Laniala's Absolute Mage Compendium for PvE

Mage
Introduction

Tired of being last on DPS? Getting frustrated because you get booted from every single five man? Is your raid guild still stuck on Elegon and people have finally noticed your DPS is special? Want to be better at the game but you do not want to put in any effort in learning your class yourself?

Do not worry any longer, for Laniala's Absolute Mage Compendium for PvE is here! Take my hand as I guide you to glorious days of topping meters, envy of your guild mates, progress (maybe) and no longer being special (probably not)!

Laniala's Absolute Mage Compendium for PvE is a proven and true (read: I use it) way of being the best mage you can be! It will guide you through all the necessities and information of being a capable player in raiding and dungeon environments.

Let's jump right in it!

Acronyms
Must know acronyms/words
Specials Bad Players

Damage dealer acronym:
DD Damage Dealing/Dealer
DPS Damage Per Second
DPC Damage Per Cast
DPM Damage Per Mana
Crit Critical Strike (Rating)
Coeff Coefficient
Spec Specialization
RNG Random Number Generator

General Mage acronyms
TW Timewarp
Poly Polymorph
PoM Pressence of Mind
MI Mirror Image
AT Alter Time
RoP Rune of Power
Invoc Invocation
IW Incanter's Ward
LB Living Bomb
FBomb Frost Bomb (USUALLY)
NT Nether Tempest
IBa Ice Barrier (sometimes also called IB)

Fire Mage acronyms
FB Fireball
FFB Frostfire Bolt
PB/Pyro Pyroblast
FS Flamestrike
IB Inferno Blast (sometimes called InB)


Mage Role & Laws of DPS

The mage role is, regardless of your spec, to be a damage dealer. The mage only has DD specializations which means this class is a 'pure class'. This generally means that if you are awful at DPS, there's no hope for you with the class as there's no carebear easy role to play like Healer. Unless you read my guide of course, and become a good mage!

When you play DD, you must remember the so-called Laws of DPS, which are universally true to any DPS spec for maximizing your DPS.

1. Stay alive.
2. No seriously, stay alive.
3. Don't die, corpses don't do damage.
4. Position yourself correctly.
5. Minimize movement as much as possible.
6. Always cast something.
7. Tactics above DPS.

Take these in mind, always. Survival always comes first because you can't do damage if you're dead, none at all, ZERO. Make sure you are positioned correctly so you don't have to keep moving. You want to make sure you are always casting something, if you're not casting you're not dealing damage. Always honour tactics above DPS (read: move out of bad things).

Specializations
Mages have three specializations. At the moment, Fire is the best DPS spec for raiding, closely followed by Frost. Arcane is left far behind in the dust, having absolutely no place in any Mage's dual spec.

As Fire is the top spec right now, this guide will solemnly focus on Fire and how to play Fire. Many things in this guide apply to all specs, however.

Talents

Tier 1
Movement tier, these talents generally all allow you to do something while moving.
1. Presence of Mind: Great for fights where you do not move, but a really small DPS increase over scorch. See more about PoM in the section 'Cooldowns'.
2. Scorch: Great for generally everything. Recommended
3. Ice Floes: Avoid. Awful.

Tier 2
Survival tier, these talents will help you survive and escape bad situations
1. Temporal Shield: Situational, great on fights where there's only big bursts of damage. See "Tips & Tricks" at the end of the guide.
2. Blazing Speed: Avoid. Awful.
3. Ice Barrier: A nice, big shield that will be nerfed in 4.1. Recomended

Tier 3
Control tier, these talents can help you control monsters (and players). All talents here do not affect DPS, pick whatever you want really.
1. Ring of Frost: Good ol' RoF. Good for controlling large amounts of adds, but most raid monsters are immune to RoF. Recommended
2. Ice Ward: Awful. Avoid.
3. Frostjaw: Awful. Avoid.

Tier 4
Survival tier, these talents will save you from dying (you will use these a lot).
1. Great Invisibility: Awful. Avoid.
2. Cauterize: When you die, you don't die. Works automagically, so great for special people (like you!). Don't die too much though, it has a cooldown. Recommended
3. Cold Snap: Resets cooldown on Ice Block and heals you. Not bad.

Tier 5
Mage bomb tier, these talents will affect your damage significantly.
1. Nether Tempest: A DoT that deals a bit more damage than Living Bomb. Best for single target.
2. Living Bomb: Marginally worse than Nether Tempest for single target, but has the satisfying effect of exploding. Best when fighting 3 adds close to each other. Recommended
3. Frost Bomb: Only great for fights where you AoE more than 7 adds. Generally you won't be using this.

Tier 6
Evocation/mana regen tier. These talents will greatly affect your damage.
1. Rune of Power: Places a rune on the ground that increases your damage. Currently best for DPS unless it's a high movement fight. Recommended
2. Invocation: Marginally worse for DPS than Rune of Power, a chore to keep up. Use it for movement fights. Learning when to squeeze in Invocation can be tricky.
3. Incanter's Ward: If you can't ever cast Invocation, and there's enough to proc IW, pick this obviously. Otherwise awful.

