icecrown-mage-strats
Switchin’ It Up For ICC Hardmodes
As the ICC buff continues goes up and up and raids wear on and on, more and more of the raiding community has been tackling hardmodes. I know this is definitely true for my raid team, as we’re now 10 out of 12 hardmodes in Icecrown. While I definitely favor FireTTW spec for my overall play, there’s definitely 2 fights where arcane is just that much better, if you need the burst. If you play arcane continuously, there’s also some fights where Fire might benefit you. The whole situation just comes down to understanding the mechanics well enough to know the pros and cons of the situation. Most of the real critical DPS checks have been lessened by the 25 percent buff on most servers and will only get easier as we approach 30 percent.
The two fights in question are Lady Deathwhisper and Saurfang hardmodes. Why do I go arcane for these fights instead of fire? FOR THE BURST, MON! Lady D and Saurfang both have adds or add phases that are critical to DPS down as ranged, and arcane definitely helps with that. While fire, in my gear, does better damage overall, you really can’t be some of the cooldowns that arcane has available.
Lady Deathwhisper Hardmode: One of the reasons I initially switched to arcane on LDW is just because having Living Bomb do splash damage on Mind Control targets was not cool, and omitting that portion of my spells from the fight was a huge waste of DPS. This fight really brings every mage skill into question, no doubt. What might you be doing besides DPSing?
Spellstealing – There’s a buff that goes up on a lot of the adds you will be DPSing down (Fanatics) and that is not only a boost to your spellpower, but also makes the adds easier to DPS since they won’t be healing themselves. You might also be spellstealing buffs that get applied to Lady Deathwhisper by her mind-control targets in your raid. Fun ones are things like Earth Shield, or Power Infusion. I’ve even stolen Focus Magic off of her.
Counterspelling – Interrupting her casts in Phase 2 when she’s throwing out Frostbolts and Frostbolt Volleys is pretty important and might give your melee a break if no one is on the boss.
Polymorphing – Being on top of crowd control in Phase 1 when your raidmates get mind controlled is very crucial. Polymorph is a strong CC for members of the raid who aren’t directly in melee range, as I’ve found most of the sheep get broken if they are anywhere near the melee blender on adds. So stick to things like your ranged or healers, melee if you absolutely have to stop that rogue with all their cooldowns up from ganking your priests mid-fight.
Blink and Frost Ward also come in handy for getting away from bad things (Death and Decay, Vile Spirits in P2) or reducing damage in P2 when she Frostbolt Volleys. Never hesitate to use secondary abilities.
Secondary abilities aside, arcane’s DPS just won out here just due to the fact that we were having some problems with splash damage injuring our mind control victims. When you are learning a fight, this is pretty important and killing off folks early usually means a wipe later on, if not immediately. So switching to arcane didn’t feel like a big deal. And considering the fact that we needed a lot of burst on adds, it made it the optimal choice. While the heavy movement of the fight means I do suffer a little bit, overall, the benefits to the raid are immense. If you’re not having problems with splash damage, it might be alright to stay fire.
Heroic Deathbringer Saurfang – I’m almost positive some raids could swing mages being fire for this fight but I opt for arcane just because I routinely tear up add DPS as arcane. Most strats that raids suggest for this fight have ranged taking individual Blood Beasts as their focus before splitting off to help other range. I tend to stand near the back of the semi-circle on the left hand side because it is fairly easy for me to grab aggro on my beast and do a lot of DPS before it ever reaches me. I then switch and help the other ranged on my side. Arcane is very, very useful in this because if you save your cooldowns for beast phases, you can pump out a ton of damage on them and make this fight got a lot smoother. Having access to more channeled casts and high damage quick casts makes this optimal as arcane. What I try to do is watch the cooldown timer for the Blood Beasts and stack up Arcane Blast so that I have as much DPS for the one or two casts I can get off on the beasts before they get pushed back and then continue on DPSing them down once they are back in range. This means I have threat on them right away and they don’t go snarling off at a healer or a closer DPS. Don’t be afraid to pop off arcane missles or even an Arcane Barrage to polish off Beasts that are on someone else and have little health left. Beasts hitting a raid member just makes the fight harder for your healers, as Saurfang gains more runic power and the raid member might die from the melee swings.
So now that we’ve discussed why switching to arcane as FireTTW spec on certain hardmodes is beneficial, let’s discuss why fire is so useful elsewhere in ICC.
MOAR Damage?: Fire tends to scale a little better with 264/277 gear, but it really is a toss-up. However, the stats on a lot of the good 277 tier gear and off-set pieces favor Fire in terms of hit/crit budgeting. Well-geared arcane and fire come very close to eachother most of the time though.
