Showing posts with label Rocket Science. Show all posts
Showing posts with label Rocket Science. Show all posts
The most common question I have asked me as a blogger is actually a number of questions that fit a single template:

"Gypsy, with all your excessive intelligence and spectacular good looks, it is clear to me that you're an expert in *BLANK*.  Please share your thoughts and wisdom with me:  I like to *BLANK* and *BLANK* and sometimes *BLANK* when the feeling hits me.  Which spec should I play?"
Those of you who did not ask this question, rest assured: on MMRS, there are no stupid questions, only stupid warlocks.  As for those of you who asked this very question, well generic person who may or may not read my blog, this post is for YOU!  Congratulations.  In 5 easy steps, we can get you playing a spec that you love, that works for you, and that will make people want to play with you.

Step One:  Learn your Class
  
I know what you're thinking.  Why would we not know our class?  Well, young grasshopper, take a trip through the Random Dungeon Finder at any level, run a couple dungeons of any type and I can assure you that you will find at least 1-2 people in your endeavor who have no idea how to play their class.  To be honest, mages kind of have it easy.  We don't have to figure out how to keep other people alive; we're DPS all the way.  Classes like Paladins and Druids have to figure out how to do 3 different roles and classes like Shaman and DKs have to figure out how to do 2.  Hybrids do have it harder in some cases, so we'll break this down into a question:
"What is your role?" 
Are you a tank, healer, physical DPS or caster DPS?  Physical DPS could further be broken down into hunters and melee if you like.  For each role, there are ground rules.  Caster DPS, hunters, and healers stand at range in most cases.  The rocket science behind this is that there's a magical range at which aggro is drastically decreased, so standing at range = less threat = happy healer = less death.  Melee DPS and Tanks obviously have to stand close to the target cause they can't swing their weapons that far.  Yes, this also exposes them to higher threat levels, but that's probably why most of them wear plate or have some pretty big threat reduction.

Besides range, there's the obvious point of each role.  Tanks take damage and keep the bad guys from pwning the rest of the group.  Healers keep everyone alive.  DPS kills stuff.  Sometimes these roles aren't as concrete, like when a healer is struggling a DPS who has the ability to heal can toss out a heal to help or when a healer gets bored, maybe they'll put some DPS on something, or sometimes DPS end up tanking like on Prince Keleseth in ICC for a shadow priest or warlock.  Beyond that, everyone pretty much stays in an assigned role and doesn't deviate.

An important part of knowing your class is knowing your buttons.  And by buttons I mean your cooldowns, escape tricks, and fun little abilities that benefit your role or the group/raid as a whole.  Some of these are essential to staying out of fire.  Others are important to prevent a wipe.  Others just make you do your job a little faster or harder, essentially better.  Figure out what those are and the ideal time to use them.  

To be honest the best way to learn a class is to play it from 1 to 80 (or 85 come cataclysm) but there's some things you won't learn just questing or just doing dungeons or just PVPing.  It's really a mixture of these that makes you aware of all the skills you have available to you and where you belong in the scheme of things.

Step Two:  Research the Specs Available to Your Class

We'll use mages as an example here because that's what I blog the most about.  Every class has 3 available specs.  Each one has a specific role assigned to it, sometimes two in the case of feral druids.  For mages, all 3 are DPS, so you get a choice of DPS or DPS... or DPS.  And we're always caster DPS, despite how much fun it may be to stab someone with your Quel'Delar or crack them over the head with your Abracadaver.   Anywho, Mages get a choice of Fire, Frost, and Arcane.  If I were to research the aspects of each spec, here's what I'd look for:
  • Talents and where to spend them for whatever your primary playstyle will be (Soloing, Groups, Raids, PVP).  
  • Glyphs
  • Rotation
  • Stat Priorities (This includes Gems, Enchants, and Reforging)
  • Nuances like when to blow your cooldowns and tricks you can use on multiple targets
Knowing these things is a big step to getting a good spec down, but by no means does it make you an expert.  It's the proper execution of these things that makes for a good mage (or whatever).  It's successful creativity and expansion beyond these things that makes for a great mage (or whatever).  But this isn't a guide to making you a Great Whatever.  That's a blog post for another day.

Step 3:  Choose Your Spec and Test It

When I say test it, I don't mean in one single medium or situation.  When I get a new spec, I first like to try it on a training dummy so I can get a hang of the rotation without any distractions like fire to stand in or things to dodge or threat that gets pulled.  The problem with training dummies is that they don't always give you an accurate read of your DPS.  When you're playing with a dummy, you're standing still, DPSing with no downtime.  There's no raid mechanics to make your DPS higher or lower.  There are also things about the dummy that are going to throw off about your DPS.  For example, frost mage DPS is actually slightly lower than it should be on a dummy because they are susceptible to stuns, so the big hit of Deep Freeze isn't a bit hit.  It's a stun with no damage.  Because of this, if you have the Deep Freeze glyph, your frostbolt is also going to hit harder than it actually would on a boss, since bosses don't retain the Deep Freeze debuff. (This glyph is changing to be more useful and more appropriate to a prime glyph in the Cataclysm Beta.)

After you've fiddled around with the dummies for a little bit, go out and solo.  Play with a few mobs you know you can kill and compare the timeframe it took you before and after.  Try some that were more difficult for you before.  Put yourself in some situations where you have to move and fight and maybe use some of those special buttons.  

After you've done all this without endangering the life bars of your fellow players, take it into a heroic, either with friends or a PUG.  Don't just run one, run several.  The nice thing about the variety of heroics we have at 80 is that it's never the same instance twice: the pacing is different, the boss gimicks are different, and the levels of difficulty are different.  Once you've messed around enough in an instance, you can try a raid, but if I were you I'd make it a raid with friends or a raid like VOA that's short and sweet.  Never ever ever take a new spec you're not completely comfortable with into a progression raid where you're expected to perform your best.

Step 4:  Choose a Second Spec and Test it

You're basically going to do all the stuff you did in step 3, but in a different spec.  For some classes, this may require a whole different set of gear, but if it's generally the same thing, you can share it.  Keep in mind that testing healing and tanking is very different from testing DPS.  You can't use a dummy to check healing where rotations are completely useless.  And dummies don't have threat, so while you can check your tanking rotation, it won't be as accurate as doing it on something that actually does damage back to you.  But even with tanks and healers, the don't raid till your comfortable with your spec rule stands.
Step 5:  Pick What You LIKE to Play and Tweak It

I can almost guarantee you that playing a spec you enjoy is going to give you better results than playing something you don't like at all.  In some cases this may change (ie Old Frost Mages) and you may have to pick your second favorite thing to do.  In the cases of raiding guilds, you may not have a choice because in those kinds of guilds they're allowed to tell you what to play.  But if you don't like it, then don't be in that guild or try a different class that can fill the role that they need.  A good guild will be patient with a player who hasn't found their niche yet and will understand that in the end they'll get better performance out of a happy player than someone who's miserable.

The tweaking part of this step is not always easy, but no two players play alike, so following a guide to the letter is not always your best bet for maximum performance.  Beyond that, we all play on different machines with different connections in a variety of different real life situations, so that's going to affect your performance too.  You really do have to pick what works for you.  Do you have any motivation to play something that you hate?

My best advice for someone who is being pressured into something different is to try it first, especially if changes have been made or you're character has changed.  I used to hate fire with a passion and had no desire to do anything with it.  Now that the specs have changed so much since pre 4.0.1, I actually enjoy Fire again and have put Arcane on the back burner so that I can play with it or Frost as my heart so desires.  Because I made that decision for myself, I'm a happier player and it's important to remember that WoW is a game, so all other things aside, it should be fun.

Magic and Rocket Science: Back to the Elements

For a very long time I've had a love affair with Frost, despite it's short comings.  I stayed true to it until I hit Northrend with the mage and watched the Frostfire build die and Arcane rise in it's place.  The difference in damage was so drastic, there wasn't any way to argue.  I hated the simplistic rotation, but I learned the little ways to make it interesting and squeeze that last bit of damage out.  I researched and questioned and played with Training Dummies until I knew it backwards and forwards, waiting for the day when Frost was on top again.

I say to you mage friends and fanatics, that that day has come.

It's not to say that Arcane can't hold it's own any more; it certainly can.  So what's my problem with Arcane?  Well for one, it bores the heck out of me.  There's a general agreement now that Arcane has two phases, the one button phase and the 2 button phase.  Ok, that's kind of derogatory for someone who argued that Arcane was never just 2 buttons before.  To be fair it isn't now.  You spam AB till you run out of mana sure, with all your cooldowns tossed in there, but there's a lot of other things to toss in too, depending on if you picked up the talents.  Then you have to force yourself to hold back with alternating AB and Missile Barrage till your cooldowns and evocation are back up, then it's back to blasting.  Your damage peaks can be huge if you do it right, but it's difficult to maintain and the AOE for Arcane has always been stunted.

