OMG New Post…that is a rant…

14 01 2010

Wheeeeeeeeeee back for one of my sporadic posts (soon to hopefully be less sporadic). Outside of grad school kicking my ass, harder and harder each and every day, I was finally able to come back form my WoW hiatus this past break and have tried to accomplish as much as possible. Admittedly, with 3.3 and the availability of T9 to…well, everyone, it wasn’t very difficult. I appreciate them making it more available, but I think this time they went overboard. Killing Heroic bosses in 30 seconds or less just…isn’t fun. Trash pulls that once required at least SOME care can now be AoE’ed down with ADDITIONAL trash without difficulty…overall kind of lame, in my opinion. It’s not really Blizzard’s fault (in a roundabout way it is, I suppose) but in general they have been making the game a bit too easy, lately, especially PvE-wise. PvP will always be somewhat challenging and dynamic, as real humans are fairly less predictable (in many cases) than a computer program, but PvE…ugh.

To be fair, I can’t tell you how many people STILL stand in the bad stuff (aka fire) in raids. STILL. It’s hard to pressure them to create new mechanics when half of their player base can’t handle the oldest one in the game. When you see a giant pillar of flame erupt at your feet, and you start taking damage, you should move. Period. I don’t really know why they would ever think otherwise. Even if you think the mage in your party/raid cast it for AoE, why not be safe and alive rather than sorry and dead? If green gas is being emitted around you, what makes you think standing there and breathing it in is going to help your dps?

ANYway, what I will say is that with the new system, it’s been even harder to maintain two characters, especially with one having dual spec, while leveling 2 alts. I know, I know, some people manage it just fine. I guarantee their /played is higher than mine. And now the expectation is for everyone to be in full T9, and since most people are, it’s very difficult being in a group that is not, especially as a tank. I don’t think I’m a bad tank, but a dps in almost all 232 gear plus a few 245/251 pieces is going to be able to pull aggro from a tank in mostly 200 to 219 gear. And it’s not that I don’t know what I’m doing—I was able to successfully off-tank the first wing of ICC 10-man, and tank heal it in my healing set (which has 4 pieces of T9, though not many more 232 pieces beyond that), but…in heroics, people just get impatient and reckless.

Dear Warlock/Priest—if you pull a mob and put 4 DoTs on it because I’m “going too slow” and you expect me to save your ass, think again. I probably didn’t pull because I probably didn’t have enough CDs ready. They are short CDs, so if you’d waited 5 more seconds, I would have been good to go. Alternatively, I might have been trying to get mana, because a mana-less paladin tank cannot tank.

It’s funny, because I usually go pretty fast, so when someone complains, I just roll my eyes.

I am a bit frustrated, though. My defense rating is 633, which is almost 100 points too high. Yet, I’m not enchanted or socketed for def rating at all—the only thing I have is the helm enchant, and I got it for the +30 stam. Everything else is stam or avoidance. I’m hoping to get some gear that prioritizes other stats soon, because being that far over cap is just annoying. What I’ve noticed is that the newer gear actually decreases stam a LOT in favor of not quite as much avoidance, so it seems as if they are actually making paladin tanks a little worse…I can’t be sure though. So far, it’s been mostly heroics which are EZ-mode, and in ICC since dodge is reduced by 20% avoidance is low anyway, and it’s really up to heals to keep the tank up (thanks, Blizzard, cause we didn’t have a hard enough job already…QQ).

But now for my fun-fun frost spec. Bottom line? I love it. So much fun. Second bottom line? Not reliable enough. It’s also nearly impossible to test. Let me handle reliability first, as it’s really a quite simple problem: Fingers of Frost just doesn’t proc when I need it to, and doesn’t proc often enough.

Now let me back-track and compare all three specs briefly, so people can see where I’m coming from.

