Arcane Talents (40 points)
# Improved Arcane Missiles - 5/5 points
Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane Missiles.
# Arcane Subtlety - 3/3 points
Reduces the threat generated by your offensive arcane spells by 40%.
# Arcane Focus - 5/5 points
Reduces the chance that the opponent can resist your arcane spells by 10%.
# Arcane Concentration - 5/5 points
Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.
# Improved Arcane Explosion - 5/5 points
Reduces the casting time of your Arcane Explosion by 1.5 seconds.
# Evocation - 1/1 point
While channeling this spell, your mana regeneration is active and increased by 1500%. Lasts 8 seconds.
# Arcane Meditation - 5/5 points
Allows 15% of your Mana regeneration to continue while casting.
# Improved Counterspell - 2/2 points
Gives your Counterspell a 100% chance to silence the target for 4 seconds.
# Arcane Mind - 4/4 points
Increases your maximum Mana by 8%.
# Presence of Mind - 1/1 point
When activated, your next Mage spell with a casting time less than 10 seconds becomes an instant cast spell.
# Arcane Instability - 3/3 points
Increases your spell damage and critical strike chance by 3%.
# Arcane Power - 1/1 point
When activated, your spells deal 35% more damage while costing 35% more mana to cast. This effect lasts 15 seconds.
Frost Talents (0 points)
# None
Fire Talents (11 points)
# Impact - 5/5 points
Gives your fire spells a 10% chance to stun the taget for 2 seconds.
# Improved Fireball - 5/5 points
Reduces the casting time of your Fireball by 0.5 seconds.
# Pyroblast - 1/1 point
Hurls an immense fiery boulder that causes 148 to 195 fire damage and an additional 56 damage over 12 seconds.
quote:
Everyone wondered WTF when Elvish Crack Piper wrote:
Its a fish with a girl mask on?
Girl in a Penguin suit.
Anyway, if your just going to splash 11 points off to the side, i'd suggest going more for the frost effects for groupness.
Permafrost, Winters Chill, Imp. Frost Nova, and Cold Snap
Chills last 3 seconds longer, targets are slowed an additional 10%, frost nova coolsdown 4 seconds faster, and a 10 minute cooldown ability that finishes the cooldown for all your cold spells(dont know if this is good, but the other options dont really excite me. I do like the frost spec ultimate, PW:S is a fave spell on me priest
I dunno about the plan. lol
Doesnt Arcane Missles have a much lower DPS rate than a fire mage?
quote:
Elvish Crack Piper's unholy Backstreet Boys obsession manifested in:
I was never a big fan of the arcane tree.Doesnt Arcane Missles have a much lower DPS rate than a fire mage?
So, yes.
quote:
# Arcane Meditation - 5/5 points
Allows 15% of your Mana regeneration to continue while casting.
The 15% bonus isn't even noticable. You'd be better off putting the 5 points into something else. I'd suggest flame throwing and ignite.
quote:
Elvish Crack Piper had this to say about Cuba:
How big is the gap though?
No idea. I'm not a number cruncher.
I've never used cosmos or whatever so I dont know how to do one of those spell DPS calculators.
Unless your in a group, then fire mage is better.
Am I missing something?
quote:
This one time, at Elvish Crack Piper camp:
So its even.Unless your in a group, then fire mage is better.
Am I missing something?
I just realized I forgot to include the 10% extra fire damage from fire power.
Fireball without interuptions: 270DPS
Fireball with interuptions: 205DPS
Arcane Missle: 205DPS
This is including crits and assuming ignite deals it's full 40% extra damage. So in the long run fire has more DPS than arcane. AM is still best for groups though because with arcane subtlety you won't pull as much aggro.
If you combo'd that with a priest or warlock and did some fear kite'n that'd be pretty crazy.
I wonder if a 5 fire mage group could do anything in an instance.
quote:
Elvish Crack Piper stumbled drunkenly to the keyboard and typed:
I wonder if a 5 fire mage group could do anything in an instance.
The first MOB will die before it eaven reaches the group. One or two other MOBs can be easily dealth with in close combat. If the MOBs are sheepable, they can deal with even more. If not, 5 mages spamming AE should be the doom of most larger groups.
But without a healer they will have troubles with most Boss MOBs and longer fights, I reckon.
Especially if they all were engineers and had that goblin stun helmet/stun bombs, as long as the boss was stunnable.
Pryo to pull
Fireball
Fireblast
Frost nova
Run for 4 sec
Fireball
Fireblast
Cone of Cold
Blink
Add nasuea or until I run out of mana.
Edit: Oh, and PoM makes it alot easier with an instant cast fireball/pyro. Naimah fucked around with this message on 02-03-2005 at 10:43 AM.
quote:
When the babel fish was in place, it was apparent Naimah said:
Ad nauseum
Sorry, that is an annoyance of mine
quote:
Nobody really understood why Elvish Crack Piper wrote:
Hmm.If you combo'd that with a priest or warlock and did some fear kite'n that'd be pretty crazy.
I wonder if a 5 fire mage group could do anything in an instance.
Improved PW:S and Arcane Explosion.
Oh yeah.