Tuesday, February 15, 2011

Fire mage and Arcane mage changes!

The values of crit, haste, and mastery for fire mages are all now different! Taken from EJ:
Important     Please note that Combat Rating relative values shuffle depending on a given character's current stats and gear. Therefore, the most accurate relative values applicable to YOU can be found by using Simulationcraft and Rawr - and importing YOUR character.
Important     The Relative values below may be subject to change. Treat the values below as a general guide for highly geared ilvl 372 geared players. They may or may not be applicable to you in your current gear.
      Last Table Update: 8th February. Simulationcraft is source, to view more detailed information: Click here
       
1 Intellect 3.2296 Intellect is the strongest stat by far. Much stronger than even Hit. Intellect is a Primary Stat. It increases our Spell Power, Critical Strike Chance and our Mana. Due to the strength of Intellect: we aggressively Gem, Enchant and Gear towards maximising the amount present on our gear.
       
2 Hit 2.4597 Hit is a very strong stat, but still weaker than intellect. You'll need 17% hit (1742 rating) for Tier 11 boss mobs. The value of Hit falls off once Hit capped.
3 Spell Power 2.3709 Spell Power can still be found on weapons and trinket effects. Spell Power is a very strong stat.
4 Haste 1.4677 Haste now has a higher relative value compared to Crit/Mastery. Ignite Munching devalues Crit and Mastery considerably. Please remember that the relative values listed here are for very geared 372 players. Haste might be slightly weaker than crit with lower levels of gear. You need to run Rawr / Simulationcraft with YOUR character - to find out whether Haste is slightly better or worse than crit for YOU.
5 Crit 1.3896 Surprised how Crit has dropped in relative value? The biggest factor is Ignite Munching. In a bug-free world without Ignite Munching, Crit would be considered a much stronger stat. But in practise, Crit loses considerable value when Ignite Munching is factored in and accounted for. Various tools (SimulationCraft, Rawr) now account for Ignite Munching, and as a result, Crit has been devalued to levels that more accurately reflect ingame results.
6 Mastery 1.2287 Mastery is our weakest stat. It is also devalued by Ignite Munching. Mastery is the first candidate to reforge into Hit Rating.

This now means in heroic i372 gear haste is better than crit, now this may be something that gets hotfixed, but for the time being haste is better!

And for arcane mages, Arcane blasts mana usage has gone from 8% to 5% making it much more viable to use for raiding and such. Although the lack of mobility hiders this spec, I would still suggest fire for any raiding situation (besides magmaw). And thats all for now, look back within the next few days for the Mages Spec guide to BoT, Tofw and Nef.

Important  Please note that Combat Rating relative values shuffle depending on a given character's current stats and gear. Therefore, the most accurate relative values applicable to YOU can be found by using Simulationcraft and Rawr - and importing YOUR character.
Important  The Relative values below may be subject to change. Treat the values below as a general guide for highly geared ilvl 372 geared players. They may or may not be applicable to you in your current gear.
   Last Table Update: 8th February. Simulationcraft is source, to view more detailed information: Click here
    
1Intellect3.2296Intellect is the strongest stat by far. Much stronger than even Hit. Intellect is a Primary Stat. It increases our Spell Power, Critical Strike Chance and our Mana. Due to the strength of Intellect: we aggressively Gem, Enchant and Gear towards maximising the amount present on our gear.
    
2Hit2.4597Hit is a very strong stat, but still weaker than intellect. You'll need 17% hit (1742 rating) for Tier 11 boss mobs. The value of Hit falls off once Hit capped.
3Spell Power2.3709Spell Power can still be found on weapons and trinket effects. Spell Power is a very strong stat.
4Haste1.4677Haste now has a higher relative value compared to Crit/Mastery. Ignite Munching devalues Crit and Mastery considerably. Please remember that the relative values listed here are for very geared 372 players. Haste might be slightly weaker than crit with lower levels of gear. You need to run Rawr / Simulationcraft with YOUR character - to find out whether Haste is slightly better or worse than crit for YOU.
5Crit1.3896Surprised how Crit has dropped in relative value? The biggest factor is Ignite Munching. In a bug-free world without Ignite Munching, Crit would be considered a much stronger stat. But in practise, Crit loses considerable value when Ignite Munching is factored in and accounted for. Various tools (SimulationCraft, Rawr) now account for Ignite Munching, and as a result, Crit has been devalued to levels that more accurately reflect ingame results.
6Mastery1.2287Mastery is our weakest stat. It is also devalued by Ignite Munching. Mastery is the first candidate to reforge into Hit Rating.


Important  Please note that Combat Rating relative values shuffle depending on a given character's current stats and gear. Therefore, the most accurate relative values applicable to YOU can be found by using Simulationcraft and Rawr - and importing YOUR character.
Important  The Relative values below may be subject to change. Treat the values below as a general guide for highly geared ilvl 372 geared players. They may or may not be applicable to you in your current gear.
   Last Table Update: 8th February. Simulationcraft is source, to view more detailed information: Click here
    
1Intellect3.2296Intellect is the strongest stat by far. Much stronger than even Hit. Intellect is a Primary Stat. It increases our Spell Power, Critical Strike Chance and our Mana. Due to the strength of Intellect: we aggressively Gem, Enchant and Gear towards maximising the amount present on our gear.
    
2Hit2.4597Hit is a very strong stat, but still weaker than intellect. You'll need 17% hit (1742 rating) for Tier 11 boss mobs. The value of Hit falls off once Hit capped.
3Spell Power2.3709Spell Power can still be found on weapons and trinket effects. Spell Power is a very strong stat.
4Haste1.4677Haste now has a higher relative value compared to Crit/Mastery. Ignite Munching devalues Crit and Mastery considerably. Please remember that the relative values listed here are for very geared 372 players. Haste might be slightly weaker than crit with lower levels of gear. You need to run Rawr / Simulationcraft with YOUR character - to find out whether Haste is slightly better or worse than crit for YOU.
5Crit1.3896Surprised how Crit has dropped in relative value? The biggest factor is Ignite Munching. In a bug-free world without Ignite Munching, Crit would be considered a much stronger stat. But in practise, Crit loses considerable value when Ignite Munching is factored in and accounted for. Various tools (SimulationCraft, Rawr) now account for Ignite Munching, and as a result, Crit has been devalued to levels that more accurately reflect ingame results.
6Mastery1.2287Mastery is our weakest stat. It is also devalued by Ignite Munching. Mastery is the first candidate to reforge into Hit Rating.


