Pimp My Profile: Lissaris, arcane mage

I wasn't quite sure how to classify you in the title of the post, seeing as you've only recently respecced into arcane. The good news is that most of the tweaks I'll be suggesting today will work for both specs. Lets hear it for stat homogenization!
I've traditionally used a modified frostfire build, which has always worked well for me. I recently dual spec'd and tried an arcane build, but I wasn't able to put out as much DPS. Any suggestions on how I can improve to deliver maximum DPS?
- Lissaris
Gems
First things first: never gem for intellect. Though it is a tempting stat, especially for an arcane mage, you should be getting plenty of it through gear, especially if you're using the Talisman of Resurgence. For the most part, no matter what kind of mage you happen to be, gemming is relatively simple: Gem for spellpower first, haste second. Get your crit, intellect, and spirit through gear. I see that you've got a Chaotic Skyflare Diamond as your meta, and that's absolutely the best meta you can be using, by a large margin. To meet the 2-blue-gem requirement for that meta, shove a pair of Purified Dreadstones (because those are the best blue option) into any two blue slots you've got and then gem spellpower into everything else.
You can largely ignore the color of the rest of your sockets. Though in some cases you'll be giving up a small amount of spellpower due to the loss of the socket bonus, the amount you'll be picking up by cramming those sockets full of 23 spellpower gems more than makes up for it. The only other gem option that could work is a Reckless Ametrine in a yellow slot, and the only reason I'd use one of those over a straight spellpower gem is if doing so would net a decently sized spellpower slot bonus. The haste on the Reckless is worthwhile, and though the straight spellpower gem still trumps is for most mages, if you throw a solid spellpower slot bonus into the equation, a Reckless may be the way to go.
Other gem issues I see include a hit rating gem on your boots and a spell penetration gem on your cloak. Only gem for hit rating if you're below the cap and have no other way to get the necessary points. Your hit rating is at 413, which is way, way above the cap. With the talents you've taken, your hit cap in arcane spec is 289 (and that's without raid buffs...if you happen to have a Draenei and a shadow priest in your party, the cap drops to a measly 184), and in your frostfire spec it's 368 without any further aid, and 263 with full raid buffs. Any hit rating you've invested in beyond your spec's cap is wasted. So, get rid of that hit rating gem. Throw some spellpower in there, and you've just traded 20 points of crap for 23 points of awesome.
Same goes for the spell penetration gem. Spell pen is a PvP only stat, and even if you're PvPing a lot, replacing it with 23 spellpower is going to be a better use of the slot. Here, again, you're making a simple switch that swaps a stat that gives you zero extra DPS for one that gives you a lot of extra DPS.
TL;DR version:
- Replace your non-spellpower gems with spellpower gems
- Put two Purified Dreadstones in to meet your meta requirements (ideally in blue slots)
- Consider Reckless Ametrines in yellow slots if the spellpower bonus is worthwhile (for example, in the yellow slots in your tier 9 pants. In fact, as a rule, I find that a spellpower bonus is always worthwhile in my pants. Heh. Ok, I'm going to shut up now.)
Your enchants look pretty spot-on for the most part. The only problem I notice is that it doesn't appear that you've enchanted those sweet crafted bracers yet. Throw some Superior Spellpower on there!
Talents and Glyphs
Again, I don't see any real issues with your talent choices. Both your frostfire and arcane specs are fairly optimal. One change I would suggest is to pick up Incanter's Absorption in your arcane build.
You can take points out of Student of the Mind (your spirit is high enough already), Slow (you don't need it for PvE), and one out of Arcane Mind (again, you're already getting enough intellect from your gear) to get the three you need for Incanter's Absorption. Incanter's is a phenominal DPS boost, if used wisely. It is most effectively used in conjunction with a priest teammate who can put Power Word: Shield on you regularly. It works thusly:
- Step one: You get shielded (either by your own means -- Frost/Fire Ward or gulp Mana Shield -- or ideally by a priest)
- Step two: You take damage (normal boss splash damage, or you might even consider triggering the damage yourself, by doing something like running through some fire or a pool of nastiness on the ground that you would otherwise avoid)
- Step three: Your spellpower skyrockets (temporarily, of course)
Your glyphs look good for your arcane spec, but your frostfire glyphs are more PvP-oriented. They're fine if PvP is what you're using that spec for, but if you wish to maximize DPS with it, you need to get rid of your Evocation and Scorch glyphs and replace them with glyphs of Living Bomb and Molten Armor.
