Jump to content
FORUMS
Sign in to follow this  
Damien

Arcane Mage: Mists of Pandaria Rotation Changes, Talents, and Glyphs (Patch 5.0.4)

Recommended Posts

This article is no longer being updated. Please check our Arcane Mage guide, which is fully compatible with Mists Pandaria, and is being constantly updated. Thank you.

In preparation for the updates to our guides for Mists of Pandaria Patch 5.0.4, we are releasing articles such as this one, explaining what has changed for a particular class and spec, and what the new rotation is likely to be.

Keep in mind that this is still a work in progress (both from Blizzard's side and from our own) and that this article assumes you are at least somewhat familiar with the Cataclysm version of the Arcane Mage rotation and playstyle (such as from reading our guide).

We will first list the most important changes to the Arcane Mage Cataclysm abilities, and then we will proceed to explaining the (likely to be) optimal rotation. Keep in mind that we do not document every single change or new ability, only those that impact the rotation.

Finally, we will give you some information about the most useful talents and glyphs you should choose.

Changes to the Arcane Blast Charge Mechanics

spell_arcane_arcane01.jpgArcane Charge replaces the charges of the old spell_arcane_blast.jpgArcane Blast.

New Abilities

You have the following new abilities:
  • spell_mage_altertime.jpgAlter Time is a new DPS cooldown.
  • ability_mage_deepfreeze.jpgDeep Freeze is now available to Arcane Mages. It used to be the 31-point talent of the Frost specialisation.
  • inv_elemental_mote_mana.jpgNether Attunement causes your haste to increase your mana regeneration. This will be very useful as your amount of mana will be capped to 300k.
  • spell_frost_frostshock.jpgShatter increases the damage you do against frozen targets. It used to be only available to Frost Mages and worked only for Frost spells.
  • spell_burningsoul.jpgBurning Soul is now a passive skill given to all Mage specs.
  • The 5th tier of your talent tree gives you the choice between spell_mage_nethertempest.jpgNether Tempest, ability_mage_livingbomb.jpgLiving Bomb, and spell_mage_frostbomb.jpgFrost Bomb. All of them are viable, as we will see in the AoE Rotation section.
  • The 6th tier of your talent tree gives you the choice between spell_arcane_arcane03.jpgInvocation (a modification of spell_nature_purge.jpgEvocation), spell_mage_runeofpower.jpgRune of Power, and spell_shadow_detectlesserinvisibility.jpIncanter's Ward. All of them are viable, as we will see in the Single-target Rotation section.
  • There are other new abilities provided by the other tiers of talents. They are not as important as the Tier 5 and 6 talents, so we do not mention them here, but later in this article.

Removed Abilities

Rotation and Spell Usage

The rotation will depend on the Tier 6 talent that you will choose: spell_arcane_arcane03.jpgInvocation, spell_mage_runeofpower.jpgRune of Power, and spell_shadow_detectlesserinvisibility.jpIncanter's Ward. In any case, you need to keep in mind that spell_nature_starfall.jpgArcane Missiles is now your most damaging ability and it should be used whenever possible. Also, you need to take spell_mage_nethertempest.jpgNether Tempest as a Tier 5 talent, it is required for the single-target rotation.With spell_arcane_arcane03.jpgInvocation, the rotation is a simple priority list:With spell_mage_runeofpower.jpgRune of Power, the rotation (or priority list) becomes:With spell_shadow_detectlesserinvisibility.jpIncanter's Ward, the priority list is a bit more complex and requires a reliable source of damage:In terms of DPS, the Invocation rotation seems to be performing slightly better than the other rotation. We will discuss talent choice in more depth in the talent section.

Cooldowns

  • ability_mage_timewarp.jpgTime Warp and spell_nature_lightning.jpgArcane Power work in the same way that they used to in Cataclysm.
  • spell_mage_altertime.jpgAlter Time is a very interesting cooldown. We see two main ways of using it. If you cast it right after you cast Arcane Power, then you can get 21 seconds of increased damage, with the first 6 seconds costing no mana at all. If you cast it before receiving a large amount of damage or a dangerous debuff, then, after 6 seconds, the damage or the debuff will be gone.

AoE Rotation

In Cataclysm, AoE damage was simple and consisted of spamming spell_nature_wispsplode.jpgArcane Explosion. Now, it is a lot more complex.

For 2 enemies, you have several choices. In all cases, you should keep spell_fire_selfdestruct.jpgFlamestrike up all the time.

  • If you want to focus on one of them while doing collateral damage to the other, keep your spell_arcane_arcane03.jpgInvocation single-target rotation on one of them (it means you need to have chosen the Invocation Tier 6 talent).
  • If you want to do more collateral damage on the secondary target (at the expense of the damage on the main target), you can switch to a spell_mage_runeofpower.jpgRune of Power or spell_shadow_detectlesserinvisibility.jpIncanter's Ward single-target rotation on the main target. The idea is that the frequent casts of ability_mage_arcanebarrage.jpgArcane Barrage will do a lot of collateral damage.
  • If you want to do even more collateral damage, you need to replace spell_mage_nethertempest.jpgNether Tempest with ability_mage_livingbomb.jpgLiving Bomb. You must place Living Bomb on both target and let it explode before refreshing it.
Betwen 3 and 7-8 enemies, you should stick to the last of the 3 rotations we just gave.From 7-8 enemies up, you should start using a combination of spell_fire_selfdestruct.jpgFlamestrike, spell_nature_wispsplode.jpgArcane Explosion, and spell_mage_frostbomb.jpgFrost Bomb (the last of the Tier 5 talents).