Playing with Fire

So despite my dislike of fire, I dropped Arcane as my second spec and picked up a fire spec I'd been messing with, tweeking it a little bit.  I did some research, got a bunch of glyphs and planted myself down in front of the training dummy in Silvermoon.  (On a side note, it's important to take into consideration which dummy you're using to test your DPS.  Some boss dummies have a level 80 dummy next to them so that you can see splash damage and some don't.  Silvermoon's dummies are far enough apart, that you get true single target damage when testing on the boss dummy.)

I read up on rotations in a couple different places and most recommended a Fireball primary nuke with constant Living Bomb up time, using Pyroblast for Hot Streak procs, and Fireblast with Impact procs.  I went through this a number of times, trying different timing with Combustion and Mirror Images.  I have to tell you, the DPS I was getting was not holding a flame to Frost or Arcane.  I was about 2k lower than my frost spec and working my tail off to watch all those DOTs and keep max up time.  I was not impressed, but I had tried it and that made me feel a little better about my choice to stick with Frost as primary and Arcane as a second.

And then a guildie suggested that I try Frostfire Bolt instead.  I will admit I was kind of dumbfounded that I hadn't thought of this myself.  FFB used to be THE nuke for a short lived elementalist spec when Wrath raiding first began.  It quickly fell out of favor when Arcane usurped Frost and Fire and even when they made their comebacks, you only saw an inkling of it with Brain Freeze procs in frost.  It's used again in the Frost Rotation that I'll get into a little later, but there was no mention of it at all in all my fire research for my little experiment.  Even looking at the unglyphed spell, it seems rather lackluster.  You get less damage than what you get for Fireball, at the same cast time and mana cost.  (It's important to note here that Blizzard took away the DOT portions of BOTH of these spells in their primary form.)  So if you're looking at the flat numbers, why bother?  Look at the glyphs for them both:  Glyph of Fireball / Glyph of Frostfire Bolt.  If you've learned anything as a mage, then you must have learned that a flat damage increase is almost always better than a crit bonus.  Frostfire's glyph has that AND it adds back your DOT portion.  On top of that the DOT stacks 3 times.  Fireball's 5% crit glyph is all well and good if you're determined to use that spell instead, but that's 5% crit CHANCE and that doesn't add up to a whole lot when it comes down to consistency, plus the only DOT you'll get out of Fireball is from a talent that also works with Frostfire Bolt, so with the second spell, you're getting twice the punch for the same price.

So I changed out my glyphs and hit up the targeting dummies again.  With a complete exchange of Frostfire bolt for Fireball, I saw an easy 1.5k DPS increase, putting Fire just below Frost for my DPS and both of them right around Arcane.  Can I tell you how happy I was?  I was really happy.  One of my biggest complaints with the mage specs that more often than not lately, one spec was way ahead of the others and a clear choice.  I like these new murky waters with 3 viable choices and forgiveness for playing a little different.  You can honestly play what you like now, instead of what everyone else tells you is best and still do decent damage.

In short, here's how Fire adds up for me:
  • Spec : 2/31/3 - You can sub in Improved Flamestrike for Improved Scorch if you like.  I just like having the free spell for when my mana's low and I'm having to move.
  • Single Target Priority System : 1) Keep Living Bomb active on your target, avoiding clipping the explosion on the end if you can, but clipping a little damage is better than leaving time where the debuff isn't on your target. 2) Pyroblast with Hot Streak Procs.  3) Fireblast with Impact Procs (This is technically optional if you didn't take the Impact talent or don't have anything to splash damage onto.) 4) Frostfire Bolt is your primary nuke. 5) Scorch if you're low on mana or moving (This requires the talents Firestarter and Improved Scorch.)  With this system you want to use Combustion when you have the most DOTs active and I like to use Mirrors right afterwards for a little extra umph.
  • AOE Priority System : 1) Keep Living Bomb on as many targets as possible. 2) Dragon's Breath and Blast Wave, doesn't matter which first, but use them on cooldown. 3) Flamestrike in the middle of the fray to your heart's content. 4) If you get a Hot Streak or Impact Proc, use it!  They both have built in splash damage.
  • Glyphs : Prime - Living Bomb, Pyroblast and Mage Armor; Major - Frostfire, Mirror Image, and Molten Armor (You can sub in Dragon's Breath or Blast Wave for Mirror Image if you like, but I honestly think it's the better choice); Minor - Whatever floats your boat.
My Love Affair with Frost

If you've known me for a while, you know I love Frost a great deal.  Back in Vanilla WoW, all the dungeons seemed to be fire damage based, so Frost was the natural choice.  On top of that, it has always been an excellent choice for PVP and soloing because of the survivability, it's great for kiting, and we got a pet, even if it was temporary till recently.  I think it's safe to say every mage has their favorite spec and Frost is mine.  I'm so thrilled it's back up to par with the others, I'm loyaly devoted to proving it's worth.  Still people sneer at Frost because Arcane and Fire have potential.  But anyone who's been it's long time fan can tell you that it is a lot of fun and very versatile. 
And now the greatest news of all:  You can name your water elemental!

I kid you not.  There's a command in game that lets you give your wet buddy a clever moniker to impress all your friends and enemies.  That's right, warlocks.  Attached you may be to your stupid demon names, but we get to CHOOSE what we want to call our side-kicks.  The command is /run PetRename("NAMEHERE").  PROCEED WITH CAUTION however: whatever you decide to replace NAMEHERE with is permanent as of the current game build.  Perhaps later they'll put in a scroll for us to use like they did for hunters to rename, but there's no way to do it now.  In order to protect the innocent, I won't be revealing my name.
Allow me to deviate a moment from topic and give Blizzard some love.  As my readers know, I was not pleased with the initial descriptions of the spells and changes to mages for Cataclysm and I am not afraid to admit I'm still a little disappointed that they gave us a copied spell from Shaman so everyone would stop whining that shaman are required to raid.  However, with the majority of the changes implemented, I applaud what Blizzard has done so far:  They made mages versatile but similar enough between the specs that they all feel like the same class.  Each of the specs has a proc spell, they're all kiting accessible, you can change between them at your leisure and still pick your favorite way of doing things.  Bravo Blizzard.  My faith in the future of the mage class is restored.

Back to Frost.  Since Blizzard has thrown static rotations out the window (Hurray!), frost mages work off a priority system.  The DPS is comparable to that of the other two specs and in some situations even better.  Besides that, mana is not nearly as much of a problem as it is for the other two, so you can toss Mage Armor off your bar for now.  Make a note that when you're playing with Frost on a dummy, the DPS is going to look a lot lower than it is?  Why?  Because our big nuke, Deep Freeze, does not give accurate damage on a dummy to that of a boss.  Those dummies are susceptible to stuns so the big burst from the spell doesn't hit.  In raids, fully buffed, I get 45-50k hits on bosses in my ICC gear.  If that's not going to boost your DPS, I don't know what is.  Here's Frost at a glance:
  • Spec : 3/2/31 in Frost Master of Elements isn't an essential talent, but right now Frostfire Orb isn't a good talent since you don't have the spell yet.  Those two points are flexible.
  • Single Target Priority System : 1) Deep Freeze when the cooldown is up and you have a Frozen Target to hit or a Fingers of Frost proc. 2) Frostfire Bolt for Brain Freeze procs, even if you have a Fingers of Frost proc or a frozen target - the extra damage is applied to Frostfire Bolt now! 3) Ice Lance for frozen targets or FOF procs.  4) Frostbolt is still your primary nuke in Frost. 5) Ice Lance and Cone of Cold for movement, depending on your range from target.  Like we always did before, it's best to use your Icy Veins and Mirror Images in the very start of the fight so you don't lose a global from using the mirrors and to get that really nice burst right at the start along with the threat spread from Mirrors.  Now if you find you're not getting FOF procs, often, how do you get Frozen targets?  Easy, use your Water Elemental's Freeze right at the start for that initial Deep Freeze blast and another proc to boot.  You should be using this spell on cooldown during your proc downtime as it gives you 2 free procs.  Make sure you move it to a keybind for easy access as it's still a dropped AOE spell like it was before.  Make sure you have your Water Elemental active and he's spamming his Water bolt for extra damage.  Also, DON'T FORGET COLD SNAP.  It resets the cooldown of ALL your frost spells, Icy Veins and Deep Freeze included.  If there's a damage aura, it's always a good idea to have Ice Barrier up too.
  • AOE Priority System : Blizzard.  You can toss in a Frost Nova, Freeze, or Cone of Cold if you feel like it or need to put some distance between yourself and the bad guys, but you'll do the most damage from just spamming Blizzard.
  • Glyphs : Prime - Deep Freeze, Ice Lance, Cone of Cold; Major - Frostbolt, Molten Armor, and Frost Nova or Ice Barrier; Minor - Mage's Choice.

    Do You Know... What It Feels Like... For a Girl... In This Virtual World...