Glyphs
There are only two mandatory glyphs for Fire, these are both major glyphs:
1. Glyph of Combustion, puts a focus on quality combustions. There are some fights where you do not want to use this glyph (see Tricks & Tips)
2. Glyph of Fire Blast, not necessary for single target fights, but the alternatives are shabby.

For the third slot, or for swapping out, you got several choices:
1. Glyph of Armors, for fights with high melee damage. You will take -10% less damage if you use Molten Armor (which you are).
2. Glyph of Evocation, heals you a little. Always good. Recommended
3. Glyph of Frostfire Bolt, makes Frostfire Bolt equal to Fireball in all respects, a fireball that slows. (See Tips & Tricks)
Stats
Let's talk about stats. Fire mages profit from the following stats: intellect, stamina, crit rating, haste rating, mastery, hit rating/expertise.

What stat is more important? It varies, haste is sometimes better than crit (so called soft caps/haste plateaus). But as a general rule of thumb:

Int > Hit or Exp (till 15% hit chance) > Crit > Haste > Mastery

Intellect, increases our spell power and critical strike chance. Intellect scales with Wizardry and Blessing of Kings. This is by far our best stat.
crit_per_int = int *

Hit or Expertise, hit and expertise are both equal for what it's worth. They reduce your chance to miss, and are your most important secondary stats.
1% hit chance = 340 hit/expertise rating
Hit cap 5100 rating
Hit cap for Draenei 4760 rating


Critical Strike, our most important secondary stat after hit/expertise. Critical Strike rating increases our chance to deal BIG DAMAGE(TM), which is good. We like big damage. Critical strike also increases our chance to get Hot Streak.

Critical strike suffers from Diminishing Returns, but you should not worry about that for now.
1% crit chance = 600 crit rating
1 crit rating = 0.00166666666666666666666666666667% crit chance
Critical strike cap = 95%


Thanks to our passive 'Critical Mass', Fireball, Frostfire Bolt, Pyroblast and Scorch get their crit chance multiplied by a factor of 1.5. Meaning that if you got 30% chance to crit, your crit chance with aforementioned spells is actually 45%! Wowzers!

Haste Rating, haste increases our cast speed and the frequency at which the Pyroblast, Combustion and Mage Bomb DoTs tick. Haste is interesting because it's our best stat after hit, but only for a certain cap.

At the moment, you want to make sure you have enough haste for another tick of Combustion, as that's a substantial DPS increase. Also interesting to note, haste stacks with itself.
effective_haste = haste_percentage + haste_percentage * haste_percentage
1% haste = 425 haste rating
1 haste rating = 0.00235294117647058823529411764706% haste

Note on effective haste: This might be confusing, but the point is that haste is multiplicative with itself. To explain the formula listed above, imagine you have 10% haste, that means that you get 10% haste over 10% haste, which would put you at 11%. Or 10 + 10 * 0.10 = 11.

Onwards to something very important, haste plateaus. Each haste plateau means we get an additional tick of a certain DoT. It's important to reforge to the nearest haste plateau you got.
Raid Buffed (Goblin Raid Buffed) [With Bloodlust] ([Goblin With Bloodlust])
[!!] = Important
Comb = Combustion
GComb = Glyphed Combustion

Haste Rating Plateau Effect
1000 (569) [N/A] ([N/A]) +1 GComb
1345 (911) [N/A] ([N/A]) +1 Pyro, +1 GComb
3039 (2588) [N/A] ([N/A]) +1 LB, +1 Pyro, +1 GComb
3056 (2605) [N/A] ([N/A]) +1 LB, +1 Pyro, +2 GComb [!!]
4052 (3591) [N/A] ([N/A]) +1 LB, +1 Pyro, +1 Comb, +2 GComb [!!]
5036 (4565) [N/A] ([N/A]) +1 LB, +1 Pyro, +1 Comb, +3 GComb
7073 (6582) [N/A] ([N/A]) +1 LB, +1 Pyro, +1 Comb, +4 GComb
8085 (7584) [N/A] ([N/A]) +1 LB, +2 Pyro, +1 Comb, +4 GComb
8127 (7626) [N/A] ([N/A]) +1 LB, +2 Pyro, +2 Comb, +4 GComb
9095 (8585) [N/A] ([N/A]) +1 LB, +2 Pyro, +2 Comb, +5 GComb
11147 (10616) [N/A] ([N/A]) +1 LB, +2 Pyro, +2 Comb, +6 GComb
12161 (11620) [N/A] ([N/A]) +1 LB, +2 Pyro, +3 Comb, +6 GComb
13138 (12587) [298] ([N/A]) +1 LB, +2 Pyro, +3 Comb, +7 GComb
13163 (12612) [318] ([N/A]) +2 LB, +2 Pyro, +3 Comb, +7 GComb
14846 (14278) [1612] ([1175]) +2 LB, +3 Pyro, +3 Comb, +7 GComb
15200 (14629) [1885] ([1445]) +2 LB, +3 Pyro, +3 Comb, +8 GComb
16204 (15623) [2657] ([2210]) +2 LB, +3 Pyro, +4 Comb, +8 GComb
17244 (16652) [3457] ([3002]) +2 LB, +3 Pyro, +4 Comb, +9 GComb
19249 (18638) [4999] ([4529]) +2 LB, +3 Pyro, +4 Comb, +10 GComb
20206 (19585) [5735] ([5258]) +2 LB, +3 Pyro, +5 Comb, +10 GComb