DPS can prioritize one of two stats to their choosing (or do nothing in particular with either and let the gear scale itself naturally). One is crit, the other is haste. In a nutshell, hit harder, or hit faster. We all know this. Here’s the problem:

Fire doesn’t really gain much from haste. It gains a LOT from crit. Bigger Ignite damage, Hot Streak, you name it, it needs crit. Arcane gains some from crit, seeing as AB increases damage by a percent, so crits can get bigger. Additionally, the Arcane tree grants a 10% bonus to spirit, so coupling that with the Molten Armor glyph and T9 set bonus, it’s easy to get higher crit going into the arcane tree (and indeed, many fire mages choose to take that talent, and for good reason.) However, it gains a lot more from haste. A 1.8 second AB is pretty damn fast, but when you get the AM proc (which procs 40% of the time when using AB), missiles are firing 3-4 times a second. There are 5 missiles total. You get the idea. Imagine stacked with Icy Veins and Bloodlust…yummy.

Frost, on the other hand, is a huge problem. Frost gains no stacking damage like AB does, and has a lower overall damage output than fire. While it has a slightly higher base damage output than AB, Arcane mages scale intel and spellpower, so it cancels out fairly quickly. As in by level 80. Fire and frost mages both get an elemental debuff that increases their crit on a boss, but fire gets the extra ignite with the heightened crit. And has talents to increase crit, whereas frost just increases damage from crits. In terms of haste, well, as mentioned before, Arcane just does better, and has a talent increasing haste by 6%. Frost does have talents to reduce the cast time of frostbolt by a total of .7 seconds, but that’s just frostbolt. We’ve no other spells really, unless we want to cast frostfire bolt (which has a higher crit modifier).

If I didn’t articulate it clearly, this is what I’m getting at. If you have gear stacked with crit, fire is the way to go. If you have gear stacked with haste, arcane is the way to go. If you are in the middle, you could pick either of those, because it outperforms Frost, as frost has no abilities that utilize them as greatly as the others. Fingers of Frost has a 15% proc chance, which is abysmally low. Thankfully, blizzard gave us Deep Freeze, but the damage is still not quite high enough. In my mostly 232 gear I can get crits for around 14k-15k with Arcane Blast at 3 or 4 stacks. Deep Freeze usually crits for 18k. Deep Freeze can only be used once every 30 seconds AT MOST. And herein lies the problem. The damage isn’t high enough, and combined with the CD, it’s just too long inbetween casts to be a reliable source of damage. It will end up being the 4th highest source of damage, sometimes third if I’ve been unlucky with FoF and haven’t gotten many ignites up. But it still only amounts to 10% of my damage.

Now, I understand Blizzard’s position. We have 2 specs that are both viable for raiding and one that is viable for both leveling and PvP. What more do we want? There are other classes that need work, right?

Yeah, uh, wrong. Hybrid classes all seem fine, some even almost too good (druids wut? Good in all four specs? Paladins? PvP like crazy). And pure dps classes (the only “pure” anything class (we don’t have a class dedicated to ONLY healing or ONLY tanking…)) I know, I know, I’m still QQing over it…all I’m saying is, Blizzard is quick to shut down arguments saying that things already work (and the mage class does work, I won’t deny it.) But right now it’s also fairly boring in PvE. Especially Arcane. Frost can be the most boring, because you just spam frostbolt, unless you get a FoF and then you cast Deep Freeze if it’s up, or you cast a fireball if Brain Freeze pops up. Fire is at least marginally interesting…but overall, like everything else in the game, it’s getting to be too easy. Arcane is about mana management for longer fights, and could use a new spell or two that could help pump out DPS at the cost of a bigger chunk of mana (besides just continuously using AB past 4 stacks or using Arcane Power, which isn’t a huge liability) to make it slightly more interesting. And AB could have different damage scaling, maybe.

But what could we possibly do with frost? What mechanic could Blizzard possibly put into place? Well, remember that one time that a Paladin’s Exorcism changed functions depending on whether or not the target was a player or non-player enemy? I propose we bring that back. For example, if they have Brain Freeze make Fireball treat the target as if they were frozen (if they are a non-player target) and not consume a charge of FoF, then you’d probably see more mages using that talent. Additionally, they should increase the damage bonus from Deep Freeze, and maybe have it so that, upon consumption, if Deep Freeze deals damage to a target, spell haste and crit are increased by 10% for 15 seconds. That’d be very nice indeed, since it’d be a short but effective buff. I know mages have the 12% haste buff on the T10 2-piece set, but again, it benefits both arcane and fire FAR more than it does frost, especially since Missile Barrage and Hot Streak proc FAR more often. Having a buff that is unique to frost would be awesome.

