get you in a position to raid as quickly as possible. If you feel that there’s something worth adding, please feel free to shout about it in the comments.

For those of you after some further detail on Arcane mages and raiding specs, the following sources are worth checking out. If you think that there’s something worth adding here, let me know.

  • The Arcane Mage, a Video Guide
  • Tachyon’s PvE Arcane Mage Guide

The Final Night Raiders Club

Posted on April 21, 2010 by Gazimoff

I’ve been neglecting my guild over the last month, only managing to sign up for a couple of raids. I don’t know what my schedule’s going to be like from one day to the next, which makes it planning pretty impossible. It means that I end up scratching around for raids whenever I’m online instead of planning my week in advance. It also means that I’m spending a lot of time in pugs.

Don’t get me wrong, pugs can be fine. For a lot of content like your standard 5-mans and VoA, a pug is pretty much all you need. Even completing things like the weekly raid quest are easily handled in a pug. I’s only when you start getting into places like Icecrown where things start to fall down.

The spooky thing is, I think I’m starting to see a trend. There’s a pattern or cycle that seems to be going on every single week, starting once the servers are up from maintenance. I don’t think that I’m the only person – the messages I see on Twitter usually say the same thing. Let me describe it to you and see if you recognise any of this.

  • The evening after server maintenance (Tuesday in US, Wednesday in EU), you usually see a flood of pugs forming. They’re crying out to form ICC raids, with the full gearscore and achievement checks involved. They’ll usually get going, wipe a lot and maybe take down Lord Marrowgar. As soon as the first boss is down, the group dissolves. You’ve just wasted your lockout getting two frost badges. Yay.
  • Once the raidgroups and raidguilds know that the servers are stable, they start their runs. Most of the raiding population is either with their group or on standby. The few pugs that start to form are usually looking for people for three or four hours. If you manage to fill your group and get to the instance, you’re doing well. That said, you’ll probably wipe a few times then fall apart. But hey, at least you’re not saved!
  • Later on in the week the guilds are on progression runs. Now’s the time when players start hiding from their guilds on alts. The idea of an evening of repair bills fills them with dread, so they go looking for fun elsewhere. Pugs start to fill up better, and at least these guys know the fights, but the lack of gear is a handicap. You might get the chance to say Hi to Saurfang, but that’ll be where your evening ends.
  • On the last night before reset the raiders emerge. Those who focus on 25-man content but want to pick up some frost badges from 10-man. Those who’ve been benched all week and are desperate to use their lockout. Those who’ve suddenly realised the server resets tomorrow. Find one of these groups and you’ll be getting between 4 and 8 bosses down, a couple of hardmodes and a sackful of loot.

Despite this being what I see, I can’t be sure that my ideas for what causes it are the right ones. I mean, it might be that there’s something else that makes mid-week pug raids an absolute abomination. All I do know is that at the end of the week, if I can find a group to Icecrown it’ll usually be a great raid.

This is where you come in. Does my pug experience match yours, or have you seen something else entirely? Do you have your own theories about why this phenomenon? Have you ever been part of the Final Night Raiders Club, playing alongside people who don’t know eachother but who can just click and pull it through?

As always, feel free to share in the comments.

Mage Cataclysm Preview

Posted on April 10, 2010 by Gazimoff

On the early hours of Saturday Morning, Bashiok unveilled the planned changes for Mages in Cataclysm. Some of them represent light touch changes, while others are fundamental changes to the way the class will work. As a response, I’ve stepped through each of the key changes and highlighted the changes that they’ll bring to the class.

New Spells:

Flame Orb (available at level 81): Inspired by Prince Taldaram’s abilities in Ahn’kahet and Icecrown Citadel, this spell allows the mage to cast a flaming orb that travels in front in a straight line, sending beams that cause fire damage to passing targets. Once it’s cast, the mage is free to begin casting other spells as the Flame Orb travels. While the spell will be useful to any spec, Fire mages will have talents that improve it, possibly causing the Flame Orb to explode when it reaches its destination.