Source: https://docs.google.com/spreadsheet/ccc?key=0AsDL8HE-bGDVdFFVWlIzbzQ5RFJJZGFyQ25xZmFYa0E#gid=39

Mastery is our worst stat, but that doesn't make it bad. Mastery increases the damage done by our ignite effect.

The Fire mage mastery (called Ignite) causes all Fireballs, Frostfire Bolts, Inferno Blast, Scorch and Pyroblast abilities to burn the target over time depending on their damage and your mastery.

Ignite is an important factor to your combustions, learning to cast Combustion when your ignite is big is a key skill to becoming a good Fire mage. A good or bad combustion will be deciding factor if your DPS is good or bad usually.
1% Mastery = 600 mastery rating
1 mastery rating = 0.00166666666666666666666666666667% mastery


Gemming
Fire mage gemming is simple. Thanks to secondary stats on gems now getting twice the rating they used to, it's now no longer viable to just stack intellect everywhere. The optimal way of gemming as a fire mage is:

Red sockets: Potent Vermilion Onyx
Yellow sockets: Smooth Sun's Radiance
Blue sockets: Piercing Wild Jade (reforge out of hit/expertise if this brings you over the cap)

You will generally always want to honour socket bonuses now.

Enchants

These are the enchants you will want on your gear.

Shoulders: Greater Crane Wing Inscription
Back: Enchant Cloak - Superior Intellect
Chest: Enchant Chest - Glorious Stats
Bracers: Formula: Enchant Bracer - Super Intellect
Gloves: Enchant Gloves - Greater Haste / Enchant Gloves - Superior Expertise
Waist: Living Steel Belt Buckle with Smooth Sun's Radiance
Legs: Greater Cerulean Spellthread
Feet: Enchant Boots - Pandaren's Step
Weapon/OffHand: Enchant Weapon - Jade Spirit / Enchant Off-Hand - Major Intellect
Professions
If you care about doing the best DPS you can (which you do!) then you will want to pick up TWO crafting professions.

Here's a list of them, and what they give you.

Alchemy: Double duration on Flasks and +320 intellect extra from them. You also get an alchemist flask which is an infinitely reusable flask that gives you +320 intellect.
Blacksmithing: You can put two extra sockets on your gear (bracers and gloves), put +320 crit gems in these. This profession is the best at the moment.
Enchanting: Two ring enchants that give you +160 intellect each.
Engineering: Synapse Springs are a 1-minute cooldown giving you about 1200 intellect for 10 seconds. If you use it every minute, this counts for about 320 intellect.
Tailoring: A cloak enchant that procs for about 1000 intellect every 45 seconds. On average this buff provides roughly 320 intellect.
Inscription: An scribe-only shoulder enchant that gives you +320 intellect more than the regular ones.
Leatherworking: Intellect bracer enchant. Good for about +320 intellect.
Jewel crafting: Jewel crafting gems give you roughly +320 intellect extra.

Mining: Give you +480 Stamina. Only tank mages need Stamina.
Skinning: Gives you +480 crit rating. Making this a pretty good profession, but still below any crafting profession.
Herbalism: Gives you a cooldown that heals you and increases your haste. Not bad, but still below other professions.

Recommended: Blacksmithing + Any Other.

A note on Blacksmithing and Jewel Crafting: Generally at the end of an expansion, when epic gems are released, jewelcrafting becomes worse than all other crafting professions as the jewelcrafting gems sometimes do not get updated. Blacksmithing however can further benefit from epic gems and becomes much better than all other professions.

Consumables
A good mage eats a healthy meal before throwing fireballs. A good raider makes sure he brings the required consumables to a raid.

Food: Mogu Fish Stew is the best one, but expensive. (Use your guild's feast or Braised Turtle for a cheaper alternative)
Flask: Flask of the Warm Sun is the only flask choice you have.
Potions: Potion of the Jade Serpent is the only potion option you have.

Be sure to stuck up plentily on potions, you will use a lot of them.

Playing Your Fire Mage
This is what you wanted to know! I can already hear you ask: Laniala, all these numbers are great but how do I actually not suck?