Important  Please note that Combat Rating relative values shuffle depending on a given character's current stats and gear. Therefore, the most accurate relative values applicable to YOU can be found by using Simulationcraft and Rawr - and importing YOUR character.
Important  The Relative values below may be subject to change. Treat the values below as a general guide for highly geared ilvl 372 geared players. They may or may not be applicable to you in your current gear.
   Last Table Update: 8th February. Simulationcraft is source, to view more detailed information: Click here
    
1Intellect3.2296Intellect is the strongest stat by far. Much stronger than even Hit. Intellect is a Primary Stat. It increases our Spell Power, Critical Strike Chance and our Mana. Due to the strength of Intellect: we aggressively Gem, Enchant and Gear towards maximising the amount present on our gear.
    
2Hit2.4597Hit is a very strong stat, but still weaker than intellect. You'll need 17% hit (1742 rating) for Tier 11 boss mobs. The value of Hit falls off once Hit capped.
3Spell Power2.3709Spell Power can still be found on weapons and trinket effects. Spell Power is a very strong stat.
4Haste1.4677Haste now has a higher relative value compared to Crit/Mastery. Ignite Munching devalues Crit and Mastery considerably. Please remember that the relative values listed here are for very geared 372 players. Haste might be slightly weaker than crit with lower levels of gear. You need to run Rawr / Simulationcraft with YOUR character - to find out whether Haste is slightly better or worse than crit for YOU.
5Crit1.3896Surprised how Crit has dropped in relative value? The biggest factor is Ignite Munching. In a bug-free world without Ignite Munching, Crit would be considered a much stronger stat. But in practise, Crit loses considerable value when Ignite Munching is factored in and accounted for. Various tools (SimulationCraft, Rawr) now account for Ignite Munching, and as a result, Crit has been devalued to levels that more accurately reflect ingame results.
6Mastery1.2287Mastery is our weakest stat. It is also devalued by Ignite Munching. Mastery is the first candidate to reforge into Hit Rating.

Wednesday, February 9, 2011

Cataclysm Mage Raiding Specs for Black Wing Descent

For each boss there are different mechanics, different jobs that us Mages have to do. It also changes due to raid compilations and such. Weather your group has a hunter for Mag-maw can be the difference in you needing to go frost for Mag-maw or switch to fire. For the most part this is a GENERAL guide on what spec to go with each Cataclysm boss and varies.

Black Wing Descent 

Mag-maw




For Mag-maw most groups would prefer you to be a frost mage due to slows and such and the fact that your Aoe is mana efficient and mage armor helps you from going oom after the first set of parasites. With that being said, any Cookie cutter Frost Aoe spec would work just fine here.


Omnitron-Defense System


With omnitron-defense you should have no problem going your highest dps spec, which Atm is Fire. Any other cookie cutter fire spec as explained in my other posts should work just fine.


Maloriak


For Maloriak it depends on gear and how your raid is approaching the boss fights and with what strategy. In most cases you should go fire, also on the frost phases you should volunteer to scorch the Ice tomb and have a druid healer to put a hot on them so they don't die. On green phase use blast wave, followed by a living Bomb on Maloriak and spread with fire blast.



Atramedes



Same thing as omnitron here, best dps spec will work just fine.






Chimaeron

For Chimaeron the same applys as Atramedes and Omnitron, best dps spec will work great, no adds here.


Nefarian

For Nefarian I cannot personally say what spec is best as I have not yet cleared this boss, but fire spec should be the best choice.


I WILL UPDATE WITH BOT/TOFW IN A FEW DAYS

Monday, February 7, 2011

Overall Raiding as a Catacylsm Mage

Table of Contents

General Information
■Addons - 1
■Rating Conversions - 1
■The Hit Cap - 2
■Enchants - 2
■Gems - 2
■Race - 2
■Professions - 3
■Threat Management - 3
■Glossary - 4
■What spec should I be? - 4
■Final thoughts - 4
The Raiding Specs
■Arcane - 5
■Fire- 7
■Frost- 9
■Frostfire - 12

Addons

To optimize your rotation (or to even have one), knowledge of your procs and debuffs is crucial to successful play. There are now two Blizzard implemented UI options to help with this; in the interface options under the Combat tab check the checkbox labeled "Show Spell Alert" which lets you watch your procs very easily by activating large (awesome looking) icons in the middle of your screen for the duration of the proc; and in the Display tab activate the checkbox "Emphasize My Spell Effects" so that your debuffs show up first and larger than others peoples debuffs on any target.
While the Blizzard implemented UI elements solve the base issues, to truly optimize your character you need as much knowledge about how your character as possible, and that means addons.
Mage Fever - http://wow.curse.com/downloads/wow-addons/details/mfever.aspx
This mod is preconfigured and very easy to use. Just put the warnings where you want them and go for it.
Mage Nuggets - http://wow.curse.com/downloads/wow-addons/details/mage-nuggets.aspx.
This is an all in one mage addon. I've tried others and found this to be the easiest to use, has the most useful monitors and is preconfigured very well.
NeedToKnow - http://wow.curse.com/downloads/wow-addons/details/need-to-know.aspx
TellMeWhen - http://wow.curse.com/downloads/wow-addons/details/tellmewhen.aspx
These addons work together very well and with a little time you can have a very personalized way to check any and all debuffs/buffs/cooldown/etc. I personally use this addon because it's easy to use, is used on ALL on my characters and gets me the customizability I want without a lot of extra stuff.
Power Auras - http://wow.curse.com/downloads/wow-addons/details/powerauras-classic.aspx
This is the most customizable mod I've found for checking conditions. It has so much customizability that it can be a little overwhelming. If you are someone who likes very nice looking UIs and is willing to take the time to configure everything, then this is probably the mod for you.
Once you have your rotation up and running, you next need to learn how to survive, I recommend Deadly Boss Mods ( http://wow.curse.com/downloads/wow-addons/details/deadly-boss-mods.aspx ) . This addon is a must have for any raiding mage as it has a module for each isntance with timers and warnings for every boss that can be crucial to performing correctly to not be kicked out of your guild, seriously. In the same "help you survive" attitude, you need a threat meter of some kind; the blizzard implemented one can work if you get used to it, but most people prefer Omen Threat Meter 10x to the default implementation.

