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Arcane Guide: BiS Trinkets for 4.2 Predictions for 4.3

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Hey guys, just a very quick update for the Patch 4.2 Arcane Mage Guide.  Something a lot of people have trouble with is the relative value of trinkets, I definitely include myself in this as things I see and think 'hey that looks awesome for me' actually end up being pants (translation for non-Brits: Rubbish).  So thanks to the guys at MMO-Champion and their thread here I'm able to stick up a rough and ready guide to BiS for Patch 4.2.  Better late than never I guess.  I also take a quick stab at what will be BiS for Patch 4.3 according to early simulations but this may well change by the time of release.

4.2 Best in Slot Trinkets for Arcane

These are in decending order (ie. the one at the top is best, the one at the bottom is... um... least best? lol).

Variable Pulse Lightning Capacitor (Heroic) - Comes from the Cache of the Fire Lord after you defeat Ragnoros on Heroic.

Shard of Woe - Only available on Heroic, comes from the Cache of the Broodmother after you defeat Sinestra in Heroic Bastion of Twilight.

Variable Pulse Lightning Capacitor (Normal) - Comes from the Cache of the Fire Lord after you defeat Ragnoros on Heroic.

Theralion's Mirror (Heroic) - Drop from Theralion on Heroic Bastion of Twilight.

Darkmoon Card: Volcano / Moonwell Chalice - DMC:V is acquired turning in the Volcano deck to Darkmoon Faire.  The Volcano Deck is made up of the Ember Cards (get them from Inscription or buy them on the Auction House).  MWC is purchased from Ayla Shadowstorm after completing the required Molten Front daily quests.  Why are these two at a comparable level?  Well it depends on if you're an engineer or not.  Unfortunately you cannot use Synapse Springs and MWC at the same time so it works out that if you're an engineer DM:V is the better option.  However, if you are NOT an engineer then you should take MWC.  The difference between the two is not that great from what I've seen.  Personally I take MWC over DM:V as an engineer but that is purely a personal playstyle choice and in strict theorycrafting terms I shouldn't do that but for me personally I accept the slight DPS dip for a trinket that I feel more comfortable using.

Theralion's Mirror (Normal) - Drop from Theralion on Normal Bastion of Twilight.

Probable BiS Trinkets in Patch 4.3

Like I said at the start, the jury is still out but it looks like Cunning of the Cruel (Heroic) and Will of Unbinding (Heroic) are set to be the BiS for Arcane come the new patch.

Taking a quick look at the stats Will of Unbinding (Normal) may well sit in third place depending on proc rate followed by VPLC(H) then Cunning of Cruel (Normal).  Don't quote me on this, this is just taking a rough look at the available stats and Simcraft et al may well show something different once the patch actually drops.

So there we go guys, hope this helps.

 

 

An Introduction to Arcane

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Introduction: Why Go Arcane?

The Arcane Mage is unique amongst all other DPS classes, and that includes other mages.  It is the only DPS'er where the amount of damage you do is directly related to how much of a ability resource (mana) you have, rather than just being limited by it (ie. you can't deal damage when you run out of it).

Arcane mages are very very good single target DPS'ers and are currently the top mage spec for DPS in Firelands according to World of Logs.  However, despite an early very strong showing in Firelands they have been overtaken somewhat by a number of other classes in particular Moonkin Druids. I would hasten to add that World of Logs is entirely representative of the people who choose to upload and therefore only represent a sample portion of the total number of people playing certain specs and what their results are.  Arcane Mages remain a very strong DPS spec and, with all things such as gear being equal, you can usually expect to be among the top DPS'ers in your raid group.

Arcane Mages excel at stationary fights which allow them the opportunity to complete their rotations which have relatively long cast times compared to other Mage specs, they lack the same ability of Frost and Fire Mages to maintain a consistent level (or high level in the case of Fire Mages) of DPS when forced to move.  They are also weak in fights involving significant AoE and should not be used to deal with groups of adds in boss fights.  However, they're very effective at dealing with single adds that must be burnt down quickly.