    Ok, so I thought up the title in the shower when I was washing my hair... and belting Madonna.  Sue me if you don't like it.  Otherwise, sing along with me, ladies.

    There have been a number of good Female Gamer 101 posts from other bloggers in the past and a lot of the blogs I read myself are written by other real life girls.  While we're a minority still in the gaming community, in WoW, we're holding our own and closing the gap.  According to THIS reliable source, 1 in 5 gamers subscribed to WoW are female.  20% isn't a bad number when you consider how many people are subscribed in total to the World of Warcraft and how the percentage must stand in other games.  I think one of the big things WoW has going for it in this aspect is how it appeals to a number of different types of people across a broad band of cultures and financial levels.  Probably why the devs sit on gold thrones in the Blizzard office building.

    With Cataclysm coming out, I expect we'll see an influx of new people interested in the content, especially with furry cute worgen and short wily goblins coming in as the new races.  With the grind to 85 having been made more accessible, I suspect more people who aren't power gamers will trickle in along with those who like the end game like myself.  A good portion of them will probably be female.

    While I know a mix of genders read my blog, as a member of the female persuasion, I feel the need to inform the males on a bit of etiquette related to dealing with the fairer sex in the game.  And in all my experience with MMOs dating back to EQ when it was ugly and blocky, I feel that I can summarize the concept in a single rule:

    FEMALE GAMERS DO NOT WANT TO BE TREATED DIFFERENTLY.

    Take a second and read that over again.

    Now let it sink in a little bit.

    If you're asking yourself, "Why would Gypsy say this?" then I will be happy to explain.

    If another man asks me to get off the game and go back to the kitchen, I will use my amazing telekenetic astral projection Jedi powers to reach through the internet and strangle them.  Now, take into consideration that the guild my raiding main is in is a lot different than the guild my other characters are in.  Two completely different guilds and I can tell you I've had a person in both make a chauvinist comment to me at one point or another.  Generally, I just brush it off.  The guys in my raiding guild are particularly bad about this as they have the "phrat boy gamer" mentality:  it's ok to be drunk or high and calling things fail is hilarious.  I admit I've done my fair share of joining in to the teasing and I know they don't mean anything serious by it.  Sometimes I find it a little amusing.  I try to take the power away from them and make fun of myself first before they can start into it and that usually puts a damper on their humor.  Some days it's a bit much though, and I have to stop and tell myself if they didn't respect me as a gamer, I wouldn't be in their guild.  There are only 2 other active females in the guild and the pair of them seemed to have risen above it as well; but it is a bit unsettling when one of your non-raiding guildies gets on Vent during a raid and starts making those comments to you when you're trying to concentrate.  I know that if I lose it with them while they're doing it, I'll lose a little bit of that respect with them, and that's probably not ok, but that's how it is.  So I endure with a chip on my shoulder and things are ok again.

    In my other guild, there's actually a large majority of female players and due to the type of guild it is, there are strict rules about conduct in guild chat as well as between guild members.  I know that if someone flat out said something completely sexist to me, be it in guild chat or whispers, I could get them in a hell of a lot of trouble, and thankfully no one's crossed that line.  But it's the little things.  I did some sporadic raids with a group in that guild for a while till I broke down in tears right before a Hallion pull I was off tanking and had to leave the group.  It wasn't WoW related at all that made me lose it.  It was completely real life stuff and sometimes it hits you right when you're about to stick your axe in the side of a dragon.  While the few other females (and one guy in particular) in the group were supportive and told me it was ok over vent, the boys were a bit stunned, I think.  Granted, there's only so much you can do to comfort someone over the internet when you had no idea stuff was going on with them and they're blubbering into their mic, I honestly believe I lost some face with them.  I haven't been invited back to raid with that bunch since; though that may be related to some personality clashes with a few of the people involved.  

    The problem in this situation is that I think they suspect it may happen again.  I honestly do my best to keep it pro when I'm raiding, but everyone has their breaking point.  I've witnessed guys losing it in a raid and although their reaction is usually angry yelling instead of tears, they get invited back.  So I have to ask myself, was part of it because I'm a girl?  If I'd had something different between my legs, and yelled instead of crying, would it have been treated differently in the aftermath?

    Because of the difference in the way I'm treated when a male gamer finds out I'm female (Asshole whispers: Hey r u hawt?  pics plz) I walk around with a big chip on my shoulder and the stubborn ambition to prove that I'm just as good as any guy at any role in this game, if not better.  And to be honest, the gender doesn't decide your skill in the game at all:  I've seen some TERRIBLE male gamers of all ages and discriminations.  I've also seen some VERY TALENTED female gamers leaving the boys behind on the DPS charts.

    On a last note completely unrelated to WoW, October is National Breast Cancer Awareness month.  This disease has affected a number of people in my family and is a cause very close to my heart.  Ladies, take a little time this month to remind yourself how to do a proper breast exam, no matter your age.  If you're at the age when Mammograms are required, sit down and try and remember when your last one was; if you're due for another, get on the phone and schedule it.  Remind your family, friends, and co-workers to do the same.  The key to beating this is prevention and early detection.

    And remember, boys, that men can get this too.  If you have a strong family history, ask your doctor what you need to do to stay ahead of it and remind your wives, girlfriends, mothers, and sisters to get themselves checked out annually. 

    Rocket Science: 4.0 Builds for Mages

    With Cataclysm looming on the horizon Blizzard is preparing by putting out a major content patch before the actual release.  They're still shooting for November 2nd by the looks of it, and with the 4.0 patch on the PTR, we'll be seeing the new talent changes soon.  A number of websites including Wowhead and MMO Champion have the talent trees available on their databases so you can play around with builds as you like, which I've been doing, considering my high nerd levels.  I have to say I have high hopes for all three specs come release, and I'm especially thrilled to see that Frost is making a bit of a comeback.  All the initial info was a bit scary for mages as we didn't know how the heck we were going to get mana back since they're turning spirit off for us.  But as Christian Belt advises in his WoW.com post, don't panic.  Things are going to be ok.  *patpat*

    Frosty Goodness

    Seeing as Frost is my favorite spec by far and I have the highest hope for it, let's start there.  By choosing this spec for your first 31 points, you get a FREE PERMA ELEMENTAL making us a pet class once again.  (Suck it warlocks!)  The nice thing about this is that you don't have to glyph and you don't have to lose Freeze and a second Frost Nova that not only stops things in it's tracks, but also sets off your Deep Freeze.  Deep Freeze is still part of your main rotation as it was pre-patch, along with Brain Freeze procs and Frostbolt spam.  Let's look at the talents for frost in the build I've been playing with:
    • Early Frost - Thumbs up for this talent.  It has a 15 second cooldown, so it's not always a reduced cast time, but that's more of your main damage spell you're casting in any given time, which is always good.  More spells = more damage.
    • Piercing Ice - More crit = more damage = good.  No brainer.
    • Shatter - Same as Piercing Ice.  More crit = good.  The only difference is that this is dependent on something being frozen, which is what the entire frost rotation is based around.
    • Ice Floes - Another thumbs up talent, definitely a must.  With the damage opportunities from Cone of Cold and Frost Nova being more often, as well as the faster cooldown for Icy Veins, it's definitely a DPS increase.
    • Improved Cone of Cold - Freeze = good.  Another great talent.
    • Piercing Chill - More chill effects = more possible Fingers of Frost procs, so more damage.
    • Permafrost - Not gonna put points into this one.  Why?  Because if we're looking at this from a raiding or grouping point of view, a slower target isn't all that much more useful.  This is more or less a PVP talent, especially with the healing aspect.
    • Ice Shards - Again, chill effects = good.  While this build gives you a new fun AOE to play with, Blizzard and Flame Orb can be used at the same time since Flame Orb isn't channeled.  A little extra room to use Ice Lance is good too, as it's your go-to spell when Deep Freeze is on cooldown.
    • Icy Veins - Take it.  Haste = good.
    • Fingers of Frost - This talent is the base of your entire Frost build.  It's necessary to make the whole rotation work.  Take it.
    • Improved Freeze - Absolutely a DPS increase.  With Freeze back in the Water Elemental's arsenal, 2 extra Fingers of Frost charges is huge, especially if you can manage to figure this into your rotation.
    • Enduring Winter - Perhaps not the most necessary of talents, but it gives the raid replenishment and decreases the mana you burn through, so it's a good talent overall.  You don't necessarily need all 3 points here.
    • Cold Snap - Take this one.  It resets all your frost cooldowns, including Icy Veins, Deep Freeze, and Frost Nova, allowing you to do more burst damage more often.
    • Brain Freeze - This is a great talent.  You get a 15% chance to get a free instant Frostfire bolt which applies a DOT to the target and with this talent also gets the benefit of Fingers of Frost.
    • Shattered Barrier - This one I'm not sure about.  Does it apply when drops or just if it's destroyed by a hostile?  If we're not talking PVP and this doesn't apply when the shield just fades, then it's a generally useless talent.  Your shield should be taking damage unless it's raid wide damage.  Even then, are you going to be in range of the boss or whatever you're fighting when it does die?  10 yards is pretty close...
    • Ice Barrier - While it's not a DPS increase necessarily, it's necessary for Deep Freeze, so you have to take it.
    • Reactive Barrier - While it would be nice to have a shield trigger when your health gets low, I"m going to have to say this is a PVP talent and not necessary.
    • Frostfire Orb - So when I heard about our new spells for Cata, I wasn't thrilled, but I am very pleased with this talent.  It turns a mostly fire AOE spell into something that's very viable for a frost mage to throw out before they Blizzard.  The chill effect is a DPS increase, and the slow is an added bonus.
    • Deep Freeze - A major part of our rotation, there's a reason this is our 31 point talent.  Take it.
    The way Blizzard designed the new talent trees, you really can't go past the second tier of the other two trees, so I'm not going to go any further than the first for each tree.  The talents that benefit all specs are really the only ones you want to take, as the ones that are more tree specific are not going to do you much good in the wrong tree.  I found these to be the most helpful talents:
    • Master of Elements - Since our mana regen is no longer based off spirit, we need all the help we can get.  Crit is a big deal with the Frost build, so this should be a pretty beneficial talent.
    • Netherwind Presence - Haste = good and this affects all trees.
    • Arcane Concentration - Again with the mana issues.  This gives you a free spell.  I don't know that 3 points are necessary, but it's a good idea to put some points in here, especially if you're having mana issues.
    Same Ole Arcane

