Arcane Brilliance: The Arcane tree in WotLK

Each week, Arcane Brilliance blinks in from out of nowhere to deliver an instant cast full of Mage info and analysis to the interwebs. Or at least it tries to. Sometimes it blinks sideways, you see. Sometimes, backwards. On rare occasions, Arcane Brilliance casts Blink and goes absolutely nowhere. Oh well, at least the sparkly lights looked pretty.
Let's hear it for no more NDA! Now we can finally talk in detail about things a lot of us have known about for months. I'm sure we're all underwhelmed by the Beta patch notes as they apply to Mages. Here they are, in full. Pull up a chair, these could take you a full 90 seconds to read:
Mage
- Arcane Focus (Arcane) is now 3 ranks and increases chance to hit and reduces mana cost of Arcane spells by 1/2/3%.
- Counterspell now costs 9% of base mana.
- Frost Armor, Ice Armor, Mage Armor and Molten Armor are no longer Magic effects and cannot be dispelled.
- Invisibility now makes the caster invisible after 3 seconds, reduced from 5 seconds.
- Magic Attunement (Arcane) now also increases the range of your Arcane spells by 3/6 yards.
- Polymorph now costs 12% of base mana.
- Portal spells now cost 18% of base mana.
- Prismatic Cloak (Arcane) now also reduces the fade time of Invisibility by 1/2 seconds.
- Slow Fall now costs 6% of base mana.
- Teleport spells now cost 9% of base mana.
We'll talk about the new talents in a bit. First, let's look at those patch notes.
Ok, we're getting a lot of mana cost changes that will allow spells with currently fixed mana costs to scale as our base mana improves. This isn't good news, but it's no reason to panic. Base mana isn't anywhere close to total mana. Your base mana is your mana pool before any buffs or talents or stat gains from gear are applied. At level 70, this translates to 2241 mana for Mages. Polymorph will cost 269 mana at level 70 with this change, so no big deal.
The change to our armor spells is excellent, but we already have it. It came in patch 2.4.3. It's very nice, but not new. Always good to know that though the felhunter that's chewing on us can silence us multiple times and eat our intellect buff, at least our Molten Armor is safe.
The other significant change is to the spell Invisibility, which has always been a rather sore spot for me. The current 5 second fade-out will be reduced to 3 seconds, which is very nice. This makes the spell a much more versatile aggro drop and escape mechanism, and as we'll discuss further down, it can become even better.
Aside from the talent changes (which we'll discuss below), that's the extent of what the Beta currently gives us. I'm optimistic that more will be added to these notes as the Beta goes on. It almost has to. Frostfire Bolt isn't even mentioned there, so I'm holding out for more complete notes.
Ignoring the lack of news the patch notes provided us with, I'm going to instead look at the new talents we're getting. I'll start this week with the Arcane tree, with posts on the Fire and Frost trees to follow in the coming weeks. I'm going to look at each altered or brand new talent in turn.
Arcane Focus
The change here is from 10% chance to hit for 5 talent points to 3% chance to hit for 3 talent points. A clear nerf, to be sure, but an understandable one. This brings the talent in line with Elemental Precision, which applies to the other two trees, and ensures that Mages who take both talents will need a consistent amount of spell hit rating to reach the cap, regardless of the spell they're using. No spell hit will be wasted when casting spells from a different school, and I guess that makes sense.
Magic Absorption
This talent, on the other hand, is getting a very significant buff. It was always more of a filler talent before, something you took on the way to Improved Counterspell because it sucked slightly less than other choices. Previously, it gave you a fixed +10 resistance buff, but now, when fully talented, it will provide 1 per level. Now...after putting on my math hat for a minute...1 x 80 is...carry the 8...aha!. 80. Eighty. This talent, at max level, will now increase a Mage's resistances by 80, as well as continuing to provide a significant mana-return on fully resisted spells. I'm not sure how anyone taking talents in the Arcane tree can pass this beauty up now.
Magic Attunement
This talent used to be fairly worthless, conferring a buff to two spells that didn't matter enough to bother taking the talent. But now Blizzard's gone and snuck something in there that makes it worth picking up for an Arcane Mage: range. This is another way to bring the Arcane tree in line with the other two trees, by allowing the Arcane Mage to increase the range of their primary spells similar to the way Fire and Frost Mages can. Wait...does this mean that Blizzard might be attempting to make the Arcane tree a viable standalone tree? Well, I can dream, can't I? I just wish they'd picked a less crappy talent to attach this to.
