Arcane Brilliance: Gemming for mages

Cinch up your robes and brandish your wands, it's time for another edition of Arcane Brilliance, the weekly mage column that sincerely hopes that this picture was taken by a warlock, just before the mage on the other end got an honorable kill.
Around Thanksgiving, Arcane Brilliance received an email from a reader named Todd. I liked it so much that I wrote him back and told him I'd devote a column to his topic at some point soon. Though it has been over a month, I'm finally getting around to writing that column. In my defense, though: I'm extremely lazy. In the interests of space, I won't print the entire email, which was long, polite, and quite well-written. But here are some selections:
"Hi There,
My name is Todd. I LOVE your columns, and read them whenever I get the chance to. I am writing you trying to get help for my mother (who I sucked into playing WoW more than a year ago). She chose to be a gnome mage and embark upon the adventure of being an arcane spell caster. We fight side by side almost every day in heroics and raids (and rip the occasional warlock to shreds whenever the opportunity arises).
Anyway, I was hoping you might give us some assistance in regards to Gemming her gear. With the plethora of options out there it is hard for us to make a choice as to what will give her the best output for the investment..."
Todd then goes on to list the specifics of his mother's gemming setup, and the philosophy behind it in detail, and closes with what he's tried in the past:
"Now we have noticed that this current setup is a marked improvement over the previous setups we had going. First we tried pure spellpower gems but found it lacking in staying power due to a low mana pool. Next we tried Pure Intellect Gems and found a generous mana pool (30k raid buffed, 28k party buffed) but could quite hold the top of the charts in dps (however, She was almost always in the top 3). Now we are trying this new gem loadout and are looking for some guidance to see if we are on the right path.
If you can help we would appreciate it."
First things first: Todd has the best mom ever.
The second thing this email makes me realize is how difficult it can be to tweak your mage at the high levels of the game. Once you have the gear to put out quality DPS, maximizing that DPS through gems can often be a trial-and-error process, costing a great deal of time and gold.
Theorycrafters make it sound simple: Spellpower trumps all, every time, always, forever. And though this is largely true, the hard and fastness of this rule varies a bit between specs and playstyles. There is no cookie-cutter "optimal" stetup that will work for every mage ever, without exception.
Now, before we get started, let me issue my standard caveat when I write columns like these:
I hate numbers.
I fear them. It stems, I think, from when I was a child and a Texas Instruments calculator became self-aware while I was playing that little game where the snake eats the apples and gets longer and longer until it becomes so long that it wants to turn against its human masters and begin the dark work of ending our race. That calculator hunts me still. At night, I can hear it...graphing.
So there won't be much in the way of complex number-crunching in this column. Honestly, if you expect that kind of thing from me, you simply haven't been paying attention. What I offer here are a few guidelines to follow when gemming your mage, things that are generally true to some degree regardless of your spec or playstyle. When there are exceptions, I'll try to list those too.
In most cases, spellpower gives you the most bang for your buck.
This is almost always going to be true. But it would be a mistake to assume that the optimal gem setup for every mage is always going to be a Runed Cardinal Ruby in every slot, regardless of the color of the slot. Past a certain point, more spellpower isn't always the best policy. Once you get in the neighborhood of 4,000 spellpower, other stats, most notably haste for Arcane mages, start to creep up on something akin to equal footing.
Lets look at the current stat hierarchy:
- Hit rating - This is the single most important stat until it is capped. See this column for specifics on your spec's hit cap. It varies depending upon talents and raid buffs. Once geared in full epic gear, this should be capped in most cases, without the need for hit rating gems. If you still need hit rating to reach your particular cap, then gems are a good place to get it. Once capped, this stat ceases to be useful in the slightest.
- Spellpower - When in doubt, go with spellpower. In most cases, a Runed Cardinal Ruby is the single best gem you can put in a slot. This is your primary stat.