I’d also like to see an increase in the proc of FoF, but I’m not sure how OP that would make mages in arenas. Anyone here know how useful it is in Arenas? I’d imagine people don’t count on it because it’s so random and doesn’t proc all that often, but when it does happen, does it make frost mages unfairly strong? I don’t arena and rarely PvP, though I do plan on getting back into it at some point…

And I still like my “chains of ice” or whatever spell. I think it would be awesome and would allow frost mages to stack either crit or haste, and would be awesome for raid bosses and arena. For those of you that missed it, here’s the skinny from an earlier post.

1.) The spell lasts for x seconds. During those x seconds, each time a spell you cast critically hits, it adds a “chain” to the target. When the spell fades or is dispelled (so there is SOME PvP application), it takes the total damage that was the EXTRA CRIT damage, and applies it to the target, possibly as a DoT effect, equal to the number of chains on the target x 2. Along with that possibility, it might be necessary to take the extra crit damage and half it, so as not to be over powered.

By extra crit damage, I mean that if your frostbolt normally hits for 3k, and it crits for 5.5k, the damage stored is 2.5k (and the original 5.5k damage is still dealt to the target.)
So lets say you get in 3 crits with frostbolt and 1 crit with Ice Lance. That’s 4 chains on the target. Take the damage done that was the added critical damage, half it, and apply that damage each second for 8 seconds, as the “chains melt away.”

2.) The spell lasts for x seconds. During those x seconds, each time you cast a spell that normally has a cast time (not an instant like Ice Lance, not channeled like Blizzard or Arcane Missiles), a “chain” is applied. At the end of the spell’s duration/it is dispelled, it applies a fixed amount of damage per “chain” as a DoT effect equal to the number of chains x 2. If a spell crits, the DoT effect for it’s particular chain gets 50% of bonus damage applied as did the original spell.

For instance, let’s say a Frostbolt hits for 3k and crits for 6k, and each chain does a base of 100 damage per second per chain. If you land 3 and crit one Frostbolt, you’ve done 15k damage, and gotten 4 chains on the target, for an additional 400 damage per second over 8 seconds. However, because one of them crit, that one chain will get an additional 50 damage (because 50% of 100 is 50, and it was a 100% damage bonus to the original cast (3k+3k=6k)), so the spell will now do 450 damage per second over 8 seconds.

This will not affect your instant Fireball (should you have specced into it), so if that procs you do still get a chain added because it originally has a cast time.

Alright. That’s that for now. Now that it’s winter break, I’ll *actually* be able to post more. And I’m already planning another one for tomorrow or so. About me being an alt-o-holic. It was recently brought to my attention because I tend to yell excitedly in trade when I see people I know, then clarify and say “Ten’nen” so they don’t think some rando is saying “hi” to them. One of my friends went. “Ten’nen. Just how many alts do you have?!?” So that’s for next time. Until then!





It’s Just a Patch…

5 08 2009

I did have a nice little post nearly ready in my drafts to compare the coming of 3.2 to the coming of Dual Spec, but then…well, 3.2 came before I finished so I couldn’t post it x_x so now I’ll rant about 3.2 a little bit.

First of all, chill the fuck out people. There are ALWAYS problems when a new, pretty major patch comes around. Give the add-ons about a week for their authors to update them (and don’t forget to thank them and give them a little $$ for their time if you can afford it, even just a dollar) and give Blizzard a chance to collect info about how some of the patch changes have messed up graphics, let them clean it up, and we can all move on with our lives. You should be used to this by now, and going on about it in trade, raid, guild, party, whatever chat is just annoying. I’ve got to admit that Blizzard isn’t always the best about updates and cleanliness in terms of bug-free programming, but at the same time, we’ve all had hours upon hours of continuous, uninterrupted play time. There is no way I’m going to expect them to be able to predict what every individual graphics card is on all of their subscribers’ computers and program according to them. I imagine part of this whole new “info collection” thing might be collecting that kind of data. Who knows?