Talents

Tier 1 talents have been designed with mobility in mind. You have the choice between:
  • spell_nature_enchantarmor.jpgPresence of Mind, which should be the default choice because it yields a small DPS increase;
  • spell_fire_soulburn.jpgScorch, which you should be using in an encounter with a lot of movement;
  • spell_mage_iceflows.jpgIce Floes, which allows you to cast two spells while moving and should be used in encounters where you have to move from time to time.
Tier 2 talents have been designed with survivability in mind. You have the choice between:
  • spell_mage_temporalshield.jpgTemporal Shield, which can be very useful in encounters with a lot of raid damage;
  • spell_fire_burningspeed.jpgBlazing Speed, which might be of use in some encounters, though spell_arcane_blink.jpgBlink should be enough in most cases;
  • spell_ice_lament.jpgIce Barrier, which should be the default choice because the shield it gives you also protects you against pushback, resulting in a slight DPS increase.
Tier 3 talents have been designed with crowd control in mind. Whichever talent you will choose will depend on the encounter, but we think that these talents are mostly for PvP and will be mostly irrelevant in PvE:Tier 4 talents have been designed with survival in mind. You have the choice between:Tier 5 talents are AoE damage talents. We have already discussed them in the AoE Rotation section. To sum it up, here is what you should base your choice on:
  • spell_mage_nethertempest.jpgNether Tempest should be used in single-target situations or when you are fighting two enemies and want a bit of collateral damage on one of them.
  • ability_mage_livingbomb.jpgLiving Bomb should be used in multiple-target situations when you are fighting between 2 and 7-8 enemies.
  • spell_mage_frostbomb.jpgFrost Bomb should be used when you are fighting more than 7-8 enemies.
Tier 6 talents are mana management talents. We have already described how to use them in the Single-target Rotation section. Below, we give our impressions:
  • spell_arcane_arcane03.jpgInvocation will yield the best single-target damage and we believe that it will only get better with gear. More haste means that you will be able to make better use of the +25% increased damage buff and spell_nature_purge.jpgEvocation, which you will use very often, will be cast faster.
  • spell_mage_runeofpower.jpgRune of Power seems to be more tailored for AoE damage, allowing you to make frequent use of ability_mage_arcanebarrage.jpgArcane Barrage.
  • spell_shadow_detectlesserinvisibility.jpIncanter's Ward seems to be more of a situational talent. We need to see how it will fare in the raid encounters, but we believe that the use of this talent will require encounters where periods of downtime on the boss and periods of raid damage are distinct.

Glyphs

Most of your major glyphs will give you more utility, but from a DPS standpoint, only a few will matter:Among the minor glyphs, two might be of interest. inv_glyph_minormage.jpgGlyph of Loose Mana restores your Mana Gem mana over time, which makes you stay longer at full mana (this equates to more DPS as an Arcane Mage). inv_glyph_minormage.jpgGlyph of Momentum will allow you to blink in the direction where you are going. It can be very useful if you are moving sideways and want to keep facing the boss.

Note that inv_glyph_minormage.jpgGlyph of Mirror Image no longer makes a DPS difference.

This concludes our Arcane Mage preview for Mists of Pandaria. We hope you have enjoyed reading it and that it proved useful to you. As always, we are looking forward to reading your opinions on the matter!

Edited by Damien
Updated for MoP beta build 15961.
  • Like 1

Share this post


Link to post
Share on other sites

I'm very happy about the changes made to arcane mages. Maybe people won't make fun of them anymore because they have less of a face roll rotation.

Share this post


Link to post
Share on other sites

at your single target rotation when you use rune of power as last tier you can't use evocation anymore because it replaces it.

Share this post


Link to post
Share on other sites

Thanks, Damien, for the guide for the MoP Arcane spec.

I have a question about the maintenance of the spell_arcane_arcane03.jpgInvocation 25% extra spell damage buff.

With the buff only lasting 40 seconds, will the buff be the Arcane version of the Retribution Paladin's Inquisition buff that we have to aim for 100% uptime to maintain optimal dps? Does it mean Arcane mages choosing the spell_arcane_arcane03.jpgInvocation talent would have to channel an spell_nature_purge.jpgEvocation once every 40 seconds?

Share this post


Link to post
Share on other sites

at your single target rotation when you use rune of power as last tier you can't use evocation anymore because it replaces it.

Thanks for spotting this mistake. The three rotations are now given separately. This will prevent this sort of mistakes.

Thanks, Damien, for the guide for the MoP Arcane spec.

I have a question about the maintenance of the spell_arcane_arcane03.jpgInvocation 25% extra spell damage buff.