- Crit and Haste - These are your secondary stats. Haste is of more importance to Arcane mages, while crit is more valuable to Fire/Frostfire mages. Both have effective caps, where stacking more ceases to add value, but they are so high that most mages will never see them.
- Intellect - This is largely valuable as a mana-pool increasing stat. If you find you aren't running out of mana in long fights quickly enough to cause problems, you have enough intellect. In most cases, this isn't a stat you'll need to gem for. The exception is Arcane, which has talents that convert intellect to spellpower. For Arcane mages, the value of intellect jumps to the approximate level of haste, but is still well below spellpower in terms of pure point-for-point importance.
- Spirit is useful for adding crit rating through Molten Armor, but absolutely every other stat already listed is more valuable than spirit for mages, without exception. There is almost never a need to gem for spirit.
Meta slot
This is one circumstance under which there actually is one "optimal" choice: the Chaotic Skyflare Diamond.
The extra crit rating is minimal, and not worth factoring in here. The real value comes from the 3% increased crit damage. This is a flat-out DPS increase, worth around 200 DPS for the more crit-heavy specs. It's the best meta gem by a long distance, regardless of any variable. You might look at one of the other metas and be tempted. You might think something else sounds appealing somehow. You are wrong. In terms of pure DPS, which are the only terms a mage should care about, the Chaotic Skyflare Diamond is the only choice worth making.
It requires at least two blue gems, which is a slight limitation. You'll want to fulfill this requirement with purple or green gems, since the blue gems on offer all suck for mages.
Red slots
This one's also easy. When you have a red slot, there's no reason not to gem for spellpower. The best choice here is the Runed Cardinal Ruby.
Blue slots
Here's where it starts to get a bit more muddy. First, look at the slot bonus. Is it something besides spellpower? If so, you might want to ignore the color of the slot and simply gem for spellpower again. If it is spellpower, you may want to consider other options. Here are your choices:
- Sparkling Majestic Zircon - No. Just...no.
- Glowing Dreadstone - The spellpower is good, but gemming for stamina is usually not ideal unless you're gemming for a PvP setup. In which case, this week's column pretty much ignores you anyway. Sorry, guys. This might be a good time to point out that I'll also be ignoring gems with spell penetration or resilience on them, too.
- Purified Dreadstone - Spellpower here, but the spirit is of only marginal use. Still, if you're going with a purple gem, this is probably the best choice. If your slot bonus is 4 spellpower, you're basically trading 7 spellpower for 10 spirit, which is not a good trade in most cases.
- Intricate Eye of Zul - Haste and spirit. For Arcane Mages, this is an option, but not a really good one. Spellpower, even at the expense of a spellpower slot bonus, is likely going to be better.
- Misty Eye of Zul - Again, this will be an option for Fire/Frostfire, but still falls short of an off-slot-color spellpower gem in most cases.
- Seer's Eye of Zul - Intellect's inflated value to Arcane mages makes this an interesting option for Arcane Mages, but only if mana pool size is still an issue.
- Shining Eye of Zul - Only a valid choice if you're below the hit cap, and probably not even then. There are better ways to get your hit rating.
This is actually a better slot for mages, since your orange gem options are better. All of the Green gem choices listed above, such as they are, apply here as well. Again, if the slot bonus is something besides spellpower, your best bet is almost always going to be to ignore the color and plop a spellpower gem in there.
- Brilliant King's Amber - A solid choice for Arcane mages, but only valid for other mages as a way to pump up mana pool size.
- Quick King's Amber - This is another interesting choice for Arcane mages, especially if your spellpower is already quite high.
- Rigid King's Amber - Again, only an option if you're finding it hard to reach the hit cap through other means.
- Luminous Ametrine - Intellect and spellpower. This is a nice alternative for Arcane Mages, and trumps the Brilliant King's Amber unless you really need the extra mana.
- Potent Ametrine - The extra crit rating makes this an intriguing option for Fire/Frostfire mages. If the slot bonus is 4 spellpower, you're trading 7 spellpower for 10 crit rating, and most of the time, the spellpower is still going to win that one.
