1. I have no dps

    Hello!
    I am "new" in wow. This server is first in my career. I play here for about 3 months. I chose mage as my first character and i am satisfied. I achieved about 5,5k GS about week ago and i have no DPS, really. I noticed that from about 4k GS my dps did not increase. When playing dungeons, compare the damage with other team members who have less gearscore and I do not know why but they often do more damage from me.
    I read many guides about this class and I use them but still my damage is low. I chose two specialties- frost for pvp and fire for pve.
    In PVP I do very low damage, in PVE a little bigger. I know that to do a big damage in pvp I need the right equipment, but does it matter so much when I play on equal or weaker and still do little damage. Check my gear, I do not know, maybe I'm doing something wrong, I have bad things and it's the reason.
    http://armory.warmane.com/character/...ecrown/profile
    Please, help me guys :(

  2. 1) Get rid of INT, STAM, SPELLPEN gems. Only gem hit (if not hitcapped) / SP / haste
    2) Get the +3% crit dmg meta gem.
    3) That INT trinket sucks for DPS, get one with SP preferably
    4) Armor penetration gem on Legs, wtf?

    Can't comment on spec, I never played Mage, but it seems alright at a first glance.

  3. Your haste/Crit is too low to play ttw fireball, roll arcane until roughly 1100 haste minimum.

  4. Play Arcane instead of TTWfire before having the 2T10 bonus, and about 48-50% crit (fire) sleffbuffed.

    Don't listen to ppl who tell you to wait to have 1100 haste to play TTWfire, i'm almost BIS and haven't so much haste (even BIS don't give you 1100haste if you don't use haste gems).

    For gemming to my mind use as Arcane :
    23spell power on red socket.
    12spell 10hit on yellow till you are below 8% hit, then 12spell 10crit (or haste if you decide to keep playing arcane when you will have the gear to play TTWfire) on yellow.
    12spell 10 spirit on blue


    For TTW (low Gear (a range between 5,5 and 6k gs) ):
    Red : 23 SP
    Yellow : 12 SP 10hit till 14% hit then 12sp 10crit
    Blue : 12 SP 10 spirit


    For TTW end Gear :
    Red : 23 SP
    Yellow and blue
    - on +5sp bonus items : 23sp
    - on +9sp bonus items : 12sp 10hit/crit on yellow, 12sp 10spirit on blue
    - on +7sp bonus items : if the item have 2 sockets : blue + yellow put 23sp on both. If one of the sockets is red, gems it like a +9bonus item

    If you cannot reach your hit cap with this gemming use 12sp 10hit on some +5bonus items with yellow socket.




    Tiny.

  5. Hey there!
    I do not play PvP, so I'll be addressing PvE only.

    So, starting from your armory, there's some serious revision to be done:
    •The TTW Fire (soft) hit cap is 14%, or 368 hit rating - You have 14.68%. Do not get more, and try to reduce it. I am not sure if the armory calculates racials, but as a Draenei, you need 13% or 342 hit rating to be capped.
    •For fire specs to work properly, you would need at least ~50% self-buffed crit - You should have around 30%. Try to get more (an option is to gem +20 crit on yellow sockets)
    •For fire specs to work properly, you would need at least ~650 haste +2p t10 bonus - You should have around 400. Try to get more, but do not gem it.
    •Regarding gemming; While playstyles differ, it's best to go for spellpower-focused gems. +23sp on red sockets, 12sp+10crit on yellow sockets, 12sp+10spirit on blue sockets . Personally, if the socket bonus is +5sp or less and the socket itself is blue, I ignore it and go for +23 sp.
    Remember, Spell Power is your main damage stat.

    My personal advice to you would be to gem 23sp on reds, 20 crit on yellows, and 12sp+10spirit on blues until you reach the crit values I listed above. Then I'd recommend going for the Spellpower-focused gemming I mentioned.