With the buff only lasting 40 seconds, will the buff be the Arcane version of the Retribution Paladin's Inquisition buff that we have to aim for 100% uptime to maintain optimal dps? Does it mean Arcane mages choosing the spell_arcane_arcane03.jpgInvocation talent would have to channel an spell_nature_purge.jpgEvocation once every 40 seconds?

You spend so much mana that you will have to cast spell_nature_purge.jpgEvocation more often than once every 40 seconds.

I made a small script to run simulations on that matter. With 0% Haste, it takes in average 31 seconds to get below 33% mana (assuming you spam spell_arcane_blast.jpgArcane Blast and cast spell_nature_starfall.jpgArcane Missiles whenever you get the chance to). With 50% Haste, it takes in average 20 seconds. As you can see, the more Haste you have, the more often you have to use Evocation.

Since maximum mana no longer depends on Intellect and is constant at 300,000 at level 90 for Mages, I can make an even more general statement. The better your gear, the higher your Haste, the more often you will use Evocation. Therefore, maintaining uptime on the spell_arcane_arcane03.jpgInvocation buff should be a byproduct of the rotation.

Share this post


Link to post
Share on other sites

Dear Damien,

I have a major question to ask. As your guide shows lvl 90 rotations and my mind, smartness (héhé i wish it was true) and look on the spec and chance doesn't this implement a lvl 90- rotation that's very diffrent from the lvl 90rotations? because at lvl 89 you don't have invocation you don't have rune of power and so on. So mana awareness have to be higher then it's at lvl 90 (not saying you don't need to look anymore). This shows that at lvl 89 or lower ofc, there aint no evocation with a 10sec cd but one with a 2min cd, so you can't really start bursting your way down to 35% because of the stacks that arcane charges have now (6) that's a 750% increase mana cast of Arcane blast and a 132% increased dmg of arcane blast, missles and barrage will drain your mana quicker then i can type say hello. Evocation aint up in the time for at least more then a good min. This brought me on the idea of lvl 90- rotation that's the following (going to be in quick walkthrough not in single target/multi target rots not worked that out that good, i have a few in my mind so but this is the one i find the best):

- use Bomb (nether tempest/ living bomb/ Frost bomb)

- use AB 4times

- use missles procs at 5 and 6

- only 1missle proc use an extra AB (this will cost ofc a lot more mana)

- then use the missle proc

- if you have still 1 missle proc use it

- if you have 2 missles procs then use both of them (the extra 132%dmg the missles do won't hurt using it and it costs 0mana)

- clear with arcane barrage

- use evocation when hitting 35% mana

- note: keep cd's on mirror images, PoM and arcane power.

Then you hit that 2min CD of evocation what you can't get ridd of because you aint lvl 90 to reduce the CD or get rune of power. Then i was more thinking about following a not get over 4stacks of charges with AB rule. Only with missles you can get higher then 4stacks because that doesn't costs any mana and it makes your barrage 22% stronger each stack you can get above 4. then ofc clean them with barrage.

for a quick look at lvl 85 an AB costs 1500 mana (almost dubble as atm on live) with 1stack that's 1875mana for AB and so on. As i yust want to make clear at the end of 6stacks an AB costs around 11-12k mana for yust casting that. That's a hugh amount of mana for a lvl 85 witch the cap of mana is 100k (105 if your gnome). That's my main reason i'm wondering about the rotation i said above is working well (it did on ptr when i didn't maded anymistakes).

I hope you understand the stuff i typed here so not you can surely ask me. :) I hope you can help me out of one of my biggest dilemma's so far in world of warcraft (i guess it's my first one but héhé :P) and you can help me out with bring up mayby more ideas about how to handle arcane mages below 90.

Greetz

Dthehunter (arcane mage silvermoon eu)

  • Like 1

Share this post


Link to post
Share on other sites

Dear michael

Damien and Vlad are away today and put me in charge (WHAT?!??! O_O) so they won't be able to answer your question right away.

First of I want to point out that the guides are made for level 90 specifically.

secondly I'm no expert in mages so don't take my word for granted.

So: looking at what you said I understand your problem and I think the rotation you posted looks pretty good. I might just be talking out of my ass but the way I see it is that you can just play arcane as you always did. Get up to 3 (or 4) stacks and not higher like you pointed out since that will drain your mana too fast. Drop the stacks with a arcane barrage or missiles and be careful during burst phase since it will drain your mana very quickly and you don't yet have invocation.

You can expect an answer from Damien or Vlad tomorrow I think.

Share this post


Link to post
Share on other sites

Dear michael

Damien and Vlad are away today and put me in charge (WHAT?!??! O_O) so they won't be able to answer your question right away.

First of I want to point out that the guides are made for level 90 specifically.

secondly I'm no expert in mages so don't take my word for granted.

So: looking at what you said I understand your problem and I think the rotation you posted looks pretty good. I might just be talking out of my ass but the way I see it is that you can just play arcane as you always did. Get up to 3 (or 4) stacks and not higher like you pointed out since that will drain your mana too fast. Drop the stacks with a arcane barrage or missiles and be careful during burst phase since it will drain your mana very quickly and you don't yet have invocation.

You can expect an answer from Damien or Vlad tomorrow I think.