Stat and Rating conversions

648.91 Intellect yields 1% crit.
102.446 Hit Rating yields 1% hit.
179.28 Crit Rating yields 1% crit.
128.06 Haste Rating yields 1% haste.
179.28 Mastery Rating yields 1 mastery.
Any other numbers wanted, such as all spell coefficients, can be found on the Elitist Jerks Mage Forum: http://elitistjerks.com/f75/
The hit cap

For all mage specs, Intellect is the most valuable stat you can have. However, when choosing gear, ratings are the main factor, and hit is by far every mages best DPS rating. Hit can not be stacked indefinitely however and is capped at an exact value, 102.446*17=1741.58 hit rating. If you are a Draenei, your racial improves your hit chance by 1%, so your hit cap is 102.446*17=1639.14 hit rating.
Reaching the hit cap should be the first thing on all new mages minds (yet never sacrifice Intellect for Hit). It is possible to have two sets of gear; one gear set has the above numbers which assume that you are attacking a "skull" level mob, aka level 88, aka raid boss; the second gear set is for trash pulls or heroics/questing where the highest mob you will see is level 87 that only requires 6% hit to be hit capped, which is only 102.446*6=614.68 hit rating. Not needing that last 1100 hit rating lets you gain a significant amount of crit/haste/mastery and improve your DPS substantially.

Enchants

While many things change between specs, enchants are not one of them. Each slot that can be enchanted has fairly obvious enchants.
Helm - Arcanum of Hyjal (60 Int, 35 Crit) - Rep (Guardians of Hyjal revered)
Shoulder - Greater Inscription of Charged Lodestone (50 Int, 25 Haste) - Rep (Therazane exalted)
Back - Enchant Cloak - Greater Intellect (50 Int)
Chest - Enchant Chest - Peerless Stats (20 Stats)
Bracer - Enchant Weapon - Landslide (50 Hit) (Other ratings all have a 65 rating version that can overtake this occasionally)
Gloves - Enchant Gloves - Haste (50 Haste) or Enchant Gloves - Greater Mastery (65 Mastery)
Pants - Powerful Enchanted Spellthread (80 Stam, 95 Int)
Boots - Enchant Boots - Lavawalker (Minor Run Speed, 35 Mastery) - Under hit cap use Enchant Boots - Precision (50 Hit)
Ring - Intellect (40 Int)
Mainhand - Enchant Weapon - Power Torrent
Offhand - Enchant Off-Hand - Superior Intellect (100 Int)
Bracers have alternate enchants that are 65 crit or 65 haste. If you are at the hit cap, one of these two alternate enchants should be used in place of Precision before any other adjustment to hit is made elsewhere.

Gems

Gems are another example of something about the mage class that is quite straight forward to all specs. Which are the best gems to use depends a lot on the spec, and sometimes even more on the gear level. The following is a general guide on mage geming in PvE. Note that you can use the rare quality gem or the epic quality depending on your need.
META
Chaotic Shadowspirit Diamond (The currently accepted BiS mage Meta gem)
Ember Shadowspirit Diamond (what many mages are using until blizzard un-crazy-nerfs Chaotic next patch)
RED
Brilliant Inferno Ruby(40 Int)
YELLOW
Reckless Ember Topaz/Potent Ember Topaz/Artful Ember Topaz (20 Haste/Crit/Mastery, 20 Int)
BLUE
Veiled Demonseye (20 Int, 20 Hit). (If you are short on hit, expect to be)
Timeless Demonseye (20 Int, 20 Stam)
Notes on geming:
Exactly what gem to use is highly dependent on gear/spec and the general rules of thumb can break down, checking your gear with a simulation program can help you min/max your gems and enchants. While you can use a (half) stam gem for a blue slot if you are hit capped, I would say that you might as well just leave it int/hit and attempt to lose hit else where.
It's starting to become ok practice to gem all red or blue sockets veiled and the yellows green (hit/other), thus activating the chaotic meta with only a slight geming faux pas.

Race

I have some napkin math'ed numbers (with DPS factors given by simcraft, 359) about which race yields superior DPS for the horde, doing alliance now. I'm looking for some more accurate numbers if anybody has them. I don't trust the Belf number, I got the mana scale factor very oddly. An unlisted race means it's racials have zero affect.
Fire:
Horde: Orc = 260.0, Troll = 247.3, Goblin = 178.8, Blood Elf = 425.6
Alliance: Worgen = 324.2, Draenei = 323.1, Gnome = 141.9
Frost:
Horde: Orc = 279.6, Troll = 194.6, Goblin = 147.2, Blood Elf = 493.2
Alliance: Worgen = 292.5, Draenei = 257.6, Gnome = 164.4
 Edited by Larcix on 2/6/11 2:35 PM (UTC) Professions

Each of the main professions gives your character 80 Intellect:
■Alchemy: +80 Int (Mixology with Flask of the Draconic Mind)
■Blacksmith: +80 Int (two extra gem sockets with Brilliant Inferno Ruby)
■Enchanting: +80 Int (two Intellect ring enchants)
■Engineering: +96 Int (the average Int received from Synapse Springs)
■Herbalism: +480 Haste and roughly a 3K heal to self on a 2 min CD (Lifeblood)
■Inscription: +80 Int (Felfire Inscription vs. Greater Inscription of Charged Lodestone)
■Jewelcrafting: +81 Int (3 Brilliant Chimera's Eye vs. Brilliant Inferno Ruby)
■Leatherworking: +130 Int; -50 Crit (Replacing Greater Crit with Embossment-Int)
■Mining: +120 Stam (Toughness)
■Skinning: +80 Crit (Master of Anatomy)
■Tailoring: +143 Int (average Int increase from Replacing Greater Int with Lightweave

A good profession set up is Tailoring and Enchanting. You get a nice straight bonus from enchanting and one of the best bonuses from tailoring plus you can craft a few raid quality epics for not too bad mats and get the best mage mount in the game, the flying carpet.