- Reckless Ametrine - Haste makes this a decent choice for Arcane, if you can justify the 7 spellpower for 10 haste exchange rate.
- Veiled Ametrine - Once more, only valid if you need the hit rating. Great choice if you do, terrible if you don't.
A large part of your gemming choices should be made with an understanding of your mage's specific statistical needs. If you find your rotation is more mana heavy, you may need more intellect. If you aren't critting the way you'd like to, add a bit of crit rating. If your Arcane Blasts or Frostbolts aren't coming out with the frequency you'd prefer, haste gems are a good option. It's a complex and difficult balance to strike. And spreadsheets aren't always going to tell you the right answer for you. Are you a spreadsheet? Do your spells always follow the same cast order without deviation? Do fights always go as planned? Do you ever spend time running instead of casting? Is your spec a cookie-cutter one, or do you have the odd talent point here and there that you've used in a proprietary manner?
The point I'm trying to make here is that the "optimal" setup for one mage may not be the optimal setup for another. Find what works for you. Cap your hit, stack your spellpower, and everything else is gravy. Put it on your potatoes, drizzle some on your turkey, mix it with your stuffing, throw it at a warlock. In the end, it's completely and utterly up to you.
Filed under: Mage, Analysis / Opinion, Tips, How-tos, Jewelcrafting, Features, Guides, Classes, (Mage) Arcane Brilliance






Reader Comments (Page 1 of 3)
Ravasha Jan 2nd 2010 4:08PM
Thanks, this helps for my warlock too. Haha.
Nazgûl Jan 2nd 2010 6:15PM
Keep in mind that Spirit is far more useful to Warlocks than to Mages though.
Babaloo Jan 2nd 2010 4:08PM
Can't wait for Cataclysm where all you do is gem for Intellect. :o
tim Jan 2nd 2010 4:57PM
Um, right now you pretty much gem for SP and hit. Maybe in Cataclysm you'll actually have good reasons to gem for crit and haste as well.
Mark Jan 2nd 2010 5:18PM
Well actually we'll still have the stats: Haste, Hit, and Spirit to deal with as well. It won't be so easy we'll only have 1 choice, and there will still be theorycrafting to do but it won't be so mindboggling as to really confuse people that aren't "hardcore"
Something to look forward too will be the augmenting abilities given to professions next xpac as well. It'll give us more to do with our gear.
arcaneterror Jan 2nd 2010 5:36PM
Actually, Mages won't have to deal with Spirit. Ever.
Nazgûl Jan 2nd 2010 6:16PM
Right, Spirit and mp5 are going to be the same thing in Cataclysm, so don't expect to see Mages using it.
Kendeura Jan 2nd 2010 4:14PM
Sorry to say but whoever wrote this column obviously doesn't really know how a mage works.
It's simple:
*Red: Runed Cardinal
*Yellow: Reckless Ametrine
*Blue: Purified Dreadstone if the Socket Bonus is +7 or higher (if it's +5 put in Runed Cardinal, obviously you still want atleast 2 for the Chaotic Skyflare)
Haste is also better gemming than crit for fire and frost.
sephirah Jan 2nd 2010 4:27PM
Shh... if mages on my server read the article, my correctly gemmed warlock will finally be able to outdps them... :)
Alithoe Jan 2nd 2010 4:30PM
Fire gets bonuses out of haste, but crit is almost always better. The more crit you have, the more hot streaks you get. Haste will also allow you to proc more often by nature of casting more often, but fire builds get a lot of extra crit damage from talents. Also, the more crit you have, the less likely it will be that you have an unlucky night and sit on the bottom of the charts because you couldn't get a hot streak.
Haste is king for arcane and frost builds, right under spellpower (would that make haste "queen"?). It does add the benefit of letting you move more often between casts for all specs (which is important), but arcane and frost don't have the crit modifiers that fire does, but they certainly have long cast times that greatly benefit from haste.