Glad that you asked, let's first discuss some preparations you need to make before actually playing though!

1. Buffs
Make sure that you always use Molten Armor for the extra crit chance, you will always want to buff the raid/group with Arcane Brilliance, as this gives you more crit and spell power!

If you're in a raid, you should always use a food buff and a consumable! These affect your DPS greatly! If you paid attention and didn't just scroll down, you'd know which you need.

2. Your rotation
Fire mages do not need a rotation, for rotations are for inferior classes. Fire mages have a priority based sequence, which goes as follows.

1. Combustion if you got a good ignite and the Pyroblast debuff up.
2. Cast Pyroblast! if you got the Hot Streak buff (instant pyro)
3. Cast Inferno Blast if you got the Heating Up buff, to get a Hot Streak proc!
4. Make sure you keep Invocation/Rune of Power up.
5. Cast Living Bomb to keep up Pyromaniac, refresh only AFTER it expired, not before.
6. Spam Fireball!

Sequence explained: The idea of playing a Fire Mage is to get really big combustions and as many hot streaks as possible, wasting as little as possible. The trick to getting a lot of hot streaks is to use Inferno Blast after every Fireball crit.

It's important to keep up the Pyromaniac debuff up on your target and to make sure that you have the rune of power of invocation buff on you. These great increase your d amage.

We only ever cast Fireball if there's nothing else left to cast. Don't worry though, you will be casting a lot of Fireballs!

3. Opening Sequence

But Lani, how do I optimally open up on a fight? It's easy!
When the boss is getting pulled, this is what you will want to do:

1. Pre-pot right before the pull. Ask your tank to do a count down before he pulls so you know when to pre-pot.
2. If you can, try to place to Rune of Power or cast Invocation just before you prepot.
3. After the boss is pulled, cast Mirror Image!
4. Apply Living Bomb to the target.
5. Spam Fireball until you get a Hot Streak, use Inferno Blast.
6. Do NOT use your Hot Streak, keep spamming Fireball until you get 'Heating Up'.
7. Alter Time. (If you got Presence of Mind, cast it before you activate AT).
8. Cast your Instant Pyroblast, if it crits, cast another. (Cast another Pyro if you got PoM)
9. Press Alter Time to reset
10. Cast your instant Pyro, if it crits, cast another. (If you got PoM, do another Pyro!)
11. COMBUSTION.

Now do your sequence as I mentioned earlier.

Gearing & Best In Slot
Me and Mattyqt (from Last Resort) have done quite a bit of looking into this, and based on his conclusions and my own, this is the current BiS list for Fire Mages.

Helmet: Hood of the Burning Scroll
Neck: Amulet of Seven Curses
Shoulders: Mantle of the Burning Scroll
Back: Cloak of Overwhelming Corruption
Chest: Robes of the Burning Scroll
Bracers: Shining Cicada Bracers
Hands: Gloves of the Burning Scroll
Waist: Belt of Malleable Amber
Legs: Leggings of Shadow Infestation
Feet: Sandals of the Unbidden
Rings: Fragment of Fear Made Flesh / Ring of Wretched Flames
Trinkets: Relic of Yu'lon / Essence of Terror
Weapon: Loshan, Terror Incarnate / Tornado-Summoning Censer
<reserved>
Tips and Ticks
Here are a good few hints that you can use to help improve your DPS on encounters in the current raiding tier.

Mogu'shan Vaults
Stone Guard
Easy fight where you get to cleave a lot and do pretty ridiculous damage. Ice Barrier does not remove Jasper Chains but does make you immune to the damage. You can blink out of the snare put on by the Cobalt Mines, which can help in clearing them out to allow people to move better.

Rune of Power generally tends to be a bad kick when Amethyst and Cobalt are both us as you need to move a lot.

Heroic: After using the crystal to activate the tiles, blink forward so you can reach tiles other classes cannot. Remember to scorch while you run. You can also use Alter Time to activate two sets of Tiles after each other, though I'd save it for combustion.

Feng the Accursed
Nothing really to say here that's specific for mages.

Heroic: You can drop a Flamestrike on the shield adds, but it's easier to just spread living bomb and forget about it. They die too fast to do any significant damage; unless your guild's special.

Gara'jal
Rune of Power and nuke away. You will most likely not be doing spirit realm if your guild is competent. If your raid group is in fact special, and sends you in the spirit realm, take NT and spam it on all the things.

(note: Should take NT anyway for this fight)

Heroic: Nothing different.

Spirit Kings
You can generally move between two spots here so Rune of Power is clearly the best to go with in my opinion. Remember to scorch while you kite Zian's adds.

Use Glyph of Armors to reduce damage taken from Qiang and Subetai.

You can blink out of the pinning arrows, keep your blink ready for that when fighting Subetai.

Heroic: In Last Resort, we get good results with Incanter's Ward here. Your mileage may vary, Invocation is a good alternative.