Gearing
You've got a couple of PvP pieces on now, and while those can be useful as initial pieces to fill gaps in your early level 80 gear, their time for you has come and gone. At the point you're at in your gearing, anything with resilience on it is a sub-optimal piece of PvE gear. Your boots and belt both need to go.
The first and easiest places for you to start your quest for raid-worthy gear is in the Icecrown 5-man heroics. You'll find massive upgrades for your waist and feet in heroic Pit of Saron and heroic Halls of Reflection. If those instances cause you grief, you can always start a bit smaller by heading to the normal Icecrown 5-mans (Pit of Saron has a nice pair of boots) or to heroic Trial of the Champion (shake the Black Knight down on a daily basis until these drop).
One issue that needs addressing right away is your trinket situation. You have the Talisman of Resurgence in the first slot, and that's a fantastic trinket for your arcane spec. It isn't optimal for frostfire, but isn't terrible either. It's your other trinket I have a problem with.
Your Mark of Supremacy is not a caster trinket. While it is true that it grants you hit rating, we've already discussed that you're well, well over the cap. And the on-use ability of the trinket increases your attack power, which is an entirely worthless thing for it to do. So in essence, you're wasting an entire trinket slot. Ditch that thing and look for something better. The easiest thing I can come up with is to chain-run normal Trial of the Champion until you snag an Abyssal Rune. That's something you can do right now. You can't get locked out of normal ToC, so go, queue for it in the random finder, or kidnap some guildies and run it until you get a decent mage trinket to put in that second slot.
Once you've gotten a more PvE-centered gear set, you can look to start gearing up through raiding, and move on from there.
Here's hoping that these suggestions help you improve your DPS, Lissaris. Let us know how things go!
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Reader Comments (Page 2 of 4)
D-back Mar 24th 2010 9:31AM
So I know you have gone over gemming in previous articles but I still have a question regarding some of the higher end raiding gear. With certain socket bonuses now giving +7 SP is it worth dropping a few of those +23 SP gems and going for the bonus? An example would be the ilvl 264 tailoring crafted boots of the 251 T-10 chest. Is it worth going all SP gems there or going for the +7 SP bonus. Your input is greatly appreciated!
BTW Mages rule and warlocks drool!
Dharmabhum Mar 24th 2010 10:24AM
I can't say for mages and locks, though I'd say the logic is the same as spriests. +7 SP is a good enough bonus if you can pick it up with either a +23 SP or +12SP/10Haste gem. You'd have to get up to a +9 SP socket bonus to even consider putting in +12SP/10Spirit, and even then, its up to personal preference. In something like Leggings of Woven Death, a Runed Ruby, Reckless Ametrine and Purified Dreadstone is ideal. For the Deathfrost boots though, its two pure Runed Rubies all the way.
Daethar Mar 24th 2010 10:24AM
Look at it this way: if the slot is yellow/blue and gives +7, then dropping a +12sp +10(haste/crit) gem in will total 19sp and 10 of the other stat. This is far more valuable than 4 more sp and none of the other stat.
However, if you have more than one slot, suddenly that bonus is basically halved, meaning for each 10 haste/crit, you are giving up 7 sp instead, which is a much tougher exchange. Factor in a 3 socket item, and it's almost always going to be your best bet to go +23sp gems in each socket.
Now, also consider many items have different color sockets. So, a simple rule is: if there is only ONE yellow/blue socket to get a 6 or 7 sp bonus, gem that color. If you need to do this for 2 or more sockets on an item, forget it and go straight +23 sp gems.
If the bonus is not sp, it is a little more complicated, but not by much: if you are trading AWAY more sp than you GAIN in haste/crit, don't do it. Spirit? Never bother. Hit? Situational, if that 4 to 6 hit brings you right to the cap, do it.
Sinthar Mar 24th 2010 11:49AM
Whilst Archmage pant is, of course, quite correct in his gemming for STARTING to raid, the same doesnt hold true for end game raiding. Personally i would suggest downloading Rawr and importing your character. That spreadsheet will recalculate gemming options (amongst others) and give you the optimal setup for your spec and gear. HOWEVER, if your not at the cutting edge of making things dead, its usually not worth the cost and effort to regem what you have (unless you have really bad gem choices). BUT you can, when you win a new shiney piece of pew pew gear, select that piece (as ungemmed) put it in as your currently equiped item and recalculate the gems - it will then show you the best gems to put into it.
