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
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Reader Comments (Page 2 of 3)
Saiforune Jul 19th 2008 7:09PM
True, I think every mage should try the rogue class because you don't have to worry about buffing others and you get #1 or #2 on the DPS charts, and can control your aggro very well.
And if you suffer from big number syndrome I think you'll prefer the damage of a rogue as a fresh 70 because it usually can do 100-200 more dps w/o caring much at all with a lot of mistakes on your rotations. Basically half assing it.
Nizari Jul 19th 2008 11:52PM
@saif:
You don't actually have a mage, do you?
Saiforune Jul 19th 2008 6:50PM
Seems like there's a resounding agreement to my first and second posts.
Hmm, not suprising at all coming form people who actually know about their class.
God I
crispy Jul 19th 2008 7:02PM
Arcane is going to be great and it's about time. Frost had it's time in 1.0, fire in BC, now it's arcane's turn. The only people who seem to be whining are those who must play fire. Experiment a little and learn the rest of the class. It can be just as fun...
Saelorn Jul 19th 2008 7:23PM
The high end talents all seem kind of gimmicky. Unless Arcane Barrage benefits from some undeserved increased in spell power coefficient, it won't even be worth mixing into my rotation except for that one rare boss fight where you need to keep moving.
Maybe this is for PvP? I'm not qualified to argue on that subject, but it seems quite underwhelming from a raid/grind standpoint.
The spirit changes on the other hand.... are awesome! Here's to less time sitting and drinking between fights!
Sealz Jul 19th 2008 8:16PM
Can all the mages please stop pretending the class sucks?
Its not interesting or fun and it doesnt look cool.
Frost is uber pvp god decent on pve and fire is good pve sucknes pvp.
Arcane is just sucknes so it does need a buff,a class should have more than 1 tree to choose from.
But the "mah mage suxors ima Queet" ,stop it.
Great artcile btw.
Arcane Barrage really looks awsome and very very interesting,its instant but has a cooldown that acts like a casting time and it seems to scale with SP.
Hopefully it will be like the mangle of the arcane spec.
Ret4life Jul 19th 2008 8:47PM
QQ moar plz, your mage tears are delicious
I play a ret pally, we were the red headed step children in both vanilla wow and TBC.
Seriously, we burn our bubble and BoF, then we can be kited around indefinitely, its not exactly hard to kill me.
We have no cannon, and were not much tougher to take down than most other classes.
namralaks2001 Jul 19th 2008 10:26PM
Shut up.
You are a Ret Pally , you know a SPEC of a class, we dont go around playing fire in arena and say its sthe "red-headed step child" for us in arena.
I swear you retardins are pissing me off everywhere hijacking every other classes threads and start qqing there.
Yes Paladins need help but that dosent mean we give a crap about what happens to them so we're just going to try and improve our own class so stfu.
Ret4life Jul 19th 2008 10:59PM
rofl
I feel the nerd rage from here.
Seriously buddy, chill. I was just making a point.
You may feel like your getting hit with the nerf bat. but just think of all the other classes taht have had it hard for a long time.
Shamans come to mind, pallies in prot and ret pre tbc, and ret and holy now. Shadow and Disc pre bc, warlocks as a whole bc.
Its an ever changing balance, if anything, mages have been lucky to avoid the blizz bat for so long, it means when you do receive buffs they will be well thought out, as opposed to the band aids that every other class gets, which are then rolled back 2 weeks later, and then they QQ about that.
So just stop and consider how good mages actually have it.
When ive got a choice between a mage and a warlock in an instance, nine times out of ten ill take the mage, why? Lets see; sheep, counterspell, frost bolt kiting when things go bad, non bursty dps, mage table, survivability, aggro dumps, aoe and single target dps.
No other class can really bring such a wide variety of things to an encounter, let alone be so good at so many of them.
Vandell Jul 20th 2008 5:58AM
What you don't seem to understand is that mages only have damage, Ret4Life. If we suck at that, we have nothing to fall back on. Paladins are a blast to tank as, they have powerful, mana efficient heals, and in WotLK they're gaining very competitive damage and vastly increased utility as retribution alone.