Arcane Mages bring a good variety of utility to Raid Groups when talented correctly.  Obviously they have Arcane Brilliance, Mage Tables and Time Warp which all mages can bring but in addition talents allow them the Arcane Tactics passive buff which increases the damage of all nearby raid members by 3% and the Focus Magic active buff which will increase a single raid member's crit by 3% and periodically granting a proc which also increases your crit by 3%.

Arcane Mages are also relatively simple to play but allow for much greater complexity once you understand the spec more through experience.  The basic Arcane Mage rotation requires as little as three buttons allowing for relatively simple play with good DPS results.  However, this belies the actual complicated nature of an Arcane Mage.  Instead of viewing the Arcane Mage as having abilities that deal damage, they are better understood as having a resource they are constantly manipulating in order to do damage.

Every other DPS class/spec in the game is more or less a sprinter that is going to blow everything they can as fast as they can as often as they can. The Arcane Mage is a marathon runner who wouldn't last past the first minute of a raid encounter if it was fought with the mentality of every other DPS class.

Additionally, at higher end play you can significantly improve your damage output through careful theorycrafting (or by reading other peoples' theorycrafting), gear, enchant and reforging selections and by refining your rotation specific to individual boss fights.

The ongoing joke is that Arcane Mages have only one button to be pressed in every boss fight, but don't be fooled by others' misconceptions!  There is a great deal of depth to the Arcane Mage IF you bother to look into it and research.  The rotation is not hard at all but the finer points of mana management and gear optimisation can be extremely challenging.  However, even if you don't want to go through the extra effort or you're a beginner looking to start out in the PvE scene you can still perform reasonably well with the basics (and one button lol).

 

Arcane Gemming & Reforging (4.2)

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Gemming as a Mage

Gemming as an Arcane Mage is exactly the same as gemming for any other kind of Mage; it's all about the red +40 Int gems baby!

Meta Gem SocketBurning Shadowspirit Diamond
Any Other SocketBrilliant Inferno Ruby (or Brilliant Chimera's Eye if you're a Jewelcrafter)

Why do we always gem Int?  Because Int is our number one statistic and will always provide greater DPS than gem hit, mastery, haste or crit.  Additionally those secondary stat goals can be achieved by gear selection and careful reforging, there should be no need to waste an opportunity to stack more Int when there are other means of achieving Hit and Haste caps.

Exceptions to the Rule

Because there are always exceptions to the rules; if the socket bonus is going to give you a +10 or +20 Int bonus then you can choose to select a gem that will give you +20 Int & +20 secondary stat.  Why?  Because the socket bonus means you're not losing out on any extra Int (well maybe +10 Int, but that's down to you to decide if the +20 secondary is worth sacrificing +10 Int and that will depend on your gear and cap goals).  Should you find the socket bonuses balances out then I'd advise the following:

Yellow SocketReckless Ember Topaz before haste soft cap and Artful Ember Topaz after haste soft cap.
Blue SocketVeiled Demonseye before Hit Cap and Timeless Demonseye after Hit Cap (unless it's a +20 Int socket bonus I would probably just go with the +40 Int gem in a blue socket regardless).

Basic Reforging

Reforge to Hit Cap

Because we should never be gemming for Hit, you're going to mainly get Hit from your gear and make up any shortfall by reforging.  To achieve this look to do the following:

Any item Crit/Haste or Crit/Mastery; reforge the Crit to Hit.

If you are still significantly short on your hit rating then you can reforge any Mastery on Mastery/Haste item into Hit.  I try to avoid this wherever possible but sometimes you will have to sacrifice that bit of mastery to make sure you're at the hit cap.

Reforge to Haste Soft Cap

Once you get to the Hit Cap with your gear, reforge any excess Hit you have on items into Haste.

Once again aim to reforge any spare Crit you have into Haste.

Worst case scenario, reforge mastery into haste to get to the soft cap.

After Haste and Hit Caps?

If you have any unreforged items left over, reforge any excess Hit, haste or Crit into Mastery.  Not very likely in Patch 4.2 unless you have all the Best in Slot (BiS) gear.