In this copy of a raid boss mechanic, I’m hoping that this will be a targetable spell. I’m also hoping that the augmenting targets will increase the damage it causes while passing as well as the final damage it does when it arrives. I’d also really like to see some interaction between this and Living Bomb.

Time Warp (level 83): Grants a passive Haste effect much like Bloodlust or Heroism to party or raid members. It also temporarily increases the mage’s own movement speed. Time Warp will be exclusive with Bloodlust and Heroism, meaning you can’t benefit from both if you’ve got the Exhaustion debuff, though the movement-speed increase will still work even when under the effects of Exhaustion.

Although this initially feels useful, it’s essentially a tweaked copy of a Shaman’s Heroism or Bloodlust abilities. It’s also a copy of the Chrono Lord Deja’s ability in Culling of Stratholme. It’s unfortunate that it’s further ability homogenisation – unless there’s a reduction to the duration of Exhaustion we’re unlikely to see both Time Warp and Heroism being used at the same time.

Wall of Fog (level 85): Creates a line of frost in front of the mage, 30 yards from end to end. Enemies who cross the line are snared and take damage. The mana cost will be designed to make Wall of Fog efficient against groups, not individuals. This spell is intended to give mages a way to help control the battlefield, whether the mage is damaging incoming enemies (Blizzard can be channeled on top of Wall of Fog) or protecting a flag in a Battleground. 10-second duration. 30-second cooldown.

This feels like a situational spell more than anything else. I can see this being used heavily in battleground PVP (as will Fire Orb), but the raid uses aren’t as clear at present. If anything I feel that it brings back an old Mage role of add management – snaring, kiting and bringing errant adds back to the main or offtank. These old-school skills used by Hunters and Mages seem to have been dropped in favour of off-tanking.

Changes to Abilities:

Arcane Missiles is being redesigned to become a proc-based spell. Whenever the mage does damage with any spell, there is a chance for Arcane Missiles to become available, similar to how the warrior’s Overpower works. The damage and mana cost of this spell will be reworked to make it very desirable to use when available. This change should make gameplay more dynamic for the mage, particularly at low levels.

This is an interesting standout – in essence it’s extending the arcane endgame raiding rotation. It also means that there will need to be a replacement for the primary Arcane nuke for mages to use as they level up. If anything I think that this will make playing a mage more entertaining – having this mechanic interact with a Fire Hot Streak spec or Frost Deathfrost spec (I’ll touch on this later). I’m also expecting the Arcane Tree to act as a modifier on this proc chance.

We are planning to remove spells that don’t have a clear purpose. Amplify Magic, Dampen Magic, Fire Ward, and Frost Ward are being removed from the game, and we may remove more.

This seems a little dissapointing – I’d prefer to have more buttons than less, and have an increased use for this. The biggest knock-on effect for this will be Incanter’s Absorption, which will struggle to remain viable. I’m also dissapointed to see Amplify/Dampen Magic go – in pure physical fights Amplify Magic was a huge boost to healing, while Dampen Magic was a great help to the solo mage farming spellcaster mobs. The biggest resistance to using these was the duration and application of the buff – if it was party or raid-wide I think it would have seen a much higher use.

The ability to conjure food and water will not become available until higher levels (likely around level 40), as we’re making changes to ensure mages generally won’t run out of mana at lower levels. Once mages learn how to conjure food and water, the conjured item will restore both health and mana.

This is another dissapointing touch – seeing a core mage mechanic being pushed out to the middle levels. One of the appealing aspects of playing a mage is the strong level of self-sufficiency, and this changes push this aspect to one side. I’ll wait to see how a new mage levels before making a final judgement, but I’m not convinced by the mention of mana regen at low levels.