Thx allrdy for answering :) and i'll see when they reacted. Have fun with being in charge :) and enjoy the good day :)

Share this post


Link to post
Share on other sites

Thx allrdy for answering Posted Image and i'll see when they reacted. Have fun with being in charge Posted Image and enjoy the good day Posted Image

I think that Arcane will not be a great spec to use before reaching level 90. I leveled up as Arcane on the beta and I was eating mana food between each pull.

Share this post


Link to post
Share on other sites

I think that Arcane will not be a great spec to use before reaching level 90. I leveled up as Arcane on the beta and I was eating mana food between each pull.

Dear damien :),

Oke, but we are getting our new talents allrdy at the 28th (US) 29th(eu) in the prepatch that hits, so you recommand me to go fire/frost for that time? and what of the 2 you say would work the best for bosses like spine HC? because burst dmg there is still so needed. I still believe in the fact that arcane can do some nice dps without the last talent line but as i said in my huge post earlier on you have to use a total diffrent rotation because evoc is 2min cd. I think it's almost the same as the rotation we have right now but don't get over 4stacks with AB and get the rest filled up with missles. Also i'm doing this for other guildies who i even sended to this website but are really not that great in doing nice dmg in fire or even in frost spec or they are a slow learner what will cause us so much more issues on HC bosses in DS. That's why i'm trying to get a rotation for those people and mayby myself working but i'm not playing long enough to say that it can work or not and i don't have any good exp on making rotations like that. So hopefully you can help me out with this (the rotation is in the hugh post i posted a few days ago)

thx

Dthehunter

Share this post


Link to post
Share on other sites

Dear damien :),

Oke, but we are getting our new talents allrdy at the 28th (US) 29th(eu) in the prepatch that hits, so you recommand me to go fire/frost for that time? and what of the 2 you say would work the best for bosses like spine HC? because burst dmg there is still so needed. I still believe in the fact that arcane can do some nice dps without the last talent line but as i said in my huge post earlier on you have to use a total diffrent rotation because evoc is 2min cd. I think it's almost the same as the rotation we have right now but don't get over 4stacks with AB and get the rest filled up with missles. Also i'm doing this for other guildies who i even sended to this website but are really not that great in doing nice dmg in fire or even in frost spec or they are a slow learner what will cause us so much more issues on HC bosses in DS. That's why i'm trying to get a rotation for those people and mayby myself working but i'm not playing long enough to say that it can work or not and i don't have any good exp on making rotations like that. So hopefully you can help me out with this (the rotation is in the hugh post i posted a few days ago)

thx

Dthehunter

My prediction is that Arcane will be terrible until you reach level 90. So it will be either Fire or Frost ;)

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By PaPaTheos
      I started collecting dragon glyphs but I don't notice any place they show up.  The small 'tree' in collections under dragon flying doesn't seem to change.  What am I missing?
    • By Rivinhal
      Hey guys.
       
      I have a question regarding leveling builds...
       
      Basically I'm currently leveling a Sin Rogue (lvl 93) and I'm currently using the suggested IV leveling build (http://www.wowdb.com/talent-calculator#Kl0KlyKlzbEDPcWLLBAcuR), but I don't quite understand the reasoning behind some of the talents and glyphs in the leveling build. I've certainly used other builds/varients in my time leveling, but since I'm really in "crunch time" now, I'd really like to make the most of my efforts.
       
      I sort of feel like the build could be changed for the better (my build would be quite different lol), and I know the page even says that the build isn't set in stone, but I'm not a pro Rogue player by a longshot, so I get the feeling the person(s) who made the build knows things that I don't, and there is some method to the madness that I'm not comprehending.
       
      So my question, in a nutshell, is this:
       
      What are the reasons behind the talents and glyphs in the leveling build?
      Is there a better leveling build?
      Does it even really matter that much?
       
      Sorry for the long exposition before the question, but any help here would be appreciated guys.
    • By Ascha90
      I just got into PvP with my SPriest and I could use some advice. What kind of talents should I take? I thought Clarity of Power coupled with Glyph of Mind Harvest, or even Auspicious Spirits with Glyph of Mind Harvest, could be good, but I don't know what the math should be for that kind of talent and glyph combo. Should I take one of the talents but not the glyph? I am using Recount to measure my DPS. I am currently using the talent Insanity because I am putting out so many Devouring Plagues due to Glyph of Mind Harvest.
    • By Martunox
      Well, I started the expansion as Destruction, and have been doing pretty good dps with it, but as I have been progressing in raids and such, I have encountered with more and more gear with haste/mastery/versatility, no crit, and I have been feeling that I'm stuck with my DPS because of the lack of crit, so I gave a shot to my Affliction spec that I used mostly for PVP.
       
      The problem is, as much as I try and feel that I'm keeping good the uptime of my dots, my DPS in dummy goes no further of 13k DPS.
      Maybe is the not so good levels of haste, or maybe I'm not doing something well in the rotation, so I came here looking for illumination here in Icy Veins.
       
      Also, I don't know well the opener for fights very well with Affliction, so a rough idea would help a lot!
      As far as stat priority goes, I understand is INT>HASTE>MASTERY. 
       