Prismatic Cloak
This was always a very nice way to mitigate damage, but so deep in the Arcane tree that most PvP Mages never took it. Now it becomes a must-have for survivability purposes. The new addition is a reduction in the fade-out for Invisibility from 3 seconds to 1. That makes the spell as close to instant as it's likely to ever get. It goes from being an easily interruptible PvE aggro drop with very limited PvP application to a fairly incredible spell all at once. Think of the possibilities: Unless you get hit during that one second, this spell will now serve as a very reliable way to hide in both PvP and PvE, providing even non-Frost Mages with a way to escape and drink in Arenas, and dump threat in PvE without undue fear of wasting the cast. Coupled with Blink or Frost Nova, this vastly improves Mage survivability in every aspect of the game.
Potent Spirit
Now this one is all new. It increases your spell crit by 15% of your total spirit, which can end up being a very nice buff with the right gear. It's good to see another reason to gear for spirit being introduced, as the stat was losing some of its luster for Mages.
Incanter's Absorption
What this talent purports to do is pretty phenomenal. As it reads now, this will return 15% (when fully talented) of any damage you absorb to you in increased spell damage for the next 10 seconds. The problem is that we still have a whole truckload of question marks there.
So...I have my Mana Shield up. It absorbs a Rogue's attack for 500 points of damage, which then gives me a 10 second buff of 75 spell damage. That's fine and good. But now the Rogue hits me with his other weapon, doing another 500 damage, which is also absorbed by my Mana Shield. What happens now? I'm assuming I get another 75 spell damage. Does the buff refresh? Are they two separate buffs? What happens if I then cast Ice Barrier? If the Rogue is still whacking me, does the buff keep improving? Does it keep refreshing? If my Priest companion casts Power Word: Shield on me, does that count too? Which shielding buffs apply and which don't? Is there a cap on the buff? Does it continue to get bigger as I get hit? Could I, possibly, keep absorbing damage until my spell damage is through the roof, then unleash a PoM-Pyroblast that destroys the entire planet? Could another Mage steal my world-destroying power before I have the chance to cast? So many questions. So much potential for awesome. We'll have to wait for actual testing data to know more.
Student of the Mind
Increasing you total spirit by 4/7/10% is very nice, especially when coupled with Potent Spirit. More mana regen and spell crit? Yes, please.
Netherwind Presence
At max rank, this spell gives an array of Mage spells a 5% chance to make the next spell in that same selection instant. The spells covered by this effect include Arcane Missiles, Arcane Barrage, Arcane Blast, Fireball, Frostbolt, and Frostfire Bolt. This seems quite weak to me, especially coming as it does so deep in the tree.
What this means, in essence, is that every 20 Fireballs (or pick your nuke of choice) you throw, on average one will be instant cast. The proc could be more or less often, of course. Since Arcane Missiles and Arcane Barrage (we'll get to this little spell in a moment) are already instant cast spells, the instant effect can only apply to Fireball, Frostbolt, Arcane Blast, or Frostfire Bolt. If you're using Fireball or Frostbolt as your primary nukes, their cast time is likely already shortened by talents. If Arcane Blast is part of your rotation, you're likely already using the lowered cast-time debuff to your advantage. Frostfire Bolt appears to be the best option to use this proc on (assuming it's going to end up as powerful as it could be), but that's only if you notice that the effect has procced, and have the presence of mind to switch out of your normal rotation to trigger the spell. I'm sorry, but this spell may be one I skip over. It will definitely provide a small DPS boost over time, but perhaps not enough to be worth 5 talent points this deep in the tree.
Arcane Barrage
Alright, now we're talking. This spell has the potential to be fantastic, to completely change the way Arcane Mages play in PvP, and to almost single-handedly make the Arcane tree a legitimate spec choice that can stand on its own. I couldn't be more excited about this spell. It isn't physically possible. As a Mage who already specs deep Arcane despite my better judgment, the thought of getting this spell makes me very, very happy.
What the spell does, essentially, is provide us with an instant cast nuke with a very short cooldown (3 seconds). At max rank, it does damage comparable to a max-rank Fireball, for slightly less mana. What it will do is nothing short of revolutionary. This spell will allow Arcane Mages to provide high DPS while moving. I can't italicize that enough, frankly. Mobile damage. Say it aloud. Feel how it just rolls off the tongue. Arcane Mages will be able to hurt things consistently without having to stand still. I'm...I'm giddy.