Elegon
Note that using Alter Time here somehow spins you around 180 degrees after the effect is expired - so be ready for that. Also, using Glyph of Blink seems to bug out a lot here so don't use that.

Don't bother putting Living Bomb on the energy charges as they die too quickly. If you get a Hot Streak proc while DPSing Elegon in between waves, save it for the next wave of sparks.

Heroic: A great tip is to use Temporal Shield! If you are asked to go on soaking duty, pop it before the explosion. Cauterize will make sure you don't die and Temporal Shield will nicely heal you up again, helping the healers.
Frah@Frostmane adds: You can also use Greater Invisibility to soak the damage.

Will of the Emperor
Ladi-da put Living Bomb on adds, ladi-da. Boring fight.
Don't use Glyph of Combustion here, but use the shorter duration one to do DoT cleaves.

Heroic: Invisibility + IB Glyph is apparently very useful soaking the sparks. (Thanks Frah!)
Frah@Frostmane adds: multiple mages can abuse Ring of Front to indefinitely hold the Emperor's Rage mobs in place. If properly executed, you will never have to kill any. This will no longer work in 5.1.

Heart of Fear
Imperial Vizier
Quite a bit of movement involved, but you can generally get away with using Rune of Power here. I generally drop a new one after I moved for Force and Verve.

Temporal Shield is fantastic if you can't be bothered to dodge the discs and rather DPS.

Heroic: God be with you.

Blade Lord Ta'yak
Again Temporal Shield is great here. You can solo take the cleave with Cauterize and Temporal Shield if you feel comfortable timing it properly, saving a huge load on the healers.

You can blink past the tornadoes, you are encouraged to do so, but be careful that you don't blink into another one! Remember that you can in fact use the slipstreams to get to the other side really quickly if you time it well.

Heroic: Same as normal. Don't try to eat cleaves with Cauterize, you will die.

Garalon
You CAN spread dots to one of his legs from the main body. Free DPS, yay!
Ice Barrier can help your healers greatly on the stomping.

On the pull you will most likely use Time Warp and kill all the legs. Ask your raid leader if you can take a different leg first, fish for a huge combustion and spread it to the body, then spread it from the body to another leg and enjoy doing 300k DPS.

Heroic: Same thing.

Wind Lord Mel'jarak
Cleave-fun-time. Your mirror image will not proc wind bombs, don't worry!

Heroic: No idea.

Amber-Shaper
Cleave those DoTs but be careful not to kill the living amber constructs too early in Phase 1! That's a bad thing to do.

Heroic: No suggestions.

Grand Empress Shek'zeer
Plenty of cleaving opportunities Phase 2. Remember to use blink to run out quickly when you get Visions of Demise. You can use an Ice Block macro quickly get out of the fear.

Heroic: Not done.

Terrace of Endless Spring
Jinyu Council
The cleaving opportunities are once again fantastic. You can spread your DoTs to the cleansing waters (or whatever it is called) and to the two bosses which you will probably tank together. Really easy fight.

Heroic: Haven't done, but seems to be not much different for a mage.

Tsulong
Use Glyph of Frostfire Bolt to slow the adds in the Day phase! Automatically slows them while you DPS which helps out your raid greatly.

Have a druid put Symbiosis on you for Healing Touch. If you stand in the breath you can do a good 1 million heal on the boss when you got the buff. Every bit helps.

Heroic: There is apparently enough damage going around to keep a good uptime on Incanter's Ward, your mileage may vary.

Lei Shi
THIS FIGHT IS SO STUPID.

Heroic: HEROIC STUPID.

Sha of Fear
You can use Ice Block to ignore the Breath of Fear entirely. Remember that if you position yourself properly, you can blink back into the safe zone just before the breath hits to optimize damage.

You can also use Cauterize aggressively here together with Temporal Shield to ignore a Breath of Fear entirely.

Heroic: Good luck! Nothing to add here, I can't wait to do this fight on heroic.

--------------------------------------------------------------------------------------------------
Todo List & Errata
To Do
1. Fix lots of little spelling mistakes and grammar issues. I type too fast.
2. Add section about Race and Racials.
3. Add section about Cooldowns.
4. Finish up my Haste-o-Matic tool!

Errata
1. Corrected the names of some bosses.
nice thread im knew to fire as I've leveled arcane and always have been arcan but now i hear its useless and fires the one to be so ill be using this alot already find it very useful thank you! Question: is scorch only used when moving not used in 'rotation'?
24/11/2012 16:17Posted by Halfoz
nice thread im knew to fire as I've leveled arcane and always have been arcan but now i hear its useless and fires the one to be so ill be using this alot already find it very useful thank you! Question: is scorch only used when moving not used in 'rotation'?


Only when moving! When crit chance becomes higher in future raid tiers, it might be worth using Scorch to fish for a Hot Streak proc when you need one, but for now it's purely used for movement.

