Arcane Orb "Fixed": Impacts now also proc AM

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Komma
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Arcane Orb "Fixed": Impacts now also proc AM

Unread postby Komma Thu Dec 18, 2014 10:30 pm

Arcane Orb was one of the most frustrating talents when we started this tier. It would often pass straight through targets without hitting them, have LOS issues, or fail in the most bizarre ways. Even if you fired it from the same position and same direction multiple times at training dummies, it would still sometimes hit and sometimes not.

Sarm told me a few nights ago that it seemed to have been fixed. I went to test it on dummies and a heroic dungeon, noticing the following:
1. It can now actually hit targets at 40 yards max range, when aimed properly.
2. Rage inducing misses seem to be fixed.
3. It can now consistently hit multiple targets.
4. Both the cast and each individual impact can now proc Arcane Missiles. Previously, AM only procced on cast.

#4 is particularly significant, because AO was already a pretty strong talent if it actually worked. With this buff, AO becomes one of the strongest talent combinations when paired with Nether Tempest:
Image

Also, AO is now by far the strongest cleave talent, which are pretty common in Highmaul. Let's see if AO gains some traction in the next few weeks!
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Wilderness
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Re: Arcane Orb "Fixed": Impacts now also proc AM

Unread postby Wilderness Thu Dec 18, 2014 11:26 pm

So it can generate both arcane charges and missiles right? What's the optimal way to incorporate that into the rotation or how does the APL use it?
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Dokem
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Re: Arcane Orb "Fixed": Impacts now also proc AM

Unread postby Dokem Thu Dec 18, 2014 11:59 pm

After burn phase or after using barrage, to gain back your charges fast.
Wilderness
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Re: Arcane Orb "Fixed": Impacts now also proc AM

Unread postby Wilderness Fri Dec 19, 2014 12:45 am

Ok, I haven't used it before so I wasn't sure if you use it at 0 stacks to build back up or at 1-2 stacks to skip the more "expensive" AB's before you get to 4.
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Re: Arcane Orb "Fixed": Impacts now also proc AM

Unread postby Wilderness Fri Dec 19, 2014 9:33 pm

Obviously the DPET of AO is less than the other main spells, so do you just ignore it during the burn phase, or does it become worth it because it costs very little mana and it could proc AM to extend your burn?
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Komma
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Re: Arcane Orb "Fixed": Impacts now also proc AM

Unread postby Komma Fri Dec 19, 2014 11:54 pm

Obviously the DPET of AO is less than the other main spells, so do you just ignore it during the burn phase, or does it become worth it because it costs very little mana and it could proc AM to extend your burn?
Before now I would have said ignore it. I'm not as sure now, and I think it is probably worth it at a higher number of targets.
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smartys
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Re: Arcane Orb "Fixed": Impacts now also proc AM

Unread postby smartys Sat Dec 20, 2014 1:16 am

Hey ,

just made a quick highmaul normal run to test AO. Logs were corrupt .. no clue ... But so far i can tell it is really competitive !! I tried it on ogrons, Koragh and margok.
Ogrons gave me 28k dps, koragh around 27k and margok i had 30k dps on a 8 minute fight ! Would have ranked me 4th I think .. oO

Sure it was only normal but the group was also pickup so I had to use a lot of selfcds additional movment etc ...

Additionally: I didn't by any means play perfectly since I wasnt used to it but it was oo much fun !

On Margok intermission: NT on Adds AO in adds --> 2-3 AM proccs realeasing on Mage --> repeat.

Will give it a shot on Brackenspore mythic aswell and try to produce some hc loggs on ID reset.
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Dutchmagoz
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Re: Arcane Orb "Fixed": Impacts now also proc AM

Unread postby Dutchmagoz Sat Dec 20, 2014 1:55 am

Tried arcane on butcher mythic, and can't find any possible way to make AO competitive to PC on pure single target. Looks very promising for AoE / cleave though.
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Re: Arcane Orb "Fixed": Impacts now also proc AM

Unread postby Pappus Tue Dec 23, 2014 5:52 am

My last thoughts for this spell was to be able to do one more ab on 4 stacks, then double AB -> AO. This way you skipped the heavily mana negative 3 and fourth stack and are sitting on whatever you generated.

