Ignite Munching

Hello all,

For those who don’t know, fireball and pyroblast have the exact same travel time on their spells. When both hit the target at the same time and crit, the ignite damage is only added from the most recently cast spell. This reduces the damage of the original crit by 40%, that’s a lot!
We negate this by using a macro that adds artificial lag to our pyroblast casts, with many mages having two keybinds for pyroblast. One with a delay to use right as you cast fireball, and one without a delay. It feels very clunky and is not fun to play.

I know this has been talked about before, but as more and more mages go fireball spec it seems more apparent that we need a viable solution. Devs have mentioned that this can’t be fixed due to the complexity of the technical aspects of the change, however this seems like a bit of a tall tale from my perspective. The most obvious solution, would be to add “slightly increases the travel time of fireball” to glyph of fireball. I can’t imagine a change to a character spell (mind you other npcs cast fireball in game, but only mages use this spellID) would have a significant effect, if any, on the rest of the game. By adding the change to the glyph, this would leave other specs (such as frostfire) unaffected by the change. Or forget the glyph and just change the travel time to match frostfire bolt (FFB is slightly faster and does not cause this issue).

I don’t post here often and I’m not sure if blues actually read these posts, but I sincerely hope a fix can be put in place.

Dev Aggrend have confirmed that this is a bug, not an intended mechanic.

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I understand that this is a bug that absolutely should be fixed, but I find it hard to not laugh at

as if having to ever press more than 3 buttons in a rotation is some nightmare scenario for mage players.

Hunters have a macro for a similar problem (explosive shot dot being overwritten).

Kinda bad design

What do you mean?

The same rank of explosive shot’s dot effect (which is a significant amount of dps) overwrites itself if reapplied, for example, thru a LnL proc. To get past this hunters create a simple castsequence macro which downranks explosive shot so the dot wouldnt be overwriten and therefore dps wouldnt be lost. Before the ability had to be stuttered or a filler ability had to be used before another explosive shot.

I didnt think that was a bug tho?

You dont need to do anything special you literally just hotkey the 2nd best rank and during LNL you fire max rank, 2nd lowest rank then max rank.

I dont think ES ever stacked in itself.

Same thing mages do for our AOE rotation, Max rank flamestrike into 2nd best rank for the dot on the ground then blizzard.

We also use 2 ranks of a spell.

Depends what you mean by bug. It was true to Wotlk until Blizzard made it so in Cata that dots would get refreshed on the next tick and added upon instead of simplying overwriting the effect.

Anyway, damage loss or not it doesnt seem that mages are particularly suffering with the bug, given recent ulduar data.

I mean its still a dps loss.

Even with the weak aura youre literally adding a delay.

If you add up the full delay of say a 5m fight im sure its enough to equal quite a few more fireball casts which would equal more hot streaks

I like how you name drop the dev but don’t give a source/link to where they said it.

It’s in the classic github

They confirmed it’s a bug, but also are refusing to fix it.

I agree that they should just change the travel time of Fireball (or Pyroblast) tho. ez fix.

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