Also I'm glad my guide has been of use to you, but it's not yet done.
The bracers in your BiS list do not exist I believe.

Also what is your opinion on sacrificing some critical strike rating to reach the ~3k haste plateau?
The bracers in your BiS list do not exist I believe.

Also what is your opinion on sacrificing some critical strike rating to reach the ~3k haste plateau?


Well worth it.

The bracers do exist, but only from the BMAH. While its unfortunate that they may only be obtained there, BiS is for all extents and purposes, BiS.
Added Tips & Tricks 4 Special People to the guide's last bit, with all kinds of handy hints that you can use during your raids to optimize DPS or help your raid.

If you know any, let me know!
hi im !@#$ at mage
i learned tons from OP

could you explain this?

Raid Buffed (Goblin Raid Buffed) [With Bloodlust] ([Goblin With Bloodlust])
[!!] = Important
Comb = Combustion
GComb = Glyphed Combustion

Haste Rating Plateau Effect
1000 (569) [N/A] ([N/A]) +1 GComb
1345 (911) [N/A] ([N/A]) +1 Pyro, +1 GComb
3039 (2588) [N/A] ([N/A]) +1 LB, +1 Pyro, +1 GComb
3056 (2605) [N/A] ([N/A]) +1 LB, +1 Pyro, +2 GComb [!!]
4052 (3591) [N/A] ([N/A]) +1 LB, +1 Pyro, +1 Comb, +2 GComb [!!]
5036 (4565) [N/A] ([N/A]) +1 LB, +1 Pyro, +1 Comb, +3 GComb
7073 (6582) [N/A] ([N/A]) +1 LB, +1 Pyro, +1 Comb, +4 GComb
8085 (7584) [N/A] ([N/A]) +1 LB, +2 Pyro, +1 Comb, +4 GComb
8127 (7626) [N/A] ([N/A]) +1 LB, +2 Pyro, +2 Comb, +4 GComb
9095 (8585) [N/A] ([N/A]) +1 LB, +2 Pyro, +2 Comb, +5 GComb
11147 (10616) [N/A] ([N/A]) +1 LB, +2 Pyro, +2 Comb, +6 GComb
12161 (11620) [N/A] ([N/A]) +1 LB, +2 Pyro, +3 Comb, +6 GComb
13138 (12587) [298] ([N/A]) +1 LB, +2 Pyro, +3 Comb, +7 GComb
13163 (12612) [318] ([N/A]) +2 LB, +2 Pyro, +3 Comb, +7 GComb
14846 (14278) [1612] ([1175]) +2 LB, +3 Pyro, +3 Comb, +7 GComb
15200 (14629) [1885] ([1445]) +2 LB, +3 Pyro, +3 Comb, +8 GComb
16204 (15623) [2657] ([2210]) +2 LB, +3 Pyro, +4 Comb, +8 GComb
17244 (16652) [3457] ([3002]) +2 LB, +3 Pyro, +4 Comb, +9 GComb
19249 (18638) [4999] ([4529]) +2 LB, +3 Pyro, +4 Comb, +10 GComb
20206 (19585) [5735] ([5258]) +2 LB, +3 Pyro, +5 Comb, +10 GComb


i think i know what it means, but could you clarify how these numbers relate to the effects

ty luv
Trying not to sound mentally challenged, would you by any chance have figures on haste plateaus for nether tempest?
Invocation simms higher than rune of power. Most mages actually use invocation.

Rune I have seen a few times mainly elegon.

Ward is bad on every fight. Spirit kings all damage is and should be avoided so ward is pants. The only fight ive seen any mage use ward was blade lord heroic and i have no idea how the guy got 1 use every 30 sec.

Elegon can be soaked using invis also btw its pretty good there but rubbish everywhere else.
Invocation simms higher than rune of power. Most mages actually use invocation.

Rune I have seen a few times mainly elegon.

Ward is bad on every fight. Spirit kings all damage is and should be avoided so ward is pants. The only fight ive seen any mage use ward was blade lord heroic and i have no idea how the guy got 1 use every 30 sec.

Elegon can be soaked using invis also btw its pretty good there but rubbish everywhere else.


Ok bbe.

1. Invocation is theoretically better, but the way the spell works and the clumsy mechanics often mean that in practice you're not going to see a DPS increase over Rune of Power. Rune of Power is a lot more convenient to use.

2. You get very few moments in Spirit Kings HEROIC to actually use RoP (you will move quite a bit) and there's plenty of opportunity to proc Incanter's Ward.

3. Yeah, but I'd say Cauterize is still a much better choice as it will save you all the time so long as it's not on cooldown. G. Invis you will need to use.

24/11/2012 21:16Posted by Hibernius
Trying not to sound mentally challenged, would you by any chance have figures on haste plateaus for nether tempest?