    The changes to Arcane aren't quite as world shattering as they seemed with the previews.  The rotation is basically the same and it's just as bursty as before, except slightly moreso with the mastery talent.  Mana regen is more important in this spec because of the mastery bonus, so we'll have to be more careful with that aspect in order to maximize our damage.  Our big special spell is Arcane Barrage which is a bit underwhelming, but it should be still interesting to play.  The problem I've found with Arcane is that there's less beneficial talents to put your points into and you'll find yourself putting some points into something that's not entirely useful in order to get your 31 points.  Here's the build I threw together and the talents to go with it: 
    • Arcane Concentration - Mana preservation means more increased DPS for longer, so this is a good one.
    • Improved Counterspell - Clearly a PVP talent with little usefulness in PVE.  Not necessary.
    • Netherwind Presence - Haste = good.
    • Torment the Weak - With the variety of different slows or snares that are a part of a normal rotation for a number of classes, this talent has an almost 100% up time and is a good choice for your points.
    • Invocation - While this is probably a PVP spell, it MIGHT be useful occasionally in PVE if you happen to use your counterspell to interrupt something.  Not a necessary talent by any means, but if you can figure out how to use it, a nice DPS increase.
    • Improved Arcane Missiles - More missiles means more damage to the big DPS proc in our rotation.  This is a major talent.
    • Improved Blink - Since we use Blink to get out of fire or other bad AOE, this isn't a terrible talent, but not a necessary one either.
    • Arcane Flows - This decreases the cooldown on some very important spells to our rotation.  A definite must take.
    • Presence of Mind - Instant cast = good.  You can use this for when you're moving or when you want to get a spell off quick.  A good talent.
    • Missile Barrage - Faster Missiles = good.
    • Prismatic Cloak - This isn't exactly a spectacular talent.  It's probably for PVP with the decreased damage and the faster Invis.  Not a necessity.
    • Improved Polymorph - Another PVP talent.  Doesn't really have any application in PVE other than when some idiot breaks your polymorph too soon.
    • Arcane Tactics - Flat Damage Buff.  Take it.
    • Incanter's Absorption - *sigh*  Me and this talent go way back.  While it's not as cool as it used to be, this talent isn't complete trash.  Although I wouldn't use it with Mana Shield since lower mana = lower dps, it may actually be useful with the new Mage Ward.  Not a necessary talent, but one that is better than the PVP options.
    • Improved Arcane Explosion - A little segue here... I had a mage tell me the other day that he used AE for AOE exclusively because it did more damage.  Sure it does more damage, but it puts you in melee range increasing your aggro and costs more mana than Blizzard does.  Plus we get Flame Orb now!  Why the heck would you use this spell?
    • Arcane Potency - A good talent.  Uses two of your previous talents to boost your damage.
    • Slow - With the changes to Arcane a while ago, I fell in love with this spell.  It's not only awesome for PVP, but also has PVE applications with Torment the Weak.  On top of that it's required for our 31 point ability.  Take it.
    • Nether Vortex - Free Slow is good!  Perhaps not necessary, but it doesn't cost you anything to get a free snare + slow on the target you're already DPSing.  Thumbs up.
    • Focus Magic - With this talent now so high up in the Arcane tree, only Arcane mages will have it now.  Arcane mages... and warlocks.  Stupid warlocks.  Stealing our spell.  Still a good one to have, although you'll see less mage daisy chaining.
    • Improved Mana Gem - A short scaling DPS boost that's very sexy and very useful linked to a mana regen.  Take this one!
    • Arcane Power - Part of our burst cooldowns and definitely a good one to take.  More damage is always a good thing, plus they lowered the mana cost!
    As with the last spec I discussed, there's a limited amount of points to spend in the other trees, so here's where I put them and why:
    • Master of Elements - Mana return is always a good thing, especially with the new Arcane.
    • Piercing Ice - Increase to ALL spells crit percentage.  More crit coupled with Master of Elements means more mana return as well as more damage.
    • Burning Soul - This isn't necessary, but is the most useful talent to put our points into given the lack of usefulness for Arcane mages in the other trees.  Less interruption means more DPS in the long run.
    • Fire Power - While you won't find yourself using Fire spells that often, the application of Flame Orb as an AOE while channeling your Blizzard isn't a bad idea.  More damage is more damage.
    Burning Your Way to the Top With Fire

    While Fire has never been my favorite spec, I suspect that it'll be very popular come Cata, if not sooner.  It's up there with Arcane right now in raw DPS when done correctly.  I haven't really messed around with it much, but I suspect I will soon enough.  Pyroblast isn't a new spell and is their big present for picking that spec on top of a flat DPS increase for all fire effects.  The thing about fire is that it's very reactive with no true rotation, and it's becoming even more so in Cata from the look of it.  Here's the build I picked and the reasons why to follow as always:
    • Master of Elements - Crit for mana = good.  Again.
    • Burning Soul - While not necessary, good if there's a lot of raid damage, since you're less likely to be interrupted.  Not a bad place to put extra points.
    • Improved Fire Blast - While Fire Blast isn't necessarily a part of the rotation now, it's instant cast and good to use while moving.  Not a terrible talent.
    • Ignite - A DOT applied with crits.  Good talent.  Crit is a big deal with fire so take this one!
    • Fire Power - Flat damage increase on all fire spells plus an exploding Flame orb?  Yes please!
    • Blazing Speed - Usually when something has a movement speed increase, it's a PVP talent.  Not necessary, but probably fun!
    • Impact - An interesting talent.  I could see including Fire Blast in the rotation with this talent for AOE purposes.  The stun is also nice for PVP.  Not necessary, but not a bad talent either.
    • Cauterize - This talent makes me sure that Blizzard employs a very different type of designer in the mage department.  While you may survive a little longer with this talent than you might have already, you better hope you have friends among the healers.  PVP talent most likely.  Not gonna waste points here. (I KNOW what you're thinking.  "Gypsy, but this will keep us alive longer for more dps!"  Well if you'd get out of the FIRE in the first place, it wouldn't be a problem would it?)
    • Blast Wave - Fire gets all the fun AOE spells.  This one has a slow attached to it instead of the knock back it used to have, thus pissing off a few less tanks and healers in it's use.  Sure why not.
    • Hot Streak - Free Pyroblast?  Oh, hell yes.  Take this one.
    • Improved Scorch - If I'm reading this correctly that means that Scorch is ALWAYS FREE.  Meaning no mana cost for a damage spell that puts on a nice debuff?  Free is ALWAYS good.  Take it.
    • Molten Shields - So Mage Ward may be cool come Cata, which is fine, but this talent seems pretty "meh" to me.  Might be good for PVP if you have Blazing Speed, but otherwise I'd not waste a point here.
    • Combustion - KABLOOIE! (Ok, I'm a little slap happy from staying up to write this post and that sounded like a cool word to put in a fire mage post.  Sue me.)  An instant cast fire spell instead of a buffing cooldown like it was before.  It does, however, combine all your dots into one big one so that if you time it well, you could get a good amount more DPS from this one.  Might be fun to play around with.  I'ma take this one.
    • Improved Hot Streak - A no-brainer really.  This one gives you a guaranteed Hot Streak Proc after 2 crits.  Once you get your crit rating high enough, you'll be seeing a lot of free pyroblasts and I pity the fool on the other end of your spells.
    • Firestarter - Assuming you aren't tanking (mages don't usually do that), this is fabulous for PVE.  Cast a spell while you're running out of fire!
    • Improved Flamestrike - So Flamestrike is one of your base AOE spells and 2 points here gives you an instant cast Flamestrike. Plus if you Blastwave, you get a free flamestrike.  In my opinion not a necessary talent, but not a bad one either.  You can put extra points here.
    • Dragon's Breath - ANOTHER AOE spell for Fire.  Very cool graphic to go with it.  Fun for PVP with the disorient, plus it's necessary for our 31 point talent.  Definitely going to take it.
    • Molten Fury - Execute for mages!  Hurray!  Take this one too.
    • Pyromaniac - Haste is good but this one has a catch, there has to be 3 targets with your DOTs on them.  Not necessary, but a nice on for AOE situations or anything with splash damage.
    • Critical Mass - This is the talent that makes Fire Mages popular in raids.  That crit debuff is nice and while Blizzard's done a nice job of spreading out the buffs among the different classes for Cata, this debuff is applied as part of your rotation.  It also increases your AOE damage with Flame Orb and Living Bomb.  Definitely a Thumbs Up talent.
    • Living Bomb - The Fire Mage's 31 point Talent and a regular part of their AOE and single target rotation.  Definitely going to take this, but I have to wonder how the DOT part of this spell is affected by Combustion in its new form.  Will it still explode at the end or just be a DOT?
    As with Frost and Arcane, there are few talents in other trees that are actually good for this spec.  The ones I've found to be useful are as follows:
    Please make note that I am not actively in the beta or on the PTR testing this stuff out and this is all based on my own opinion.  I encourage you to try these talents out for yourself and find the spec that you like best, even if you disagree with me on some things.  Just promise me you won't stand in fire?  Please?