      Thank you in advancement for helping!
       
      Here is my askmrrobot page of my character:
      http://www.askmrrobot.com/wow/player/us/quel'thalas/min%C3%AEx
       
      How do I get logs of my combat in my character?
    • By Pandacho
      Table of Content:
      GENERAL CONCERNS
      COMMON TALENTS AND GLYPHS
      ENCOUNTER SPECIFICS:
      KARGATH BLADEFIST
      THE BUTCHER
      TECTUS
      BRACKENSPORE
      TWIN OGRON
      KO'RAGH
      IMPERATOR MAR'GOK
       
      This post contains my thoughts regarding resto shaman healing in Highmaul Normal and Heroic.
       
      My guild hasn’t done any Mythic Raiding yet, so you shouldn’t apply anything written here to Mythic without checking.
       
      All the strategies, talents and spells choices are calculated for a ‘standard’ healers setup: 3-4 healers for 20N and 4 healers for 20H, no overgear (my raid average ilvl was 647, healers average 644). This is important to consider because if you overgear and / or overheal (more healers than you need), most of the strategies and talent choices lose their importance - you just heal through the damage with whatever spells.
       
      Our Healer Team composition: Restoration Druid, Restoration Shaman, Holy Paladin, Priest (Holy / Disc, depending on the fight).
       
       
      GENERAL CONCERNS (top)
       
      If there are situations during a raid where you feel that all your heals are going nowhere, try to make some changes to your healing frames. If you are using an add-on for your Healing Frames and not the default Blizz UI, you should be able to track the following:
       
      1. HoTs from other Healers
      2. Shields from Disc Priests
      3. Damage Mitigation CDs from Tanks
      4. Raidwide Damage Mitigation and Healing CDs
       
      Actually for Number 4, I prefer to use WeakAuras - I track a lot of information on my Healing Frames and I have to cut something from all this or things get too messy.
       
      You can find the WeakAura for tracking Raidwide CDs in our WA thread.
       
      If you can see what other Healers are doing during the fight, it makes it much easier to choose the ‘right’ targets for your heals and not get into situations when you Riptide somebody who already has a Druid’s HoT and a Priest’s Shield. Same with Raid CDs: if your raid is not too communicative, you don’t want to be in a situation where you drop your HTT while a Holy Priest has already begun to channel Divine Hymn.
       
      If you are still struggling with mana issues, check that you have a Spirit enchant on your weapon (even if it’s 630 ilvl) and the DMF trinket. Remember that you can always chose Elemental Blast in your Talents for help in refilling mana. Bring mana potions with you. I know that it’s obvious, but from my experience of checking logs, a lot of the people complaining about mana issues did not use mana potions during encounters.
       
       
      COMMON TALENTS AND GLYPHS: (top)
       
      TIER 1:
       
      STONE BULWARK TOTEM
       
      Unlike in MoP, I can’t see any appropriate usage for SBT in Highmaul.
       
      How does it work?
       
      When you summon it, it grants you a 10-second Shield that absorbs (Spell power * 0.875 * 4) damage. After that 10-second period is over, it casts a smaller shield of (Spell power * 0.875) on you every 5 seconds (overriding the previous shield, even the large, initial one, if it is still active). This smaller shield absorbs exactly 4 times less damage than the first shield and lasts for 10 seconds.
       
      So for example, for my current Spell Power 4748 (647 ilvl), I will get a shield that absorbs 16618 damage and after the initial 10 seconds, a smaller shield that absorbs 4154 damage 4 times over a 20 second period.
       
      From what it seems, its worth maybe a bit more than one Riptide or one Healing Wave.
      We don’t have spiky damage in WoD that forces us to use every bit of constant damage mitigation because we wouldn’t be able to cast a healing spell in time. So, from my PoV, we should use talents that allow us to mitigate a big amount of unpredictable damage or to ignore predictable damage when we have to continue casting.
       
      NATURE’S GUARDIAN
       
      I would advise taking it for people who get ‘tunnel vision.’
       
      If you always get caught by fire on Twin Ogrons or Suppression Field on Ko’ragh, take NG - it will give you a couple of seconds to run away and heal yourself when you actually might already be dead. Obviously, it’s much better to move out of stuff and avoid unnecessary damage but, well, nobody is perfect! ^^
       
      ASTRAL SHIFT
       
      Perfect talent if you are able to plan your actions.
       
      AS reduces all damage for 40%. You should use it when the raid is taking heavy damage from boss mechanics. Force Novas, Expel Magic: Frost, Cleave… Almost every boss uses abilities that you can mitigate with this talent.
       
      TIER 2:
       
      Actually the only talent in this tier that can help us in Highmaul is WINDWALK TOTEM.
      There are no adds that have to be rooted in any fight here and even on trash most of mobs are casters, so it’s more efficient to CC, stun or interrupt them.
       
      TIER 5:
       
      In my opinion, the only reasonable choice for most of the fights in this tier would be RUSHING STREAMS.
       
