Get an Epic Experience with Premium

We Don't Wipe - Arcane Mage

Mage Login to Add Favorites
  • 6 Likes
  • World of Warcraft
  • 3,616 Monthly Downloads
  • Supports: 6.1.0
  • 19,662 Total Downloads
  • Updated 03/07/2015
  • Created 07/27/2013
  • 27 Favorites
  • Project Site
  • Comments
  • Release Type: Release
  • License: All Rights Reserved
  • Newest File: We Don't Wipe - Arcane Mage - v2.07
or
Support development! **
Donate

About We Don't Wipe - Arcane Mage

Description
A DPS maximiser module for the We Don't Wipe AddOn.

How to Use
You will need the latest We Don't Wipe. After any AddOn instal or update always quit WoW completely. Relaunch WoW. Enjoy. See We Don't Wipe for any further information.

Other Available Modules

  • Windwalker Monks Patch 6.1!
  • Frost Deathknights 2H
  • Frost Deathknights DW
  • Fire Mages
  • Frost Mages Patch 6.1!
  • Enhancement Shaman
  • Elemental Shaman

With more to come!

Rotation

Arcane Mages have three 'Phases', executed in a cycle: Burn -> Replenish -> Conserve mana.

Some parts of the Burn and Conserve Phase are shared as "Common", below.

  • Buff
  • Arcane or Dalaran Brilliance
  • Burn
  • Rune of Power New!
  • Arcane Power
  • Prismatic Crystal
  • 2xSupernova
  • Common (below)
  • Arcane Blast spam
  • Replenish
  • Arcane Missiles if AM will expire before Evo completed
  • Evocate
  • Conserve
  • Rune of Power New!
  • 1 or 2 Supernova if mana < 94% and < 3xAM and sure to have 2xSN for AP
  • Common
  • Arcane Blast if mana > 93%
  • Arcane Missiles if 4xAC and AM>0
  • Arcane Barrage if 4xAC
  • Arcane Blast filler
  • Common
  • Nether Tempest if 4xAC and buff expires < 3.6s
  • Arcane Orb if AC < 2
  • Presence of Mind (to buy milliseconds for Orb to hit)
  • Mirror Images
  • Arcane Missiles if 3xAM or expiring

General Rotation Notes
Sometimes, if you are unable to follow the rotation closely, certain abilities will just not be suggested in the queue. This is probably because preconditions to establish optimal use of the ability were not met. Additionally, some cool downs are very specific in terms of the movement/static nature of a fight, upcoming mobs, etc and so cannot be reliably included.

The selection of what to display for Cooldowns in the mini icon rows is a personal thing. I have thrown in some ideas but you should really customise for your liking. It is very possible to show a cooldown and yet to exclude it from appearing in the main rotation icons. This would avoid you being nagged, for example, to blow a major cool down on trash and just prior to a boss fight. Enter "/wdw coo" from chat.

Notes Specific to the Arcane Mage Module
BURN commences when the Evo cooldown is below a threshold. The aim is to be down to 50% mana at exactly the time that Evo comes of CD.
Yup, impossible to predict so the module "learns" as it goes, starting at a low 15s. REPLENISH commences at 50% mana. Evo will be in queue position #1. Do it! CONSERVE occurs when Evo is on CD.

* Brilliance Buff *
Dalaran Brilliance / Arcane Brilliance bring a +10% Spell Power buff and +5% Crit buff to groups. This is better than a Shaman's Burning Wrath buff and does NOT overwrite the +10% Stamina of a Warlock's Dark Intent. If a BM Hunter is present then it shouldn't be choosing a pet to give the Still Water buff. Similar logic with respect to Crit buffs such as LotWT, LotP, FH, etc. Thus: Always cast AB/DB if it is not present (on yourself - to save checking everyone).

I encourage others to suggest their own ideas, perhaps even upload your own module if you have some LUA skills. I am happy to assist.

Modifiable Parameters New!
From the chat line, the following modifiable parameters can be adjusted by you. The values are saved between sessions.

/wdw amp burntimer=nn
'nn' is the time in seconds before Evocate comes off cooldown and is the ideal time to commence your burn phase. The default is 15 (seconds).

/wdw amp minmana=nn
'nn' is the ratio of current mana to maximum mana for which Evocate should be triggered. The default is 0.5 (i.e. 50%). Setting this too low will result in a never ending burn phase. Most players settle for 0.4 to 0.6.

/wdw amp train=x
Your Arcane Mage module can automatically learn the amount of time it takes for you to burn your mana down from 100% to 50%. Setting train=y will cause your 'burntimer' parameter to be adjusted automatically. A value of 'n' turns the training off.

New! The timer will be aggressively adjusted if your most recent burn phase ended too soon, and more so if this was before your Evocation was off CD. Conversely, the timer will be increasingly conservatively adjusted the more you exceeded the current time estimate.

