Arcane Brilliance: Patch 4.0.1 stat weights and gemming for mages

In our ongoing coverage of all the crazy crap you need to worry about after patch 4.0.1 dropped a crazy crap-bomb on our class (and, to be fair, every other class also), we've discussed talent builds, spell rotations, glyphs, and of course, the fact that most of the glyphs currently in the game are wrong. But one thing we haven't yet covered is all those numbers next to your character sheet. You know the ones I'm talking about: defense, dodge, expertise, and the most important of all, RBIs. Which one is the most important to get? And which is best for warlock-slaying?
I'm joking, of course. Employing comedy to deflect your attention from the fact that I'm not wearing any pants, and also from the fact that I don't really know what the hell I'm talking about. But good news! Nobody else does, either. When it comes to stat weights in this uncertain, pre-Cataclysm world, we're all still figuring it out on the fly, really. It's actually kind of fun to go to the official forums and see violent disagreements between people who are equally ignorant of their subject matter. It's like watching any Fox News panel of "experts" argue about the evils of video gaming.
Frankly, that last one is true. Also, I made it up. Just like a lot of people on the forums are essentially making up their stat weight and gemming strategies right now -- because to put it as simply as I know how: We just don't know yet. Nobody does. Even the evil geniuses over at Elitist Jerks are still sorting this mess out. And they're evil geniuses.Mass Effect is hardcore cyber-porn!Medal of Honor trains terrorists!
Plants vs. Zombies encourages plant-on-zombie violence!
The problem, really, is that in this calm before the Cataclysm, we have two distinct sets of stat weights to sort out: level 80 stats and level 85 stats. What your mage needs right now to down the Lich King for the 25th time is significantly different from what he'll need at level 85 in full mastery gear to run Cataclysm heroic 5-mans. All the numbers we've got coming out of the beta don't really help us in this final stage of the Wrath cycle. Our stats, our talents, our spells, our basic class design philosophy -- all of those things are balanced around level 85, not 80.
Still, there are some constants that almost everybody can agree on.
Hit rating
This is still our first priority. Nothing increases your raid DPS faster than reaching the hit cap. For level 80 spellcasters like ourselves, that cap is 17 percent, which translates into 446 hit rating. You need to get 446 hit rating from somewhere, and you need to get it before you get anything else.
Having said that, once you reach the cap, every point of hit rating beyond that 446 cap is completely wasted. Unlike every other ranged caster class, mages have no talent that converts spirit to hit and no hit-increasing talents of any kind. No matter your spec, you'll need to get 446 points of hit rating from somewhere.
Luckily, hit rating is a secondary stat, meaning you can use reforging to get it. As we'll discuss later, spirit is a completely useless stat for mages now, and you likely have a bunch of it on your gear somewhere. Feel free to reforge every point you can of it into hit rating.
Another good place to obtain extra hit is from Veiled Dreadstones. Put one in every blue slot. If you end up with extra hit, reforge it into something else.
Intellect
With spellpower as a stand-alone stat all but gone, intellect becomes our pure, stackable DPS stat. It increases your mana pool, spellpower, and spell crit. Once hit is capped, it is the primary stat for mages. All of your gear should have intellect on it in large chunks, and every gem slot should be filled with something that increases it.
For red slots, that means Brilliant Cardinal Rubies. For other slots, just pick some combination of intellect and another stat you need. Veiled Dreadstones work well for blue slots, and Reckless or Potent Ametrines are great for yellow slots. Intellect is simply weighted so much higher than any other stat that it doesn't make a whole lot of sense to socket a gem that doesn't give you at least some of it.
Haste rating
Here's where it becomes a bit murky. Some mages are arguing for mastery in this slot, and while mastery is indeed attractive, I'm going to put haste and crit ahead of it. Here's why:
Mastery is going to be awesome. At level 85, it'll likely usurp haste and crit as your secondary stat of choice. But for now, the only way to get it is by reforging another stat into it. The relatively miniscule amount you'll get even from reforging every secondary stat you have simply isn't worth the effort at level 80.
Haste, on the other hand, is a known quantity, and you likely have plenty of it. It does what it says it does, makes your spell casts faster. It also reduces your global cooldown, making instant-casts slightly faster, and increases the speed with which channeled spells play out and (in very large amounts) the rate at which DoT effects tick.
The way it's looking currently, arcane and frost mages will want to prioritize haste over crit, simply because their DPS numbers aren't as reliant on crit frequency as fire's are. It's close, though, and nobody's going to fault a fire mage for wanting a bit more haste. You can get some interesting things to happen with enough haste, including squeezing in an extra tick of Living Bomb before the explosion, but the other stats you have to sacrifice to get to that point may be too much to bear.