Range: This is a big reason why I love fire on most fights. Arcane just doesn’t have the range of fire, especially if you stick with 1/2 or 2/2 Flame Throwing in your fire builds. There’s really no substitute for having options in where you stand because your primary spells can hit from the 35 and 41 yard range. This comes in handy on things like hardmode Putricide and Dreamwalker.
Mobility: Given that fire has more and higher DPS instant casts (Living Bomb/Fire Blast/Pyroblast where applicable), the mobility aspect comes into play on fights that require a lot of movement. You just have better DPS uptime when you’re not in fear of losing your Arcane Blast stack, or clearing it off with Arcane Barrage in an attempt to gain some DPS during high movement portions of the fight.
Splash Damage: This is mostly in regards to Heroic Gunship (lol) and Lich King. Living Bomb’s damage on adds (such as Shambling Horrors, Valkyries) is pretty amazing and not only churns out more Hot Streak procs but does quite a lot of collateral damage on ghouls and other adds that are in range. What I like to do during LK is keep Living Bomb up on him as well as Horrors (which has a lot of splashing on Drudge Ghouls), and also use my trusty Living Bomb macro to DoT up all the Valks so that they splash onto eachother as they are travelling along the same vector. You get a lot of instant damage (including Pyroblasts) this way. And that can be crucial going into Hardmode LK attempts.
The long and the short of it is that while there are mage specs suited more for some of the fights, I’d opt to say that arcane and fire do roughly the same damage in the hands of people who play the class well and there is no substitute for gearing and speccing as you feel more comfortable with, especially this late in the expansion. However, the things I outlined are just some of the ways you can get a little bit of the edge on some of the fights you may encounter while doing ICC hardmodes. Hope you enjoy!
First Impressions: Icecrown Citadel
Ais and I had our first peek at ICC this week. I think it’s safe to say we’re both enjoying the instance: I actually missed trash pulls and Ais is adorably geeking out over the lore. I’ve been a bit distracted during raids lately, but I thought I’d put together a few of my thoughts concerning the fights from the magely perspective.
Marrowgar
I stayed arcane for this fight, with good results: I was able to burst down the bone spikes quickly while doing solid damage to the boss. The only tricky things are the aggro reset after Bone Storms and the Coldflame, which is easily avoidable. (Pop frost ward if you find yourself taking a tick from it, particularly if you have Incanter’s Absorption.)
Lady Deathwhisper
Mages have a lot to do on this fight. In 25 man mode, random raid members will get MC’d, so be quick with a polymorph if you’re able. Depending on your raid’s strategy, you may be required to focus down adds or stay on the boss full time; either way, arcane is probably your best bet. Arcane has the superior threat reduction talents, which is very handy for DPSing down the adds (especially given that establishing and maintaining threat on them can be dicey): Ais stayed fire for this fight and found herself subject to a lot of unwanted attention. When Lady Deathwhisper empowers a Cult Fanatic, the mob will get a decidedly sexy spellstealable buff — these need to be purged off quickly, so you might as well get the benefit from stealing it. Apart from that, the fight is pretty straightforward: kill what you’re assigned to kill, avoid ghosts that are coming towards you, move out of death and decay. Piece of cake.
Faction Warships
I’m gonna level with y’all right now: I got my rocket pack and I promptly stopped listening to anything my raid leaders were saying. (Sorry Weazey and Gradar.) ZOOOM! My role was to stay on defense, so I flopped to FFB, cast living bomb on every single thing in sight, then spent my time doing Rank 9 and Rank 8 flamestrikes followed by blizzard. But, seriously: rocket packs. ROCKET PACKS. Um. I’ll pay more attention this week and report back.
Deathbringer Saurfang
All of the damage on this fight is physical, so buffing everyone with Amplify Magic is a good idea. Three of the four mages in my raid had 2/2 Magic Attunement so we split up the buffing responsibilities. I started out as FFB for the slow applied by the main nuke and so I’d have blast wave to knock back mobs close to me, but after one pull I swapped back to arcane: DPSing the mobs down quickly seemed more beneficial than kiting them around with frostfire bolts.
So, for the first four fights in Icecrown Citadel, arcane still looks to be the most beneficial. Fire or FFB will probably do better on Warships simply because of the AOE capabilities of living bomb explosions, but arcane will still do well enough. In short, arcane will do better on any fight where you’ll need single-target DPS or controlled burst; fire will do very well on any fight with multiple targets tanked near each other.
I think Ais and I have made it abundantly clear that neither of us are going frost any time soon. The buffs simply weren’t enough: simulations show it lagging drastically behind even frostfire bolt. Sorry, frost mages.
I hope you all enjoyed the first taste of ICC! It’ll be a while yet before we get more.
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