The reason Mr. Belt says "almost always spellpower" is because SP will always give the same benefit the more you add to it. Haste and crit rely on spellpower to determine how much benefit they'll give. It's worth looking into haste and crit once you have tons of spellpower, but the easiest way to gem is just spellpower.
darthkoonstyle Jan 2nd 2010 4:52PM
But it's not. Fire/TTW and Frostfire DPS is heavily dependent on crit. If you can't crit twice in a row, you might as well not come to the raid.
To simplify this, we're using FFBs 3 second cast as a benchmark.
If you're stacked haste (say even 20%), and have 20-25% crit, even with everything being "perfect averages", you're only going to get a Hot Streak 6.25% of the time (25% x 25% = 6.25%). Over 5 minutes of constant casts, you, at 20% haste, only get 25 additional casts. At that crit rate and cast consistency, that is only 7.81 Hot Streaks over 125 casts. Of those 7.81 Hot Streaks, only 1.95 (just round to 2) will be crits.
Stacking crit and having, say only 40% crit and NO haste, over 5 minutes, you get 100 casts. The odds of you critting twice (40% x 40%) is a 16% chance, and over those 100 casts, as anyone could tell you, thats 16 Hot Streaks. Of those 16 hot streaks, 6.4 average are crits.
Again, this is simplified, and more often than not, there will be other variables and talent modifiers. But if all of these are equal, you can remove them and boil it down to the simple fact... stacking 1% crit is 3x more effective in a fire build than 1% haste.
Aoeadin Jan 3rd 2010 12:21AM
Math fail:
1st cast crit chance - 25%
2nd cast crit chance - 25%
Chance that 2nd cast's crit chance is affected by first cast - 0%
2 consecutive spells, each with a 25% crit chance, unaffected by eachother means that the chance of getting a) 1st crit, 2nd non-crit, b) 1st non-crit, 2nd non-crit, c) 1st non-crit, 2nd crit or d) 1st crit, 2nd crit, is absolutely identical. It's 25%. The odds are unaffected by eachother.
For example;
I flip a coin and it lands tails, the odds of this happening are 50%. I flip it again, again wanting tails. Are the odds of this being tails reduced? No.
When an event is not affected by previous or following events then the % chance of a particular outcome is also unaffected.
Statistically, the odds of n number of consecutive results in this example, given a 50-50 outcome probability, is 2^(n-1).
William Jan 3rd 2010 12:26AM
You guys are wrong. Go visit ElitistJerks, where people have mathed it all out. There actually is a one-size fits all solution to gemming for mages. The only build that favors crit over haste is Frostfire, and that's a very specialized build that's used only when you need to maximize Blizzard AOE damage (e.g. Anub'arak 25-man HM). Both arcane and fire builds still favor haste over crit.
thebitterfig Jan 3rd 2010 2:10AM
The problem is there *IS* no real one-size-fits-all solution to gemming.
The talents which rely on Crit in Fire have barely changed since, let's say Ulduar and patch 3.1. The gear has. A mage in ToC25 and ToGC25 gear simply has more Crit than a lower-geared mage, just as a result of higher ilvl, and this changes the stat weights. A lot of this is that it is just less effective going from 50% to 51% crit as it was from 40% to 41% crit as it was from 30% to 31% crit ( 1/50 < 1/40 < 1/30 ).
However, in Ulduar, FFB and FB/TTW mages *DID* prefer Crit to Haste, and it wasn't just for Blizzard maximisation on Anub'arak. That's what the best math of the day told them was the best way to gem, based on the gear they had then. It could be that the current 219/232/245 gear most mages can get without significant strain from badges and ICC5's does have enough Crit to support Haste-preference, but I'd want to see the numbers of that specifically, rather than what you should do in gear with a min ilvl of 245. This remains the biggest danger of EJ - reading back what a toons should do at high gear levels onto what you should do at low gear levels.