Crit rating
This is probably the best secondary stat for fire mages, but you can make a viable argument for it even as a frost or arcane mage. We still don't have quite enough theorycrafting numbers done on these at level 80 to really make a firm call. With their high dependence upon frequent crits for so many of their talents to be effective, fire mages seem to benefit the most from high crit numbers. Haste is definitely helpful, but crit is probably the better choice.
Mastery rating
Mastery is a new stat introduced in patch 4.0.1. The effect of it changes depending on your class and spec. For fire mages, it increases the damage done by your periodic fire spells. For arcane mages, it increases the damage done by that whole mana-adept-doing-more-damage-the-more-mana-you-have-left mechanic. And for frost, it increases the damage you do against frozen targets.
Now, while all of those effects are pretty straightforward DPS increases, the fact remains that mastery is balanced around level 85 numbers, and you simply can't get enough of it at level 80 to make it a priority. My suggestion is that if you are at the hit cap and feel you already have enough haste and crit for your needs, then feel free to reforge a bit of mastery. It isn't going to hurt. But in my opinion -- and keep in mind that the numbers simply aren't complete enough to say anything for certain yet -- you're better off seeking out haste and/or crit than you are squeezing a bit of mastery rating out of your gear.
You simply can't get enough of it now to make a dent.
Spirit
We talked about this last week, but let me restate as succinctly as I can:
Spirit is a steaming pile of poo.
It's completely worthless to mages now. The sole purpose of it is to increase your out-of-combat mana regen, something you don't need at all. Get rid of as much of it as you can. Any gems you still have that carry a bit of spirit need to be replaced. Any gear you have that has spirit on it is now devalued; reforge the 40 percent you can into something useful, and look to replace said gear with something sans spirit as soon as humanly possible.
Gemming recap
We've already mentioned most of the gemming strategies in the text above, but let me put it all together in one place. For now, gemming appears to be quite simple:
Red slots Brilliant Cardinal Ruby, 20 intellect
Blue slots Veiled Dreadstone, 10 intellect/10 hit rating (reforge any extra hit from gear into haste/crit)
Yellow slots Reckless Ametrine, 10 intellect/10 haste rating or Potent Ametrine, 10 intellect/10 crit rating
And there you have it -- and remember that I said quite clearly up front that nobody really knows what they're talking about when it comes to stats yet, least of all me. I'm no theorycrafter. If you want to feel better about things, feel free to plug your mage into Rawr and do what it tells you to do. Don't be surprised to learn, though, that even that venerable program is just as confused as the rest of us right now. By the time we have everything nailed down, the expansion will hit and we'll have to start all over again. For now, just do the best you can and enjoy figuring things out with the rest of us.
I declare the arguments may begin ... now! Remember: Namecalling is frowned upon unless you're arguing with a warlock.
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance






Reader Comments (Page 1 of 3)
Racson Oct 30th 2010 6:11PM
"Employing comedy to deflect your attention from the fact that I'm not wearing any pants"
Of course he is not wearing pants he is freaking Archmage Pants if he wear pants it would be redundant
Sumanai Oct 30th 2010 8:15PM
Pantless Pants for president!
Felix_NZ Oct 30th 2010 9:17PM
It's probably because T9 pants have spirit on them.
Andy Oct 31st 2010 12:09AM
Sockets, if purchased from the AH, are considerably more expensive than reforging gear.
As such IMO, if you already have decent gear and are fairly close to hit cap you should:
Gem out with int, crit or haste. (ignore the hit cap rule for a moment)
Reforge any gear that has spirit on it to hit to cap out.
If you are still not quite at cap, convert other stats.
If you reach or are at hit cap after reforging any spirit items, convert any remaining spirit to mastery or another preferred stat.
Now if I get a new piece of gear that has hit on it, rather than switching out a 100g gem, I can spend 15g to reforge.
S31Ender Oct 31st 2010 12:27PM
Andy, while that works best for gold reasons, it's not best for stat reasons. Swapping out your spirit gems for hit ones, regardless of the cost, will work better for stats. This is because there is no better gem for a blue socket for mages than a int/hit gem. So those sockets MUST get that gem. If this puts you over the hitcap, that's fine, because then you can reforge that hit into something beneficial.
Whereas with your method, you'll still retain 60 percent of that spirit from the purified dreadstones which is 100 percent useless in combat.
The question is, is gold more important? Or stats?
Just wanted to point out that line of reasoning.
Andy Nov 2nd 2010 7:42PM
@S31Ender
I don't think I got my point across. You DO want to switch those spirit gems out.
However you do not want to prioritize your gems to hit rating. Get the hit/int gems for your sockets. the Veiled Dreadstons. If you are not at hit cap, reforge all spirit gear to hit till you are. After that convert spirit to Mastery.
That way if you get a new item of gear that pushes you over the hit cap, you spend gold to reforge, not to switch out gems.