Please use Rawr wisely though - if abused it will give garbage out - (GIGO as programmers say - garbage in - garbage out) as there are many many MANY options in it. I ignore most tbh as im not a LK heroic raid member - so losing 5-10 dps on gemming isnt a major deal. But its great to use to tell me what items are upgrades, which are sidegrades etc, helps with gemming/chanting etc etc.
Lastly straight sp is great, however according to my own calculations there is a point where haste>sp gemwise, but it only starts going like that AFTER 3k sp. I dont trust my calculations enough to state them here - but thats what i think should happen. Plus i always raid as fire which sort of complicates it with the increased value of crit.....Anyone an end game theorycrafter that wants to chip in on end game fire spec gem choices?
Jeremie Mar 24th 2010 9:43AM
I would also suggest taking the points out of blast wave and dragon's breath and put them into hot streak. Blast wave and dragon's breath are useful while leveling and for pvp but not raiding. Those spells require being in melee range of your target and a glass cannon mage is already fragile enough at a distance with out having to venture up with the melee to cast a spell (overall it is a dps loss as well since hot streak won't proc as often and you spend time moving in and out of melee range).
And speaking as a tank, I hate it when a mage/shaman/boomkin uses their push back spells on a group mobs that the tank is trying to control and not let them get to the healer and range.
Wowcoholic Mar 24th 2010 10:13AM
Correct me if I'm wrong, but doesnt Torment of the Weak give a boost to damage agains SLOWed targets? Wouldn't it make sense to have SLOW up on your target then to increase your damage on them?
When a mage mates with a huntard, a warlock is born....and the Sweet Baby Titans cry.
WoWie Zowie Mar 24th 2010 10:25AM
you are correct and at first glance putting your own slow on the target makes sense.
except that every tanking class applies a slow of some type on the target, no need to put a point in a slow if its already being applied by the tank. which makes that talent a pvp spell, as mr belt said.
Mips Mar 24th 2010 10:32AM
Thunderclap, Infected Wounds, etc. will be up in any group setting and those count as slows so there's little point in wasting a talent point and gcd
Darthregis Mar 24th 2010 10:31AM
Although true, in most raid situations, you're likely going to have someone else with a slow effect of some sort on the boss anyway.
Sparkus Mar 24th 2010 10:58AM
I'm interested by this one - what other effects actually make Slow redundant?
And it's not always just for PvP, I've found it very useful against Saurfang and PP!
Cataca Mar 24th 2010 11:15AM
This is true, but you don't have to have the mage spell "Slow" in order for the talent to work. It works with all "slowing" debuffs.
Every tank class has at least one of these "slowing" debuffs that they constantly spam.
Warrior: Thunderclap
Druid: Infected Wounds
Paladin: Judgments of the Just
Death Knight: Imp. Icy Touch
So if your in a group, hopefully you have a tank. If you have a tank, the talent will work without the mage "Slow"
Wowcoholic Mar 24th 2010 11:21AM
Infected Wounds is up for 12 sec
Improved Thunder Clap is up for 30 sec (6 sec cd)
Chilblains only works if a Frost DK specs for it (I wouldn't)
Avenger's Shield is up for 10 sec (30 sec cd)
So, I would only get a benefit from having 1 extra talent point if I knew that I'd always party with a warrior who spec'd into Improved Thunder Clap in the first place....I think I'll stick with my 12% increase in damage done, knowing that it's up all the time.
Lieke Mar 24th 2010 11:35AM
In a raiding situation there will always be some sort of slowing mechanism on the mob provided by the tanks so it isn't necessary to take it.
Cataca Mar 24th 2010 11:39AM
Infected Wounds is up for 12 sec
Improved Thunder Clap is up for 30 sec (6 sec cd)
Chilblains only works if a Frost DK specs for it (I wouldn't)
Avenger's Shield is up for 10 sec (30 sec cd)
So, I would only get a benefit from having 1 extra talent point if I knew that I'd always party with a warrior who spec'd into Improved Thunder Clap in the first place....I think I'll stick with my 12% increase in damage done, knowing that it's up all the time.
Your getting your talents mixed up and how the are applied.
Infected Wounds is only up for 12 sec, yes. But it is reapplied by Maul and Mangle. These are the moves they will be spamming over and over for threat so it will get reapplied before the 12 seconds is up. 100% uptime.
Thunderclap is up for 30 no matter if you have Imp Thunderclap or not. It's on a 6 second cool down and is spammed as soon as it's off cooldown for threat so it will get reapplied before 30 seconds is up. 100% uptime.