Threat Management

Like all DPS classes you should always be watchful of your threat vs any mob that you are attacking. For this purpose I highly recommend (read: must have) a threat meter, normally Omen ( http://wow.curse.com/downloads/wow-addons/details/omen-threat-meter.aspx ). The in game threat meter works just as well, but has limited features and can be, from the few times I tried it, hard to see or use. You should normally be at ranged when fighting creatures so if you are watching Omen, you will pull agro at 130%, as it shows you. If you hop into melee for whatever reason you will suddenly only need to be at 110% threat to pull agro and if you were sitting between 110% and 130% he will happily turn, one shot you, and continue on his marry little way.
Threat Capping. Your tanks threat is an ever increasing number, but some tanks are better at generating threat then others. Blizzard has tuned the threat levels a little tighter in this expansion then you may have grown used to, so pay a little extra attention to the threat meter as you go through instances, all out all the time will not fly. If there are any adds in a fight you are single targeting, you can swap to that add for a while and then back to the boss to continue to dps but still lose relative threat on the boss. If there is no other mob to attack you can use Invisibility or Mirror Image.
Invisibly. Once this spell is used you lose 10% threat per second until after 3 seconds you instantly loose all threat on all mobs, where you should then use a spell or macro to drop out of the Invis effect. The line to cancel the Invisibility affect through a macro is "/cancelaura invisibility".
Mirror Image. With the demise of Tier 10 4 piece bonus, Mirro Image is back to being for threat dropping only. When MI is used, you lose 90,000,000 million threat (literally) on all mobs you have threat with. At the end of 30 seconds you gain back that 90 million threat you lost. I use this mainly for when I actually do pull agro I can pop it and the boss runs back to the tank, or sometimes one shotting some of the MI's before getting taunted. Or if you are threat capped you can pop MI, go balls out for 25 seconds and then pop Invis to lose any and all threat, nice combo. There are a couple ways to judge MI's duration. I use the following macro that only works if you have Deadly Boss Mods installed, linked in the Addons section.
 Edited by Larcix on 12/28/10 10:39 PM (UTC) Glossary

Mages, like all classes, use aconyms more than we don't, so here is a list of all mage, none-spec-related abilities and their acronyms.
■AoE - Area of Affect - An ability which does damage to all mobs within an area
■BL - Bloodlust/Time Warp
■CD - Cooldown
■FB - Fireball or Frostbolt - Depends on situation
■FFO - Frostfire Orb - Frost specs only
■FO - Flame Orb
■GCD - Global Cooldown
■ICD - Internal Cooldown
■Guardenteed I missed some, will update as more come to me

Which spec should I be?

At the moment, I see no definitive answer to that question. Each of the specs are fairly close to one another and individual skill and gear will make a much larger difference on DPS than your spec, if played properly.
Try each of the specs and see what your playstyle is. One may appeal to you more because you like DoTs, or you like procs or you like playing the mana game. You should just make a pvp and a pve spec for each element and get fluent with it before you move on to the next, and by doing this you will have a much fuller understanding of what the mage class has to offer and will be able to choose exactly what spec you want to play with certainty. Doing this also allows you to fall back into those specs playstyles fast if you ever need to be a certain spec for some reason.

Final Thoughts

Most of this information I learned from browsing these same forums. When possible I added my own experience, having played each of the specs a bit myself, and my own theories/thoughts that are mostly backed on my experience and that of others. If you disagree with something or want more information on a topic, whether it's in this guide or not, as long as it revolves around raiding, I will try and answer your questions and update my guide accordingly. This guide is not set in stone, and nothing that I've said is necessarily the gospel truth, much is open for debate and I'll try and show both sides of an issue if possible, letting you decide for yourself. I am just hoping that this information helps raiders new and old be the best they can be. I am always open to constructive criticisms. Enjoy :)

The rest of this guide goes into more detail about the four main raiding specs for a mage; Fire, Frost, Arcane and Frostfire.

The default/cookie cutter spec for Arcane: http://www.wowhead.com/talent#ohIMMRuorkRocZc:sV00Mzzmo
Variables of the spec: Improved Blink is amazing, Incanter's Absorption can be a good DPS boost on some fights, but there really isn't much of anything too important with those last 4 talent points; get what you want.
Random note: Arcane get's an extra buff to throw around, Focus Magic, which should be placed on whoever you believe will crit the most, either another mage, shadow priest or moonkin; in a pinch or when healing is of utmost important, placing FM on a healer is not a bad idea. If you have another Arcane mage in the raid you can swap FM's with each other.
Glossary. A list of arcane specific class abilities and their shorthand form:
■Abarr - Arcane Barrage
■Abl - Arcane Blast
■AE - Arcane Explosion
■AM - Arcane Missiles
■AP - Arcane Power
■FM - Focus Magic
■MN cycle - mana nuetral cycel, where your net mana usage is zero
■PoM - Presence of Mind
Arcane is a very interesting spec and played quite differently than Frost or Fire. You need to watch your mana and how the fight progresses and use your mana in the best way possible, making constant judgment calls in order to optimize your performance, not just following a simple priority list. I might go as far as saying that Arcane is the hardest of the mage specs to play to perfection, probably impossible without a computer implanted in your head.
Mana. Arcane is dominated by mana, but has no issues with mana. Arcane, at any time, can drop into a rotation that is mana positive or it can go Abl spam and lose your whole mana bar in 10 to 20 seconds, there really is no such thing as OOM in a situation like this.
Cooldowns. Even as arcane you still want to be casting Flame Orb every cooldown. Arcane still has three spec specific cooldowns. Arcane Power should be cast with Mana Gem during your burn cycle to make the most of the spell power/damage bonuses. For when the best time to use your burn phase, refer to the rotation section. Presence of Mind allows one cast time spell to be instant cast every minute and a half. This is most useful for keeping your Abl stacks stacked while moving, but if your mana gem runs out in a long fight, the mana gem should be recast with PoM (as the mana gem conjure is a longer cast than Arcane Blast, always).
Threat. Arcane is about the least interesting of the specs with regards to threat. In single target, none of your damage is front loaded like frost, so not much to worry about there, and in AoE, you are either going to deal no damage via Arcane's terrible AoE, or are going to be using a near threatless ability, Arcane Explosion.
Mobility. Many people see instant cast nuke and think mobility, but Arcane rarely, if ever, casts Abarr. Proper use of Blink and your instant cast abilities (PoM+Abl, Abarr, Fireblast, and rarely, ice lance) should allow you to be casting 100% of the time with proper planning and placement of self within the boss's room.
AoE. Arcane's AoE is pretty lackluster at the moment. The iconic Arcane AoE spell, Arcane Explosion, received a significant buff but is still quite limiting. With a talent, the GCD for AE is lowered significantly and the threat is brought to near zero, but you still need to be right in the heart of the pull to be able to use the skill, greatly increasing your chance to be killed. Because of this position requirement, many arcane mages might resort to the old fall backs, Flamestrike and Blizzard; however, Blizzard is terrible for arcane now and really shouldn't be used; Flamestrike is, if the dot is allowed to tick fully, about equal to AE in DPS; if you are looking for top DPS as arcane in an AoE situation though, AE is the way to go.

