thinking of speccing to this. Raid Viable?

I was looking at your spec and I realized, what I know about mages wouldn't even fill a thimble.

Raid DPS is about sustained DPS and leaving enough to get through the end of the fight. Its at the end of fights where bosses start to hit harder, healers start to stretch that last 1/3 of a mana bar to last as long as the first 2/3, when tanks start watching the last few seconds on their cooldowns. Its where you don't want to be wanding because you've gone through all your mana, evocate and gone through your mana again. This is where you need a surge in DPS to kill that boss or mob before you start staring down that dreaded 1% wipe.

I suppose any build will do so long as it leaves you the power you need when you need it.
 
I modified it a little bit to this, you lose improved Arc missles but its my opinion that Master of Elements would be more beneficial even if all you use is fire & Arc spells. The crits from your fire spells will restore 30% of the spell cast mana which ensures a little more longevity in fights where improved arc missles sucks an additional 2% mana but thats just my opinion on the matter.

http://www.worldofwarcraft.com/info...105503001200300000000000000000000000000000000
 
Few points:

1.) Impact is largely moot in a raid scenario since a.) the trash goes down too quickly for it to make a difference and b.) it doesn't work on bosses (Moroes' adds are a different story, but there are much better ways to tank them than relying on something that may happen). Likewise, some bosses may be susceptible to slow, but IIRC, not many are. Then it's back to the prior point of the trash going down usually so quickly that it's kinda useless (good for soloing / PvP...maybe not for raiding specifically)

2.) Consider putting your points in improved fireball and flame throwing to reduce cast time and to keep yourself well out of range of bosses that AOE / Cleave, what have you. As arcane/fire, that's about the best you can do for survivability. (There's a downside to the lower cast time, which is reduced damage, but I haven't actually done a quick check to see which way the DPS sways)

3.) I've rarely found myself having mana issues with the exception of overly long curator fights, which have always been completely mitigated by the presence of a shadow priest in the group.


4.) Check out my first blog post on the Redeemed site called "what's a triple point???" (blog title is : Things That Make You Go Boom). There's a *very* lenghty explanation of the various mage builds and when it's best to do one versus another. As it stands, you're *close* to the 40/21/0 build, which is roughly what I use.

5.) Check out mages using the armory!
 
As it stands I am using the 40/21 build, and have the 35th highest crit percentage among mages on stonemaul. I just want to be the best I can be. I don't PvP much, cause I suck at it, so I am wondering how to be at my best on raids.
 
check the post out i referenced, but 40/21/0 is a good raiding build...and if you're enjoying the play style, that's a double or triple bonus :)

just checking your armory profile out...you can spike your damage a ton by getting the spellstrike hood and pants. we have tailors that can make both...and meli and I can make battlecast if that's your preference, but those will start shooting your damage numbers up and the proc bonus helps too
 
2 reasons to use fire build: longest range in game, best damage out of all 3 talent trees. without flame throwing, you don't have the range; without imp fireball, you don't have the damage(the reduction of damage from adding points in it is not significant enough compare to a .5 second reduced casting time.

2 reasons to go for arcane for raiding, your mana won't be a problem; your threat won't be a problem. arcane raid dmg comes mainly from arcane missiles, and the once every 8 seconds arcane blast. which means if you want to raid with arcane, all talents related to these 2 spells need to be max'd, I've seen 61 arcane raiding mages, they do great.

nonetheless, I'd still suggest the cookie cutter 10/48/3 fire raiding mage build, especially when your gear is not composed of mass epics, this build puts out the most damage, mana can be fixed with mana gems and pots(and demonic runes, they are on a separate cooldown with mana pots), last resort you have evocation; threat can be managed with the best aggro wipe skill: invisibility.
 
Mages should have to worry about mana on a boss fight. You dont have to be Arcane to get Evocation, and not to mention the mana stones.
 
That's roughly what I use Ortheas - I like it a lot in terms of its output, however, it is pretty boring. scorchx5, fireballx7,scorchx1, fireballx7 repeat ad nauseum for boss fights.
 
That is for PvE - 10/48/3 is a very PvE centric spec. It can function ok in BGs, but in arena it's missing alot of critical tools (Ice block, shatter, improved CS, PoM).
 
Ah for PvP - it has good burst with some pretty big insta cast winner like fireblast, blastwave, dragon's breath. Unfortunately, overall survivability and utility is lower IMO. If i have the opportunity to stand back and deliver, I can unload nice damage, but that's fairly rare especially in arenas. A deeper Arcane spec would provide PoM (for poly or pyro), and improved CS, and deeper ice provides Ice block/barrier, water ele, and shatter which are all very useful in PvP.

Still against many pvp opponents, skill > gear or talents and I find myself fairly satisfied with my pvp performance. That being said generally the more accepted pvp specs are (arc/fire/ice):

33/28/0 (scorch centric, pom and imp CS)
40/0/21 (pom, imp CS, arc dmg talents + ice block, shatter)
xx/xx/41 (ice block, barrier, shatter, water elem)

Most of this info is from reading TBH, I've been deep fire all the way on Hagumi.
 
17/44 arcane/frost is the best arena pvp spec, second to that would be 33/28 arcane frost.

33/28 arcane/fire only if you have another exact build mage in your 2v2 group so you can do a coordinated double pom pyro and instant kill 1 person.
 
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