    •Your enchants also need to be changed. Your cloak needs Lightweave Embroidery (Tailor-specific), your rings need +23sp each (Enchanting-specific). The helm needs Arcanum of Burning Mysteries (Kirin Tor reputation reward), your shoulders need Greater Inscription of the Storm (Sons of Hodir reputation reward), your wrists need +30sp (enchanting), your boots need Icewalker (enchanting).

    Consider making these changes, they will affect your dps a lot.

    Regarding in-game performance, try to perfect your rotation, and minimize movement. Nothing hurts your dps more than simply NOT CASTING.
    Here's a couple of links to threads that might interest you, on this sub:
    General PvE Mage guide - Includes all specs, gemming, rotation and BIS list.
    In-depth fire rotation - Includes long, detailed responses on how to do damage as mage. There's videos in it too!
    Edited: April 24, 2017

  6. For TTW end Gear :
    Red : 23 SP
    Yellow and blue
    - on +5sp bonus items : 23sp
    - on +9sp bonus items : 12sp 10hit/crit on yellow, 12sp 10spirit on blue
    - on +7sp bonus items : if the item have 2 sockets : blue + yellow put 23sp on both. If one of the sockets is red, gems it like a +9bonus item

    If you cannot reach your hit cap with this gemming use 12sp 10hit on some +5bonus items with yellow socket.
    Gemming in accordance with the socket's colour is definitely still the best route to go even at BiS gear. Matching yellow sockets with some kind of ametrine is a no-brainer, and matching the blue ones with a purified dreadstone also seems to come out at least slightly ahead.

  7. Thanks guys! I need to apply your advices into my equipment. I am going to try it out. I have one more question. Where can i get better weapon? And what is better: staff and wand or sword, off-hand and wand?

  8. Gemming in accordance with the socket's colour is definitely still the best route to go even at BiS gear. Matching yellow sockets with some kind of ametrine is a no-brainer, and matching the blue ones with a purified dreadstone also seems to come out at least slightly ahead.
    Ok first of all tell me what you put on blue sockets ?

    Let me explain a quick mechanic : an hybrid gems is way more powerfull then a monocolor one, in the case of crit hit and haste point, if you need spell power as your first Stat. : 2 gems yellow give 40 hit or 40 crit or 40 haste, then 2 Ametrines gives 24sp + 20crit or 24sp + 20haste or 24sp + 20hit, apply this principe on a complete gear where you will obviously use 23sp (cardinal rubis), it's easy to see that Ametrines are a powerfull choice if you want to respect socket colors ! in that case put ametrines on all red an yellow socket and you will not loose any crit / haste or hit, but you will earn a lot of sp.

    Then let's do some maths : TTW Fire BIS gear :
    _________________
    Remeber first the hit cap for a Ally mage is 341 and for a Horde mage it's 368 BIS gear give 337 hit points,

    - As Ally mage you need to choose between the Icewalker boots enchant : 12crit 12hit which give you 349/341hit + 12crit |or| Engineer boots enchant 24crit + a Voiled Ametrine which give you 347/341 hit + 24-10crit = 347/341hit + 14crit, as you see we'll prefer the Engenier enchant.

    - As Horde mage you need 368 hit, you need to choose between the Icewalker boots enchant : 12crit 12hit + 2 Voiled ametrines (12sp 10hit each) which give you 369/368hit + 32crit |or| Engineer boots enchant : 24crit + 3 Voiled ametrines which give you 367/368hit + 24+10+10+10-10 = 367/368hit + 44crit
    I prefer the second choice but it's a feeling to have about missing some spell (one or 2 in a complete raid).
    __________________