    A Mage's Guide to Icecrown Citadel, Part One - Lower Spire

    Now that the buff is in for ICC, guilds that were struggling are able to get past initial difficulties of the raid and move on to other things.  Having done the Lower Spire a number of times on my mage in both 10 man and 25 man, I put together this little guide to the first part of the Citadel specifically for mages.  We'll cover trash and boss strategy, weekly quests, and loot.


    Light's Hammer

    The first room you enter upon taking the portal into ICC is deemed Light's Hammer.  As you exit the long hallway into the room, you'll pass over a rune that is not currently glowing, but will be later.  This is actually a teleporter, like the ones in Ulduar.  From here you and your raid group can move forward in the instance to the furthest of the rooms your raid has reached, so long as it has a similar device.  In front of you stands Tirion Fordring and his good buddy Darion Mograine.  In the middle of the room to the left is Ormus the Penitant, a DK smith that's hammering along on his anvil.  Once you've acquired enough reputation to be friendly with the Ashen Verdict, Ormus offers the quest Choose Your Path, where you can pick from different rings according to your role in the raid.  Mages should be taking the [Ashen Band of Destruction].  While the stats are the same as the healer ring, and you may be hit-capped, there's no real benefit from MP5 for mages.  Also, once you reach revered, your ring upgrades with a proc that only gives you benefit for your helpful spells on the healer ring; the Caster DPS rings have a proc that works off damage spells.  The socket bonus for the healer ring (should you choose to gem for it) gives you more MP5.  The DPS version gives you +5 Spellpower.  It's possible to switch between the two should you choose to, however, it erases any enchants and gems you have on the ring and also costs money, 200 gold to be exact.  Each time you upgrade your ring when you reach the next level of reputation, you turn in your ring for a greater one and lose all gems and enchants on it.  If you know you're going to upgrade, bring your mats/gems with you so you can fix it ASAP.

    The other important NPC to notice in this area is Uvulus Banefire (Horde) or Malfus Grimfrost.  These two NPCs have the Tier 10 mage armor inside the instance for your convenience.  Again, if you're going to get the badges to upgrade in the raid to a Tier piece, bring along the enchanting mats (or a vellum enchant) and any gems you're going to throw into it.  You have access to the cost and gem requirements for each piece, so there's no reason not to take care of this ahead of time.  Each boss will give you 2 Frost emblems, so try and keep track, however don't pop off while your raid is fighting to upgrade a piece:  wait for a break or ask your raid leader before you go there.

    Next to the t10 mage armor vendor, there's also a portal to Dalaran, which is more helpful for people who aren't mages, but still a good thing to know for us!  Near the t10 vendor and the portal is also Goodman the "Closer" who repairs (same as the t10 vendors) and sells other Frost Badge Gear.

    In front of you is a long hallway with two major rooms filled with trash mobs leading to the first boss of ICC.  In the first room you have 5 packs of mobs that can't really be broken up.  These packs consist of both melee and casters, as well as large spiders that web wrap.  The spiders can't be silenced or interrupted and won't move off the spot, so if you want them moved, you have to have a DK Death Grip the spider back.  You'll find that when you're fighting this trash, most of the raid DPS is going to just AOE the crap out of all of this stuff.  If you choose to do the same, I recommend Flamestrike followed by chain Blizzards.  Arcane Explosion is not a good option as it forces you to be in melee range and right in the middle of cleave.  Unfortunately as Arcane mages, the AOE spell for our tree isn't very efficient and this also means no threat reduction for the two other much better AOE spells.  So be careful about your threat while you're AOEing.  Should you choose to use a direct damage rotation, be sure to stick on a tank target and watch your target switching so you don't pull off the tanks.  You'll die fast if you don't pop those cooldowns quickly.

    The big trash mobs you need to worry about in this instance are the Deathbound Wards that are summoned from the sides of the 2 rooms if someone trips one of the traps in the room.  Usually before pulling trash in the room, rogues or a warlock's Eye of Kilrogg are dispatched to search the room for traps.  These can appear underneath trash mobs so you have to be careful during pulls.  STAY BACK.  If you go rushing in, you may be the person that sets off the track and pulls the Ward on the group.  There are a few important things to notice about fighting these guys:
    1. They have a frontal cleave.  Don't stand in front.
    2. They're immune to taunt, so watch your threat.  Fighting these guys is a good time during trash to pop your Mirror Image and redistribute your threat.
    3. Most importantly, these guys do an AOE interrupt.  If you get caught casting when they finish their skill, you get locked out of that spell family for a few seconds.  Your mirrors are going to be caught by this if they're up.  There's not anything you can do to prevent that, but if you have your enemy cast bar up where you can watch it, you can time your own spells around it.
    It's possible not to pull any of the four Wards in the hallway rooms if the traps are avoided or disarmed by a rogue.  The trash on the sides can be skipped as well if your raid is careful.  In the second room, there are 3 groups instead of 5.  Once you're through the trash and the Wards, you come upon....

    LORD MARROWGAR!!!!1!!ONE!

    The first boss in ICC is a movement intensive anti-mage fight.  I HATE this guy with a passion.  Marrowgar has a few important abilities you need to be aware of:
    1. Marrowgar throws out blue fire for you to dodge in both of his phases.  It's called Coldflame and it does not heal.  DO NOT STAND IN IT.  There's no way to tell the direction or target of this spell; I swear Marrowgar has it out for me with this spell and throws Coldflame wherever I'm standing.
    2. During his first phase, Marrowgar is able to be tanked and does a frontal cleave - so long as you're not standing with the tanks, this is entirely avoidable.  The thing you DO have to watch for in this phase is his Bone Spike Graveyard.  In 10 man, Marrowgar only spikes 1 person in the group; in 25 man, he'll spike three people.  The spike puts a DOT on the person who's impaled that does a good bit of damage and has to be healed through until the spike is killed.  It's easily targeted with a /target Bone macro.  When spikes are up, they're first priority for ALL DPS so be ready to switch when they come up.
    3. Marrowgar's second phase consists of when he casts Bone Storm.  At this point, Marrowgar will start spinning around the room like a crazy person and AOE anything in his path.  His aggro cannot be controlled and he can't be tanked during this phase.  You can keep DPSing through this phase, but if Marrowgar comes your way, do your healers a favor and MOVE.  You can Ice Block through this or Blink out of the way.  During this phase he also throws out a bunch more Coldflames so be ready to get out of fire too.
    Once Marrowgar's dead, you get some reputation, two Frost Badges, and loot:
    Viable 10 Man Loot:  [Frost Needle]  [Cord of the Patronizing Practitioner]  Viable 25 Man Loot:  [Bone Sentinel's Amulet] [Crushing Coldwraith Belt] [Frozen Bonespike] [Loop of the Endless Labyrinth]

    After Marrowgar, there's a set of steps on either side of the room that takes you up to the next trash.  The first of the weekly quests can be found here as well as the first of the teleport runes which activates once Marrowgar is dead.  There are two large packs on either side of the room and then two spider casters in the back two corners of the room.  For the front two packs, one or two of the mobs is a humanoid so you may be requested to sheep one of them.  Usually, these two packs are LOS pulled around the corner from the stairs so that they can all be gathered and AOEed down.  The two spiders in the room can be killed individually.  They do a targeted bomb spell that does AOE damage to anyone around the target; DBM will tell you who has the debuff.  If it's someone next to you, move away from them.  If you happen to get the bomb, MOVE OUT OF THE RAID.  The direct damage can be healed through, but it's more difficult to heal through a bunch of people getting it at the same time.  Once this trash is clear, it's time to face...