Scorch will provide a damage bonus to the mage’s fire spells. Our goal is for Scorch to be part of the mage’s rotation and a useful damage-dealing ability, even if someone else is supplying the group with the spell Critical Strike debuff. Scorch will provide the mage with more specific benefits, which can also be improved through talents.

This seems to be a hark back to the original scorch mechanic, where you had multiple Fire mages ramping up the Scorch debuff on a target. I’m also hoping for some use of this by Destro warlocks as well. The two specs used to complement eachother well, and I’d like to see a return to it. I’m hoping that it’ll work by applying a debuff to the target, rather than the debuff on the player that Arcane Blast creates.

New Talents & Talent Changes:

Arcane Focus will now return mana for each spell that fails to hit your target, including Arcane Missiles that fail to launch. We want Arcane mages to have several talents that play off of how much mana the character has and give the player enough tools to manage mana.

I like this change, mainy because it ditches the +hit component of the original. I’m hoping that we’ll see Precision go the same way, either by being modified or removed completely. Depending on it’s location in the Arcane Tree, it might be something that mages with other specs will pick up.

The talent Playing with Fire will reduce the cooldown of Blast Wave when hit by a melee attack, instead of its current effect.

Blast Wave is currently one of the spells that tanks hate mages using, mainly because of the knockback effect. Having said that, it’ll be great in PVP. It’ll also be great to augment with a Frost Nova->Blink, particularly by players with an elementalist spec.

Pyromaniac will grant Haste when three or more targets are getting damaged by the effects of your damage-over-time (DoT) fire spells.

This is a really interesting mechanic change. Currently Blizzard rules the roost when it comes to applying AoE to packs of targets. This will bring the Living Bomb Tab Flamestrike back into play, with multiple targets being dotted up before dropping the big AoE. I’m also hoping that mages will benefit from haste on DoTs in the same way that Warlocks and Shadowpriests will.

The Burnout talent will allow mages to cast spells using health when they run out of mana.

This is another steal, this time from the Warlock Lifetap. It’s going to be interesting to see how the health-mana conversion works. It’ll probably best be used while waiting for an evocation or mana gem cooldown to pop, but it also presents Mages with a new way to kill themselves. As if Spell Reflection and Standing In The Bad wasn’t enough to worry about…

Mastery Bonuses:

Mana Adept: Arcane will deal damage based how much mana the mage has. For example, Arcane mages will do much more damage at 100% mana than at 50% mana. If they begin to get low on mana, they will likely want to use an ability or mechanic to bring their mana up to increase their damage.

This is going to hit Arcane Mages hard, and probably push them back into the Arena PVP role of burst damage. In a raiding situation the Arcane Mage is going to be running out of mana towards the end of a fight, and with that drop in mana we’ll see a drop in damage. When you have players warming the floor and only a few left standing, this will not help.

Ignite: All direct-damage fire spells will add a damage-over-time (DoT) component when cast. The flavor will be similar to how Fireball works; however, the DoT component will be much stronger.

This will work brilliantly with the Pyromaniac change. I’m hoping for some stacking DoTs, so that we won’t see clashes between more than one mage. I’d also like to see these interact positively with other DoT enhancing abilities.

Deathfrost: Casting Frostbolt places a buff on the mage that increases the damage for all frost, fire, and arcane spells. The only damage spell that won’t be affected by this buff is Frostbolt.

Again, this looks like an interesting spec. I’m hoping that this will play well with Brain Freeze and Master of Elements, and that the new Arcane Missiles proc will work well with this. I’m also hoping this will encourage more Elementalist specs, bringing Frostfire Blot back into play. Having a spell that would benefit from Frost talents as well as being affected by Deathfrost will be incredibly useful.

All in, it’s a mixed bag for mages. Some good, some bad, but mostly a step in the good direction. As always though, the devil is in the detail, and we won’t see that until Beta. Till then, it’s all theory, guesswork and conjecture.