Gearing

Intellect has an even more significant affect on Arcane's DPS than any other spec, as arcane receives a boost in damage done not only from the spell power, but form the mana gained as well. When intellect is unavailable, hit rating is still king as with all mage specs, and should be stacked until the hit cap of 1742 hit rating. When more hit rating can not be found or you are hit capped, haste and mastery seem to be vying for the top spot (with an equilibrium being possible). Crit is the lowest stat for an Arcane mage and should be the first thing you reforge away, etc.
Edited by Larcix on 2/6/11 2:42 PM (UTC) The Rotation

Arcane has a fairly straightforward, but all together different rotation from Frost or Fire, and focuses more on your mana pool more than on procs or debuffs.
The mechanic which is gives Arcane such an interesting "rotation" has to do with Arcane Blast, the new mastery and Mage Armor. When Abl is cast a debuff is placed on the player which can stack four times, the debuff increases Abl's damage substantially but increases it's mana cost even more (a lot more); the mastery increases your damage done relative to your current mana percent; Mage Armor simply helps you regen a lot of mana continuously. With their powers combined...
The possible rotation's and there ups and downs are as follows:
Abl spam: your "burn" cycle; just spam Abl at full stacks, consuming ungodly amounts of mana very fast but yielding your highest possible DPS.
Abl x(2 or 3) -> AM: your mana nuetral (MN) cycle, or 'normal' rotation; alternating between two or three stacks (in any amount necessary) to stay at a constant amount of mana, namely above 90%, where your mastery has the greatest effect.
Evocation has a cooldown of two minutes, and as such you basically get a free 60% mana every two minutes. About 10 to 20 (or more) seconds before evocation comes off CD you want to enter into your burn phase/cycle (using all available cooldowns) so as to reach 30-35% mana right as Evo comes off CD, where you can then Evo back to full mastery bonus and begin the mana neutral (MN) cycle once more.
From here on is my own thoughts and I hope for verification/discussion to come to an at least slightly definitive answer. At the beginning of the fight, you will start in a MN rotation because the tank doesn't have the threat for you to lay into the mob, but you will presumably want to go into Abl spam as soon as possible as it's your highest DPS rotation, where you then Evocate back up and use a MN rotation until the CD comes up once more. In other words you want to Abl spam as soon as possible and get the Evo CD running as quickly as you can (without wasting it). Having your evo and CD's up for Bloodlust is a huge DPS boost and should always be a top priority; however, burning phasing twice in a fight is better than one burn phase during Bloodlust (again, verification of this would be awesome).

Glyphs
Edited by Larcix on 2/6/11 2:48 PM (UTC) Gearing

Intellect will always be your main stat, surpassing even hit rating. Until the hit cap of 1742 hit rating, hit rating will be your number one rating. While hit has a hard cap, (after which you gain no benefit) haste has a soft cap of 12.5% where 3 of your 4 possible dots gain an extra tick of damage. After taking into consideration buffs and talents, you only need 516 haste for am extra tick, easily reachable, but it takes 3476 haste rating for a 2nd tick, completely impossible at the moment. This "haste soft cap" should be easily reached while wearing fresh 80 greens. After this haste soft cap, crit becomes your most significant rating, followed by mastery, and bringing up the rear (and being the thing you should always reforge etc) is post haste cap haste rating.

The Rotation

For this spec your rotation is less of a set order and more about watching procs and timers. Excluding the very beginning of the fight, you will simply spam fireball over and over, keeping Living Bomb up on all targets you want it up on, using Hot Streak procs as available and keeping Flame Orb on cooldown. Use the above addons to keep track of the scorch/LB duration and for when HS procs.
If LB is about to expire and Hot Streak procs, you want to choose which to cast first based on if you think your Hot Streak will be overridden during the Global Cooldown (GCD) used to cast LB. This can only happen if your previous ability crit and the last fireball or scorch you cast before casting LB crits as well, so if I see crits happening I will use the HS first otherwise if I feel I'm safe from losing a proc, I will cast LB first (to increase uptime).
At the beginning of a boss or when you are switching to an add/different mob cast LB and then scorch (and then Flame Orb if off CD) to get into position and then follow the normal rotation.
For trash, use the single target rotation, keeping LB up on at least three targets, or follow the AoE rotation if enough mobs are present.

Glyphs

There are five prime glyphs with merit; (Item not found), Glyph of Frostfire, Glyph of Living Bomb, Glyph of Pyroblast and Glyph of Molten Armor. At the moment we all lack crit and the three crit glyphs (Fireball, Molten Armor and Pyroblast) win out the DPS test. FFB is about equal to FB when either is properly glyphed, fireball is a little ahead though.
There are only two truly useful major and minor glyphs, Glyph of Blink, Glyph of Evocation, Glyph of Conjuring and Glyph of Slow Fall, the remaining two slots can be filled with whatever you want most, I chose Glyph of Blast Waveand Glyph of Armors.
The glyphs are quite straight forward: Glyph of Arcane Blast, Glyph of Mage Armor and Glyph of Arcane Missiles. Arcane Barrage is only used during burn phases which is is shorter than the conserve phases. As gear increases and Abarr use increases, [item="45"738 /] should increase in value as well.
Glyph of Arcane Power, Glyph of Evocation and Glyph of Blink are the major glyphs of choice, and as always, the minor glyphs are Glyph of Conjuring, Glyph of Armors and Glyph of Slow Fall.
Frost spec. (2/8/31)

