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3-23-2008 @ 7:39AM
Someone had asked about the 2.4 changes for mages. I've been experimenting with the changes on the TTR and thought I share my thoughts.The new molten armor talent is purely meh, the damage done doesn't really ratchet up pressure on anybody, and because of server lag it can actually break cc.The new blink is nice against ranged opponents, but the idea of blink is to create distance from melee, and the potential invincibility you get from its use usually goes wasted because it has dissapated by the time melee reaches you again.What is the biggest change is the mana cost reductions on blink, spellsteal and slow. I was using a 41/20/0 to great effect in 2v2s, and to limited effect in 3v3, and not effective at all in 5s. I found the spec to be particularly effective against the resto druid/warrior setup. The initial pom-pyrobloast/fireblast puts enough pressure on the warrior to force the druid to unstealth and heal early, usually requiring him to blow NS. From there, the reduced mana costs on spellsteal allows you to be dispelling hots to keep pressure on the druid to keep up his warrior. Slow was always an effective tool against healers, and it allows the druid to be quite controllable.I experimented with using healing classes and my traditional rogue arena partner. Amazingly, I actually found the best combo to be with a elemental/resto druid. Our dps was very effective, and I felt the combo really complimented one another. The shaman brings the ability the healing ability and mana totem, and I have the ability to "peel" melee off both us.Going from frost to arc/fire, I lost the survivability but found my cc wasn't really lacking. And the ability to apply pressure early was a great advantage for high survivability teams (resto druid/x). Smart ShS rogues gain the upper hand on this spec, but I didn't have as much problem as I thought I would at a high level.This post went a bit longer than I expected, but just adding my two cents.
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