Finding Our Place

Posted on March 31, 2010 by Gazimoff

As we drift towards the end of Wrath and eagerly await the launch of Cataclysm, I’ve been taking the opportunity to reflect on how magecraft has fared. From the new spells the expansion brought through to the talent changes each patch, we’ve been through considerable change. And yet I can’t help but think that we’re not as special as we once were.

What started this all off was the movie Yesterday’s News. It’s about how the Meeting Stone crafter copes with a changing world where the LFD tool makes meeting stones redundant. It struck a chord with me – I’ve been seeing increasing numbers of mages struggling to get groups with both PuGs and their own raidgroups. Even my own raidgroup only tend to miss a mage when they don’t have any free strudel – other than that, there’s not really an issue.

The current state of mages was really brought home for me by Larisa’s great analysis of Paragon’s world first kill of Arthas in 25-man heroic mode. If you look at their raid setup you’ll notice that they decided not to bring any mages. There’s a thread explaining the choice on Paragon’s forum, where they pinpoint the slightly lower DPS output as the reason. A pure DPS class would get benched, with other DPS classes and hybrid classes specced as DPS being used instead.

What about the other tricks that mages have? With the homogenisation that’s taken place during Wrath, mages have only two unique tricks left up their sleeve – polymorph and strudels. Arcane Intellect can be swapped for Fel Intelligence, while even the recent Arcane Empowerment buff can be matched by Retribution paladins and Beastmaster hunters. Crowd Control has been sidelined for much of Wrath, with AoE tanking being the preferred method for the majority of trash pulls and offtanks used for adds during bossfights.

Larisa is right to be concerned – even though the difference is slight, she’s worried that raid groups will look to Paragon’s results as a reason why their own groups are underperforming, and may choose to run without mages as a result. This argument only stacks up when each player is equally skilful at their class and you’re purely relying on statistics to minmax, but that point may be missed on those looking to form groups, raids and so on. They’ll point to the Paragon forums and say that it’s official: mages don’t cut it any more.

The whole situation is compounded further when you have scenarios like the one described by Krizzlybear on their blog. Considering that with a mage’s three talent trees that you have one that still doesn’t compete against other classes and another that’s laughed at completely, you begin to wonder what the point of playing a mage is. Even the skill of the player is discarded entirely, despite when they demonstrate that they’re just as capable of keeping up.

I’m not trying to encourage anyone to change their spec; I had to go through Molten Core as a Frost mage even though I much prefer Fire. Rather, I’d prefer to see the three specs brought in line with each other so that they all bring solid DPS but also provide additional benefits depending on the chosen tree. I’m hoping that this will arrive with the complete talent revamp for Cataclysm, so that the differences between each tree aren’t in terms of damage output but in terms of playstyle and what else the mage can do besides damage.

These things are cyclical – I remember when Warlocks, Paladins and Warriors were all in the same position that mages find themselves in now. I’ve also got faith that thes problems will be resolved and that once again all three specs will be matched on a spreadsheet (even if the skill of the players can vary wildly). It’s an agonising wait though, considering that we’re currently at the end of March and Cataclysm is predicted to land in October. We might be looking at six to eight months before the pre-expansion patch is released and all the talent trees get revamped.

Till then, mages have a job to do. It’s up to us to show the rest of the Warcraft-playing public that in the 99.99% of cases that aren’t a Lich King heroic world first kill that we still have something worthwhile to contribute.

Angry Mage is Angry

Posted on March 28, 2010 by Gazimoff

I managed to get pissed off at so many things yesterday. It seems laughable looking back on it, how can a videogame get me so worked up? It’s stupid, right? I mean, I’m a grown adult, so why let a game affect my mood so much? Why let it get to me?

Right.