/wdw amp
Will list all modifiable parameters and their current values.

How to Report Bugs & Suggest Improvements
Go to Tickets as your issue or idea may already have been listed. Please remove your list of AddOns from any bug dumps. Please identify the class/spec module you are using. You might prefer to use the forum on this page and allow the author to decide if a ticket is necessary. It is up to you.

Updates & Favourites
Why not make We Don't Wipe a Favourite and/or use the Curse Installer?

Fun Stuff™ New!
At any time you may raise your arms high and command Storm, Earth and Fire. You indeed have the power of Go'el in your hands! Heed My Call™ with '/wdw sef' or '/wdw poth' in chat. Or say hello to yourself with '/wdw sal'. Enjoy!

Cookies, Beer & Donations
It is all about the cookies & beer although, and don't let Gallywix know about this, a "thank you" in the comments section fuels my programming appetite and is very much appreciated. And then, you could cut straight to Donate to lend your support! because as Gallywix would say... "time is money, friend".

v2.07


  • Added Rune of Power
  • Better feedback with the "bt" option for those inclined.
  • INCREASES to the burn timer are throttled exponentially now: old + diff^0.5
  • DECREASES to the burn timer still a factor of 1/2 but an additional 1/4 if missed the Evo CD (which will be true almost always)
  • Now checks for minimum WDW version as a help to keep things up to date

v2.06


  • Change 'sm' references to 'amp'
  • Added special 'low mana' queue items for use during the Conserve phase
  • Remove the Evocate icon from position #1 when mana is nearly full
  • Included the new low mana logic in the 'bt' flag debug output
  • Update TOC file for Patch 6.1

v2.05


  • Stand alone AddOn (requiring We Don't Wipe v4.00) but hopefully Wowinterface & Curse compatible

v2.04


  • Module confused between minMana parameter as a ratio or percentage.
    (Thanks to wowinterface member Baine for noticing this)
  • Retain duplicate AM tests BUT safeguard against FOUR AMs appearing in the queue
  • Removed a small block of redundant code in the Evo routine (benign)

v2.03


  • Trained burnTimer was not saving between sessions. Doh!
  • Redo Supernova logic for throttling SN while AP is on CD. Leaner + more precise
  • Safety check to throttle Arcane Barrage for when player selects a burnTimer < 8s (Weird)
    (Net effect of above is fewer superfluous SN icons, seemingly more Barrage)

v2.02


  • Totally redone (again). Massively changed

v2.00


  • Warlords of Draenor updates - totally redone

v1.02


  • Version number update for Patch 6.0.3

v1.01


  • Removed old 'party' rotation due to errors
  • Fixed programming error in the 'Levelling' rotation
  • Added a conventional 'Single' target rotation
  • Added an 'Alternative' single target rotation (inferior)
  • Added Mana Gem code to all rotations. Should never really be needed
  • Version number update for Patch 5.4

v1.00


Initial release

Addon Packs Containing This...

Comments

First Previous Page 1 of 5 Next Last
  • #77

    Never raided with arcane before Warlords, and this addon has really helped me bring my A game to Blackrock Foundry! Thanks for this amazing addon.

  • #76

    Awesome, just what I need to get back in to Arcane after not touching it since Wrath!

    Thanks!

  • #73

    I'm diggin the addon, but how do I customize the order in which I want certain spells to be used in the rotation?

     

    For example, for some reason it wants me to use Prismatic Crystal BEFORE having four charges, which is a huge DPS loss, because in the time that the crystal is up, you want to do as much damage as you can.

    Another example is it wants me to use Arcane Power BEFORE Prismatic Crystal, essentially wasting a smidge of  time when it should be used directly after Crystal.

     

    I like the addon, just the rotation is a little off.. How do I fix this manually?

     

    Thank you!

  • #75

    Arcane Power before or after Prismatic Crystal?

    I need convincing. I estimated the order was equal. So I usually do the longest one first and/or the ones with no GCD. AP is 15s, PC is 12s. Both are instant. AP has no GCD, PC triggers a GCD. Apart from that?

    Thoughts please.

    Last edited by Taraezor on 3/28/2015 3:25:08 AM
  • #74

    Currently Crystal is restricted to Burn Phases with no actual check for the number of charges. This is consistent with authoritative websites.

    BUT Nishimura here talks sense. It is just so obvious that I should have a check for this.

    Prior to me uploading this change, go to the Lua file. Search for ["Crystal"]. Below this line:

    if wdw_buffsPlayer["12051"] then return end -- Evocate buff. REPLENISH Phase already commenced

    Add this line:

    if wdw_charges < 4 then return end

    Save, reload ui. Enjoy.

    WARNING: Quick and Dirty™ change. Probably breaks Supernova/NT queue placement.

    The actual change I will do will be different. I need to consider we need to cater for ALL players, including those who miss-hit a key and need to get back on track.