Second of all–the whole having both alliance and horde on PvP servers was really annoying the first day. I think it was just the novelty of it for a lot of people, but trade chat was just…irritating. Whole groups of friends would create toons that all ended the same (for example, we were swarmed with ~panda) and clogged trade chat…I think my ignore list will grow too long soon. Hopefully this will die down soon as well.

A couple of things I am upset about (and by upset I mean I rolled my eyes in the sheer irony of it all) are as follows:

1.) Now I just need to run tons of heroics/naxx 25s to get Emblems of Conquest to upgrade, you know, all of my gear, and I can finally replace the blue helm and offhand I’ve had since…well, since March.

2.) Instead of running heroics on my mage, I saw that people needed a healer and then a tank so I hopped on my Paladin and got a bunch of badges from 3 heroics…

3.) I was tanking with 570 defense rating (how’d that happen? What a waste of gem sockets…) but only 23k health buffed (with Sanctuary and GotW). Humalgreg was an amazing tree healer and I take my hat of to him for keeping me up–I know it wasn’t easy, so if you ever run into him, he’s awesome :-D

4.) The RNG gods apparently see fit to give me almost every green in a heroic run on greed rolls (winning from 39 to 96), yet when I actually roll need on an item I, you know, need, I get a 4.  Then winning roll was a 12.

5.) All of my frost gear (all, you know, 4 pieces I’d managed to gather) that gave me extra crit are now useless, as frost is now more centered around haste than crit…which totally destroys my plan for a slightly more crit heavy Frost/Fire spec that is centered around fast frostbolts and the ignite debuff from my fire spells. I can still do it, of course, but it’ll take some tweaking to get my crit where I want it to be without losing too much haste.

6.) All my haste gems that used to match any color socket from the Dragon’s Eyes (JC specialty!) now actually have color assignments. Meaning I lost out on some intellect from socket bonuses. Which was sad because as an arcane mage, every little bit helps. Bye bye 120 mana…

7.) Yet I was unable to test out how effective all this haste was on my mage in Frost spec because, since the patch just came out, so many add-ons were messing up, including recount. So I have to wait and see if perhaps this haste bonus really was enough to make Frost slightly more viable than arcane. I tried it before the patch and was about 400 or so dps behind on a boss…maybe I’ll be able to make up for that? Can’t wait to find out…

I really wish I had 3 other things to make a nice, round list of 10, but I just haven’t had much playing time. Anyone else have any stories of interest, frustration, fun times?





Frost PvE Additions

15 07 2009

Because of the release of the Harry Potter movie last night, I didn’t really play much and have nothing to really share of interest. However, below you will find a copy of a post I made to Blizzard regarding Frost PvE, and an additional spell they could add to our arsenal to make us PvE viable again. Please post any comments you have–I’d love to hear your thoughts/criticisms/suggestions on the idea! It’s a little long, but very thorough (I hope). Enjoy!

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I was recently thinking about ways to make Frost more viable in PvE without over buffing them for PvP. It wasn’t until I was running Dead Mines for the first time on my Priest (or at least, the first time in a long time. I didn’t even remember the instance layout at all–I’ve probably only done it twice) that I got an idea when a caster in there used Chains of Ice on me, that then grew when I was doing my daily quests for in the Storm Peaks for SoH rep.

For purposes of this argument, we are going to call the spell Chains of Ice, though another name should probably be selected. However, the name will probably help with the explanation of the spell. Here we go.

On the 8th tier down (or maybe 7th–deep enough that you can’t spec into it too early), have a spell called “Chains of Ice” that takes one talent point to learn. It should have the same application as Vampiric Touch by Shadow Priests, an instant cast. However, it should only last for 10-15 seconds and have a 25-30 second cool down. I have two ideas on what happens after it is applied.

1.) The spell lasts for x seconds. During those x seconds, each time a spell you cast critically hits, it adds a “chain” to the target. When the spell fades or is dispelled (so there is SOME PvP application), it takes the total damage that was the EXTRA CRIT damage, and applies it to the target, possibly as a DoT effect, equal to the number of chains on the target x 2. Along with that possibility, it might be necessary to take the extra crit damage and half it, so as not to be over powered.