I’ve been getting seriously annoyed with the loading screen bug. The one which seems to have only started in 3.3.3, where you’ve chosen your character and you’re waiting for the game to load. The progress bar fills up and seems about to run then just sits there. I can hear the dulcet tones of Dalaran zone music in the background, so I figure it’s just taking a while before flipping to in-game. Maybe some data got dropped between here and Paris, and it’s just taking  while to resync. It’s like some kind of digital tease, tormenting me while it sits there and does nothing.

No point waiting though. The game has hung, so it’s back to alt+F4 then going through the whole thing again. Email address, password, authenticator code. And I’ve usually got one of those bits wrong, so I usually end up typing it again, hammering each key deliberately as if my keyboard is being held personally responsible for my failure to type.

Trouble is, it won’t stop happening. It’s like an itch that you can’t scratch, growing more and more irritating. It feels like I have to log in two or three times just to get the game to load. When I’m switching servers or hopping between my two accounts, it’s a real bugbear.

That’s just one issue though, and a technical one to boot. Getting worked up about it is a bit like having a rage against a server. Sure, you might want to pull on your steel toecapped boots and punt it round the datacentre a bit, but that isn’t going to suddenly make it work. You might feel better, but it doesn’t fix the problem.

The thing that made me throw in the towel today was just sitting around in Dalaran. I figured that after a successful raid on Wednesday that I’d try my luck in VoA. There’s badges, there’s Tier 10, so it’s worth a go. We’ve just won Wintergrasp so I pipe up in Trade and LFG that I’m looking for a VoA group. As soon as I do it, there’s something like 4 or 5 other mages all saying “Take me, take me instead!” It’s reminds me of a birds’ nest, with a clutch of mage chicklets all chirping away hoping to be the one to get the invite worm.

I don’t know where they all came from. It feels as if everyone just said “You know what, I’m going to play my mage today.” So I go sod it, I have alts, I’ll play them instead. Sod the competition, I’ll see if I can do something in the guild another time.

I fire up my priest. I figure that he’s got the tier 10 robe, so there’s a good chance I can find a ToC or ICC PuG for him to join. Earn some rep, get a few badges, maybe snaffle a few drops at the same time. I find an ICC10 group looking for a healer and tank, so I join up. I should have realised something was up when there were only 7 spots filled, but I shrugged it off. I alt-tabbed, fired up Google Reader and scanned through some blogposts while I waited for the raid to fill.

From there things went from bad to worse. An hour later we finally enter the instance after suffering numerous joins, dropouts and so on. We have a resto druid attempting to MT heal with 1FPS. A resto shaman who is watching TV half the time. Another tank who has to leave because “something else came up”. One wipe at Marrowgar later and the raidleader’s having to replace people.

We finally get a group back together with a replacement for the tank and resto druid. We’re all set and ready to have another attempt at the boss. Only the resto shaman is AFK. She’s watching TV, asking us to wait while her programme finishes. At that point, the tank that just arrived sees the group for the joke it is and leaves.

I follow shortly after.

I know this is an MMO – that it’s supposed to be Massively Multiplayer. I get that this is the point. But sometimes the biggest selling point of the game is also it’s most crippling weakness. The sheer amount of asshattery that goes on in the game is a nightmare, and it feels like it’s something that’s only become worse since the cross-server LFD tool. It means that the decent people – the guilds I’m in and the people I play with – are all the more valuable.

It also means that sometimes I just want to treat it like an RPG. Like Dragon Age without all the cut-scenes and dialog trees. I just want to choose an anonymous alt, sit somewhere and go questing. Everyone else can shove off for a few hours. Just play it like a single-player game with a chatbox and mash buttons for a while.

There are always going to be asshats. You’ll find them in every game, from Counter Strike to Checkers. No amount of programming wizardry or karma system has been able to remove asshats from a game, or to generally discourage asshattery so much that it’s no longer worthwhile. All you can hope to do is minimise the effect that they have on your game, or ensure that the density of asshats is so dilute that their overall impact is negligible.

Meanwhile I’ll sigh, shrug my shoulders and carry on playing. After all, it’s only a game.