    Also I need to queue based upon ASSUMING that by the time an ability gets to position #1 then it will have 4 AC for example.

    Current Supernova logic ASSUMES that AP and PC are just ahead in the queue and that they were not delayed due to insufficient AC.

    The change is not trivial.

    Just thinking aloud here.

    Ticket added.

     

    Last edited by Taraezor on 3/28/2015 8:28:23 AM
  • #72
    v2.07

    You MUST have version 4.04 of WDW. Link is above.

    As per the Change log. The stand out is that RoP has been added and the burn timer "training" is more intelligent.

    Basically, much much more conservative if your burn timer is blowing out but much more agressive if you burn your mana before your Evocation is off CD.

    Those of you bothering to monitor the training with the built in debug system will notice that messages are improved and less repetative.

  • #70

    i can't seem to see the Main Spell chain, but i can see the cooldowns... am using the arcane module and i have turned always show on.. not sure whats happening

  • #71

    This should work as intended as I haven't tampered with the related code for quite a while. I just tested again and it still works. For me at least. I am using v2.06 and not a development/internal version.

    Go to '/wdw opt'.

    The top most section is "Optional Inclusions". These are the display switches.

    To ever see the main queue you MUST have Show Main Queue checked/ticked.

    The section below that, "When Outside Combat" controls if you will see anything when you are not targeting or being targetted by baddies.

    You MUST also have the latest Arcane Mage module installed. Instal it as you would any stand alone AddOn.

    If you do NOT have the latest Arcane module then you will surely receive a red error message at login / spec change.

     

    Last edited by Taraezor on 2/28/2015 8:26:59 PM
  • #69
    v2.06

    Not just a quick 'toc' file update to force the AddOn to load in Patch 6.1 (lol)...

    Evocate is now force removed from queue position #1 when your mana is almost full. Previously it waited for you to interrupt the channeling.

    Some players were experiencing low mana during the conserve phase. With v2.06, the more desperate your mana situation, the more desperate (i.e. less than optimal) is the suggestion to Arcane Missiles / Barrage.

    Yes AM and ABa are a DPS loss but so too is low mana. Better to get the player's mana back up during conserve (defined as Evocate on CD). Feel free to pot etc to override this. The AddOn will adjust itself.

    '/wdw deb bt' enables some messages each time your burn timer has been 'trained'. It now will also add a message if the low mana logic caused an ABa or AM to be queued. '/wdw deb 0' to turn all this off.

  • #68
    v2.05

    No need to manually place this into the WDW Modules folder. I am hopeful that the Curse Installer works with this new schema.

    From now on, it looks like a normal AddOn, except everything gets executed from the main WDW module.

  • #67
    v2.04

    As per the Change log.

    One bug in particular could result in a "never ending burn" phase situation. Ouch! Thanks to wowinterface member Baine for noticing this.

  • #66
    WDW v3.10 * IMPORTANT *

    There was a bug in the main WDW core program file.

    It only affected users of the Arcane Mage module IF and only IF there was a Fire Mage in your party.

    The result: a totally erroneous rotation IF the Fire Mage had his/her Ignite debuff on the boss.

    Please update the main WDW module.

    Yup, so soon after the previous WDW update, but had to be done.

  • #65

    ok so I have done some testing and the last version works much better.

    good work. I Will test it more tonight during the raid.

    Last edited by MOOKKY2 on 2/4/2015 6:10:34 AM
  • #64
    v2.03 Training the Burn Timer

    See Description notes above for the "Burn Timer" and how to manually adjust it.

    You might care to receive a mesage each time it has been "trained":

    In chat enter '/wdw deb bt' to see a message each time the Evo timer is updated. It makes small changes each time, in the direction of the latest timing. (Half of the interval).

    To cancel enter '/wdw deb 0'. That's a zero and not an Oh 

    (Prior to v2.03 the trained value was NOT saved between sessions. It is now)

    Last edited by Taraezor on 2/1/2015 7:46:27 AM
  • #63
    v2.03

    As per the Change Log - Supernova logic while Arcane Power is on CD was rewritten. Leaner / quicker / more precise. You will still get 2xSN at AP time to start a fight and when AP is next up. Outside that, slightly more single SN icons and very much fewer second SN icons (none really for short queue lengths).

    Frequency of Arcane Barrage not altered but now the queue has been freed up, it "feels" like a small increase to me.

    DPS unaltered for me but the queue just "feels" better. Call out to MOOKKY2 and sobermaniac! Thank you!

  • To post a comment, please login or register a new account.
Login to Curse

Don't have an account? Create One.

Get an epic experience with Curse Premium
  • Faster addon downloads
  • Premium-Only Beta Giveaways
  • Ad-Free Curse experience
  • Premium Curse Client
  • and many More Features
  • Learn More »

G2A Gift Card Giveaway (Again!)