It wasn’t 10%, it was 3.5% and it changes literally nothing.
Early APL changes are suggesting that nothing has actually changed rotation wise, we just lost the ability to spend NP on Barrage.
It wasn’t 10%, it was 3.5% and it changes literally nothing.
Early APL changes are suggesting that nothing has actually changed rotation wise, we just lost the ability to spend NP on Barrage.
Where are you getting 3.5%? In the datamined changes, it was “34.74%38.214%” of spellpower which is exactly 10%
This is true but to me this is obviously a half-cooked change. They have not announced tuning changes yet. If they don’t announce tuning changes then arcane will be something less than F-tier
This is literally the exact rotation when double dipping was a thing
I couldn’t care less about the numbers, I care about whether it’s fun to play and this just is plain not fun to play. It’s miserable.
It is not even close to the same rotation because we’re still stacking Barrage buffs together instead of firing off Barrage as soon as possible.
The numbers do matter though. If you need to brew up a bunch of procs to use barrage then you’re going to do that because it does more damage than using it on its own.
if it is tuned in a way that it is more optimal to send the barrage, and there aren’t as many buffs to juggle, then you won’t need to blast twice before barrage when in aoe.
to me a core attribute that makes an arcane mage an arcane mage is doing a lot of prio and boss damage. this ultimately depends on the tuning of all of the abilities
Numbers literally do not matter in design.
Of course they do. What you describe is the result of numbers. If arcane blast is the best button to press, you will press it even if isn’t the most fun power.
Tuning at the ability level is the exact thing that dictates the rotation. If arcane blast does 5 million damage and arcane barrage does 5 damage, you’re pressing arcane blast.
Please return from fantasy land back to reality, tuning this expansion is focused around Arcane Barrage.
The rotation of 2 Arcane Blast and Arcane Barrage is currently recommended for single target. However, this rotation changes in multi-target situations and in most pvp situations.
In a high movement situation, for example, an arcane Spellslinger would still be able to make his heroic tree work by casting Arcane Missiles and 2 Arcane Barrage, which will no longer be possible.
Unless Blizzard greatly increases the damage of our abilities and leaves the damage of the hero trees practically negligible, there is no decent scenario in which we wouldn’t want the main features of our hero trees to trigger.
Thinking arcane is a one-dimensional spec is the fantasy-land
Thinking Barrage isn’t the core rotational spell of Arcane and defending bad decisions that were made reactively to the previous blue post that they were happy with the state of the spec because you think they can tune their way out of this is living in fantasy land.
It’s a 10% increase (of the 34.7%) which ends up being 3.5% extra baseline spell damage. It’s the same thing.
Of course barrage is a core rotational ability. That it is doesn’t negate anything that I’ve said, your accusations are make-believe which is worse than fantasy. The only reason you resort to these insults is because you don’t have any rational ideas to present
Barrage itself has been increased by 10%, which is my point. The 3.5% is the overall damage increase, since barrage is only part of our damage despite being a core ability. The original parameters I laid out are still correct.
Except it wont. Nether precision + aether vision was strong enough that we could consistently barrage when aligning both. When removing barrage benefitting from nether precision, we now are in a situation where we need enough other barrage modifiers stacked on each other to make it worth casting. Which will be unintuitive waiting for any number of conditions (really just a WA calculator). Like 15 arcane debilitation stacks, or 8 and full enlightened. Or in touch and 7. Or in touch first barrage and 12 and 15 harmony stacks. Or execute with 5+ harmony and aether vision. Realistically it’ll be we need like + 70% dmg on barrage to cast it, and these are the factors that get us there. We’ll have to see, but the arcane APL writer already said he swapped to a calculator multiplying all the factors together for when to barrage in the .1 apl.
On top of that, we’re back to no longer consuming nether precision in AOE, and our AOE is completely tied to arcane blast still to generate aether vision, splinters, or spellfire spheres. Leaving Arcane Explosion in the dirt while our filler is hitting 1 mob when there are 10.
Ummm in high movement you should be using icy flows to use your arcane blast…
When double dipping was a thing you always blast, blast, barrage. Its literally the same thing
Please enlighten me how it’s not because it’s literally back to blast, blast, barrage now just like it was for double dipping
In high movement situations Ice Floes is not enough and, in the case of pvp, it is prudent to avoid casting Arcane Blast at various times.
For spellslinger it might be, due to splinter generation and not wanting to overcap aether vision. For sunfury it was already ignoring aether vision until it stacked enough barrage conditions, so losing NP as a multiplier just makes casting barrage even rarer for them.
This is bait. Many people have stated and clarified why this change is a bad thing and won’t give us what we’ve been asking Blizzard for the last few months.