The default/cookie cutter spec for Frost is: http://www.wowhead.com/talent#o0bZfcZffzzsGszro:MaoqMzzmo
Variables of the spec: Reactive Barrier can easily be dropped in lieu of other talents that you want, such as maybe maxing out Ice Shards or Piercing Chill; only 1/3 Enduring Water is necessary for a raiding build, but 2/3 is recommended; you could also move a point from Ignite to Netherwind Presence, although I believe the math dictates otherwise.
Glossary. A list of frost specific class abilities and their shorthand form:
■DF - Deep Freeze
■FoF - Fingers of Frost
■Freeze - The WE Pet nova
■FB - Frostbolt
■IB - Ice Block
■IV - Icy Veins
■FFB - Frostfire Bolt
■WE - Water Elemental
Frost is a very straight forward, it's all about watching what is happening with your character. When a lot of things come up at the same time it can be fairly hectic trying to get it all used, get the cooldowns running, not waste any procs, but it's also some of the most fun I've had on my mage this expansion.
Mana. Frost has mana problems right now, at least in heroics, and I assume the longer raid boss fights will only make it worse. Frost does fine on short fights, with use of gem and Evo, but even on a recent heroic boss I popped Time Warp and was OOM when the boss was at 50%, Evo'd, and was OOM by 15%. To avoid wanding, Mage Armor needs to be used. The longer the fight the more important use of Mage Armor becomes for a sustainable rotation.
Cooldowns. Frost has a few CD's; Frostfire Orb just needs to be used on CD, Deep Freeze requires a little more finesse and Icy Veins and Cold Snap have optimum times to use.
Deep Freeze can only be used on a target that is frozen, so if you want to use it on a boss you can only use it while you have Fingers of Frost active. The Water Elemental pet nova (Freeze) helps with this a lot, and I normally save Freeze for right as DF is coming off CD so it can be used immediately. If that won't be possible (because Freeze is on CD or what have you ) then I try and have one FoF charge saved for the CD; when about 10 seconds are left I will stop using FoF if I only have 1 charge, and will use it only when I have two charges so that no matter what I will have one charge for the instant DF comes off CD. While trying to save a proc, it's more possible that you will accidentally miss a proc (FoF procs twice at 1 charge, yet you only gain 1 proc, for two total) so extra attention needs to be paid.
Icy Veins is a very powerful cooldown, but it has a 'long' cooldown, so you want to maximize its use when you are able to use it, this means, for the most part, that you want to have IV up when Bloodlust is active. Most guilds should use BL nearer then end of a fight, so you can usually use IV once at the start of the pull and it will be up later on for BL. If you know you are going to be BL'ing in less than 2.4 minutes from the start of the pull, I would save my IV for BL.
Cold Snap is a little trickier, but at the same time easier. On a normal fight, you pretty much only want to use this ability during Bloodlust, the order of use is important; in a perfect scenario, Frostfire Orb and Deep Freeze will both be used by you right before Bloodlust goes off, when BL is hit, you want to use Icy Veins and THEN Cold Snap to remove the CD's on FFO, DF and IV. The first DF (right before the BL) will probably have used Freeze to do, so you will be able to use that second Freeze FoF charge for the newly Cold Snapped DF. FFO should be cast again, and IV should be cast again when it ends the first time, for a total of 100% IV uptime during BL, as well as two FFB orbs flying and three DF's. If the fight is long enough to use CS twice the fight will probably be long enough to use Bloodlust twice, and you should simply follow this same procedure during both BL phases. This is all given in paragraph form and may be confusing, if this paragraph needs to be rewritten please tell me and I'll change it up; I was also thinking of naming this section not Cold Snap, but Bloodlust, or maybe "How do I optimize Bloodlust?" thoughts?
Threat. Nothing particularly interesting regarding threat and the frost spec besides that a Deep Freeze (DF) crit on a fresh mob can easily pull agro. A little juggling game at the start of every pull or new mob is how soon you can lay down DF to get the CD rolling without critting for 60k and stealing agro, omen helps substantially.
Mobility. To optimize your damage you must not only always be casting something, even while moving, you must also be casting the right thing. If you can move while only casting FoF'ed IL, Brain Freeze or DF then you will have zero loss in DPS. Moving during your Freeze+DF+IL combo as well as all of the individual IL and Brain Freeze procs give you a lot of GCDs to slowly step by step (GCD by GCD) move to where you need to be for the next phase or boss ability.
AoE. The only AoE that Frost really has available to it is Blizzard, and while nice and all, does not compare to Fire's absolute AoE overload. Looking for more to say on this.

Gearing

Intellect will always be your main stat, surpassing even hit rating. Until the hit cap of 1742 hit rating, hit rating will be your number one rating. Crit and Haste are quite close to each other, and an equilibrium between the two can be found once rawr is fully functional. This means that through use of (mainly) reforging and (to a lesser extent) geming, a point can be reached where adding any crit rating lowers crit's DPS to below that of haste, and adding any haste will reduce haste to below crit's DPS. This means that if you want to add any more of either, you should be adding both, and if you get a nice upgrade giving you one but not the other, it would be in your best interest to change one of your other somethings to account for the jump. Crit's value drops pretty substantially at 23% self buffed crit due to crit capping (having 100% crit chance) during shatter moments; after 23% crit chance, haste or mastery will be a higher DPS gain. Mastery is generally the bottom stat for Frost, and is the stat that you will reforge away, etc.

The Rotation

Frost's "rotation" got a huge quality of life improvement in Cataclysm, and the optimum rotation is not a rotation, but rather a priority list.
The order, from most important to least is as follows: Deep Freeze, Frostfire Orb, Brain Freeze (with FoF), Ice Lance (with FoF), Frostbolt. You will want to cast Freeze right before DF to be able to DF as soon as possible, to optimize it's CD.This priority list will not change throughout the fight, but proper use of CD's and the randomness of the FoF and BF procs, as well as the assurance of a huge DF every 30 seconds makes this spec, personally, the most fun to play.
A slightly advanced form of play (because the room for error is cut significantly, and much closer attention is required) that will optimize BF procs and your FoF procs, is to bank one charge of FoF for the instant BF procs or right as DF comes off CD. This will not increase the amount you cast DF, because you were presumable using Freeze every time anyways, but instead will allow you to cast Freeze every 25 seconds (on CD) instead of every 30 seconds (DF's cooldown), increasing your overall # of procs from Freeze in a given fight. This also allows you to use BF instantly, removing the chance for a wasted proc while fishing for a FoF charge.
The only problem with banking a FoF charge is if you aren't paying attention closely enough, you can easily lose a charge. You will see that your first FB procced a second FoF charge mid cast on the your second FB; if you are quick, you'll be able to use the extra charge right after that second FB, and you'll have one remaining. If you aren't as fast or you're under a lot of haste, you will still be able to use your FoF before the 3rd FB lands, so that even if it procs a FoF charge, you will then be at 2.
Whether saving a proc is worth it to you is up for you to decide.

