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Koviko

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Koviko last won the day on September 18 2013

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About Koviko

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  1. The Jokerd "fire-until-22" build is missing two points. Perhaps they were put into Frost Warding to strengthen Frost Armor? It would explain his survivability while doing Flamestrike + Arcane Explosion, and why there were missing points when he showed his talents on stream. He could have also put 2 points into Elemental Precision. Sidenote: it'd be nice if I could do spell links for Classic here. ?
  2. Koviko

    Meteor Wizard

    Also, the Tal Rasha speedfarming page's last section, Adapting Kanai's Cube, says "Firebird" where it should say "Tal Rasha."
  3. Koviko

    Meteor Wizard

    This build's speed farming variation recommends using Sage's Journey, but isn't tagged as db-farming. Was this intentional or an oversight?
  4. So now that leveling has completely changed, would you recommend a different spec than Fire for Mages?
  5. As I was writing the above summary for the four builds, I noticed that there seemed to be an inconsistency with the Bounty build. The entire build itself is buried in the paragraphs rather than explicitly stated, so I compiled that build based solely on what was written in the guide regarding bounties. When selecting cube bonuses for the Bounty build, there's a mention of Avarice Band and its synergy with Goldwrap and Boon of the Hoarder. These mentions make sense for the Death's Breath (or normal Torment Rifting) build, but the Bounty build doesn't recommend using either of these. @
  6. Currently, this build is essentially four builds: Greater Rifts, Speedruns, Death's Breath, and Bounties. There's no quick way when glancing at the guide to know which items and skills correspond to which build, so I figured I'd consolidate the differences as a quick reference. I've also denoted the sections between the four builds that are shared between two or more of them, just so that it's clear when skimming that all others are unique to their build. Future visitors should note that this post refers to the 2.4.2 version of the build. Shared between all builds 6-piece Tal Rasha S
  7. Ice Block doesn't work on clearing many debuffs, but Greater Invisibility does! I just realized that many players may not have carefully read the tooltip for Greater Invisibility. Tucked in the first sentence of the (arguably long) tooltip is this phrase: That's right. Any debuff that has a DoT effect can be cleared with the use of Greater Invisibility every 90 seconds. This becomes essential to your survivability in many encounters, especially in heroic-mode: In the Immerseus encounter, it can clear the Sha Corruption debuff. In The Fallen Protectors encounter, it can clear the
  8. Temporal Shield doesn't count as an absorb. It's a damage mitigation, not an absorption shield. It reduces the damage taken from an attack rather than absorbing part of that damage. So, the fact that you don't take your entire health pool in damage is probably due to your use of Temporal Shield. You might just be paranoid about it, but I'm fairly certain Temporal Shield is mitigating that damage.
  9. Are you positive the 15% mitigation doesn't happen? If so, that's a serious bug that needs to be reported. I haven't seen anyone else make that complaint and I personally haven't died while using Temporal Shield to mitigate that damage.
  10. You're saying that Ice Barrier is "better survivability," but that is an incorrect statement. Firstly, Iron Prison isn't the only mechanic in the fight to which you will need to respond. Temporal Shield is vastly superior for taking damage from Falling Ash or taking damage from a Toxic Tornado or a Toxic Storm if you don't think you can move in time. Secondly, the difference the two abilities make on Iron Prison isn't large enough to compensate for your DPS loss. More often, you will find your guild wiping at 5% rather than you dying from 5% less mitigation. Also, for the 5% to make th
  11. The heal mechanic of Temporal Shield isn't really important for this mechanic, though. I can check next week if the Temporal Ripples buff is actually applied, but the main purpose of using Temporal Shield is simply to stay alive. Your healers should handle the rest. In heroic gear and raid buffs, your Ice Barrier should be absorbing about 20% of your health pool in damage. Temporal Shield will absorb 15% without being on the global cooldown, allowing both a speedy reaction and no DPS loss for its usage. I wouldn't recommend Ice Barrier over Temporal Shield, regardless of whether
  12. For some reason, I thought you were talking about the Prisons on Sha of Pride. Excuse me. The Iron Prison debuff does exactly 100% of your maximum HP when it expires. That means you only need enough mitigation as your current HP can handle. Temporal Shield mitigates damage by 15% (as of 5.4, in addition to it's normal mechanic), so it will keep you alive through the mechanic assuming you have at least 85% of your HP. If you do not, use a Healthstone first or use either Greater Invisibility or Ice Block. You generally want to save those bigger cooldowns for the times that your Iron Prison w
  13. @Alvala: That is a mechanic for your healers and for the people who have to unlock you. Generally, if you are taking large amounts of damage during that time, you probably also have the Mark of Arrogance debuff on you. Make sure you are keeping an eye out for it and call it out if you have the debuff and are in a prison. Your healers should know to focus more heals onto you or to dispel you, if they have the option.
  14. As Arcane, if your raid stacks for Garrosh Hellscream's Touch of Y'Shaarj mind-control mechanic, your Arcane Barrage's cleave will be instrumental in quickly dropping the health of the mind-controlled players. It's also the only time you can cleave (or at least "should cleave" since cleaving the Minion of Y'Shaarj adds implies they are close enough to buff each other) with your Arcane Barrage, making it the most beneficial time to do so for your DPS.
  15. @Belicosa: While using Ice Block to prevent damage from the Swirl on Immerseus is a valid strategy, I'd personally recommend using Blink with Glyph of Blink and Glyph of Rapid Displacement. You can handle this mechanic one of two ways: Blink past the Swirl as it is about to reach you (though the timing will likely take some practice considering how laggy this fight gets in Heroic) Blink far from the boss (against the wall) as the Swirl passes and then Blink back into position. The Swirl doesn't actually reach the farthest walls of the room, so it is safe to stand there during the Swirl
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