    LADY DEATHWHISPER!

    Dear Arthas.  What's the deal with all the Lords and Ladies in your instance?  Did you raid a bad RP guild for minions?  Break up a noble birthday party with Frostmourne and whirlwind?  And what's the deal with Lady Deathwhisper anyway?  A female Lich?  She has FROSTY BOOBS for crying out loud.  Just disgusting... disgusting...

    I digress.  Lady D has two phases.  For the entire first phase, the main goal is to wear down her Mana Barrier while controlling the adds that spawn on the sides of the room.  In 10 man, three adds only spawn from one side of the room at a time, starting always on the left and alternating sides.  In 25 man, 7 adds spawn at once, 3 from each side and one in the back stairs.  25 man requires the coordination of 3 tanks, one on each side, and one in the back, for that reason.  As a mage, you'll probably asked to polymorph an add during these spawn phases.  There are two types of initial adds:  Casters and Melee.  Should you be required to polymorph it is IMPERATIVE that you do so as soon as they spawn because the casters can pop a spell reflect bubble and you end up polying yourself.  The melee likes to run into AOE range or onto a consecrate/death and decay.  I don't recommend using Poly Black Cat for this fight because it's difficult to see around the alcoves.  Pig, Turtle, Penguin, or Sheep work fine. 

    Besides the spell reflect shield the caster adds pop, they also are highly resistant to magic damage so usually your raid leader splits up the groups so that casters are fighting off melee adds and the physical DPS is downing the casters.  Lady D can cast a buff on either type of add that turns it into a super version of itself; it's imperative to get these guys down first.  As a mage, you'll probably only have to stick to the melee adds, but you may have to switch to casters if there's an excess of Caster DPS in your group and not enough physical damage.

    During Phase 1 there are three other things to be aware of:
    1. Lady D does a Death and Decay area of Affect on the floor in different spots that hurts.  A lot.  Move out of it.
    2. She also likes to mind control random members in the raid in 25 man - they can be polymorphed into submission so long as you don't already have an add poly-ed.  It usually doesn't last very long so by the time the Mind Control ends, your poly will probably break.
    3. Lady D's minions like to throw Curse of Torpor on players during this phase.  This can be easily dispelled by either a mage or a druid, but if you're able, at least try and decurse.  Sometimes those trees are too busy keeping your raid alive.
    Once her Mana Barrier is down, Deathwhisper goes into Phase 2.  No new adds will be summoned, however any remaining adds will need to be killed so that the tanks can do their tank switch based off a threat debuff that Deathwhisper tosses on them.  Ideally, all the adds will already be dead before the barrier comes down.   Lady D will switch from targetted Shadow Bolts to Frostbolts which can be interrupted and hurt a lot if you get hit by them.  Throwing a counterspell at one or two of these isn't a bad idea.  She continues to mind control on 25 man, so your poly should be ready and free to cast on your peers should they go to the dark side.  The only new ability you need to worry about in this phase is when she summons Vengeful Shades aka Purple Ghosties.  These guys pick a random raid member to target and once they get within 15 yards, they blast them with an AOE spell that hurts everyone else around them.  You can run away from these as they despawn quickly.  Other than that, just burn the bitch down.

    Viable 10 Man Loot: [Sister's Handshrouds] [Bracers of Dark Blessings] [Scourgelord's Baton]
    Viable 25 Man Loot: [Nibelung] [The Lady's Brittle Bracers] [Shoulders of Mercy Killing] [Ring of Maddening Whispers]

    Weekly Quest Number One:  Darnavan

     The first weekly quest your raid could run across in Lower Spire is started just outside Lady Deathwhisper's lair and comes from an NPC named Infiltrator Minchar.  The quest is called Deprogramming.  The idea of the quest is to keep the Hostile NPC Darnavan alive during the Lady D fight.  Darnavan pops out usually with the first set of adds during the fight, although our raid has had him come with the third or fourth wave as well.  When he spawns he looks the same as the other melee adds, other than being named.  He's immune to all CC, so keeping him polymorphed the whole time is not viable.  The best way to deal with him is to keep him tanked away from the other adds: our raid does so with a warlock specced for a strong Voidwalker and a lot of self healing.  If Darnavan dies, he's gone for that attempt.  However, you don't get a limited number of attempts for the quest, so long as you don't kill Lady D while he's down.  Should the warlock or tank keeping him busy end up MCed, he can run amok among the raid and might take a few healers down with him.  Thankfully if you use a warlock tank, his voidwalker should retain aggro while you wait for mind control to drop off the warlock.  If you keep Darnavan alive during the fight, you get quest completion credit, a thank you, and some phat lewtz from the quest giver.

    The Rampart of Skulls

    This next part of ICC exists on a nice scenic rampart above Lady D's room.  The platform below her turns into an elevator.  Just for your personal information and totally not related to personal experience, if you fall down the elevator shaft and don't get your Slow Fall off fast enough, you will die.  When you arrive upstairs, you find a bunch of Horde NPCs fighting a bunch of Alliance NPCs and depending on your faction, you kill one side or another and work your way around to the waiting gunship.  After the first pack of the opposing faction, you find the second weekly quest available in the Lower Spire for your raid.  I'll cover that in a second.

    In working your way towards the gunship, the majority of your trash is going to be NPCs of the opposing faction.  Most of this is just AOE, but there are a few NPCs that heal and some that throw curses, so be ready to focus fire and decurse.

    Once you reach the fork that leads towards the gunship, a frostwyrm lands in front of you and tries to eat you.  Treat this as you would any dragon, meaning it has a breath weapon, a frontal cleave, and a tail swipe.  It also has a mobile Blizzard spell, so be ready to move if it casts in your area and stand on his side rather than in front of or behind it.  From here you can either continue around the circular rampart for the weekly or head right up to the gunship.

    Weekly Quest Number Two:  Fee Figh Foe Frost Giant

    The second possible raid quest is acquired on the rampart just near where the elevator from Lady D's room drops you off.  After you kill the first pack of the other faction, a Kor'kron Lieutenant (Horde) or Skybreaker Lieutenant (Alliance) appears where they were standing and offers you the quest Securing the Ramparts.  There's the rest of the opposing faction's packs, a frostwyrm, and a pack of undead in between you and the Rotting Frost Giant you need to kill.  He does patrol around the back of the rampart, but it seems to be easiest to take this guy right where the Frostwyrm was killed.  This big ugly dude has 3 abilities to worry about.  He does an occasional Stomp throughout the fight that throws players back and interrupts casting.  The tank needs to back him or herself up against a wall and if you can find a convenient wall to put behind yourself do the same.  The second is a Frost Cone breath that freezes and damages you; he turns and targets random people in the raid with this.  There's no particular way to avoid this, it just has to be healed through.  The main tactic of this fight has to do with Death Plague, a random target disease that has a countdown until it either spreads or kills the player.  In both cases it does damage at the end of the timer.  The best way to deal with this is the Buddy System.  Stand on top of one other player and keep everyone else 10 yards away, excepting melee.  After the plague explodes on you, you get an Inoculated Debuff that makes you immune to the plague for a short time.  The buddy system eliminates the threat of the plague spreading after 2 people have it, however the Rotting Frost Giant continues to cast it throughout the fight.  The main things to remember are to keep everyone but your buddy outside the 10 yard range and to stick with your buddy.  Not a hard fight once you get the hang of it.

    The Gunship Battle!

    After eliminating the Alliance/Horde packs on the Ramparts and (if your raid gets it) killing the Rotting Frost Giant, you find yourself standing in front of one of the coolest fights in the game.  There are three different roles you may find yourself in during this fight:  Offense on the enemy's ship, Defense on  your own ship, or handling a cannon.  The third isn't likely for a mage simply because melee folks have a harder time on offense or defense and can prove more useful in the cannon spot; however I have done this myself, in a 10 man that was ranged heavy.  Since both tanks are required to actually tank for this, you may get assigned on a cannon if you only have 1 melee dps.  The cannons are easy to handle.  Cannoneers are responsible for shooting the enemy ship and doing maximum siege damage by building their heat up to the 90s and then letting go on their charged ability which is the number 2 on your UI.  There are 2 cannons in 10 man and 4 cannons in 25 man.  You generally also aim for the rocketeers on the ship since they're too far for the ranged DPS to hit from your ship and they do nasty AOE damage to your ship.  