Celeglin Oct 30th 2010 6:18PM
Current Frost stat weighting, according to EJ:
Hit (to cap) > Int > Crit (to 33% buffed) >> Mastery ~= Haste > Crit (after 33%)
The reason for the 33% is at that point, your Shattered spells (in PvE, Ice Lance, Deep Freeze and Brain Freeze-FrostFirebolt) will have a 100% chance to crit. Getting to that point is huge.
Haste has fallen dramatically for Frost mages with the changes to Shatter, the reduction of the cast time on Frostbolt and the addition of Improved Freeze (for ensured Deep Freeze on cool down).
RedMosquito Oct 30th 2010 7:30PM
As someone who's been playing Frost almost exclusively since 4.0 hit, and keeps up with EJ, immediately upon reading the Haste Rating section of the article, I scrolled down to post something like this. But you beat me to it, and worded it very nicely, so I'll just second it. =)
Elmouth Oct 31st 2010 1:14AM
Honestly its a common mistake I've seen a lot from the writters on wowinsider. They almost all made their columns telling people something along the lines of
"At level 85, it'll likely usurp haste and crit as your secondary stat of choice. But for now, the only way to get it is by reforging another stat into it. The relatively miniscule amount you'll get even from reforging every secondary stat you have simply isn't worth the effort at level 80"
But for some reason they forget that item stat weight is budgeted by blizz. So having mastery already on gear when aquire it is gonna be the very same as reforging it now because Blizz did the reforging for you when they set the stats on the item therefore making their argument pointless.
Mastery is just as good a stat right now as it will be at 85. Sacrificing haste/crit or hit right now or wait for blizz to do it themselves when designing the 85 gear is the same thing except we get to choose which stat we want gone whereas at 85 blizz makes the decision.
Of course, balancing stats comes first, but if you know what you're doing there really is no point in not reforging mastery.
jonnyboy2167 Oct 31st 2010 11:25AM
likewise, for arcane simple theory craft shows exactly how effective that mastery can be at current levels. Reforging haste into mastery with my findings showed the dps increase to be nearly 1.2k (which considering I'm losing a stat, is a heavy amount of gain)
Further testing onto a target dummy and I'm still capable of selfbuffed 13k dps sustained (over hours of attempts) as opposed to being just south of 12k
Granted I couldn't support evidence without boring the pants off of everyone (except you Mr. Belt, you're not wearing any) it seems that mastery weight is much higher for arcane than haste, and likewise the new mechanic for mastery places a lot of emphasis on crit over haste (both increase damage, but faster casts = less man = less bonus from mastery, as opposed to bigger numbers more often). More so, I managed to reforge nearly 10% haste ( a very sizeable number) into roughly 6.5ish points of mastery rating. At 80, mana management is nearly redundant (as you reach higher gear levels) even during our burn phases with the changes to mage armor.
I think as far as reforging goes, @80 mastery is a contender with hit (as after a % of hit, mastery will yield a higher dps increase, which is roughly 12%), however, at 85 as we'll see it from gear more often, we'll most likely reforge spare stats into hit (to avoid needing a new piece of gear, or regemming) or more so on the crit/haste front, as certain trees value one over the other.
ty.zucker Oct 30th 2010 6:24PM
"Unlike every other ranged caster class, mages have no talent that converts spirit to hit and no hit-increasing talents of any kind."
"I declare the arguments may begin ... now! Remember: Namecalling is frowned upon unless you're arguing with a warlock."
Less QQ ignorant Mage. Warlocks have no spirit to hit talent either.
Deathknighty Oct 30th 2010 6:27PM
Warlocks don't count, silly!
Bvannas Oct 30th 2010 6:30PM
Warlocks are not a 'class' they are a blight.
Kurash Oct 30th 2010 6:36PM
I assumed he left out warlocks on purpose, but maybe that's just me.
Lee Oct 30th 2010 6:41PM
I'd argue they had more of a rodenty/vermin quality to them
AltairAntares Oct 30th 2010 9:21PM
Who?
Artificial Oct 30th 2010 6:23PM
You failed to say anything about meta gems. I'm assuming Chaotic Skyflare Diamond is still the best bet, though?
brian Oct 30th 2010 7:40PM
Yep, neither the +2% mana or the mana restore ones come close, even with Arcane caring so much about mana. They just don't make enough of a difference. Though, if you were to pick one of those, the mana restore is much better than the +mana.
razion Oct 30th 2010 6:24PM
I'm actually pretty glad Spirit is gone from our gear-scopes as it were--we're sages of vast magical power, not cheerleaders and clergymen.
Mithraeus Oct 30th 2010 9:31PM
Well, mine is something of a clergyman, but I'll grant you, that has NO place in turning warlocks into piles of shattered ice cubes.