      ANCESTRAL GUIDANCE was nerfed so heavily in WoD, that even while having a 2 min CD, as a major raid CD it converts only 20% of your direct healing to healing on up to 3 nearby injured raid members. It’s such a minor amount of healing that I wouldn’t recommend it for any fight.
       
      CONDUCTIVITY is a very situational talent, simply because it demands a big part of the raid to stay in one spot long enough to fully utilise it. The only fight in Highmaul where people are mostly stacked in one spot is The Butcher. I personally think that additional healing from RS is still better than a possibility not to cast HR on CD. But it’s up to you.
       
      TIER 7:
       
      CLOUDBURST TOTEM or HIGH TIDE
      You should choose whatever is more comfortable for your play style. I checked both of talents in all the Highmaul fights and have to say that there is no significant difference in output numbers if you understand these talents mechanic and plan your behaviour in encounters.
       
      There are a couple of encounters where one of the talents may be slightly more beneficial and I mentioned this in Encounter Specifics, but generally, just play with what you are feeling more comfortable.
       
      Remember that while there are talents that seems preferable to take with CBT or HT, they are not mandatory.
      For example, you can take Echo of the Elements with High Tide, because Unleashed Life empowers your Chain Heal too and additional Riptide without CD will help you to manage High Tide usage easier.
      Or, it's not mandatory to take Totemic Persistence with Cloudburst totem if you prefer not to drop Water totems together but one by one.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM - all fights in Highmaul, except for The Butcher and Mar'goc with Arcane spells have a magic damage component that may be reduced with this Glyph. Even in the Kargath fight, where the boss has only physical abilities, the adds and Pillars add a magic damage component.
       
      GLYPH OF HEALING WAVE - with the new healing style in WoD, we are using HW a lot. So why not get free self heals?
       
      GLYPH OF SPIRITWALKER’S FOCUS - reduces the cooldown of Spiritwalker's Grace by 60 seconds but reduces its duration by 7 seconds. I prefer it above Glyph of Spiritwalker's Grace.
      The reason for this is that in almost all the fights in Highmaul, we have ground abilities from which we have to move out or knockbacks after which we have to run back to our spots. Mostly they are short but frequent. I see many situations where 8 seconds casting on the move every 60 seconds can be more beneficial than being able to cast on move every 2 minutes.
       
       
      ENCOUNTER SPECIFICS (top)
       
       
      KARGATH BLADEFIST (top)
       
      This is the fight with very low raid damage in both Normal and Heroic versions.
       
      TALENTS:
       
      Tier 1: Doesn’t matter
       
      Tier 2: Doesn’t matter
       
      Tier 3:
      Call of the Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice. I prefer Totemic Persistence with CBT because it gives you the flexibility to use other Water Totems without ruining your CBT timings.
      You can use Call of Elements in this fight too but there is no specific advantage to it. CoE is very good when you have to use a utility Totem twice in a row due to fight mechanics (Tremor, Windwalk, Capacitor, etc.) or when the overall damage is so high, that even one more HST could help. There’s nothing like this on Kargath.
       
      Tier 4:
      Elemental Mastery: we don’t need additional CDs for this fight.
      Ancestral Swiftness: no real need for additional Haste or instant casts.
      Echo of the Elements: I would say that this is our talent of choice on Kargath. A chance for additional Riptides or an Unleash Life without CD definitely increases our healing output.
       
      Tier 5:
      Rushing Streams. No reason for Conductivity - the raid is never stacked.
       
      Tier 6:
      Unleashed Fury: your choice if you are aiming for single target healing in this fight. Not valuable if you chose High Tide in Tier 7.
      Primal Elementalist: An acceptable choice. There is nothing to heal for most of the fight, so you could use elementals for DPS!
      Elemental Blast: I can’t see any reason for having mana issues in this fight, so I wouldn’t take this talent.
       
      Tier 7:
      Cloudburst Totem: This is my preferred Talent for this fight. Damage on the Raid is low, so it feels better to single target heal while CBT will redistribute our healing to the raid.
      High Tide: The only reason to take this talent on Kargath, in my opinion, is when you are assigned to go upstairs. It’s problematic enough to time CBT there, people are running all over the place, so it might be easier to Riptide the group and Chain Heal them.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS (you can take something else instead but I don’t see anything really useful)
       
       
      THE BUTCHER (top)
       
      This is the fight with very high raid damage in both Normal and Heroic versions, especially for soaking groups.
      My guild uses a very specific tactic for this boss:
      We have two healers for 2 soaking groups (5+5 people) - myself (Restoration Shaman) and Disc Priest. Our Restoration Druid stays on the raid full time while our Holy Paladin prioritizes the Tanks. Sub-30%, our Healers come into the soaking groups to help minimise the damage, 2 healers in each group.
       
      TALENTS:
       
      Tier 1: I take Nature’s Guardian for accidental (or not accidental Sub-30%) Cleave damage.
       
      Tier 2: Doesn’t matter
       
      Tier 3:
      Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      I prefer High Tide for The Butcher. According to my assignment, I will have at least 5 heavily injured people during the entire fight. It’s clearly worth the constant use of Chain Heal.
      So Call of Elements is my choice here. The overall damage is very high, so even one more HST could help.
       