    Offensive DPS and cannoneers should pick up a Rocket Pack from Zafod Boombox.  This magical little item replaces your shirt and is a nice little fun rocket pack that blasts you to a targeted area in an arc jump.  If you jump too high, you do get a little fall damage and it makes a nice AOE damage area below your feet that affects hostile NPCs as well.  You can perform several jumps in a row if you time it right with the cooldown on the item.  Someone in our raid has jumped up to 10 times before landing.  Both cannoneers and offensive DPS use this little gem each time the opposing faction's leader summons a mage on his ship to freeze your cannons, making them unusable until the mage dies.  The mage also positions his or herself in the middle of the enemy ship so she's out of ranged of every DPS on your side, so you have to jump over to the enemy ship in order to kill her, however, it has to be done after the tank has hopped over and taken the aggro of the enemy leader.  Then everyone else pops over and pwns a mage.  (I hope Blizzard isn't trying to tell us anything by this.)  It's imperative that you get back to your own ship right after the mage is down so that the tank can jump over quickly; the enemy leader does a nasty stacking debuff on the tank that increases the enemy leader's damage.

    Offensive DPS have one other job:  take out the Riflemen/Axethrowers on the close edge of the enemy ship.  They're easily in your range from the edge of your own ship.  The only thing you have to look out for is the ground AOE of the rocketeers in the back who the cannoneers are trying to take out.

    If you're on defense, there's no need for you to pick up a Rocket Pack (sad I know.)  A bunch of enemy NPCs pop out of a portal in the middle of your ship and basically just need to be AOEed down.  Be careful about your aggro here, as if the tank doesn't have an AOE ability ready right as they come in, you might hit them first and then you will die.  Some of the mobs also whirlwind so be aware of it and move away as appropriate.

    Eventually the siege damage to the enemy ship is too much and they run away with their tails between their legs.  

    Viable 10 Man Loot:  [Muradin's Spyglass]

    Your ship parks up at Deathbringer's Rise and drops you off just in time to face...

    Deathbringer Saurfang!

    Ok, so remember back in Dragonblight how you did all those quests at the 3 different places that had to do with defense at the Wrathgate and then you got to do the Wrathgate quest itself where you got to watch the cinematic that was cool and Bolvar Fordragon and Saurfang the Younger got eaten by Frostmourne and we were all sad and stuff?  What?  You didn't do that quest?

    ...

    You my friend have missed the most epic quest in the game.  Now get your ass back to Dragonblight and take care of it right now before I ban you from my blog in shame.

    Now, it turns out Saurfang the Younger got raised by the Lich King as a champion and Death Knight and now you get to try and kill him.  The lore behind this fight is pretty fabulous in my opinion, however, the long speech before the fight gets a little tiring after the 50th time of hearing it and Blizzard has not yet put in a skip button. For the last boss in Lower Spire, DBS is certainly a challenge.  It requires a tank swap, a number of kiters, and spreading out across an area that isn't very big when you have to fit 25 people on it all 12 yards apart.  We'll start from the beginning.

    As one of the few fights that doesn't have any magical damage to speak of, Amplify Magic is actually viable as a raid buff here.  The problem with this buff is that it's limited to 10 minutes and it's a single target buff.  It takes a long time to buff 25 people if you're the only mage, although I've been able to fit it in during Saurfang the Elder's speech a few times.  I don't normally run with raid frames or party frames when I'm raiding so I have to make sure to pull out the groups I'm buffing before they start the speech so I can get everyone down.  If you have a partner mage, make sure to split this up before the speech is started so that everyone gets the buff.  Usually the fight doesn't last 10 minutes, but if your DPS is behind, it may.

    Once the fight is started, everyone burns on Saurfang for a few minutes.  Instead of a mana bar, Saurfang has a Blood Power bar; once this bar hits 100, he throws out a strong DOT debuff on a player in the raid called Mark of the Fallen Champion.  While you can let the player that has this die, you'll lose their DPS and they can't be battle rezzed or the mark will just come back.  A death also heals DBS for 5%.  It has to be healed through.  If you get the debuff as a mage and notice yourself getting low, pop your Ice block and give your healers a break.  If you happen to be frost, throw up a barrier.  It won't last long, but it'll cut some of the damage.

    Throughout the fight, DBS will throw out Boiling Blood on some poor sap.  This will do a dot that brings up his blood power and end with a Blood Nova that hits anyone within 12 yards of you, the reason for spreading out.  Any damage done to those in range will also raise his blood power. 

    DBS also summons Blood Beasts that have to be kited.  They're ugly red blob things that do have actual aggro and anything they hit with their melee gives Saurfang more Blood Power.  So a ranged has to kite them away and kill them while they're at range.  If your guild doesn't run with 18 hunters like mine does, you may be asked to do this as a mage.  It's a good idea to know how to kite as a mage because it helps in PVE solo as well as PVP.  Frost is an ideal way to do it, but an Arcane Mage specced into Slow could do about the same thing.  The most important thing is to not let the beast hit you.  Frost Nova and all movement imparing spells DO work on Blood Beasts as well as some stuns.  It's imperative that you get aggro on them as soon as they spawn because as mages we don't have a shot that gives us insta aggro like a hunter would.  If you find other kiters are falling behind, it's nice to help them down their Blood Beast before moving back to the boss.  The more time their up, the more chances they'll send Blood Power to DBS.

    Once Saurfang hits 30% he soft enrages.  Usually shaman will pop bloodlust here and it's also a good time to pop your cooldowns for maximum DPS and to minimize the enrage time.  Once he's down, there's a bit more RP and then you get loot:


    Now I'm sure some of you are saying to yourselves "Gypsy, why have you not included all the spell caster loot in your guide, even if it has a little Mp5 on it."  My answer is "FUCK Mp5."  It's bad enough half the viable stuff has spirit on us and that's barely useful, but Mp5 does NOTHING for a mage.  Don't roll on it, I beg you.  I don't care if it's an upgrade for you and here's why:  Cloth loot is shared by 3 classes that can only wear cloth; mages, priests, and warlocks.  On top of that we have shaman and boomkin and sometimes holy paladins rolling on it too, because sadly, Blizzard made Best In Slot stuff for those classes cloth in some spots.  So don't piss off your healers and roll on Mp5 stuff and healer trinkets.  It's just not nice.

    The Correct Focus of Your Focus Magic

    I find it somewhat disturbing and amusing that a lot of the things I post for my fellow mages come out of the morons I've run into in the new random dungeon system.  So a quick shout out to Blizzard for putting the system in and giving men plenty material to keep me writing for years!

    Today's topic has to do with one of a mage's more situational spells that's granted by talents in the arcane tree:  Focus Magic.  This 3rd tier Arcane talented spell allows the mage to put a 30 min buff on any friendly unit that will buff that unit's spell critical chance by 3%.  In return, whenever said unit has a spell critical hit, the mage gains a 3% spell crit chance buff for 10 seconds.  It is important to note that this only works on spell criticals, both to buff and to set off the proc affect for the mage.

    Since you can buff any friendly unit, you can throw it on a friendly NPC if you like, or any player of your faction.  So long as that player/npc is in the same instance or zone as you and casts a spell that crits, the mage will benefit.  This naturally brings up the question of who to hit in any given situation.

    Last night I was healing a random normal Lich King dungeon on the Ele/Resto shaman I'm currently leveling to 80.  It's well known that an Elemental Shaman is a mage's best friend along with Boomkin.  We have quite a few casters in our guild who aren't getting the benefit of either consistently in raids due to the majority of buff classes benefiting melee.  On top of that, I thought a shaman might be fun to try.

    Anywho, we're doing normal Nexus and there were 2 mages in the group with me healing, a DK tanking, and a ret pally being an idiot.  We won't get into the details of how bad this group was, but the subject of FM came up via the less geared, clearly less experienced mage.  I offered my thoughts after he decided that the ret pally was the best choice for his buff.  But clearly, being a shaman in full heirloom gear, I was more of a noob and he continued to buff the ret pally because the ret pally had 4 spells in his rotation.  I chose not to fight with him further.  It was his own DPS he was stunting.

    However, I felt it might be helpful to clarify for new arcane mages where this spell SHOULD go.  Looking at the mechanics of it, your first choice in any given situation is going to be a fellow arcane mage or another mage who has also taken the talent.  This is generally how my raid runs, all the mages daisy chain or share FM.  Please not that it only can buff one player at a time and the player that has it can only have one FM buff active at a time.  This means you can't have two mages throw FM on the same person and give that person 6% spell crit or two individual mages benefiting from one players crits.  It will only benefit the last mage to have buffed said player.  The proc will only activate on spell crit.  SPELL CRIT.  NOT MELEE.