By extra crit damage, I mean that if your frostbolt normally hits for 3k, and it crits for 5.5k, the damage stored is 2.5k. Unlike Ignite, the damage will stack.

So lets say you get in 3 crits with frostbolt and 1 crit with Ice Lance. That’s 4 chains on the target. Take the damage done that was the added critical damage, half it, and apply that damage each second for 8 seconds, as the “chains melt away.”

Additionally, this makes Ice Lance more useful in raids, as you will be more likely to get crits with Ice Lance after the 5 stacks of winter’s Chill, but it also encourages players not to spam Ice Lance to get tons of “chains” because if they don’t crit, no bonus damage will be applied.

2.) The spell lasts for x seconds. During those x seconds, each time you cast a spell that normally has a cast time (not an instant like Ice Lance, not channeled like Blizzard or Arcane Missiles), a “chain” is applied. At the end of the spell’s duration/it is dispelled, it applies a fixed amount of damage per “chain” as a DoT effect equal to the number of chains x 2. If a spell crits, the DoT effect for it’s particular chain gets 50% of bonus damage applied as did the original spell.

For instance, let’s say a Frostbolt hits for 3k and crits for 6k, and each chain does a base of 100 damage per second per chain. If you land 3 and crit one Frostbolt, you’ve done 15k damage, and gotten 4 chains on the target, for an additionall 400 damage per second over 8 seconds. However, because one of them crit, that one chain will get an additional 50 damage (because 50% of 100 is 50, and it was a 100% damage bonus to the original cast (3k+3k=6k)), so the spell will now do 450 damage per second over 8 seconds.

This will not affect your instant Fireball (should you have specced into it), so if that procs you do still get a chain added because it originally has a cast time.
_________________________________________________________________________________

In my opinion, both of these options give benefits to stacking either haste or crit. The first one gives a little more preference to stacking crit, and the second a little more stacking haste, but in both cases, either will help. For instance, in the first, obviously you want as many crits as possible. However, if you have enough haste, you might be able to get in more spells casts and increase your chances of landing a crit if you’ve enough raid buffs. With the second option, crits will up your damage some, but the more spells you can cast, the more chains you will DEFINITELY have.

I would love to hear responses to the idea, though not so much the specifications/numbers. If Blizzard likes the idea, they’ll work that out. Obviously the numbers will have to be crunched a bit, but I feel like this idea would give Frost an extra spell in their rotation that can seriously up their numbers, but wouldn’t be that big of a deal in PvP because it would require the Frost Mage to be standing still for a long time and for the healer to not be dispelling anything. In a 5v5 environment, if they let the frost mage stand there for a solid 15 seconds casting Frostbolt, they deserve to die.

Also, whoever says “Frost spells shouldn’t have DoTs, that’s Fire’s thing” clearly has never done daily quests for Sons of Hodir reputation. There are mobs that apply Frost DoT damage already–why shouldn’t we?

Oh, and like other Frost CDs, it should be affected by Cold Snap. Additionally, to balance out points, take a point out of, say, Shatter, so each point gives 25%/50%. Finally, any damage that is absorbed will not apply a chain. Again, in PvP, not a great spell, but since most bosses don’t have Power Word: Shields over them, it will once again be useful in Heroic and Raid encounters.





Fail Spec…but not really?

25 06 2009

I leveled as frost. I loved it. Even though it was basically frostbolt spam, it just meant life was easy for me. I could kite things around in instances, and if a mob got loose from a tank, I could solo it without the tank having to worry about me (love me some blink action…when it’s not broken and I don’t go backwards). When I finally got to level 70 in BC (I started playing just after it came out) and after RPing myself over to arcane (Ravenholdt is an RPPVP server), I found myself…well, wanting to get back to frost. So I RPed myself back to accepting frost (one day I’ll post the entire story) but after a while, really did not enjoy raiding as frost.

