Magician AA: Frenzied Burnout

yosto

Dalayan Beginner
I saw a post somewhere that said Frenzied Burnout lasts for 1 minute.

Can any magicians tell me anecdotally, or any devs with hard numbers, if they thought this AA was that good?

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As a side note, I often hear Magicians say they don't have enough spell slots. I feel like my Magician has more than enough. So, I must be playing the class wrong or I do not have all the nice relic/archaics. Why does everyone think there aren't enough spell slots?

(I may be biased, since having played an enchanter before, I think Enchanters really don't have enough spell slots).
 
I'm no real magician, but I box one on raids. Off hand spell slots I use are:

2 rains to alternate - to max DPS
2 monster summons - to max DPS
1 mod rod spell - Because if we're doing it right, it should be cast every 7 minutes on the dot.
1 pet heal - Because pets need loving too, and sometimes the healer is busy nuking.
1 Malo spell - Shaman could be busy slowing, and debuffs are nice
1 single target nuke - for when rains aren't appropriate. -

I'm sure a real magician will give a much better answer than that.

As for frenzied burnout, if you are used to reading the wiki spell format, try this (that I just added).
http://wiki.shardsofdalaya.com/index.php/User:Tyrsell/sandbox/Frenzied_burnout

I'll find a better place for it on the wiki when I'm not so busy.
 
thanks!

wait, the wiki says 12 second recharge time. isn't it 1 hour 12 minute recast time?
 
Its a bit confusing, but the AA timer that activates the spell is different from what the parser says the spell cast time is. If we gave that spell as a spell to an NPC, or if you could memorize it normal, it would in theory have the 12 second recharge. But since it is only activated by the AA, you have to deal with the AA timer.
 
I'm no real magician, but I box one on raids. Off hand spell slots I use are:

2 rains to alternate - to max DPS
2 monster summons - to max DPS
1 mod rod spell - Because if we're doing it right, it should be cast every 7 minutes on the dot.
1 pet heal - Because pets need loving too, and sometimes the healer is busy nuking.
1 Malo spell - Shaman could be busy slowing, and debuffs are nice
1 single target nuke - for when rains aren't appropriate. -

I'm sure a real magician will give a much better answer than that.

I'm not a real magician either (leveling one up here) but I was a real wizard on live. Credentials aside, here are my thoughts:

- The above lineup is very raid-specific. Outside the context of a single fight, it gets annoying as Burnout, DS, self shields, etc. expire and need to be recast. That's not an argument for too few slots, but it is annoying (the mod rod slot would be the one I would swap out for utility). With my wizard I was eventually able to replace enough stuff with clickies and AA that I think my self-shield was the only thing that was still a spell. We also had something like { $BIG_NUKE, $LITTLE_NUKE, $LURE, $XUXL } as our raiding lineup back then, not sure if it's the same here (speaking of wizards now). So in that sense, mages have it hard on spell slots compared to wizards, at least.

- The above lineup doesn't allow for pet replacement, if that's important to you. For me, it is. I think it makes a big difference to survivability to be able to re-summon in a fight, even in addition to the MS pets.

- Of the spells above, several (both MS pets, both rains) have annoying warm-up times.

- Since there's no gate, you might not want to use that for solo. There's another slot.
 
I'd like to correct the above in that Frenzied burnout does NOT debuff / over right / replace current buffs. Once F-burnout is over the previous burnout / buffs take back over.
 
Would be intersting to see a Parse dont on Frenzied Burnout to see just how much extra DPS it added. By Eyeball, I see the pet swings faster but how much extra DPS does it equal into.

I only got this AA recently, but right now it seems a bit lack luster for 5 AAs, only useable every 72 minutes *shrug*

As to spell slots...

Normal Group:

1) Mass. Mod Rod
2) MS III
3) Malestorm
4) Relic Rain
5) BladeWind
6) Pet Heal
7) MS IV
8) Relic Pet

Solo.. switch out second Rain for Root.