Isn’t it?

Battling the Burnout

Posted on March 25, 2010 by Gazimoff

Last night’s raiding was fantastic. We had a bit of silliness and fun, but we cleared up to (and including) Festergut, leaving the rest of the week clear for progression work. I also picked up Abracadaver, with the additional hit and haste making that transition to a Fire spec more possible if the numbers stack up. I’m not sure if the guild will go for it though – they’re already hooked on the Arcane Empowerment change.

My raiding schedule is pretty light though – I might spend two or three nights a week in a raid. I’m also pretty much exclusive to 10-man stuff – while I might pick up a 25-man VoA or ICC rep run, it’s not essential to me. It means my time is free to do other things like work on alts, roleplay, work on crafting or whatever else I fancy. I like to mix up my game like this – it means I’ve always got stuff to do.

It’s strange in a way. Back when I was hardcore I used to log in, raid, log off. I’d then repeat this cycle six or seven times a week with raiding being the only thing I’d play for. I had other people farming materials for flasks or other buffs for me. For those five hours a night, I’d focus on the screen and nothing else. Dinner would go cold on the plate next to me. The only thing that mattered was the next server first, the next boss, the next raid.

In the end, I burnt out. Raiding was impacting every aspect of my life. I would go to sleep at 2am, only to get up again at 6am and shuffle to work for nine hours. I’d snatch tokens of sleep on the train to work, running on coffee day and night. In all, it wasn’t a great way to live and I called time on it. I ended up quitting completely for a while and going cold turkey. I think Protflashes brings out a great example in this post. It’s well worth reading because it really shows what burnout feels like – you want to change  what you’re doing, but you feel you can’t because others are relying on you. There’s this sense of moral obligation that hangs there.

Anyhow, after a while I realised what I liked about the game – what kept me playing. I’ve already touched on the people side in previous posts – the strong team spirit we had as a raidguild was something that spurred me on. But more than that, I also realised that there’s about five or six different games that I play within Warcraft. Each of these smaller games like questing, gathering and crafting, duelling or PvP, dungeoneering etc. all work together to make this overall meta-game. It’s one of the things missed by other MMOs that I’ve played, which is why people tend to play them for a short time after release but then end up cancelling once they’ve finished with the few micro-games they like.

Larisa’s got a further point about it in her post about making our own Cataclysm. She suggests trying something completely new, like trying out PvP or experimenting with roleplay. It’s solid advice because it encourages mixing things up. Similar recommendations came back on Twitter, with taking a break, playing a different game, switching focus to a different game aspect or even just rerolling a new character.

The thing that gnaws away for me is inevitability, like we’re destined to go through this cycle of play-burnout-break-play. And even though we can mix things up by introducing new elements to our game, I’m not sure if it’ll help eliminate burnout completely – it feels like it’ll just extend that time between trying something new and growing weary of it. Then again, I can’t exatly talk from experience – I don’t know of anyone that’s avoided burnout or how they managed to do it.

I’m also beginning to feel that although we each have a personal responsibility for keeping our game fresh, there’s some responsibility to the guild or raidgroup to help keep their players interested in logging in. After all, we want people to feel motivated and wanting to play, not that they feel obliged to out of some kind of moral responsibility. How that should work, I’m not so sure. It’s like I can feel the shape of it, but not the detail. Maybe I’m too distant from guild leadership these days.

I hate leaving on a low note, but it’s something I see happening all around me and I can’t help but think that there’s something broken about it. If we can understand how to avoid burnout it’ll mean we feel happier about playing the games we love. If we don’t, I can’t help but think that this cycle is going to continue. Not just for Warcraft, but for every future MMO we choose to play.

Patch 3.3.3: Twisted Firestarter?