At a friends suggestion, I tried raiding as fire, but spamming fireball + the occassional scorch didn’t really do it for me either. So I switched to my 39/11/11 spec, where I had Presence of Mind, Arcane Power, Icy Veins, and Pyroblast. This was at the time where casting Arcane Blast increased its speed each time you cast it, and you could use Arcane Power and PoM at the same time. My rotation was basically to start off popping Icy Veins and Arcane Power, spam AB, popping Arcane Missiles whenever Clearcasting procced (as, at the time, it was the highest damaging spell, just extremely expensive), hitting my instant pyroblast before the timer ran out on Arcane Power, and then falling into a rotation of ABx2, frostbolt, fireball, AB just before the proc disappeared so I’d get the damage bonus without the increased cost, interrupting that cycle whenever Clearcasting procced to get the free extra damage. Whenever PoM popped up, I’d insta-pyro, usually for a nice crit burst of damage combined with AP, which made it worth it to have that spell. Additionally, this was before dual speccing, so when trying to do dailies on the Isle of Quel’Gankus, having that insta-pyro to smack a bitch if they decided to mess with me often left them confused as to how I could glow so many colors and do so much damage.

But that was in the past (but what a beautiful past it was!) and now, I still find the most enjoyment out of my slightly altered arcane spec. However, I recently got very curious about frost raiding (even though looking at the tree, it was obvious it didn’t have much in the way of power for raiding) and, once I could afford dual spec, built my own tree. Why didn’t I go down the Arcane tree for TTW? Because I’d rather have a high-critting fireblast I can pop often with ignite (BURN!), and have a chance for my FFB crits to be huge AND leave a huge DoT (BURN BURN!), and so that I can have my free fireball, when it crits, have a chance to leave an igntie DoT (BURN BURN BURN!). The rotation basically was to wait until FoF procs, then cast Frostbolt, then FFB with an immediate Ice Lance for huge damage and a chance for a big DoT crit. Whenever the insta-fireball procs, I cast it unless FoF is up, and then I’ll wait until I’ve gotten my two spells out and toss it off.  It’s a lot of BOOM BOOM BOOM! And it looks cool because it’s lots of colors. Also, I like having a friend next to me (my Water Elemental).

So I tried this spec out last night in a partial Naxx run. I tested it first on Heigan during the dance. Let me tell you something–Ice Barrier is priceless there. Absorbing the first 3k damage if you fail at dancing is amazing. Also, for some reason or another, if my water elemental is left up, it doesn’t die when standing next to Heigan while he makes us dance. Interesting. I came out second on dps, around 2.1k. It’s Heigan and most of my casts were Ice Lance while dancing, so whatever. Wasn’t the real test, but showed the versatility of frost. So then I tried it on Loatheb. I was used to pulling only around 3k anyway on Loatheb in Arcane, so I figured what the hell, now that spamming frostbolt isn’t the only option, I might do something close to the same. First of all, with Ice Barrier, yet again, the AoE didn’t hurt me nearly as bad as everyone else. Also, I never ran out of mana. Ever. With 30% mana back on all of my crits (which were every other cast) plus the constant mp5 (not much, but it helped) plus the reduced cost of all my spells anyway meant that I was always casting…always. However, the first attempt, we did not have the DPS to down him and we ultimately wiped. I ended up pulling 2.3k. I was a little sad, because I was hoping it’d be at least 2.5 or 2.6 so I could justify keeping it, but alas, that was not to be the case.

But still…I was third on DPS. Beaten by a rogue in almost all T7.5 and better, and some Ret Paladin in about the same level of gear. I’m only rocking 2 pieces of 7.5 and still have 2 blues, one of which is levle 78. I actually think that my dps would be higher if my hit rating was capped as frost. But alas, it is not–I noticed in my recount that I was missing. How I missed a giant fungus standing 10 yards in front of me I’ll never know, but whatever. Point being, I might have pulled a decent amount of dps, and the second attempt, in which I switched back to arcane, I only got 2.8kish anyway, so really, despite all the crap frost gets, it’s actually not as bad as people think…if you know what you’re doing. I’m going to regem my gear to get *over* the hit rating, because right now my gear is haste based. My Frostbolts were 2.09 second casts, which was pretty sweet, but I’ma have to give some of that up to max out my hit rating…or at least, get a few pieces of gear to increase my hit.

Final analysis to be determined, but it’s not as hopeless of a cause as people seem to think. More to come on that one. Until then…later all :-)








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