There are still some questions concerning how much spell damage will apply to this spell. Reports from the Alpha put the spell damage coefficient as high as 85%. If that or a similar number hold true, what an astounding spell this could turn out to be. Bring on the nerfs!
All told, I have to say I'm fairly excited about the changes in store for the Arcane tree. As far as game-changing mechanics go, I'm afraid these alterations and new talents are as close as we're going to get, based on the information we have so far. The new Fire and Frost trees aren't nearly as encouraging. We'll get to those next week and the week after. Hopefully by then we'll have a bit more info, as Mages get into the Beta and start monkeying around with this stuff for real. Bring us some good news, you brave pioneer Mages.
Filed under: Mage, Patches, Analysis / Opinion, Expansions, Classes, Talents, (Mage) Arcane Brilliance, Wrath of the Lich King






Reader Comments (Page 1 of 3)
Saiforune Jul 19th 2008 5:05PM
As far as I'm concerned the only buff that would balance our class is to delete the mage class in general.
My first toon and first 70 was my mage. I absolutely had fun doing everything with him before I left to make a rogue once mage's started going downhill.
As far as i'm concerned, if things don't get better before wrath hits the shelves i'm ebaying my mage and i'll go head and just use my rogue and soon to be Death Knight.
It will suck losing all of those first with him and him bei g the only currently charcter I have with epic flyer but the gold in wrath should allow my rogue and DK to get theirs, especially when the prices go down in wrath.
Plus it's nice actually seeing an AB blog for the first time in a long time.
Christian Belt Jul 19th 2008 5:14PM
That's...constructive.
Matthew Rossi Jul 19th 2008 6:17PM
Please stop bragging about your level 70's.
Saiforune Jul 19th 2008 5:30PM
What else could I do?
I have looked at talents, I browse the Beta mage forums at least every 5-10 mintues looking for ANYTHING new.
It seems that everyone agrees that our 51 point talents are a joke or too gimmicky to even work.
We are terribad at AoE compared to a warlock's SoC for our low survivability and the fact that we have an area effect damage cap and we have to be bretahing in the face of our enemies to hurt them with it.
Oh and don't even get started with the warlock's new Choas Bolt (Shadowbolt volley).
You can look at how a LOLFIRE bolt is pure gimmicky or for questing against non-boss mobs.
Talents such as World of Flames has no effect unless you feel like spamming flamestrike.
Spells like polymorph now being % of base mana means that I would go oom long before clearing trash in instances from boss to boss.
And talents like hot streak is because blizzard expects mages to have 36% crit chance with fire spells and too hard to get that 3rd fire spell crit in a row, and burnout is more like "DAMAGE LOL WAIT YOU'RE OOM HAHA".
I think Blizzard made these talents up at the last second before alpha. I know there is still alot of time left, but when WoTLK ships in november I'll see what I do with my mage.
Lanton Jul 20th 2008 12:27PM
Yes and building up to TBC everyone said that Druids and Paladins would always be healers and would never be a viable tank, 25-man raids would not be challenging, Shadow Priests would never be taken to raids, etc etc.
Speculation is all well and good, but dismissing things out of hand when you don't have the full picture of how things in WotLK are going to work is ill advised, especially given past occurances.
matt Jul 19th 2008 5:35PM
Arcane Barrage just looks insane. Pew pew pew! It'll be REALLY hard to balance: an instant low cooldown nuke with damage that really matters, for a reasonable mana cost?
Well, if it goes live in a PvP-viable form, I'll be pretty excited. Pew pew pew!
Elder Jul 19th 2008 5:36PM
I must say I'm excited for Arcane in Wrath, but still saddened by the craptacular nature of Fire and frost's new abilities.
Mages are, I fear, going to be the red-headed stepchildren of Wrath too, We're headed for #4 damage dealer and #10 hardest to kill. All glass, no cannon, and the mage QQ will still be ignored.
K, so, I'm coming out a bit dark here, aren't I? I tried to comment in a positive way but the feelings of helplessness, hopelessness, and general cynicism that came from years of mages being ignored have caught up to me. I'm not alone, I'm sure many players have felt the same about the descent of their favorite class. The problem is I don't think Blizzard gets it. They want to hand us gimmicks and situational toys, we just want to be the cannons again. We want to be the top choice for DPS again.
We don't need tricks, we don't want to be gods, we just want other players to say "We need DPS for this, can we get a mage?"
