Improved Blink
Here is another magician's talents seem to be many PvP talents alone, and I will concede that it is a very powerful PvP. But keep in mind its usefulness in any fight that requires heavy movement, and is likely to reconsider that position. Provides a very good speed 70% increase every time you cast Blink, which provides all sorts of valuable benefits:
Get a credit card number out of jail free PvP
A moving tool that maximizes the time during spellcasting parts of a fight that has to go from point A to point B before they can resume the stand-still quality.
An escape mechanism for PvP and PvE
A powerful tool kite United Stated
One way to make sure you get something from each cast Blink, even ones that go nowhere (or vice versa) in the initial model
And any number of other bonds of the situation. Only you know how to use it in PvE, so they considered optional. If you are thinking in terms of PvP, this is mandatory.
Arcane Flows
This reduces the cooldown by 25% in three of their most important spells: the two main DPS cooldowns (Arcane Power and Presence of Mind) and the main agro-drop (Invisible). DPS provides greater and more frequent use. This is too valuable to pass, no matter what kind of arcane mage being.
Presence of Mind
Remember when the tree was a mysterious place that went just so I could get the presence of mind to the POM-Pyroblast built? Ah, memories.
Well, if you just awoke from a coma he fell into in 2006, let me give you an update:
1.Your house is now useless.
2.Everybody hates the president. No, not everyone hates the president. A new everybody hates. And we look forward eagerly to hate the next, he / she can be.
3.The star of Van Wilder is now the Green Lantern
4.Lost ended, and it turns out that Vincent, the dog was behind everything. In addition, Kate is a friend.
5.Warlocks still pathetic
6.Arcane tree is a viable, independent, and actually tops the list of DPS.
7.Presence of mind is still very good.
That about covers, I think. PoM has always been one of the secrets of the most pleasant, and that even in the case of cataclysm. For just one talent point that can be used as a DPS cooldown, eliminating the time model of an Arcane Blast or two during the course of a fight, or even as a useful spell, which gives an instant Polymorph when you need it most. Sometimes when I feel ready, I use it to instantly conjure a stack of strudel, simply because I can United Stated.
Missile Barrage
Here's your gun, Gatling effect Arcane Missiles. Still performs as advertised, but instead of being a pure DPS talent, the decay time of Arcane Missiles channel is the real attraction here. AM is more valuable as a reset button for Arcane Explosion batteries, which means that reducing the time you have to spend, you can progress casting casting time spells more powerful than others United Stated, increasing your DPS. In addition, it looks super-cool.
Prismatic Cloak
As close to a pure PvP talent as you're likely to find anywhere on the trees magician, this talent has two important defensive buffs. Firstly, it gives a flat 6% reduction of damage that applies to all damage. That's a fucking tank capacity there. A friendly reminder, though: you're still wearing a dress for battle.
Second, this talent makes you a true invisibility spell instant cast. No more fade-out to escape from his spell. This is also valuable as an agro drop faster, but honestly $20, if you managed to build the kind of agro loco which you need an agro-instant download, you may simply not trying hard enough.
Improved Polymorph
This is not so big now, but the usefulness of powerful control that adds to its already powerful Polymorph buy wow gold spell will be much more useful in Cataclysm, where you're going to re-learn how to keep an enemy or die painfully sheeped lot. In PvP situations, the stun effect added when you hit your target sheep is pretty incredible. This is a PvP mandatory, optional for $20 the next few weeks, then chances are mandatory once it starts to hit 5-mans Cataclysm.
Arcane Tactics
This is a talent required if no one else in the attack is to provide the same buff 3% damage. For a single talent point, however, probably only keep in mind anyway.
Absorption charming
At one point, this talent was overpowered, underpowered then and now is probably about right. It's main function is to provide a solid damage buff every time you manage to absorb the damage taken with one of his own shield spells. These two points are well spent if $20 you are involved in a fight that offers multiple possibilities of damage absorption.
The other effect of this talent is mostly useful in PvP, where it is most likely to be using Mana Shield. The knockdown effect is provided when Mana Shield falls is impressive, but hard to control. You can leave when the villain is poignant in the face, or you can leave when the hunter is putting arrows into the trachea of 30 yards.
This is entirely optional in PvE, but probably mandatory in PvP.