Glyphs

There are five prime glyphs with merit; Frostbolt, Frostfire Bolt, Deep Freeze, Molten Armor and Ice Lance. One would think that FB and DF are obvious choices and that 5% more damage on your hard hitting IL would be great, I would also say that Molten Armor is amazing too, unfortunately that is all wrong. IL is actually terrible, and its DF and FFB that are the actually reliable choices. If a fight is going to be long, the best use of the last prime glyph slot is on Frostbolt, but if the fight is short enough to allow use of Molten Armor for most of the duration of the fight, the Molten Armor glyph actually overtakes Frostbolt in DPS given.
For the majors, only Ice Barrier is really useful; I grabbed blink and Evocation as well. Conjuring, Slow Fall and Armors are once again my glyphs of choice for the minors.
Frostfire Bolt spec.

Frostfire Bolt is odd in the fact that it can replace either Frostbolt or Fireball in their respective trees and be about equal. It's glyph increases it's damage substantially. When using FFB in place of Frostbolt or Fireball while using a normal Frost or Fire spec, respectively, the damage difference should be negligible (~1% loss for fire, unsure about frost). Most people agree that you can choose to use FFB simply because it "looks cooler."
For fire spec: rotation, spec, mobility, threat, mana, cooldowns, nothing changes when going from FB to FFB besides that Glyph of Frostfire Bolt must be used in place of Glyph of Fireball.
For frost spec: because FFB is now your main nuke and FFB can't proc BF, you won't be getting insta cast FFBs anymore; FFB costs 23% more than FB, so your mana will be even more of a problem and as such it will be hard to use Molten Armor very much, but the Mage Armor glyph is still not good, so Glyph of Icelance (I would think) becomes your best final glyph choice.
If while using Mage Armor you gain mana, I would say starting with Molten Armor and using the glyph, and then switching the Mage Armor when you near OOM would be a DPS gain. Rawr told me that at about the minute mark, Mage Armor actually began to increase your DPS, meaning that you will go OOM with Mage Armor Eventually (as otherwise the Glyph would be useless), or that it won't increase your mana. Increasing the fight's length from 1000 seconds to 3000 seconds did not affect the DPS value of Mage Armor, so it's my conclusion that with Glyphed Mage Armor, you do in fact gain mana.

If this section gets recognition from the mage community, I can expand this to include more details but I don't have that information nor do I think it's needed right now, post any feedback you have however, and it will all be considered.
Rawr Guide
Before I integrate my Rawr guide here, I want to here from the rest of the mage community on it's current usefulness. From fiddling with it I noticed quite a few problems and I don't trust it's answers right now as much as I did in wrath.

Sunday, February 6, 2011

Raiding in Catacylsm as a Fire Mage

Table of Contents:
Spec
Glyphs
Gear
Enchanting
Gemming
Professions
Single Target Rotation
AoE Rotation
Haste
Fireball Vs. Frostfire Bolt
External Links
Q&A



Spec

In the fire tree, there really isn't a "cookie cutter" spec. Specs can change to be more viable in different situations. However, I feel as if this is a good spec for a mage to begin with: http://www.wowhead.com/talent#o0hZfchbkbRRscoc

The fire tree has a lot of optional talents. These are talents that can be chosen based off of a players play-style. They are listed below:

Cauterize: A mages cheat death. The debuff can be healed through, cleared by Iceblock, or ignored if you cast Mage Ward/ Mana Shield. A very handy talent.

Pyromaniac: This talent is very situational. During single target fights, this is completely useless. During multi target fights, this is one of the strongest talents in our tree.

Improved Fireblast: All fire spells have a 40 yard range EXCEPT Fireblast. With two points, this talent will put Fireblast at a 40 yard range. Some mages decide to put 1 or 2 points into this talent.

Arcane Concentration (Arcane Tree)- A few fire mages decide to spec into this talent. Much like arcane, the more mana you have as a fire mage, the more damage you do. I'll talk about this more later.

Netherwind Presence: Haste isn't our best friend, but a free 3% doesn't hurt.

Glyphs

As a fresh 85 fire mage, these are the glyphs you should use.

Prime:
Glyph of Pyroblast
Glyph of Molten Armor
Glyph of Fireball

Major: These glyphs aren't that great, but there really isn't much better for a fire mage
Glyph of Polymorph
Glyph of Evocation
Glyph of Blink

Minor:
Glyph of Conjuring
Glyph of Arcane Brilliance
The third glyph is your choice. I use Glyph of Slowfall so I don't have to worry about reagents.


Gear

As a Mage, your stuck with cloth gear. That's the gear that no one else wants because it's less protective than a Kleenex at an emo convention (also known as the Warlock Q&A at Blizzcon. Zinga!)

The primary stat for all casters is Intellect. This is the stat that mages live and die for.

Next in line is Hit until the Hit cap. Hit increases your chance to... well.. hit. At level 85, 17% (16% for Draenei) hit will cap you against raid bosses. Thankfully, only 6% hit is required to be capped on Heroic Dungeon bosses. Being hit capped means that you will not miss a boss (unless some fight mechanic forces you to do so.) The interesting thing about hit, however, is that as soon as you're hit cappped, it becomes worthless. As a side note, it will be extremely difficult to become hit capped before raids.

After hit, it gets very fuzzy. Rawr and Simulationcraft give different results, though the general consensus is this:

Crit

Mastery

Haste: Haste will become BETTER than mastery (and arguably even crit) as you near the haste soft cap. For more about this, see the Haste section below.

So, a recap:
Intellect>Hit to Cap>Crit>Mastery>Haste

As for spirit: Spirit has NO value to a mage. It no longer provides us with in-combat mana regen. Unlike some other classes, it does NOT convert to hit, either.


Enchanting

Head:
Arcanum of Hyjal
Arcanum of Burning Mysteries If you're still working torwards revered with the Guardians of Hyjal, you can get this Wrath head enchant instead.

Shoulders: Questing most of Deepholm will be enough to become Honored with Therazane for the Lesser enchant.
Greater Inscription of Charged Lodestone
Lesser Inscription of Charged Lodestone

Chest:
Enchant Chest - Peerless Stats
Enchant Chest - Mighty Stats

Belt:
Ebonsteel Belt Buckle

Legs:
Powerful Enchanted Spellthread
Enchanted Spellthread

Feet:
Enchant Boots - Lavawalker Though this may not be the biggest dps boost, all the movement required in Cata encounters make this enchant a MUST.

