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which one: 100%dmg crit for frost or arc.power+pyro/fireballFollow

#1 May 04 2007 at 2:46 AM Rating: Decent
hi which one is best for dmg output?
the frost tree with its +100% dmg when crit
or
arc tree all the way to arc.power + pyro, imp.fireball etc..

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#2 May 04 2007 at 4:36 AM Rating: Decent
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It depends what you want to do. The *best* damage output is deep fire for raids... for PvP it's probably closer to 34/27/0 or some derivative (AP POM Pyro) with blastwave and a few other goodies. The most survivable PvP spec is definately frost (for now.... welcome to hypothermia land). So the answer is "It depends".

:-)
#3 May 04 2007 at 11:46 PM Rating: Decent
Ok so I think I've been convinced to go 10/48/3 for raiding, but pre-raid for Outland post 70 instances, is frost viable?

Seems like the main problem of frost is that the shatter talent is useless against bosses in raids and fire has burst damage with Blast Wave and Dragon's Breath. Yet in my instance runs (Bot, Mech, etc.) it seems that the trash mobs are what's giving my group the most trouble. Ran Mech and Bot last night and downed every boss in both without a wipe except the Warp Splinter, which we downed on 2nd try. Even when our hunter immediately died against the Nethermancer or whatever, we still eventually wore her down (so essentially 4-manned it). But trash mobs killed us a few times and there it seemed like frost burst damage (bolt and lance on a shatter hit for a quick 3500-4000 damage, freeze and repeat) were nice things to have. Also, the water elemental coming out on harder than average pulls. So... main question again, is it normal that our issues are trash mobs and not bosses and as a result, is frost viable and in fact good up til raids begin?
#4 May 11 2007 at 2:14 PM Rating: Decent
Have a deep frost mage in raids and instances are IMO essential. And by deep frost i mean having 5/5 in winter's chill. That adds 2% crit rate x 5 for a maximum of 10% to all your frost spells. Unlike conbustion which only lasts for 3 critical hits, this last the entire fight. In addition this effect is applied to your summoned water elemental as well. I find that I reguarly crit 1/3 frostbolts minimum (pet crits 1/4 minimum). Frostbolts take less mana than fireballs (frost channeling) so you do probably the same damage over the long run, plus you have iceblock and ice barrier at your disposal if you need them.
#5 May 11 2007 at 4:48 PM Rating: Decent
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Quote:
Have a deep frost mage in raids and instances are IMO essential. And by deep frost i mean having 5/5 in winter's chill. That adds 2% crit rate x 5 for a maximum of 10% to all your frost spells. Unlike conbustion which only lasts for 3 critical hits, this last the entire fight. In addition this effect is applied to your summoned water elemental as well. I find that I reguarly crit 1/3 frostbolts minimum (pet crits 1/4 minimum). Frostbolts take less mana than fireballs (frost channeling) so you do probably the same damage over the long run, plus you have iceblock and ice barrier at your disposal if you need them.


If you have a decent crit rate this is true, but fire still pulls ahead with all its +dmg modifiers. You have +10% damage with fireball, +20% damage when mob is under 20% health.

It's thinks like that that makes fire pull ahead in raw power even on non crits.
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#6 May 11 2007 at 10:10 PM Rating: Good
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MYteddy wrote:
Quote:
Have a deep frost mage in raids and instances are IMO essential. And by deep frost i mean having 5/5 in winter's chill. That adds 2% crit rate x 5 for a maximum of 10% to all your frost spells. Unlike conbustion which only lasts for 3 critical hits, this last the entire fight. In addition this effect is applied to your summoned water elemental as well. I find that I reguarly crit 1/3 frostbolts minimum (pet crits 1/4 minimum). Frostbolts take less mana than fireballs (frost channeling) so you do probably the same damage over the long run, plus you have iceblock and ice barrier at your disposal if you need them.


If you have a decent crit rate this is true, but fire still pulls ahead with all its +dmg modifiers. You have +10% damage with fireball, +20% damage when mob is under 20% health.

It's thinks like that that makes fire pull ahead in raw power even on non crits.


Furthermore, just as frost has a talent that puts up a debuff increasing frost crits, fire has a talent that further increases fire damage on enemies.
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