Jul 31st 2011 1:35AM I saw a lot of "I know Fire, I do decent damage as Fire, and so I'll stay Fire" comments on this article. However, I have to say that the same is really true of Frost. Most simulations of Fire, Arcane, and Frost will show some differences in damage given equal levels of gear, but they're relatively minor.
The problem is that most people don't use Frost for PvE settings, and think of it in terms of PvP. If you try and take the Frost PvP mentality into PvE, yes, you'll do pretty terribly. If you utilize your major cooldowns like Icy Veins, FFO, and Cold Snap as well as requisite rotational cooldowns like the elemental's Freeze and your Deep Freeze correctly, then Frost can do just as well as other specs. This is not something that's easy to do, don't get me wrong. It's a playstyle that's very different from Arcane or Fire, but that doesn't make it less viable. Just because YOU can't get the damage out of the spec, doesn't mean that it's not there.
The one thing that I will say is a detriment for Frost is the gearing. Hitting the Shatter crit cap is essential and getting that much crit takes up a lot of your potential stat points. Once you're geared appropriately though, assuming proper PvE play, the Frost mage is a force to be reckoned with and comes with built in amazing survivability with Ice Barrier and potentially double Ice Blocks (however, this never happens for me as I use the Freeze, Deep Freeze, FFO, Cold Snap, Deep Freeze, FFO combo which keep you from getting that extra Ice Block).
Frost may often be derided as the ugly stepchild PvP spec, but it would be nice to see it given the credit that it deserves.
Jul 22nd 2011 8:41PM On this particular encounter, multi-DoT-ing will significantly increase your DPS. There's no reason you shouldn't be able to run at least in the 22-24k range for the majority of the fight if you're able to keep up your single target rotation while having all three targets DoTted.
However, as the article points out, if you waste a lot of time trying to run around to get in range of a target to DoT it, then you will actually see a decrease in your DPS as you will spend more time away from your single target nuke spells.
Jul 9th 2011 2:18PM The only thing I would say is that most players can get just as much damage out of frost if they live it and breathe it from an early level. It's true that in a perfect simulation world, frost is eeked out by Fire and Arcane, but the problem is that most people who try to use frost for PvE are either typically PvP players, or do it for funzies. If you start from level 10, though and gear appropriately in the end-game, there's no reason you can't continually freeze and blow up your enemies just as well as your Fire and Arcane brethren.
Jul 8th 2011 11:21AM The Smoldering Censer of Purity is not a bad choice if it happens to drop before you get to Ragnaros.
It is a shared drop among all the bosses, but it's not clear what kind of drop rate those items will have. However, it gets pretty close in overall spellpower and haste and has more raw intellect than the Mace+OH combo. There is also a heroic version that you will be able to get far before you get a chance at the heroic version of the mace.
Jul 5th 2011 6:41PM This is the case. HoT spells do tick faster, but they do not decrease in duration. Instead of getting 4 ticks / 12 seconds of Rejuvenation you can get 5 ticks / 12 seconds with each tick occuring once every 2.4 seconds instead of every 3. However, it is not the case that the same amount of haste will smash your 4 ticks of Rejuv into 9.6 seconds and then require you to refresh the HoT.
Jun 30th 2011 4:20PM Email fail. Hopefully it's reset now.
May 29th 2011 1:53PM Although I'm sure many people that are reading these comments are aware of this, there are at least a few who are not. I saw at least two comments that stated something to the effect of, "Beyond damage spells, you need to be hit capped for Counterspell because missing a critical interrupt would be bad."
However, as of patch 4.1:
"All non-damaging interrupts off the global cooldown will now always hit the target. This includes Pummel, Kick, Mind Freeze, Rebuke, Skull Bash, Counterspell, Wind Shear, Solar Beam, Silencing Shot, and related player pet abilities."
This is taken directly from the patch notes in Blizzard's official 4.1 blog post. The change was mostly (from my point of view) implemented for tanks who were gearing for mitigation and thus having trouble with interrupts. However, it also works for us in that if we are not for whatever reason (choice or lack of gear), unable to be hit capped, we will never miss interrupts as long as it is timed correctly. If it does miss, this is a bug and should be reported as such. However, Counterspell should not factor into the "To hit cap, or not to hit cap" debate.