      Tier 4:
      Elemental Mastery: I wouldn’t take it. The other two talents are much more useful.
      Ancestral Swiftness: If you like to cast faster and to have an ‘oh, shit’ instant cast once every 90 seconds, this is a good choice.
      Echo of the Elements: A chance for additional Riptides or an Unleash Life without CD definitely increases our healing output. Remember that Unleashed Life empowers Chain Heal too so you can benefit from EotE when taking the High Tide talent.
       
      Tier 5:
      Rushing Streams or Conductivity.
      I prefer Rushing Streams but if you are good in handling Conductivity full time on melee - why not?
      You can find the WeakAura for tracking HR with Conductivity talent in our WA thread.
       
      Tier 6:
      Elemental Blast: I would say that this is our talent of choice for the Butcher. The fight is very intense and we’ll need every possible bit of mana.
       
      Tier 7:
      Cloudburst Totem: you can choose this it if you prefer single target healing. If you are using spells wisely, CBT will nicely redistribute your healing to all the injured people.
      High Tide: This is a very good talent for this fight. You will always have a lot of injured people and the power of High Tide will be fully utilized.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS (for knockbacks)
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a Resto Druid in the raid, it can be a possibility. If you can’t manage your High Tide CH targets without blanketing the raid, it’s a possibility too. But frankly, the amount of Riptides you'll have with the EotE talent should be enough to fully utilize High Tide.
       
       
      TECTUS (top)
       
      This is a fight with very intense movement for the entire raid, including healers.
      The tactic that my guild uses for this boss involves the whole raid spreading out in a big circle around the boss, no stacking.
      We have the assignments for raid healing CDs during Tectonic Upheaval for every Healer too.
       
      TALENTS:
       
      Tier 1: Nature’s Guardian for accidental ‘standing in crap’ damage or Astral Shift for Tectonic Upheavals.
       
      Tier 2: Doesn’t matter
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Many people prefer CBT for this fight because of constant movement and obstacles that cause loss of LoS for direct target heals.
      Call of Elements can be a good choice too. One more HST in the moments when you have to run from Crystalline Barrage or around Earthen Pillar could definitely help.
       
      Tier 4:
      Elemental Mastery: You can take it if feeling like one more CD is needed but it will burn your mana really fast.
      Ancestral Swiftness: If you like to cast faster and to have an ‘oh, shit’ instant cast once every 90 seconds, this is a good choice.
      Echo of the Elements: A chance for additional Riptides or an Unleash Life without CD definitely increases our healing output. Remember that Unleashed Life empowers Chain Heal too so you can benefit from EotE when taking the High Tide talent.
       
      Tier 5:
      Rushing Streams is the only choice here really.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      If you are able to cast a lot and burn your mana quickly or if you took Glyph of Riptide for this fight, then take Elemental Blast.
      If you prefer single target spells and CBT, take Unleashed Fury - 50% increased heal is really good - you can cast less and pay more attention to your movement.
       
      Tier 7:
      Cloudburst Totem: you can choose this it if you prefer single target healing. CBT will also nicely redistribute your healing to all injured people when you’re moving around!
      High Tide: good talent for people who are good in positioning or with Glyph of Riptide. You will have a lot of injured people in this fight and the power of High Tide will be fully utilized.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS (so much movement)
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility. If you are not very good in finding safe spots and move a lot, it’s a possibility too.
       
       
      BRACKENSPORE (top)
       
      By the tactic my guild uses for this boss, we have assignment for every healer. On Heroic progression you will need two healers assigned to heal mushrooms (one healer in Normal).
      I have to say that a resto shaman with Cloudburst totem assigned to Mushrooms can do miracles ^^. I was able to pull 11% of total healing from CBT on this fight.
       
      TALENTS:
       
      Tier 1: Nature’s Guardian for accidental ‘caught in crap’ damage or Astral Shift for Infesting Spores.
       
      Tier 2: doesn’t matter
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Call of Elements can be a choice too. One more HST on Infesting Spores - why not?
       
      Tier 4:
      Elemental Mastery: no need really and it burns your mana too quick.
      Ancestral Swiftness: if you like to cast faster and to have ‘oh, shit’ instant cast once in 90 sec. - it’s your choice.
      Echo of the Elements: I like it on this fight. More UL for mushrooms!
       
      Tier 5:
      Rushing Streams talent would be the best choice here really. Conductivity is very arguable, imo. While there are periods when all the raid is stacked on mushroom, I’m not sure that this time is long enough for using this talent.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      I would take Unleashed Fury, especially if assigned to mushrooms. 50% increased single heal is really valuable here. If you are healing the raid, Elemental Blast could be your choice too, but frankly, you can refill the mana from blue mushroom.
       
      Tier 7:
      Cloudburst totem: best choice for healing mushrooms. CBT will nicely redistribute your healing on mushroom to the raid.
      High Tide: good talent if you are healing the raid.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility, but remember that it’s weak and burns your mana fast.
       
       
      TWIN OGRON (top)
       
      This is the fight with intensive movement for all the raid, including healers.
      By the tactic my guild uses for this boss, the ranged dps and healers are mostly stacked together and move together, except of moving of fire and Pulverize.
      It would be nice if your hunters will cast Aspect of the Fox, so you could cast when moving from the fire.
       