Improved Arcane Explosion
Arcane has received the kind of short end of the stick when it comes to area of effect of this expansion. The only AoE spell we really benefit from the bonus of specialization, expertise and talent Arcane Blast, which is of course disappointing role capacity, due to the fact that your body requires to be fragile wizard amid hostile to the working group, and generates a lot of threat. This talent makes the spell more acceptable.
The big advantage of Arcane Blast has always been his ability to spam, and this talent spammability maximizes the spell (spell check tells me that not a word, so I called mom is a fucking spell checker, leading spellchecker for say "oh, no, no," which of course resulted in a slap fight. I'm not proud of it, but in the end, embraced him out. The red wavy line is still under that word in my word processor, but now I just ignore it) in two ways.:
1.It reduces the global cooldown for half a second, and
2.it reduces threat generated by 80 percent crazy.
So do not hesitate to be in a multitude of things wrong and beat them all with relative impunity.
Taking into account the reduction of greenhouse area in the board-in utility in a disaster, this talent is still very optional. If you find you need the functionality AoE, these points are well worth it here. If not, they are not.
Arcane Power
OK, this is actually a bit more complicated now, but in a good way. It provides a critical buff 15% probability for the next two spellcasts, and triggering one of two ways: when Clearcasting procs, which is a rate of 10%, or when the cast Presence of Mind, a fully controllable trigger a cooldown known.
So to maximize the power (cough) of this talent, you want to avoid losing the benefit of 15% in something like Arcane Barrage and Arcane Missiles, and instead of saving for Arcane Explosion polishing cylinder, if possible. If that means squeezing in an extra stack of Arcane Blast when you otherwise would not, then so be it. This may not always be the best way forward, but most of the time, Arcane Blast is the spell to go with when you power up Arcana.
Slow
This is not optional, it is a prerequisite for Arcane Power. Still, it's slow. There can be any measurable DPS boost, but it's still a powerful bond, instant, valuable both in PvP as a spell of control and PvE like a kite tool and a form of self-applying torment of the weak when there is no disadvantage teammates are already doing.
Vortex countries
And here's a talent that allows you to apply the effect to slow, without even losing a global cooldown. Slow trap granting its main nuclear weapon, Arcane Blast, assuming no other aim slow. The advantage here is mostly useful in PvP, but is useful in a raid environment in any situation where the task of monitoring adds up to you, or any situation where you do not have another player to apply an adverse effect working with Torment the Weak.
These items are optional in a role to build, but talent is not weak.
Focus Magic
Nothing will make a fast friend to put this advantage in another pitcher. It's just a matter of time before sending texts that include images of your trash. As it has since it was implemented to anger, which provides a buff twice, giving her new admirer a steady increase from 3% to spell, and you are a fan of 10 seconds 3% spell crit every time a teammate scores critical hits. Since this is so deep in the mysterious tree, just arcane mages will be able to provide this particular benefit, which also stacks with other fans critical of the recipient or you may already be benefiting from. Probably should have this talent.
Improved Mana Gem
This is great because not only is your mana gem cooldown now the damage fairly standard Adept Mana, it also becomes even more damage thanks pure cooldown to push this talent spell power for 10 seconds every time you pop your gem. And it's not a fan of garbage, either: it gives you 2% of your maximum mana and spell power, and since the scales, and since they have absolutely massive mana pool at 85, yum. Is a significant part of the damages you will have access to a maximum of three times in one more fight. Mandatory.
Arcane Power
And finally, we cooldown of arcane damage better and more powerful. The cooldown with Arcane Flows, is a minute and a half, and the damage buff is 20% for 15 seconds. The downside, of course, is worth 10% mana per spell cast, while the benefit is active, but that penalty is not as serious as it was before. This is a cooldown will want to be blowing more or less every time you play, unless you simply can not afford the cost of additional mana or want to wait to record their next up cycle. Arcane Power is, you want it.
And now we come to the end of the detailed list of all the talents mage ever. What's that, right? No cover Wand Specialization? You're right, we did not. And again, welcome back, the point-man. It is 2010 now. Just be glad you did not wake up in the zombie apocalypse, man.
See also:
http://www.vdi.com/nancydane/blog/8595/
http://digg.com/wowgoldlife
http://twitter.com/Jeswinegame
http://www.momentville.com/wowgold-use
http://www.wowgold-use.highpowersites.com/
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