A great non-mage example is Assassination rogue gemming. In ICC25 gear, you want to gem for AP/Haste, rather than Agi/Crit (once hit and expertise capped, of course). Disease changes are important, but a large part of that is due to rogues having so much agility and crit on all their gear that they start to softcap crit on white attacks. For a starting rogue with only a few pieces of badge gear on them, AP/Haste might not be the way to go, but maybe Agi/Haste.
The ultimate reason is thus: stat weights for gemming depend on ALL your gear. There can't be a OSFA solution because of this.
PoorKarma Jan 3rd 2010 2:11AM
Wow. Someone doesn't understand statistics at all. When you are talking about consectutive crits, yes the first spell very much has to do with the second spell.
Lets start with the second cast. Given a 25% chance to crit and 100 casts, obviously there are 25 candidates to proc HS. However, they only count IF the cast before them was also a crit, so lets look at those. So now we have 25 casts each with a 25% crit which means we have 6.25 casts out of 100 that will count for HS. For those of you counting at home, 100 * 25% * 25%? Equals 6.25. That's basic probabilty.
Your own example even proves you wrong. You have 4 possible results, a) crit-hit, b) hit-hit, c) hit-crit, and d) crit-crit. However you are assuming that these all have an equal chance to happen, which in order to be true, requires a 50% crit rate, not a 25%. and 50% *50% = 25% chance d will happen.
Extend it to three casts. Quick example: Coin flipped 3 times. Possible outcomes are:
H-H-H, H-H-T, H-T-H, H-T-T, T-H-H, T-H-T, T-T-H, T-T-T. Now there are 16 pairs in those results. Out of those pairs, half are identical, giving us consecutive flips the same. However we don't care about cconsecutive flips, we care about consecutive flips which are both HEADS (crits). Well out of our set, there are 4 pairs of H-H, which makes sense, half of our consecutive flips were heads. So out of our original 16, we have 4 winners, or 4/16 = 25%.
Gidaeon Jan 3rd 2010 9:49AM
What I find is funny with the math folks in this thread is you are using coin tops (pure random chance all nearly zero effects notwithstanding). Crits in this game (along with most combat mechanics) are not pure random chance decisions but table based as has been proved over and over and over and over again...
PoorKarma Jan 3rd 2010 5:52PM
How is table based less random? So there's 250 entries out of 1000 that say "crit". That's still a 25% chance. The math doesn't change because of a larger spread of possible rolls.
marco Jan 5th 2010 12:57PM
/sigh
High school statistics fail. While the chance of getting heads in a coin toss is 50/50 every time, the chance of getting heads GIVEN a provided outcome on the first toss will be different. Would you agree that the chances of getting heads 20 times in a row is NOT 0.5?
That's what I thought.
jim Jan 13th 2010 5:45PM
YES!!!
A mage who speaks the truth, EJ concur with you matey, and so do I
JoeShmoe64 Jan 2nd 2010 4:16PM
Before the rest of my comment, awesome picture.
I've only ever had one character since I started, and it's been a lone human mage. I've always meant to make an alt or two, but have never gotten around to it. My mage has been 80 for months now, but recently had a huge gear turnover, mostly with emblem gear. I've had to really get into resocketing (thank god for epic gems bought with honor), and was wondering what would benefit me best, since before I was doing the whole "socket for the bonus" gig, with little idea of what to do outside of the meta and red sockets (hey, nothing wrong with intellect in the yellow sockets, right?). I'm never going to be a hardcore player, but with the huge need to resocket, I figured I might as well look respectable. With forums being so convoluted (and the fact that most replies will be "LOLOLOLOLOL LOOK AT NUB WHO DUSNT NOWE HOW TO SOCET!!"), I really appreciate the guide!
Oh yes, and a new slogan for your mayoral campaign: Don't get caught with your pants down, vote Belt for Mayor!