      TALENTS:
       
      Tier 1: I would advice Nature’s Guardian here, especially if you are not very good in moving out of fire.
       
      Tier 2: doesn’t matter
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Many people prefer CBT for this fight because of movement it demands.
      Call of Elements can be a good choice too. One more HST for fire times or Pulverize could definitely help.
       
      Tier 4:
      Ancestral Swiftness: don’t think that more Haste could be very useful in this fight.
      Echo of the Elements: A chance for additional Riptide or Unleash Life without CD definitely increase our healing output. Remember that Unleashed Life empowers Chain Heal too, so you can benefit from EotE when taking High Tide talent.
       
      Tier 5:
      Rushing Streams talent is the only choice here really. I don't think that there is enough time of stacking in one spot to benefit from Conductivity.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      I would advice on Elemental Blast, this fight is way mana intensive and has more raid-wide than single damage.
       
      Tier 7:
      Cloudburst totem: chose it if you move a lot. CBT will nicely redistribute your healing to all the injured people in the time when you are moving around.
      High Tide: good talent for people who are good in positioning themselves. You will have a lot of injured people in this fight and the power of High Tide will be fully utilized.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS (so much movement)
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility. If you are not very good in finding safe spots and move a lot, it’s a possibility too, but remember that it burns your mana!
       
       
      KO’RAGH (top)
       
      This is the fight with a high damage from both the boss mechanics and not paying attention.
      One of the fights where you should use shaman utilities.
      Remember that there are two main healing strategies for this encounter regarding dealing with Expel Magic: Frost: you can heal through it or move away if you don’t have enough HPS throughput.
       
      TALENTS:
       
      Tier 1:
      Nature’s Guardian, if you are not very good in moving out of things.
      Astral Shift if you are able not to forget to use it on Expel Magic: Frost or Expel Magic: Fire.
       
      Tier 2: Windwalk totem! Use it to help the raid to get away from Frost Orbs.
       
      Tier 3: Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Call of Elements can be a good choice too to reset the cooldown of Windwalk totem. Especially if you don’t have druids for Stampeding Roar.
       
      Tier 4:
      Ancestral Swiftness: not sure that more Haste will really shine in this fight, but it worth a shot if you like it.
      Echo of the Elements: A chance for additional Riptide or Unleash Life without CD definitely increase our healing output. Remember that Unleashed Life empowers Chain Heal too, so you can benefit from EotE when taking High Tide talent.
       
      Tier 5:
      Rushing Streams talent is the only choice here really. Not enough time stacking in one spot to benefit from Conductivity.
       
      Tier 6:
      Unleashed Fury or Elemental Blast.
      I would advice on Elemental Blast, this fight is way mana intensive and has more raid-wide than single person damage.
       
      Tier 7:
      Cloudburst totem: chose it if you like it.
      High Tide: just the same.
      Both talents are valuable for this fight.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING STREAM TOTEM
      GLYPH OF HEALING WAVE
      GLYPH OF PURIFY SPIRIT (Purify Spirit has 2 charges now. Useful for Expel magic: Fire dispels)
      Other possibilities:
      GLYPH OF SPIRITWALKER’S FOCUS
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility, but remember that it burns your mana and cuts healing output of Riptide!
       
       
      IMPERATOR MAR’GOK (top)
       
      This is a very long fight with a high damage from both the boss mechanics and not paying attention. There are many boss abilities that will do a raid-wide damage if people handle them in wrong way.
       
      TALENTS:
       
      Tier 1: I would recommend Astral Shift here. Use it on Force Novas or when you are Fixated.
      You can take Nature’s Guardian too, but there’s enough raid damage, so I think it’s better to mitigate.
       
      Tier 2: You can use Windwalk Totem on Slow debuff, but I think that it’s better to just dispel it.
       
      Tier 3:
      Call of Elements or Totemic Persistence.
      If you are aiming for Cloudburst Totem in Tier 7, Totemic Persistence could be your choice.
      Call of Elements can be good for another HST too. It is a long fight, so you’ll be able to use it at least 3-4 times.
       
      Tier 4:
      Ancestral Swiftness or Echo of the Elements: both talents are valuable for this fight. Chose what you are more comfortable with.
       
      Tier 5:
      Rushing Streams talent would be the best choice here. Not enough time stacking in one spot to benefit from Conductivity.
       
      Tier 6:
      Elemental Blast.
      The encounter is more than 10 min. long. You will definitely run out of mana without this talent.
       
      Tier 7:
      Cloudburst totem or High Tide: both talents are valuable for this fight. Chose what you are more comfortable with.
       
      MAJOR GLYPHS:
       
      GLYPH OF HEALING WAVE
      GLYPH OF SPIRITWALKER’S FOCUS
      Other possibilities:
      GLYPH OF FLAME SHOCK (a bit more of passive self healing)
      GLYPH OF RIPTIDE - if you don’t have a resto druid in raid, it’s a possibility, but remember that it burns your mana and cuts you healing output of Riptide!
      (top)
×
×
  • Create New...