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The end-game frost mage
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90927
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Post by
Skyfire
Lastly, as this is my first caster, most of the stats are new to me. I have read in-depth about what they mean, i.e. spell hit vs. penetration, but would like some comments from experienced mages on what stats are most important in their opinion, for either deep frost or 10/48/3. And by opinion I mean not the +16% spell hit you need for raid bosses, as that is instead a rule like 490 defense for warrs.
Welcome to the Mages. :D
For PvE, it should be Hit (to cap) > Damage > Crit > Stam / Int / Spirit, depending on how comfortable you feel in that last regard. Penetration is useless in PvE, and spell haste should only be used on Enrage fights, and only in the trinketed form.
For PvP, it's a little looser in that regard. You only need 3% hit, so get that, then focus on 10k hp (probably not gonna kill ya to have 9k for massive upgrades in other regards). Get some resilience, and then the last considerations are how much crit and damage you have. As a Frostie (or Elementalist), crit shouldn't be nearly so balanced to damage, as you have Shatter. :) Also consider a minor amount of spell penetration. No need to go hunting for it; if it comes on really good gear, take it. Spirit is negligible, as you can drink between fights, and Intellect also largely so.
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90927
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Post by
Sulph
Lastly, as this is my first caster, most of the stats are new to me. I have read in-depth about what they mean, i.e. spell hit vs. penetration, but would like some comments from experienced mages on what stats are most important in their opinion, for either deep frost or 10/48/3. And by opinion I mean not the +16% spell hit you need for raid bosses, as that is instead a rule like 490 defense for warrs.
Welcome to the Mages. :D
For PvE, it should be Hit (to cap) > Damage > Crit > Stam / Int / Spirit, depending on how comfortable you feel in that last regard. Penetration is useless in PvE, and spell haste should only be used on Enrage fights, and only in the trinketed form.
For PvP, it's a little looser in that regard. You only need 3% hit, so get that, then focus on 10k hp (probably not gonna kill ya to have 9k for massive upgrades in other regards). Get some resilience, and then the last considerations are how much crit and damage you have. As a Frostie (or Elementalist), crit shouldn't be nearly so balanced to damage, as you have Shatter. :) Also consider a minor amount of spell penetration. No need to go hunting for it; if it comes on really good gear, take it. Spirit is negligible, as you can drink between fights, and Intellect also largely so.
Maxing hit to the 16% cap i really think its pointless on my mage i max it 10% at most otherwise you start sacrificng stats for hit which i think is unecessary. And if your fire or frost you will get the 3% hit talent so you only need 7% from gear which isn't hard at all. Spellstrike will give you about 3.5% pve wise. Pvp Stam resil and damage are what you need to focus on.
Post by
kadaan
Maxing hit to the 16% cap i really think its pointless on my mage i max it 10% at most otherwise you start sacrificng stats for hit which i think is unecessary. And if your fire or frost you will get the 3% hit talent so you only need 7% from gear which isn't hard at all. Spellstrike will give you about 3.5% pve wise. Pvp Stam resil and damage are what you need to focus on.
Maxing out at +16% hit makes a HUGE difference. Because you need less hit rating per 1% than crit rating, 1 hit rating is worth way more to your dps than 1 crit rating. You won't notice the difference much if all you do is look at your spells and see they hit for less after dropping damage/crit to max your crit, but if you take a combat log you'll notice a huge overall dps increase.
Not sure what this 10% cap you're talking about is. Level 73 npcs have a 17% chance to resist your spells. They always have 1%, so +16% hit is the cap. Elemental precision gives you +3% to frost and fire, so you need +13% (164 hit rating.) Arcane mages get +10% to arcane and need only 76 hit rating to cap out.
Naturally it would be stupid to drop +100 damage for +5 hit rating, but finding pieces with hit/crit/damage on them isn't too hard. Stick 4hit/5dmg gems in all red/yellow sockets. 2x Veiled Noble Topaz = 8hit/10dmg where a pure hit and damage gem combo would only be 8hit/9dmg. Get a 15hit to glove enchant instead of 20 damage if you're lacking. The arena weapons are great for +hit, and the Scryer's Bloodgem trinket is also an awesome source of +hit.
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25269
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Post by
kadaan
Theorycraft resounding supports fire over frost as far as straight up damage goes.
In ideal circumstances, fire beats frost by ~5%. Frost also brings Ice Block and Ice Barrier with it, which can increase both your survivability and dps. Yes, Ice Block can directly increase your dps. Water Tomb/Grave on Hydross/Morogrim? Demon Chains on Illhoof? Np, just ice block and resume dps. You increase your dps time while also saving healer mana. Ice block in a raid environment is NOT the "oh crap I got aggro" button, it's a strategic debuff-clearing tool.
Since 2.2, full arcane will out-dps fire by a decent margin with the change to the
Mystical Skyfire Diamond
to allow it to proc off every arcane missile hit.
2.3 will bring more changes, such as an internal cooldown for the MSD proc and removing the -10% damage tax on fireball and frostbolt. All three specs are perfectly viable for raiding Kara through BT and will do better/worse on different fights (fire mage on Al'ar? frost mage on Hydross?)
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