    Lets see the gear himself

    Head : Blue | Bonus 9sp
    Neck : Blue | Bonus 5sp
    Spallz : Yellow | Bonus 5sp
    Back : Red | Bonus 5sp
    Chest : Red Blue Yellow |Bonus 9sp
    Wrist : Red | Bonus 5sp
    Weapon : Red | Bonus 5sp
    OffHand : - | -
    Wand : Yellow | Bonus 5sp
    Gloves : Blue | Bonus 5sp
    Belt : Red Blue Prism | Bonus 7sp
    Legs : Blue Yellow | Bonus 7sp
    Boots : Red Blue | Bonus 7sp
    Ring 1 : Bleu | Bonus 5sp
    Ring 2 : Yellow | Bonus 5sp
    Trinket 1: - | -
    Trinket 2 : - | -

    Your gemming as an Ally (means 1 Voiled ametrine 12sp 10hit):
    Head : 12sp 10spirit + 9sp = 21sp + 10 spirit = 21sp + 5,5 crit
    Neck : 12sp 10spirit + 5sp = 17sp + 10 spirit = 17sp + 5,5 crit
    Spallz : 20crit + 5sp
    Back : 23sp + 5sp = 28sp
    Chest : 23sp + 12sp 10spirit + 20crit + 9sp = 44sp + 20crit + 10spirit = 44sp + 25,5crit
    Wrist : 23sp + 5sp = 28sp
    Weapon : 23sp + 5sp = 28sp
    OffHand : - | -
    Wand : 20crit + 5 sp
    Gloves : 12sp 10spirit + 5 sp = 17sp + 10spirit = 17sp + 5,5crit
    Belt : 23sp + 12sp 10spirit + 23sp + 7sp = 65sp + 10spirit = 65sp + 5,5crit
    Legs : 12sp 10spirit + 20crit + 7sp = 19sp + 20crit + 10spirit = 19sp + 25,5Crit
    Boots : 23sp + 12sp 10spirit + 7sp = 42sp + 5,5crit
    Ring 1 : 12sp + 10spirit + 5sp = 17sp + 5,5crit
    Ring 2 : 12sp + 10hit + 5sp = 17sp + 10hit
    Trinket 1: - | -
    Trinket 2 : - | -
    TOTAL :
    SP : 352 ;
    Crit : 124 ;
    Hit : 10.


    The classical gemming as an Ally (means 1 Voiled ametrine 12sp 10hit):
    Head : 12sp 10spirit + 9sp = 21sp + 10 spirit = 21sp + 5,5 crit
    Neck : 12sp 10spirit + 5sp = 17sp + 10 spirit = 17sp + 5,5 crit
    Spallz : 12sp 10crit + 5sp = 17sp + 10crit
    Back : 23sp + 5sp = 28sp
    Chest : 23sp + 12sp 10spirit + 12sp 10crit + 9sp = 56sp + 10crit + 10spirit = 56sp + 15,5crit
    Wrist : 23sp + 5sp = 28sp
    Weapon : 23sp + 5sp = 28sp
    OffHand : - | -
    Wand : 12sp 10crit + 5 sp = 17sp + 10crit
    Gloves : 12sp 10spirit + 5 sp = 17sp + 10spirit = 17sp + 5,5crit
    Belt : 23sp + 12sp 10spirit + 23sp + 7sp = 65 + 10spirit = 65 + 5,5crit
    Legs : 12sp 10spirit + 12sp 10crit + 7sp = 31sp + 10crit + 10spirit = 31sp + 15,5Crit
    Boots : 23sp + 12sp 10spirit + 7sp = 42sp + 5,5crit
    Ring 1 : 12sp + 10spirit + 5sp = 17sp + 5,5crit
    Ring 2 : 12sp + 10hit + 5sp = 17sp + 10hit
    Trinket 1: - | -
    Trinket 2 : - | -
    TOTAL :
    SP : 401 ;
    Crit : 84 ;
    Hit : 10.