Matazuma Jul 19th 2008 5:45PM
Woooooooo mages getting the shaft once again.
but the buff to the arcane tree seem very peculiar I have to try it out.
but for fire and frost the new talent see well bad
LeoFairlight Jul 20th 2008 12:31AM
!!! YAY!
Ok, so I run fully in Arcane... and let me tell you I get a lot of wierd looks. Now I dont like PvP, but I do enjoy everything else. And as a full Arcane, I've now got all I need to keep going in Arcane, in LK
(BTW Magic Absorption, is great even in BC, I do enjoy resisting spells in Heroics, and getting 5% Mana back. Really helps while running with druids and priests, with Wild, and Shadow resists, or even pallys with shadow/fire resists... but now MA gives Us even more chance to mage tank in instances, so once again YAY!)
Roxton Jul 19th 2008 6:25PM
New spell rotation for deep arcane mages: Arcane Barrage, Fire Blast. Rinse and repeat. I really can't wait for it, provided it stays this good.
Unless the talents change massively, I'm going arcane for wrath. It's the only tree that doesn't suck more nuts than a five dollar hooker.
Aigarius Jul 19th 2008 6:28PM
Consider this rotation for an arcane mage: Arcane Barrage, Frostfire bolt, Arcane Barrage ...
With this build: http://wotlk.wowhead.com/?talent=of0E00fzxIzibctVxZVV (assuming that Frostfire bolt benefits from all of Ignite, Impact and Ice Shards).
With a bit of haste, when Netherwing Presence procs, you will be able to stuff two Frostfire bolts between the Arcane Barrages. How is that not awesome?
PJ Jul 19th 2008 6:32PM
"Polymorph now costs 12% of base mana."
Are they out of their screwed op minds!!!!! Why the hell do they increase mana cost for so many spells!? Damn idiots.
Markymark Jul 21st 2008 9:50AM
Lol mages once again get the shaft. They introduced crummy spells and some people are buying into it. Well I for one will not. Fix the other tree's blizz.
Memzer Jul 19th 2008 7:14PM
Yeah this was a big suprise to me as well. I figured we would see a slight increase; but we're talking:
Live Max Rank: 150
Live Min Rank (Arena): 60
Beta (Given Average 10k Mana Pool): 1200 Mana
Seems extremely expensive for Arena play for something people will just dispel or trinket out of :/
Christian Belt Jul 19th 2008 7:37PM
Don't panic! It'll cost 12% of the BASE mana, which is our mana pool before any gear, talents, or enchants are applied. At level 70, it'll only cost 269 mana, and I assume at level 80 it'll still be around 300 tops. Base mana is not your 10k+ mana pool with all your gear on, so don't worry about it too much. Blizzard had to do something like this, I guess, to help these kinds of low level utility spells scale properly as we level up.
Shamayonaise Jul 19th 2008 8:58PM
To Memzer, Its your Base Mana not your Total Mana.
That means your mana pool before Gear/Talents/Racials/Buffs
I believe mages have between 2.5k-3k Base mana pool before those, that means your Poly will costs somewhere in the vacinity of 300-360 mana per cast.
Now with that said, this change is going to happen to a lot of skills, its not just Polymorph recieveing a mana cost based on Base Mana.
My guess is they are doing this because our spell books are getting pretty over bloated and with some spells they will have no reason to cast a lower rank so they will most likely just remove lower ranks.
PJ Jul 19th 2008 9:52PM
Spellbook bloat doesn't account for teleport spells.
Besides, so what - nice with a lot of stuff (even though we really need teleports to all inns :)
Jacobey Jul 21st 2008 11:06PM
To Christian,
I just took off all my armor and my mana was around 4000. I don't mean to say you're wrong, but I don't think I have any +int talents.
and 500 mana sheeps sorta are a big deal...
But even if I'm totally wrong, what's Blizzard thinking?
Do they play their game and think, "Man... Sheeps don't cost enough mana..."?!
Why don't they go make Cyclone cost more?
I gotta say, you must have to Optimism of a God for looking at the mage class in general and thinking it's gonna work. But hey, if you think it'll work, I'm dang sure trying it...
Btw, Deep Freeze makes me laugh, and if you talk about the frost tree, I will personally mail you $100.
Chailain Jul 19th 2008 6:58PM
You guys just need to *really* throw a fit like us pallies did.
Nick S Jul 19th 2008 7:03PM
we're too busy leveling other classes.