So, patch 4.0.1 hit yesterday. Took longer for the servers to come up than what they orginally said, but that's nothing new. The changes they made include changes to spells and talents. Now, this is the bad thing about having half a dozen characters; I have to re-do all the talents and make changes to their spell rotations. Now, this isn't a huge deal on most of my characters, as most of them are in their 20s. But my main, Amemalia, my DK Skatha, and my warlock Wysteriea, are high enough levels that its going to take a little bit of time and research to get them squared away.
So, on Ame, I decided to spec back into fire, because I like the changes made, and although I've been specced arcane lately, I've always been a fire girl at heart.
This is my new rotation/order of importance:
-fireball/pyroblast macro (fb in combat, pyro if not): for the damage
-frostfire: damage and slowing
At this point, everything can be cast while moving, excellent for kiting.
-living bomb: DoT damage
-combustion: DoT damage
-scorch: damage, cast as running, b/c spec into firestarter, no mana b/c spec into imp scorch
-ice lance: damage, low mana cost
-fireblast: damage
-frost nova: small damage, freeze in place
-dragon breath: damage and disorient for mobs in my face
-cone of cold: to slow things down when frostnova not up
-blast wave: AoE damage and slow
If I really need to damage multiple mobs (something I try to stay away from)
-flamestrike, blizzard, arcane explosion
Spells I tend to ignore:
-arcane missiles, frost bolt and arcane blast, mainly because they have long cast times
-ice block because its not that useful if there isn't someone else to take the aggro
Spells that are useful, but I tend to forget to use:
-spellsteal, counterspell, remove curse (all fairly self-explanatory)
A new one that sounds pretty cool is mirror image, which makes 3 copies of yourself to help you fight enemies.
The talents I chose are as follows:
2/2 Master of elements: refunds mana (always good)
3/3 Burning soul: reduces cast time loss from taking damage
2/2 Improved fireblast: increases critical strike chance and range
3/3 Ignite: Critical strike causes more damage
1/3 Firepower: increased damage (yay damage)
2/2 Blazing speed: increases movement when hit
2/2 Impact: chance to reset fireblast cooldown and stun target
2/2 Cauterize: Instead of dying, go to 40% health, losing 12% basehealth every 1.5 sec for 6 sec
(being raised from the dead, yes please!)
1/1 Blastwave: damage spell
1/1 Hotstreak: chance for pyro to be instant with no mana cost
2/2 Improved scorch: reduces mana cost by 100%
1/1 Molten shields: reduce mageward cooldown and triggers blazing speed
1/1 Combustion: DoT damage
2/2 Improved hot streak: 2 critical strikes trigger hot streak
1/1 Firestarter: allows you to cast scorch while moving when you have Molten Shield
1/1 Dragon's Breath: a damage spell
3/3 Molten fury: increases damage caused
3/3 Critical mass: increases damage and causes target to be vulnerable to spell damage
1/1 Living bomb: DoT damage
Currently, that brings me to 34 talent points. As I level up, I'll grab the other two points in firepower, and then 5 more points in one of these 3 to bring me up to 41:
Arcane concentration: clearcasting to reduce mana (extra mana always good)
Netherwind presence: Increases spell haste
Piercing ice: increases critical strike chance
The things in the fire tree I skipped:
Improved flamestrike: reduces the cooldown of flamestrike - I don't use flamestrike often
Pyromaniac: increases haste if taking on 3 or more targes - I try not to take on 3 mobs :)
Now I just have to get my glyphs lined out. The minor ones I have I'll keep: slowfall (no reagent), penguin (cute!), and Conjuring (reduce mana cost). I'll keep my Frostnova major glyph (increases damage taken before it breaks) but I'll get rid of arcane missiles major glyph, as I don't really use it. That leaves a major glyph and 3 prime glyphs to get.
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