    The classical gemming as an Ally (means 1 Voiled ametrine 12sp 10hit), but with ignoring blue +5sp bonus sockets:
    Head : 12sp 10spirit + 9sp = 21sp + 10 spirit = 21sp + 5,5 crit
    Neck : 23sp = 23sp
    Spallz : 12sp 10crit + 5sp = 17sp + 10crit
    Back : 23sp + 5sp = 28sp
    Chest : 23sp + 12sp 10spirit + 12sp 10crit + 9sp = 56sp + 10crit + 10spirit = 56sp + 15,5crit
    Wrist : 23sp + 5sp = 28sp
    Weapon : 23sp + 5sp = 28sp
    OffHand : - | -
    Wand : 12sp 10crit + 5 sp = 17sp + 10crit
    Gloves : 23sp = 23sp
    Belt : 23sp + 12sp 10spirit + 23sp + 7sp = 65 + 10spirit = 65sp + 5,5crit
    Legs : 12sp 10spirit + 12sp 10crit + 7 = 31sp + 10crit + 10spirit = 31sp + 15,5Crit
    Boots : 23sp + 12sp 10spirit + 7sp = 42sp + 5,5crit
    Ring 1 : 23 + 5sp = 17sp + 5,5crit
    Ring 2 : 12sp + 10hit + 5sp = 17sp + 10hit
    Trinket 1: - | -
    Trinket 2 : - | -
    TOTAL :
    SP : 412 ;
    Crit : 73 ;
    Hit : 10.


    My gemming as an Ally (means 1 Voiled ametrine 12sp 10hit):
    Head : 12sp 10spirit + 9sp = 21sp + 10 spirit = 21sp + 5,5 crit
    Neck : 23sp
    Spallz : 23sp
    Back : 23sp + 5sp = 28sp
    Chest : 23sp + 12sp 10spirit + 12sp 10crit + 9sp = 56sp + 10crit + 10spirit = 56sp + 15,5crit
    Wrist : 23sp + 5sp = 28sp
    Weapon : 23sp + 5sp = 28sp
    OffHand : - | -
    Wand : 23sp
    Gloves : 23sp
    Belt : 23sp + 12sp 10spirit + 23sp + 7sp = 65 + 10spirit = 65sp + 5,5crit
    Legs : 23sp 23sp = 46sp
    Boots : 23sp + 12sp 10spirit + 7sp = 42sp + 5,5crit
    Ring 1 : 23sp
    Ring 2 : 12sp 10hit + 5sp = 17sp 10 hit
    Trinket 1: - | -
    Trinket 2 : - | -
    TOTAL :
    SP : 425 ;
    Crit : 32 ;
    Hit : 10.


    In hordes mechanics and differences are the same except we have less stats at all remplaced by hit.

    Let's compare :

    Your way :
    SP : 352 ;
    Crit : 124 ;
    Hit : 10.
    Classic way :
    SP : 401 ; ( + 49)
    Crit : 84 ; ( - 40)
    Hit : 10.

    Your way :
    SP : 352 ;
    Crit : 124 ;
    Hit : 10.
    Classic way without blue+5 bonus :
    SP : 412 ; ( + 60)
    Crit : 73 ; ( - 51)
    Hit : 10.

    Your way :
    SP : 352 ;
    Crit : 124 ;
    Hit : 10.
    My way :
    SP : 425 ; ( + 73)
    Crit : 32 ; ( - 92)
    Hit : 10.

    Lets analyse :

    - the "Classic way without blue +5 bonus" (from the "Classic way" to the "Classic way without blue +5bonus" : +11sp -11cc : mean exactly that apply this way of gemming say that you considere 1point sp stronger the 1point crit
    - mine is spell oriented (means starting from the "Classic way without blue +5bonus", i'm ok with lossing 41 crit to win 13sp, so i think 1sp is better then 3.2crit)
    - You gemming reflect that (if we start again from the "Classic way without blue +5bonus") you are ok to loose 60sp in order to win 51crit that mean for you 1crit is better then 1.2sp


    So a person who think #
    # 1sp is better then 1crit will use the "Classic way without blue +5bonus"
    # 1.2sp lower then 1crit will use your way
    # 1sp is better then 3.2crit will use my way


    To Conclude : Nobody is no-brain if he know where are his preferences.
    Hybrid gems made a real difference, don't under estimate them.