Raid.. MS III turns into Mala or Malosini. Some times swaping out Relic pet for another spell (as normaly on raid encounters if your pet dies it doesn't matter nearly as much so you can just sit and recast as opposed to groups were a quick recast of your pet can make a HUGe difference.)
 
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I'm not a real magician either (leveling one up here) but I was a real wizard on live. Credentials aside, here are my thoughts:

- The above lineup is very raid-specific. Outside the context of a single fight, it gets annoying as Burnout, DS, self shields, etc. expire and need to be recast. That's not an argument for too few slots, but it is annoying (the mod rod slot would be the one I would swap out for utility). With my wizard I was eventually able to replace enough stuff with clickies and AA that I think my self-shield was the only thing that was still a spell. We also had something like { $BIG_NUKE, $LITTLE_NUKE, $LURE, $XUXL } as our raiding lineup back then, not sure if it's the same here (speaking of wizards now). So in that sense, mages have it hard on spell slots compared to wizards, at least.

- The above lineup doesn't allow for pet replacement, if that's important to you. For me, it is. I think it makes a big difference to survivability to be able to re-summon in a fight, even in addition to the MS pets.

- Of the spells above, several (both MS pets, both rains) have annoying warm-up times.

- Since there's no gate, you might not want to use that for solo. There's another slot.

I didn't play Live so some portions of your post are confusing to me, but played a mage to 65 here and box aisling when he is changing bedpans so:

-I main a wizard here and the lineup is more like concussion, nuke nuke where nuke is your best nuke not on cooldown. (Depending on resists this is either one or 2 nukes) Depending on the fight I can have two completely empty spellgems on my wizard without losing efficacy. It's actually kind of lame, I often wish I had more buttons to push.
-DS lasts for several hours, keeping it on your bar is pretty silly. Some self buffs with shorter durations are indeed useful but they often have durations that are long enough that you don't need to keep them on your spellbar, you mem them once every hour or so and refresh.
-you won't really be replacing any of your primary spells with clickies or AAs, the only MAYBE exception is mend pet for pet heal spell, but as my comments below mention it's worthwhile to use both rather than re summon a pet
-if you are a mage and not casting mod rod every time people use a round of modrods every caster will want to punch you in the dick
-pet heal is on that lineup to prevent "pet replacement," the mana cost and cast time of pet summon spells plus the efficacy of a buffed pet vs an unbuffed one make it better to keep your pet alive in the first place than to resummon it
-if "warm up" means "cool down" then the rains are twistable on a 1 for 1 basis which I never found too annoying. Monster summons do have a lengthy cooldown but are pretty awesome
-there aren't gate AAs for mages but they do have access to clickies and potions that will gate them, I'd rather use the extra spell slot for something that keeps me alive/kills mobs, even soloing.

Hopefully that didn't come across too snappy but you seemed to have some misconceptions about how some mage stuff works.

For shits and giggles my spell set for a mage is usually:
1. Malo
2. Malosini
3. Archaic Rain
4. Other Rain
5. Modrod
6. MS 4
7. MS 3
8. Pet Heal
 
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I didn't play Live so some portions of your post are confusing to me, but played a mage to 65 here and box aisling when he is changing bedpans so:

-I main a wizard here and the lineup is more like concussion, nuke nuke where nuke is your best nuke not on cooldown. (Depending on resists this is either one or 2 nukes) Depending on the fight I can have two completely empty spellgems on my wizard without losing efficacy. It's actually kind of lame, I often wish I had more buttons to push.
-DS lasts for several hours, keeping it on your bar is pretty silly. Some self buffs with shorter durations are indeed useful but they often have durations that are long enough that you don't need to keep them on your spellbar, you mem them once every hour or so and refresh.
-you won't really be replacing any of your primary spells with clickies or AAs, the only MAYBE exception is mend pet for pet heal spell, but as my comments below mention it's worthwhile to use both rather than re summon a pet
-if you are a mage and not casting mod rod every time people use a round of modrods every caster will want to punch you in the dick
-pet heal is on that lineup to prevent "pet replacement," the mana cost and cast time of pet summon spells plus the efficacy of a buffed pet vs an unbuffed one make it better to keep your pet alive in the first place than to resummon it
-if "warm up" means "cool down" then the rains are twistable on a 1 for 1 basis which I never found too annoying. Monster summons do have a lengthy cooldown but are pretty awesome
-there aren't gate AAs for mages but they do have access to clickies and potions that will gate them, I'd rather use the extra spell slot for something that keeps me alive/kills mobs, even soloing.

Hopefully that didn't come across too snappy but you seemed to have some misconceptions about how some mage stuff works.

For shits and giggles my spell set for a mage is usually:
1. Malo
2. Malosini
3. Archaic Rain
4. Other Rain
5. Modrod
6. MS 4
7. MS 3
8. Pet Heal

Maybe I have misconceptions because my mage is 52? :)

Anyway, yes, it does sound a bit different from live. On my wizard from live, I had AA flappy (no spell gem), clicky rune shield, conc pants, etc. So the spell lineup was pretty much as noted above. Also resists are much less there, and the main nukes don't have a cool down, with the exception of the Ice Spear line, which you don't use on raids for the most part.

Nobody cares about modrods in groups so far, but it's nice (?) to know that changes later.

warm-up <=> cool-down

The level 49 DS is the first one that seems to last more than 15 minutes, so I'm happy to hear that it lasts forever later on.

As far as pet replacement goes, this is an interesting difference from live. There was no reuse timer on pet summons like there is here, so you can chain summon them if you want. Finally, I gather that fights are much shorter here. From what I remember of live, 20-60 minute fights were not uncommon. I would assume that pet classes kept the spell up, because the opportunity cost of losing a pet was large. I know my beastlord never took that spell down (and kept the pet haste up too until he got clicky pants).

There are also no MS spells on live permanently occupying slots.

Speaking of spell lists for wizards on live, the emp algorithm for wizards is:

1) Ice Spear
2) Rend Robe
3) Sunstrike
4) Conc
5) repeat for 45 minutes

So, in summary, it wouldn't break my heart if things were more interesting here :)

edit: I should be so hard on live, there was some spell shielding in there....
 
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thanks guys, i gather from the posts that I am not totally wrong how i play a mage, but that some people just want to having "every buff they ever use" up all the time so they don't have to swap spells out.
 
The comedy value of using your rat monster summons and seeing how long it lasts against a raid boss can not be overstated.

We call it Odyn throwing the rat at it!
 
thanks guys, i gather from the posts that I am not totally wrong how i play a mage, but that some people just want to having "every buff they ever use" up all the time so they don't have to swap spells out.

How dare you misrepresent me!

I want all that, plus the ability to shoot flames out of my arse with deadly precision.

:)
 
The level 49 DS is the first one that seems to last more than 15 minutes, so I'm happy to hear that it lasts forever later on.

The lv60 one lasts 2 hours, and the relic one lasts 3 hours base. I will agree the lower ones didnt seem to last very long at all though. I think those 2 got a nice bump because they are the only thing mages can soulbond.


Also raids really love modrods, and it helps that you can cast 1 spell to summon (if you get ancient spell) everyone one isntead of having to do them 1 at a time
 
The comedy value of using your rat monster summons and seeing how long it lasts against a raid boss can not be overstated.

We call it Odyn throwing the rat at it!

Been thier, done that LOL

Always love hearing the " WTF... a RAT!" as you engage the raid boss.

Mod rod is limited in groups simiplely because your caster to melee ratio might be very small. When you have 4 melee, mage, and a shaman Mod rod really isn't of much use other then a emergency clicky.

Then again if your caster heavy the mod rod becomes more and more useful.
 
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