Look at the link (source) below the haste plateau table, there's also an entry for NT there. =)

Since I am a great person, I will link it for you, just for you, my special mage friend.
https://docs.google.com/spreadsheet/ccc?key=0AsDL8HE-bGDVdFFVWlIzbzQ5RFJJZGFyQ25xZmFYa0E#gid=39
Incanters Ward was actually pretty decent on 25M Tsulong -heroic-
24/11/2012 23:09Posted by Frah
Ward is bad on every fight. Spirit kings all damage is and should be avoided so ward is pants. The only fight ive seen any mage use ward was blade lord heroic and i have no idea how the guy got 1 use every 30 sec.


combine temporal shield and incanters ward just as a tornado spawns, there is ur dmg taken to break the shield, and self heal to try and mitigate some of teh damage, can be used on cooldown, also: PANDA!


Ok bbe.

1. Invocation is theoretically better, but the way the spell works and the clumsy mechanics often mean that in practice you're not going to see a DPS increase over Rune of Power. Rune of Power is a lot more convenient to use.

2. You get very few moments in Spirit Kings HEROIC to actually use RoP (you will move quite a bit) and there's plenty of opportunity to proc Incanter's Ward.

3. Yeah, but I'd say Cauterize is still a much better choice as it will save you all the time so long as it's not on cooldown. G. Invis you will need to use.



I dont take any damage on the majority of phases on spirit kings heroic. The entire arrow guy does nothing to me the shadow guy rarely does dmg to me. Only the MC guy and the 1st guy do dmg. Ward is definitely not worth it.

Tsulong as Zenevieva said at least is doing constant dmg so you can get a lot of uptime with ward there.

Invocation isnt hard to have an uptime similar to rune of power on almost every boss (90-95%). In fact if you check the top dps mages from WoL and the mages in the top guilds in the world Invocation is the talent you will find used the most. The point where rune is better is when you have problems with keeping the uptime of invocation high or find yourself canceling mid evo. These things are eliminated with practice.
Basically you use invocation less you struggle with uptime then you switch to the easier to use rune of power. You only stay with rune if you can get a higher uptime with rune than invocation.

The elegon thing depends on the raid and the person. Temporal shield + cauterize mean during the stun you are taking dmg from 2 dots. With invis you will be on full hp with 1 dot. If like me you never feel under threat of death on elegon (since most deaths are avoidable if your healers are keeping up with the constant dmg) then its not a big loss to drop cauterize. I am not saying it is the only way but it works fine.
25/11/2012 07:21Posted by Frah
The elegon thing depends on the raid and the person. Temporal shield + cauterize mean during the stun you are taking dmg from 2 dots. With invis you will be on full hp with 1 dot. If like me you never feel under threat of death on elegon (since most deaths are avoidable if your healers are keeping up with the constant dmg) then its not a big loss to drop cauterize. I am not saying it is the only way but it works fine.


I never even used Temporal shield myself on Elegon, as I find Ice Barrier to be handier (I pop it all the time when I refresh my stacks in the brief GCD where I can't reach the boss). Our healers seem to cope just fine as well even without it, but I thought it'd be a good tip.

I'll add yours too though. Greater Invisibility isn't a bad idea.

25/11/2012 07:21Posted by Frah
I dont take any damage on the majority of phases on spirit kings heroic. The entire arrow guy does nothing to me the shadow guy rarely does dmg to me. Only the MC guy and the 1st guy do dmg. Ward is definitely not worth it.


Strange, we've always managed to keep a pretty high uptime on Ward for Spirit Kings, and it's what all the mages roll with on that fight. Sometimes I swap it out for RoP or Invocation with similar results in damage so I'm a bit unsure.

I have not done Tsulong heroic myself yet, that'll probably come next week. I'll try Incanter's Ward out there myself and see how the uptime is, but then again, Tsulong isn't a fight with a lot of movement now is it?

Invocation isnt hard to have an uptime similar to rune of power on almost every boss (90-95%). In fact if you check the top dps mages from WoL and the mages in the top guilds in the world Invocation is the talent you will find used the most. The point where rune is better is when you have problems with keeping the uptime of invocation high or find yourself canceling mid evo. These things are eliminated with practice.
Basically you use invocation less you struggle with uptime then you switch to the easier to use rune of power. You only stay with rune if you can get a higher uptime with rune than invocation.


Invocation vs Rune of Power based on some pretty simply blanket mathematics, assuming you have no haste.

Invocation, 25% more damage but 6 second channel and a 40 second duration
uptime = 40 / 46 = 0.86956521739130434782608695652174 or 87% up time
With the buff up we do 25% more damage:
125 * 0.86956521739130434782608695652174 = 108.69565217391304347826086956522
Or rather: 108.7% of the damage you normally do.


Now Rune of Power, 60 second duration and a 1.5 second cast.
uptime = 60 / 61.5 = 0.97560975609756097560975609756098 = 97.5% uptime
With the buff you deal 15% more damage:
115 * 0.97560975609756097560975609756098 = 112.19512195121951219512195121951
Or rather: 112.2% of the damage you normally do.