    Seeing as that is our number one reason to put it FM on a person, the rule of thumb is to put said buff on the CASTER with the highest probability of getting a critical strike with SPELLS.  Here is where the unbelievably stupid idea of the Ret paladin comes in.  Sure Ret pallies get spell crits; technically so do rogues, via poisons.  This does not make this a good idea.  Some damage from melee classes, despite coming from spells, count as physical damage.  This means the probability of your FM critting on a melee class is slim to none.  Paladins would get you an occasional exorcism, DKs might toss you an Icy Touch or Death Coil, Rogues a poison crit, hunters maybe a serpent sting?  Let's be honest here, you will benefit your group/raid the most by doing the maxing your DPS (all the damage and aggro avoidance aside):  in order to do that with FM, put it on a caster and save me the shame and head shaking.  The ONLY viable melee class on which to put Focus Magic is an Enhancement Shaman.  More on that later.

    But which caster you say?  First and foremost, it's going to maximize your crits and that of any other mage in your group/raid by exchanging the FM.  When you do this, you get a nice roundabout of crits and up-time on the buff, plus you get a total of 6% every time you get a proc from your friend.  Since you can't put more than one FM on any given mage, if there are more than 2 mages in a group, you do a daisy chain, otherwise known as the "Mage Conspiracy" in my guild.  For example, if you have 3 mages in the group, Mage 1 will FM mage 2 who will FM mage 3 who will FM mage 1.  It's a nice little circle you make that is endless and happy and full of crit.  It also makes warlocks sulk which is always a good thing.

    If you don't have another mage to FM or one that doesn't have FM, there comes a time of great thinking.  Keep in mind that DPS casters are not the only ones you can hit with FM.  You can also hit healers.  In an over powered heroic, this is usually not a fabulous idea because said healers are usually bored out of their skull doing things like tree-punch (I'm looking at you resto druids) or Holy Nova (ehem priests.)  If they aren't constantly casting at the same time you are casting, their chance of critting and procing your buff at an appropriate time is little to nill.  So in such a group, a DPS caster is a better choice.  Now, that's not to say you'll always have another DPS caster in your group -- a lot of times in my random heroics with strangers, I find no other casters but myself and the healer.  Thus the FM automatically goes to said healer.  However, this is where the enhancement shammy comes in.  Enhancement uses a complicated rotation full of shocks and procs for lightning bolt/chain lightning.  So if their crit is high enough, they're a viable choice.  How do you know if it's high enough?  You could armory them.  Or you could test it.

    As for healers, certain healers don't do a whole lot of spell critting.  There's argument as to if HOT crits count at all for FM.  I haven't tested it, but if so, this limits a tree's viability as an FM target.  Disc priests are also a tough choice since a lot of their healing is actually damage prevention through shielding.  These are obviously better targets than a ret paladin, but if there's another choice take it.  Holy paladins are my favorite healers to put FM on -- they stack int and get a good deal of crit from it and crit all the time with their heal-spam.  The important thing to remember is that 3% crit, while lovely, is not likely to help a healer save a tank from dying better than better DPS output.  I had a mage tell me he had to FM his priest friend so "he can get those big crits to keep up the tanks" and was appalled since there were 2 other mages in the raid as well and we could have skyrocketed our DPS and made the fight shorter instead of hoping the priest could benefit from a measly 3% enough to not fail at tank healing.  On another note, the priest was holy and holy priests are raid healers.  Nuff said.

    With DPS casters, it's also questionable if warlock DOT crits proc an FM for the same reason as a druid HOT -- both of these concepts actually place a buff on the target that do the critting, not the actual spell caster.  (Again, I have not extensively tested this data yet.  It's on my very long to-do list.)  So that leaves us with elemental shaman, shadow priests, boomkin, and other mages.  All mages love crit and it scales a lot better with fire and frost.  Frost has those nice shatter combos that keep your FM up and fire does it's living bomb thing which is full of critty fun too.  Elemental shaman have elemental oath that stacks up when they crit increasing the whole raid's crit on top of a lovely Totem of Wrath that adds to crit so you'll find them hitting up your FM procs too.  Boomkin also have a crit aura and their wrath-spam and eclipse give you a good chance at getting a proc.  Shadow priest are also a good choice as their channeled and direct damage crits will give you a proc.  In my experience, at level 80, any one of these will give you a constant up time of your procs.

    Here's a fun flowchart for your convenience.  (You're a wizard Harry!)
    For the sake of the flowchart, Enhancement shaman will be considered DD casters and tree druids will be considered the same as a caster using DOTs.  I plan to look into the HOT/DOT issue more in the future and I'll let you know what I find out.

    Also, sorry this post is like... a week late.  My shaman just hit 80 and needed mad purpz.

    Rocket Science: The A&P of a Troll


    With my recent exposure to the WoW community thanks to Wow.com's blurb, I've acquired a new kind of reader on my blog.  This kind of person is generally undesirable, completely useless, and otherwise ignored.  We have come to know them as Trolls:
    Slang Dictionary (From Dictionary.com)
    troll
    1. n.
      an ugly person; a grouchy person. : Gee, that dame is a real troll. What's her problem?
    2. n.
      an internet user who sends inflammatory or provocative messages designed to elicit negative responses or start a flame-war. (As a fisherman trolls for an unsuspecting fish.) : Don't answer those silly messages. Some troll is just looking for an argument.
    3. n.
      a message sent by a troll (sense 2). : Every time I get a troll, I just delete it.
    Definition #2 applies here most readily.  I have participated on a number of forums in my long years of internet exposure and I have found these specimens everywhere, no matter the type or format of forum or blog.  Anything that allows comments also allows trolls.   These people like to nitpick, insult, and argue.  But what makes a troll tick?  How do you stop them?



    I've played on a variety of server types while on WoW and in on of my more recent server changes I transferred off an (RP)PVP server to a regular RP server.  On the previous server which shall remain nameless, I was a part of an ex-boyfriend's guild, widely known on said server for being a troll guild.  A small membership of said guild were clever and witty and did indeed troll on the forums pretty hard.  The rest of us just raided and laughed in the background at the burns they would throw at nubs and whiners.  My ex was the biggest troll of them all, so I got a first hand look at what sits behind the troll.



    I can honestly say that some of these people are not bad.  Their quick wit and sense of humor provides entertainment for all, and I truly doubt they have the intent to hurt anyone.  However, their powers are used for evil in some situations, and despite best intents, people get their feelings hurt.  So why do they do it if it can go sour?  Usually just to entertain themselves (and occasionally others).  Look at the population of people that play WoW - people looking for something to get their mind off other things, like work or school.  Apparently the game isn't enough for some of that population, so they turn to the forums and blogs.  For others, it's just the thrill of the hunt.  Bullies have always existed along with society.  Wherever there is community, there will also be bullies.  These people feed off the misfortune of others, making themselves feel better in the process.  It helps them forget their own problems.  For a select special brand of trolls, there's no other explanation other than they're just assholes.  Nuff said.

    I'll happily admit that sometimes a troll is in the right - putting someone in their place for a ridiculous complaint, shutting them up and moving people on to something more worthwhile to discuss.  However, we run across a few problems with these undesirables.

    •  Sometimes (often), they just don't care.  Certainly, they're entitled to not care.  No one should or can tell you who or what to care about, and you don't have any business telling others.  However, common courtesy often eludes trolls.  They have little to no filter and telling them they hurt your feelings is not going to get you anywhere.  In fact, they'll probably troll you harder.
    • They prey on anyone they see weaker than them.  This can cover any number of aspects; physical, mental, emotional, armory, gear score, level...  If there's any indication that they've got a one up on you, welcome to the target list.  Please note that this is only their opinion of these indications; it may or may not be true.  It's also important to note that trolls are not part of any guild or society.  There is no code of honor among trolls.  This means that they also tend to "eat their young" so to speak.
    • They don't always have identifying marks.  Trolls don't run around with a badge pinned to their jacket or a special guild icon in their signature.  They often post anonymously or under a pseudonym to protect their true identity.  This often stems from a degree of cowardice, although it can also be to protect their loved ones.  Only the bravest trolls do so under their actual name (in WoW's case their main character). 
    • They come in all shapes and sizes.  I have met male and female trolls.  Big ones, small ones; smart ones, dumb ones; mean ones, and funny ones.  Without the badge mentioned previously, there is no way to tell who or what is going to lash out at you in a post or even why.
    • They cannot be exterminated.  They will always exist.  There will always be replies of "QQ more" waiting on you in your forum post or your blog.  Where one disappears, two pop up in their place.  This applies to banning, deleting, and other means of removal.  IP addresses are readily available as are accounts.
    So what do you do with them?  Honestly, the best policy is to ignore them.  Remember how your mother always told you to ignore your big brother or sister and then they'd leave you alone?  The same principle applies here.  As long as you feed their fire, they shall continue to burn hot and heavy and all over your blog.  You can try to one-up them, but their arsenal is vast and unless you manage a hell of a re-troll, they'll be back for more.  I tried this once, for fun, and got my ass kicked; I'm not happy to report that, but I learned a lesson from it.  If you're desperate enough, you can always find a bigger troll to take care of them, but more often than not, you'll end up getting eaten along with the whelp.