Posted on March 23, 2010 by Gazimoff

For us over in Europe tomorrow is Patch Day, while those players in the US are already downloading, installing and waiting for servers to come back online. Regardless, the theorycrafters have been out in force, pouring over every talent change and glyph update. But while some classes get some interesting updates, the changes for mages seem bland by comparison.

Before I get into my opinions though, let’s look at what’s been changed in the patch.

Arcane

  • Arcane Empowerment: This effect is now passive instead of being a proc off of critical strikes. The self damage buff remains unchanged.
  • Incanter’s Absorption: This talent now only grants additional spell power when damage is absorbed by Mana Shield, Frost Ward, Fire Ward, or Ice Barrier. The limit of 5% of the mage’s health on the spell power buff has been removed.

Fire

  • Burning Soul: Threat reduction is now 10/20%, up from 5/10%.
  • Combustion: The cooldown on this spell is now 2 minutes, down from 3 minutes.
  • Empowered Fire: This talent now also applies to Pyroblast damage.
  • Torment the Weak: This talent now also applies to Pyroblast damage.

Frost

  • Frostbolt: Spell power scaling on this spell has been increased by approximately 5%.
  • Brain Freeze: This talent now allows your next Fireball or Frostfire Bolt to be instant and cost no mana. There is a small internal cooldown to keep the Frostfire Bolt from immediately triggering Brain Freeze again.

Glyphs

  • Glyph of Fireball: No longer increases critical strike chance of Fireball. Instead, it now reduces the cast time of Fireball by 0.15 seconds.

Bug Fixes

  • Arcane Empowerment: Fixed a bug preventing Rank 3 from granting 3% damage.
  • Burning Determination: This talent will no longer sometimes have its effect removed by the same spell that triggered it.
  • Dragon’s Breath: Druids can no longer remove the disorientation effect from this spell by canceling their current shapeshift.
  • Enduring Winter: Tooltip corrected to match actual Replenishment mana regeneration numbers.
  • Fingers of Frost: Mages with Molten Armor active who have the Shatter talent will no longer lose Fingers of Frost charges when Molten Armor causes reactive damage. In addition, the effect from this talent now displays the number of charges on the buff icon.

In a nutshell, Arcane mages get a flat-rate buff instead of one that relied on crits, but lose out on the Incanter’s Absorption trick. Let’s be fair though, only the high-end mages were using this trick – for the average mage it’s no great loss. Fire mages get some interesting changes in the form of threat reduction, more crits and more damage when they crit often. It means that hitting the Hot Streak proc and getting that Instant-cast Pyroblast is becoming even more important. Frost mages get some slight love, mainly from the Fingers of Frost bug fix and the Frostbolt scaling changes.

Will this change anything? I’m seeing a lot of talk from the high-end about Arcane mages going back over to Fire, but the difference I’m seeing is marginal at best. I’m more worried about the practical rather than the theory, and how it’ll translate into bossfight combat.

While theory is great for when you’re standing still and just tapping your hotkeys, most Wrath bossfights involve some kind of movement or rhythm. Looking at the relative casting time of Arcane Blast versus Fireball, I think that Arcane will still win out for most fights where movement is important. It might be that the extra range from Flame Throwing will compensate for some of it, but I’m thinking more about encounters like Blood Princes or Marrowgar.

I also think that a fair chunk of mages just won’t bother. We ditched a ton of hit gear when Arcane became the spec to have and I reckon that there are several who can’t be bothered to collect the additional hit gear again just to go back. This is another one of those reasons why Hit modifiers really need to come out of the talent trees.

Frost will still be the spec for PVP mages, but the buffs still don’t push it up next to Arcane and Fire for raid suitability. It also feels like the tweaks and bugfixes are tinkering around the edges. I don’t think that Frost players will be on a level playing field until much later.

I think the real excitement will hit with 3.9, when the talents get their full revamp along with the Cataclysm stat changes. Until then, it feels like we’re just waiting for people to run the numbers before we go out, change our specs and regem our gear.

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