    Tiny.

    PS : I prefer 1sp to 3.2crit, because i considere myself as a lucky guy, and i love made amazing fights when i have that luck, because nobody can do more damages then his SP give to him, but he can have an amazing RNG and crit a lot, with a lower chance to !
    Edited: April 25, 2017 Reason: Change "Potent" by "Voiled" I had confuse english terms

  9. I use 12sp 10 spirit in blue sockets, which is the only real option anyway.

    I said yellow sockets are usually a no-brainer to match because of the extremely high relative stat values of both Haste and Crit.

    Considering a piece of gear like the Rotface wand, where you have a yellow socket and a +5sp bonus, you're comparing 17sp vs 10 crit (with socket matching) to 23 sp without, or more simply, 10 crit vs 6 sp. The crit comes ahead by a huge margin. The logic for matching blue sockets is much the same - stat weights. Hit caps don't necessarily have to come into play at all. For reference these are the stat weights I use to guide my gemming decisions (deduced from rawr at 100ms, 300 second fight duration):


    PS : I prefer 1sp to 3.2crit, because i considere myself as a lucky guy, and i love made amazing fights when i have that luck, because nobody can do more damages then his SP give to him
    Then this is irrational and not mathematically defensible. Would you say 320 crit (+7% crit) was worse than 100 sp (around +1.8 -1.9% overall damage), because that's just objectively not true. It doesn't make sense to be concerned with this type of micro-scale min-maxing when your over-riding guiding principle that ends up taking precedence over anything else is just your intuitive feel of what you think is better.


  10. Then this is irrational and not mathematically defensible.
    I totally agree with that, and i play like that only because the amount of Crit in balance is low and I have minimum 75-78% crit in a fight with my choice to put 23sp on yellow +5bonus and 23 sp on legs.
    But doing these maths made me reconsidere it seriously.
    But we still speak about 41 crit pts loose (for a gain of 13 sp) in my side, so idk if i'll change them, because it's only 1.4 % crit (approximatly), i don't feel i need it. I don't overcriting, I had always kept in mind that 71% crit made me statisticly proc HS 1 FB out of 2 (70,7%²=50%) so having 78% crit (that give me more then 60% chances to have an Pyro when my FB hit) put me in a rotation which suit me well i like because it's match really good with my rotation in order to refresh 1 sometimes 2 LB and my Images.

    But as I said before mathematically use these Yellow+5 sockets for gemming potent ametrine seems to be the best idea (on the paper)

  11. I have three more questions. Where can i get better weapon? And what is better: staff and wand or sword, off-hand and wand? Why does my polymorph spell changes someone for short time?

  12. You can get better weapons from Trial of the Crusader 10/25, FoS/PoS Heroic, Icecrown Citadel 10/25. You can also buy (or farm it from FoS/PoS heroic trash mobs) Battered Hilt which will give you Quel'Delar Lens of the Mind.

    It depends on your gear, but as far as BiS lists go, Sword ( Kel'Thuzad's Blade of Agony ) + Offhand ( Shadow Silk Spindle) is the best combination.
    But for now, just go with whatever you can get, using the stat-milestones as reference.

    Regarding Polymorph, as it is stated here, the spell lasts up to 10 seconds on player characters. On mobs it lasts considerably more, but in both cases Polymorph is broken if the target takes damage.
    There is also a game mechanic called "diminishing returns", which basically means: The more you use your polymorph on a target, the less it will last. The 2nd cast will last 50% less, the 3rd will last 75% less, and then the target will be immune.

    Edit: About wands, you should ALWAYS use a wand, regardless of your weapon setup. You won't be using it to attack, but as a source of stats.
    Edited: April 28, 2017

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