Fire Ward and Frost Ward

I have seen quite a few Mages lately who do not seem to even remember that they have Fire Ward and Frost Ward at their disposal. While these two abilities are not as effective as Ice Barrier, they can be a life saver if Ice Barrier is on cool down and they are more effective then Mana Shield.

On an occasion or two during Lord Marrowgar I have run in to situations where he stopped his Bone Storm on the other side of the room and then spat a Coldflame right at me. Frost Ward is PERFECT for those situations and it keeps you from having to burn your mana with Mana Shield and keeps you from having to waste a CD on Ice Barrier (if talented).

Three rules for Fire Ward and Frost Ward: Use them, Love them, Kill Warlocks.

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Arcane, Frost, Fire, or Frost-Fire… Part 3

20/51/0 Fire Build

In this part of the spec breakdown I am going to focus on the fire build. While a Fire Mage currently will not get as high of a DPS score as an Arcane Mage there is some chance that things will be evening out some come next patch. While Arcane focuses on burst damage and Frost focuses on survivability, Fire spec focuses on higher sustainable DPS.  Fire is great for mages that do not have the gear high enough to sustain the Arcane rotation, but still are ready to raid.

Fire spec is a viable option for Mages that are still leveling. While it will not afford the survivability of Frost you will get much faster kills and thus it could actually speed up your leveling speed.

All the information below is based on the spec shown in the image above. If you would like a closer look at the build and the selected glyphs click here.

The Basic Rotation:

The rotation for this fire build takes more effort to keep up, but for some that may actually be a draw rather then a detraction. Basically the rotation breaks down like this: Scorch, Living Bomb, Fireball for 12 seconds, Living Bomb, Fireball for 12 seconds, then start over with Scorch again. Whenever Hot Streak procs throw out a Pyroblast.

Armor:

As with the other specs, Molten Armor is the armor you should use 99% of the time. The only time you would use Mage Armor is if you already have a high critical strike rating and you could use some damage mitigation to ease how much mana the healers need to use on you (Lord Marrowgar).

Hit Rating:

This fire build requires quite a bit more hit rating then the Arcane/Frost build since you are not getting the benefit of Precision. So total without any racial bonus you will need 14% hit rating, or 367.248 hit. While it is possible to get this from the gear you have, chances are you could probably benefit from getting the Shard of the Crystal Heart.

Threat:

Threat is not as big of an issue with fire as it is with Arcane, but it is still an issue. Arcane Mages get a 40% threat reduction thanks to Arcane Subtlety, but Fire Mages will only get a 10% reduction from Burning Soul.

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Arcane, Frost, Fire, or Frost-Fire… Part 2

57/3/11 Arcane Build

In this part of the spec break down I am going to focus on the Arcane tree and what exactly you get out of it. Arcane is currently the tree with the most possible DPS (with the correct rotations), however, when Cataclysm lands we may find that the new stat system has altered that fact.

Keep in mind that Arcane is not the best spec for leveling your toon or for PvP (debatable). Also, Arcane Mages are somewhat of a mana sponge. You will need to actively manage your mana and make decisions on when to evocate or slow down your rotation to keep your mana flowing.

The picture above is THIS talent build which is somewhat of a custom build (but only by moving 2 or 3 points around). All information I am giving you on Arcane Mages will based off this build.

Hit Rating:

Mages require a 17% hit rating to keep from missing any bosses (or anything 3 levels above you). 26.232 Hit = !% chance. So that means an un-buffed and un-talented mage needs 445.944 hit to keep from missing. This is where Arcane and Frost mages get a leg up over fire specs. Any mage who correctly assigns there talent points should benefit the same though.

Arcane Focus (Rank 3) increases your hit by 3% (78.696) for Arcane spells. This telent is in the first level of the Arcane tree, so any mage of any spec should be able to afford to throw at least 3 points in to this talent. Be aware though, this talent only increases your hit for Arcane spells… not frost or fire.

Precision (Rank 3) increases your chance to hit by 3% (78.696) for ALL spells. This is one of the MUST spells for any spec. This is in the second level of the frost tree so if you are Arcane or fire you will need to spend at least 8 talent points in the frost tree to get rank 3 of this talent.

Between the two talents above you have dropped your hit requirment by 6%. Meaning you only need 288.552 more hit to be capped. If you are a Draenei you will also get Heroic Presence, but I wont go in to that right now.

DPS Rotation:

Arcane mages should have the same rotation at all times unless they are under low mana conditions. The basic spam is Arcane Blast at least 4 times until Missile Barrage procs, then you hit Arcane Missiles. If you are running low on mana, don’t have a mana gem or mana pot available, and are not in a position to Evocate then you should reduce the Arcane Blast to a max of 3 stacks before hitting Arcane Missiles. If you are absolutely positive the mob is about to go down at the end of your Arcane Missiles, hit Arcane Barrage for a one last hit for a large amount of damage.

Armor:

Unless you are in a fight where mitigating as much spell damage as possible is important you should always have Molten Armor up. During fights like Lord Marrowgar it can be helpful to throw Mage Armor up if you are having issues dieing to fire (though you should never even be hit if things go right). Ice Armor I personally never use unless I’m in a battleground because they only offer the same frost resistance as Mage Armor with a slowing affect instead of the mana regeneration that Mage Armor gives.

Threat:

Arcane Mages generate a LOT of threat. Arcane Subtlety reduces your threat by 40%, but even with that talent you may occasionally find yourself in a position where you have to back off your DPS in order to let the tank keep aggro on the boss/mobs. It is not a bad idea to keep Omen or Recount-Threat up so you can make sure to manage your threat at all times. Remember, it is not just up to the tank to keep threat, you have to manage yourself as well.

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Arcane, Frost, Fire, or Frost-Fire… Part 1

Mage Talent Trees

The ultimate question as a mage… Arcane, Frost, Fire, or Frost-Fire.

They all have their places and they are all good for one thing or another. I have run in to people that call others names or make fun of them because they are not specced Arcane for end-game raiding and I have run in to those that think Fire is better. In all truth it is going to depend on your gear, your race, and the make up of the group that you will be raiding with… Not to mention, the one that you have the most fun playing.

I am going to break down the Pros and Cons of each spec today and in Part 2 I will start to delve in to what these actually mean as you level and as you do end-game raid content.

PvE Arcane Pros:

  • Very High DPS Output.
  • Lower Hit rating required to be capped.
  • Very easy rotation (for the most part).

PvE Arcane Cons:

  • Longer casting times cause a dramatic loss in DPS if the mage cannot stand still.
  • Less survivability compared to Frost.
  • Mana is burned VERY quick.
  • Interrupts generally cause a larger push back in casting.

PvE Fire and Frost-Fire Pros:

  • High sustainable DPS output.
  • Better mana control then Arcane.
  • Better AOE then Arcane.
  • Better Survivability then Arcane.

PvE Fire and Frost-Fire Cons:

  • Lower DPS output then Arcane.
  • Less Survivability then Frost.
  • Higher Hit Cap then Arcane.

PvE Frost Pros:

  • Great Survivability.
  • Frost Snap resets all frost global cool downs.
  • Great Mana regeneration.
  • Awesome leveling spec.
  • Great crowd controland AOE damage.

PvE Frost Cons:

  • Much lower DPS output then both Arcane and Fire/Frost-Fire.
  • Higher Hit cap then Arcane.
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