 

Arcane Rotation (4.2)

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The Basic Rotation

The basic rotation of an Arcane Mage revolves around the two phases, conservation and burn.  The conservation phase is aimed at playing to the strengths of your mastery bonuses ie. keep your mana pool as high as you can to cause the maximum possible damage.  You achieve this by wiping your Arcane Blast buff stacks regularly to balance your mana spent and your mana regenerated as best as you can.  When you look at the talents and glyphs sections you see that a lot of selections are based on aiding this process either by boosting your mana regen or reducing mana costs of spells.

The other phase of Arcane Mages' rotation is the Burn Phase, so called because you are going to burn through your mana pool very very quickly with lots of pew pew "omg look at mah critz damage and dps" going on.  Non-mages might call this your burst phase, but that's boring and we mages have a flair for the theatrical so we call it the burn phase.  It reminds us of burning warlocks :P  So what's the main condition for initiating a burn phase?  Having your evocation spell off cooldown!  With evocation available it means you can burn through your mana until you have roughly 35 - 40% left causes nasty nasty damage, you can then hit evocate and enter a conserve phase, safe in the knowledge that your mana pool will be roughly 95 - 100% full thereby once again maximising your mastery bonus damage.  OK you could blow all of your mana in the burn phase, and that can be a good idea in certain situations (such as when you're certain the boss will be dead at the end of your burn phase), but in most cases you're going to be entering a conserve phase again and if you've blown all your mana in the burn phase you're only going to be getting a 60% of your mastery damage bonus.  If you've played it smart, however, you'll be getting 95 - 100% of your mastery bonus damage.  Don't let short term pew pew awesomeness blind you to being an effective DPS'er over the course of an entire fight.  Remember what we said in the intro; you're a marathon runner, not a sprinter!

You'll also note that in the burn phase we're using all our non-mastery cooldowns and on use items, this is because we really want to maximise the amount of damage we're getting from our burn phase - it's where the largest chunk of our damage is going to come from in fights overall.  Therefore try and build up those 4 stacks of the Arcane Blast buff, pop mana gem to restore mana and get a boost to damage (see the talent selection section) then get them cooldowns popped.


Click to enlarge the image

Important Considerations For Your Burn Phase & Evocation

Aggro; make sure your tank has a firm hold on the boss aggro, the last thing you want to do is waste your burn phase because you're running away from the boss like a little girl.  Even popping invisibility means you've wasted at least 4 seconds of burn time time (and all those cooldowns you popped) to drop the aggro.

Time your burn with Time Warp/Bloodlust/Heroism; your evocate spell may well be off cooldown but if you know that the raid leader is going to call Time Warp within the next minute or so hold off entering a burst phase so you can start burning when Time Warp is popped.  A lot of Arcane Mages tie their haste soft cap around Time Warp (see the Stat Priorities section), doing that is pointless unless you're timing your burn phase with the Time Warp.  Obviously if you're going for a higher soft cap because you're not relying on Time Warp then you don't need to worry about this so much.  That's a personal decicion for you to decide depending on your play style, yes you'll sacrifice some mastery if you're going for the higher soft cap but play to your own strengths because that will increase your dps much more than just slavishly following a predetermined set of numbers because Simcraft simulations told you so.  If you can't get the knack of timing your burn phase with Time Warp then go for the higher haste soft cap, at least until you know the boss fight well enough to get the timings right.

Situational Awareness, having none will fuck you up buddy; be aware of the boss's abilities and phases.  If you remain oblivious to whats going on around you then you cans eriously mess up and waste a lot of opportunities.  The most important is Evocation, don't evocate if you're going to have to interupt it by moving.  This will leave you with no mana for the conserve phase, no mana for your next burn phase and still waiting for the evocate cooldown before you can really do anything about it.  Similarly, although slightly less catastrophic, is wasting a burn phase.  As mentioned earlier, Arcane Mages suffer in high mobility fights because they like to plant their feet and gets with the castings.  If you enter a burn phase by popping your cooldowns and then you're forced to run about you're going to lose DPS.  In some fights this is unavoidable, but as a responsible DPS'er in a raid team it's your responsibility to know the fight so you can at least try to time your burn phases during periods when you know you can stand still and nuke.  You not always going to achieve that 100% of the time, but make the personal effort to minimise wasted burn opportunities, it will pay dividends to you in terms of sexy sexy DPS results.