So basically if AO will be up:

Abx4 -> AM/AB until you would normally reset -> AB + AM(if something procced), recheck manalevel. Reset
AB, AB, AO -> AB/AM -> Reset/check cooldown.
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Komma
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Re: Arcane Orb "Fixed": Impacts now also proc AM

Unread postby Komma Tue Dec 23, 2014 7:36 am

My last thoughts for this spell was to be able to do one more ab on 4 stacks, then double AB -> AO. This way you skipped the heavily mana negative 3 and fourth stack and are sitting on whatever you generated.
The interesting thing about Arcane is that you actually don't want to skip the mana negative 3rd and 4th stack. It is much more beneficial to skip AB0 and AB1. This is because Arcane's DPS is more about spending as much time as possible at 4 stacks, while taking maximum advantage of your mastery at high mana. Arcane Orb is more efficiently used shortcutting from 0 AC to 2 AC, than from 2 AC to 4 AC.
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Re: Arcane Orb "Fixed": Impacts now also proc AM

Unread postby Knupzz Wed Dec 24, 2014 12:42 am

Hmm, I've never thought of it that way. Even if that means you will be resetting as soon as you have casted 1 4charge AB because of your mana% and thus effectively shortcutting yourself to casting 0 through 4 charge without an Arcane Orb?
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Komma
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Re: Arcane Orb "Fixed": Impacts now also proc AM

Unread postby Komma Wed Dec 24, 2014 4:07 am

Hmm, I've never thought of it that way. Even if that means you will be resetting as soon as you have casted 1 4charge AB because of your mana% and thus effectively shortcutting yourself to casting 0 through 4 charge without an Arcane Orb?
Yep!

Simply put, the DPET of AB0 and AB1 are just so low that you want to avoid casting them at all.
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Re: Arcane Orb "Fixed": Impacts now also proc AM

Unread postby Wilderness Wed Dec 24, 2014 4:47 am

So the T17N profile that the sim from the OP was run with, is that the one that's all Foundry gear just with set bonuses disabled? When simming my own character on both patchwerk and light movement fights the PC/SN combo comes out ahead of NT/AO, so I was curious if it was the different/better itemized stats available once we aren't limited to Highmaul gear.
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Komma
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Re: Arcane Orb "Fixed": Impacts now also proc AM

Unread postby Komma Wed Dec 24, 2014 5:29 am

So the T17N profile that the sim from the OP was run with, is that the one that's all Foundry gear just with set bonuses disabled?
Yes.
When simming my own character on both patchwerk and light movement fights the PC/SN combo comes out ahead of NT/AO, so I was curious if it was the different/better itemized stats available once we aren't limited to Highmaul gear.
That could be the case, although Komma has also seen NT/AO come out on top in sims. My intention with this thread isn't to say "Run AO now, it is the top combo", but more "AO is now looking really good".
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Re: Arcane Orb "Fixed": Impacts now also proc AM

Unread postby Wilderness Wed Dec 24, 2014 7:23 am

That could be the case, although Komma has also seen NT/AO come out on top in sims. My intention with this thread isn't to say "Run AO now, it is the top combo", but more "AO is now looking really good".
Sure, I wasn't trying to imply that - just looking to see where the differences in gear might lie so I'd know to keep an eye on it as I get upgrades.
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Re: Arcane Orb "Fixed": Impacts now also proc AM

Unread postby Frosted Fri Dec 26, 2014 5:14 am

Arcane Orb was not generating an Arcane Charge on cast. It's now been fixed. Potentially new opportunities open for AO APL optimization.

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