True, a DK must spec into frost for this talent, but it is not Chilblains. The required talent is Imp. Icy Touch in the first row of frost. Any DK tank of any spec can, and will, spec for this if they are the only source of the debuff. 100% uptime
Again, Avenger's Shield is not the required talent. It is Judgments of the Just. This is applied on every Judgment. Judgments last 20 seconds and on a 10 second cool down. The pally will be judging every cooldown for threat. 100% uptime
Christian Belt Mar 24th 2010 12:03PM
Here are the problems with taking Slow if you're min-maxing your raid DPS:
1. It costs a talent point.
2. If you take it, you only benefit from it while solo or in groups that will not already be applying a slowing effect to your target, and such groups are incredibly rare these days. Think about it, you're talking about a group where your tank is not a death knight, bear druid, paladin, or warrior, all of whom have a slowing effect that triggers TTW as part of their normal rotations. I'm not even sure if that kind of group exists, frankly. If you're in a group where your tank isn't slowing the boss, your tank isn't doing his job.
3. If you do happen to find yourself in such a group, where you must apply the slowing effect yourself, you need to use a global cooldown every 15 seconds to keep it up. That means the spell suddenly becomes an fairly regular part of your rotation, and though the DPS loss from the wasted global cooldown doesn't counterbalance the 12% damage increase from TTW, it significantly hampers it. You're suddenly forced to cast a non-damage spell every 15 seconds to do more damage on the spells that follow it.
Though your damage will be higher with TTW in those rare situations than it would be without it, again, you're putting a talent point into an extremely situational talent that complicates your rotation and will only benefit you while solo or in the kind of group that you absolutely never want to be in anyway. And if you're talenting for solo play, well, you're playing a different game than the one I'm writing about.
Now, as several of you have pointed out, Slow does have some utility applications, for kiting purposes, especially in some of the newest content. If you're talenting for utility, that's great, but it renders this entire argument moot. The point of the article is to maximize raid DPS, and utility doesn't factor in to that equation.
kmfolino Mar 24th 2010 4:05PM
Not just the tanks have slowing abilities. Hunter with concussive shot, rogues with poisons, shadow priests with mind flay, FFB or frost mages, etc.
WoWie Zowie Mar 24th 2010 10:21AM
arcane will be a heavier hitter than FFB, she's right about that.
there's nothing wrong with speccing into intellect or spirit. unless you're swimming in crit, having more spirit will give you a dps boost fa sho. take that point out of slow and put it in student of the mind and keep your molten armor up. don't use any other armor for dps.
and although intellect isn't as much a dps boost as other stats, it is not subject to diminishing returns. go ahead and keep the 5 in arcane mind.
for gems it kinda looks like she rolled a priest first, and then switched to mage and figured it's the same except with hit needed.
for someone who is so far over hit cap she needn't be equipping anything that expressly has hit on it unless there isn't a viable alternative.
mr belt has gone over replacing your gems, which is really the major red alert that went off when looking this over.
go SP for red, SP+Spirit for blue, and SP+Haste for yellow.
other than that, if you're having problems keeping up the dps look at your rotation. are you building your stacks of arcane blast? don't cast barrage unless you're forced to move.
Matthew Rossi Mar 24th 2010 10:53AM
Warriors do not have a slow. Thunder Clap only reduces attack speed, it does not slow. A warrior tank will not be applying any form of movement decrease. So if you have a warrior tank, you'll need to put your own slow up.
Wowcoholic Mar 24th 2010 11:01AM
@Mr. Rossi
ah HA!....and I did some checking into the spells that were listed as "slowing targets" inflicted by tanking classes and most of the ones that tanks can potentially do only last 10-12 seconds (haven't checked for any glyphs that lengthen, don't know if any exist). Not sure about their ability cooldowns either, but Slow is instant cast, 15 second duration, and no cooldown (cept global). I'm sure if you did some lengthy spreadsheet somewhere you could find that it will benefit you in the long run...even if it is only by like 300dps(pulling numbers out of no where)
Kester Mar 24th 2010 11:12AM
Oooh... I get to correct Rossi!!!
"Torment the Weak: Now works with Arcane Blast and does bonus damage against targets afflicted with any type of slow (such as the combat slow from Thunder Clap). "
from http://www.wow.com/2009/01/20/world-of-warcraft-3-0-8-patch-notes/