Bracers:
Enchant Bracer - Precision Only use this enchant, and other hit enchants in general, if you will use the FULL hit value of the enchant. In other words, don't use this enchant if only 25 hit is needed to be capped.
Enchant Bracer - Greater Critical Strike
Enchant Bracer - Critical Strike

Gloves:
Enchant Gloves - Greater Mastery
Scroll of Enchant Gloves - Exceptional Spellpower

Cape:
Enchant Cloak - Greater Intellect
Enchant Cloak - Intellect

Weapon:
Enchant Weapon - Power Torrent
Enchant Weapon - Hurricane : Not as good, but much cheaper
Scroll of Enchant Weapon - Mighty Spellpower

Offhand:
Enchant Off-Hand - Superior Intellect


Gemming

Meta: Chaotic OR Ember Shadowspirit Diamond

Red: Brilliant (+Int)

Yellow: Potent (+Int,+Crit)

Blue: Veiled (+Int, +Hit)

Professions

Blizzard has done a great job balancing out professions for Cata. The benefits between each profession are fairly minimal. However, if you are a true min/maxer, we'll break down the professions here.

Alchemy: +80 Int (Mixology with Flask of Draconic Mind)
Blacksmith: +80 Int (two extra gem sockets with Brilliant Infernos)
Enchanting: +80 Int (two Intellect ring enchants)
Engineering: +96 Int (the average Int received from Synapse Springs)
Herbalism: +480 Haste and roughly a 3K heal to self on a 2 min CD (Lifeblood)
Inscription: +80 Int (Felfire Inscription vs. Greater Inscription of Charged Lodestone)
Jewelcrafting: +81 Int (3 Brilliant Chimera's Eye vs. Brilliant Infernos)
Leatherworking: +130 Int; -50 Crit (Replacing Greater Crit with Embossment-Int)
Mining: +120 Stam (Toughness)
Skinning: +80 Crit (Master of Anatomy)
Tailoring: +143 Int (Replacing Greater Int with Lightweave average)


Single Target Rotation

In my opinion, Fire mages have one of the greatest rotations in the game.

You'll want to start your fights with Scorch. This will put Critical Mass on the target, which increases your chance to crit by 5%. Next, throw out your Flame Orb. Followed by Living Bomb. Keep both Living Bomb and Critical Mass up on the target at all times. (Remember: Pyroblast! will also put Critical Mass on your target) In an ideal situation, you would then spam Fireball until the end of eternity. However, you'll find yourself going OOM fast... very very fast. This is where Scorch Weaving comes in.

Scorch Weaving: This is the reason we spec 2/2 into Improved Scorch. Our Scorches cost us 0(!) mana. It makes Scorch our most mana efficient spell by far. However, Fireball does more DPS. In order to keep our mana pools at a constant level, we must Scorch Weave. That is alternating between Scorch and Fireball. Therefore, mages do something like this, during a fight:

Fireball to 80ish % mana, Mana Gem, Fireball to 30% mana, Evocate, Fireball to 50% mana, Scorch Weave. All of this while keeping Living Bomb and Critical Mass on the target and using Combustion (see below for more details on Combustion)

Keeping your mana at 50% allows you to burn down the boss with Fireball if necessary. This could happen if a boss has a mechanic increasing it's damage taken or if an add needs to be burned.

However, keep this in mind: You do NOT want mana left over during the fight. Left over mana is wasted DPS, since you could have (possibly) casted one more fireball instead of a scorch.

Combustion: Finally, I'll talk about Combustion. Combustion is the Fire mages 2 minute cooldown. It has a very interesting mechanic. Let me explain it with an example:

Example:
Your Living Bomb is ticking for 300 ever 3 seconds on the target. =100 DPS
You just got a Pyroblast! You cast it on the target and its DoT is ticking for 75 every 3 seconds. = 25 DPS
The Pyroblast crit, and the Ignite from the crit is ticking for 150 every 2 seconds. =75 DPS

This would be the ideal time to use Combustion. The Combustion would tick for 200 damage per second (Please Note: these numbers are completely made up)

AoE Rotation

Fire mages have the ability to put out large amounts of AoE damage. A lot of our talents are designed torwards AoE.

There are a TON of different ways you can AoE DPS

Here are some tips to help out:

  • Keep Living Bomb up



  • Blastwave+Flamestrike= Impact (Most of the time, a Blastwave cast WILL net you an Impact proc



  • Try to save Impact until you have the most DoTs on your target, but don't let it wear off



  • If you're running low on Mana, use Scorch



  • Laugh at all the other classes puny AoE DPS



  • Edited by Frostedblaze on 2/3/11 4:41 AM (UTC)
    OTHER NOTES

    Haste
    The exact value of haste is kind of in a state of confusion right now. It is believed that the value of haste is behind that of crit, but the value spikes around the soft caps.

    Soft Caps:
    It takes 12.5% haste to get ONE extra tick over the duration of a Living Bomb or Pyroblast!
    It takes 37.5% haste to get TWO extra ticks. This is impossible to achieve at this time.

    How much Haste is needed for the soft cap?

    3/3 NP, 5% Raid Buff:
    4.03% haste required
    516 haste required

    2/3 NP, 5% Raid Buff
    5.05% haste required
    646 haste required

    3/3 NP
    9.23% haste required
    1182 haste required


    Fireball vs. Frostfire Bolt
    Fireball and Frostfire Bolt are very identical spells. The mana cost and casting time are exactly the same. After tests done by Elitist Jerks, it has been found that the DPS of the two are VERY identical if both spells are glyphed, with Fireball being slightly better. Keep in mind, the difference is VERY minimal. Therefore, if you like the way Frostfire Bolt looks, go ahead and use it.


    EXTERNAL LINKS

    http://us.battle.net/wow/en/forum/topic/1648728060
    This is a link to Larcix's stickied guide to all three mage specs. If you're looking for a guide to your arcane/frost offspecs, or just want a second take on the fire tree, this guide should have what you're looking for.

    http://elitistjerks.com/f75/t110326-cataclysm_fire_mage_compendium/
    Elitist Jerks is THE spot for up-to-date information. However, if you're not a fan of number crunching, beware.

    http://wow.joystiq.com/category/mage/
    This is WoW-Insiders Arcane Brilliance thread written by Christian Belt. It's a great read. It's updated once a week.

    http://www.zalambar.com/warcraft_calculators
    This website will convert percentages to ratings, and rating to percentages. Wanna know how much rating is needed for 5% haste? It'll tell ya!