Rune of Power is clearly superior, though Invocation scales better with haste. With around 15 to 20% haste, they are practically equal.
There is a reason every top dps record on every boss is by mages using invocation and why if you check wol ranks the top mages almost exclusively use invocation. It sims higher on simcraft as well as this adding further weight to it being the better choice.

Ill pick real world data over napkin maths any day.

Would also love to see a log of a mage playing properly on spirit kings and getting high uptime on incanters ward. I can happily go 1min or longer without taking any damage at all.
(no i dont class running into things to take damage as playing properly)

24/11/2012 10:43Posted by Laniala
5. Cast Living Bomb to keep up Pyromaniac, refresh only AFTER it expired, not before.

You can clip LB actually as long as the last normal tick has finished.

Wind Lord Mel'jarak
Again Temporal Shield is great here. You can solo take the cleave with Cauterize and Temporal Shield if you feel comfortable timing it properly, saving a huge load on the healers.

You can blink past the tornadoes, you are encouraged to do so, but be careful that you don't blink into another one!

Heroic: Same as normal.


Dont try eat the cleave with cauterize on heroic you will just die :P
+ tornado guy is blade lord wind lord has the adds

Gara'jal
Rune of Power and nuke away. You will most likely not be doing spirit realm if your guild is competent. If you are, you wanna put LB on 3 spirits that are closeby and nuke others.

Heroic: Nothing different.


As a mage if you are going in take NT and spam it on everything.

Stone Guard
Easy fight where you get to cleave a lot and do pretty ridiculous damage. Ice Barrier does not remove Jasper Chains but does make you immune to the damage. You can blink out of the snare put on by the Cobalt Mines, which can help in clearing them out to allow people to move better.

Rune of Power generally tends to be a bad kick when Amethyst and Cobalt are both us as you need to move a lot.

Heroic: After using the crystal to activate the tiles, blink forward so you can reach tiles other classes cannot. Remember to scorch while you run.

You can use alter time after you pick up a crystal so you can do a double crystal really quickly. Pick crystal -> blink ->hit alter time -> do 6/7 tiles -> hit alter time -> do another 6/7 tiles

Will of the Emperor
Ladi-da put Living Bomb on adds, ladi-da. Boring fight.
Don't use Glyph of Combustion here, but use the shorter duration one to do DoT cleaves.

Heroic: Zzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz......

Invis + IB glyph is pretty neat for soaking sparks on heroic.
There is a reason every top dps record on every boss is by mages using invocation and why if you check wol ranks the top mages almost exclusively use invocation. It sims higher on simcraft as well as this adding further weight to it being the better choice.

Ill pick real world data over napkin maths any day.

Would also love to see a log of a mage playing properly on spirit kings and getting high uptime on incanters ward. I can happily go 1min or longer without taking any damage at all.
(no i dont class running into things to take damage as playing properly)

5. Cast Living Bomb to keep up Pyromaniac, refresh only AFTER it expired, not before.

You can clip LB actually as long as the last normal tick has finished.

Wind Lord Mel'jarak
Again Temporal Shield is great here. You can solo take the cleave with Cauterize and Temporal Shield if you feel comfortable timing it properly, saving a huge load on the healers.

You can blink past the tornadoes, you are encouraged to do so, but be careful that you don't blink into another one!

Heroic: Same as normal.


Dont try eat the cleave with cauterize on heroic you will just die :P
+ tornado guy is blade lord wind lord has the adds

Gara'jal
Rune of Power and nuke away. You will most likely not be doing spirit realm if your guild is competent. If you are, you wanna put LB on 3 spirits that are closeby and nuke others.

Heroic: Nothing different.


As a mage if you are going in take NT and spam it on everything.

Stone Guard
Easy fight where you get to cleave a lot and do pretty ridiculous damage. Ice Barrier does not remove Jasper Chains but does make you immune to the damage. You can blink out of the snare put on by the Cobalt Mines, which can help in clearing them out to allow people to move better.

Rune of Power generally tends to be a bad kick when Amethyst and Cobalt are both us as you need to move a lot.

Heroic: After using the crystal to activate the tiles, blink forward so you can reach tiles other classes cannot. Remember to scorch while you run.

You can use alter time after you pick up a crystal so you can do a double crystal really quickly. Pick crystal -> blink ->hit alter time -> do 6/7 tiles -> hit alter time -> do another 6/7 tiles


It's not really napkin math, what part of my calculation would qualify as 'napkin'? It seems pretty accurate to me, but it does make some assumptions about uptime and haste. Note that I never said that Invocation isn't good, but I still fervently believe RoP is better if you can keep a good uptime on standing still on it.

You can't on a lot of fights, might be why you see Invocation so much.

As for the rest, those are all good tips. I'll add them later.

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