If you want to go much deeper into this then the nice people at Elitist Jerks have complete tables on optimal spell rotations during different conditions.  If you can translate it then good luck to you fella, you're doing better than I am lol.

Area of Effect (AoE)

I've already mentioned that Arcane Mages are weak at AoE gameplay and to be honest there's no real complexity here.  If you're specc'd into Improved Arcane Explosion (see below) then try to build four stacks of the Arcane Blast buff then spam Arcane Explosion to your hearts conent.  If you are out of position to use Arcane Explosion, then use the Flamestrike/Blizzard combination.  This basically consists of laying a Flamestrike down underneath a target then casting Blizzard.

If you're not specc'd into Improved Arcane Explosion then I would reverse the above ie. try to cast the Flamestrike/Blizzard combination, if you're caught out and you're too close to the enemy then use Arcane Explosion until you can get some distance again.  Remember you can use Frost Nova and Cone of Cold to root/slow enemies and Blink to gain some distance.

Personally, on small packs of mobs (3-4) that you tend to find in heroic dungeons I often find that you're better off following your single target converse phase rotation; no you're not going to match the DPS of that muti-shotting Hunter but that's ok.

 

Basic Arcane Mechanics (4.2)

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Basic Mechanics of Arcane

Arcane Mages primarily work on two principles; the use of the Arcane Blast spell to rapidly increase your damage and the conservation of mana to maximise the damage of each spell cast.  Each time you cast Arcane Blast you gain an Arcane Blast buff stack.  This buff stacks up to four times and as they add up the amount of damage your Arcane Blast spell does increases, but so does the mana cost of the Arcane Blast spell.  However, the Arcane mastery bonus increases damage based on total mana you have remaining in your mana pool. As you may well have guessed, these two principles do not go well together.  Your task is to make these principles fit together as best as you can.

Thankfully you can clear Arcane Blast stacks by cast any Arcane damage spell except Arcane Blast or Arcane Explosion, so although you lose the stacked damage bonus you are resetting the mana cost back to its base level. You will usually seek to clear Arcane Blast stacks with Arcane Missiles.  This spell costs no mana, but can only be cast when it 'procs'.  Arcane missiles has a chance to proc on any offensive spell cast.  The third spell you will come across is Arcane Barrage, this is far less effective as it costs mana and has a cooldown period therefore it should only be used in a last resort if Arcane Missiles has not proc'd.

You will always do more damage by continually casting Arcane Blast with 4 stacks of the spell buff than conserving mana for the mastery bonus by clearing stacks.  However, if you continually cast Arcane Blast without clearing stacks you will run out of mana very very quickly and therefore be useless.  Therefore you must utilise mana restoring abilities to allow you periods where you can continually cast Arcane Blast (called burn phases) and maintain a relatively mana neutral casting rotation when your mana regeneration abilities are on cooldown (called the conservation or conserve phase).  These are the simple mechanics that form the basis of the Arcane Mage rotation.

Mastery; How It Works

Mana Adept:  This increases all spell damage by a certain percentage based on your Mage's mastery score and the amount of mana remaining in the mana pool when the spell is cast.

Initially your mastery bonus if 12%, although this will increase as you increase your mastery score.  What does this mean?  Well it means that when you cast a spell and you have 100% mana remaining in your mana pool do do 12% more damage with that spell.  So if the spell did 1,000 damage without the mastery, it would do 1,120 damage with the mastery.  However; as your mana pool decreases, so does the percentage of bonus you receive to your damage.

For example:

With a 12% mastery bonus with a spell dealing 1,000 damage you would do 1,120 damage at 100% mana.

With a 12% mastery bonus with a spell dealing 1,000 damage but your mana at 50% you would do 1,060 damage (50% of 12% is 6%, 1,000 + 6% = 1,060).

With a 12% mastery bonus with a spell dealing 1,000 damage but your mana at 10% you would deal 1,012 damage (10% of 12% is 1.2, 1,000 + 1.2% = 1,012).

Understanding this concept is important as, for the most part, you will aim to keep your mana pool as close to 100% as possible in order to maximise your damage.

 
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