Though, you seem like a retard, and one of those "my paladin only has one role" pallies.
Tar Jul 20th 2008 6:33AM
Ahhm, perhaps you didnt see my second post, so ill excuse you.
but there are what, 4 "pure" dps classes in game right? Hunters, Mages, Warlocks and Rogues.
Now, forgive me if im wrong, but from what I understand, you would only ever take these classes for thier damage? Not for utility or CC? Sheeping isnt important? Buffs? Trapping? Picking locks? Soulstone?
Ok, maybe you dont need these things in every instance, so if we disregard those, why on earth would we take mages if they are so "nerfed"? Wouldnt you just stack the most dps efficient class?
Think about this for a moment, every class has its advantages and disadvantages, mages fill a role unique to them. When sap can be applied in combat, and warlocks can give an intelect buff, and hunters start doleing out food, then id consider you in need of a buff.
Sure, pallies have powerful heals, all of which have a cast time, making us all but useless on fights where there is lots of movement, let alone where theres a lot of aoe damage going on. As for prot, sure its fun, but our "blue rage bar" annoys me when im tanking not having an infinite supply to draw on, but for trash, we are A-grade
As for the retard and only one role for my paladin comment, I wont take offense, because my pally has only one role, why? Because the other aspects of the paladin class dont interest me. Because I enjoy playing ret far more than the other two specs. Because I tank on my warrior, and heal on my shammy. Just because im passionate about one spec doesnt mean im blind to the other aspects of the game. Hell, ill even throw on a sword and board in fights when its needed.
Solidstate Jul 20th 2008 4:53AM
> So...I have my Mana Shield up. It absorbs...
My understanding is that actually Incanter's Absorption will proc based on spell-resistance based absorption, which will be especially high for mages who take the "Magic Absorption" spell (I think the word "Absorption" in the name is a strong clue for this) and have Mage Armor up.
amirhosein Jul 20th 2008 5:37AM
I checked wowhead and magic absorption was 0.2 per level not 1 per level still a waste of talent points.
Christian Belt Jul 20th 2008 10:59AM
0.2 at rank 1, 1 at rank 5, after putting 5 talent points into it. At max rank, the talent will give 1 point of resistance per level.
amirhosein Jul 20th 2008 12:49PM
well now think of a warlock slowed by the slow spell (50% more casting time) your 80 resistance from your talent and combined with mage armor which is 40 or 58 at 80 I suppose. what kind of damage is the warlock going to do to you?:D i think after 1 immolate ( 50 damage at most per tick "just exaggerating") he is dead. I mean WOW!!!
LeoFairlight Jul 21st 2008 12:51AM
the whole point of a full arcane build is that you are a anti-magic DPS. with a full 80 points in to all resists, you can easily buff your self to 120, and absorb half of the spells directed to you.
wowi Jul 20th 2008 7:57AM
sigh. I can't believe I read your column again.
Magic Attunement is a great talent, Amplify Magic gives every healer in your raid an extra couple hundred +heal. Many healers would sacrifice (nonraiding) children for that. The main issue is the wtf 10m duration and lack of a group version, it's like we're blessing in MC still.
Christian Belt Jul 20th 2008 11:00AM
Oh, I wasn't saying these spells didn't have their uses, just that I wouldn't waste 2 talents points better spent elsewhere on improving their effect (though I'm sure there are Mages who would). With the changes to the talent post-expansion, I'd have to consider it.
And thank you for continuing to read and be vastly disappointed by the column. Someday, god willing, I will write something that you find satisfactory. And on that bright shining day, I will crumble to dust, having served the purpose for which I was created.
amirhosein Jul 20th 2008 12:53PM
just wondering what's the difference between a mage with new magic absorption and a warlock with a felhunter and master demonologist talent? just a mage armor?:(
amirhosein Jul 20th 2008 12:58PM
I told you frost fire does fire and somtimes frost damage but it is considered both a frost and a fire SPELL which all mage talents say for example fire power increases all damage done by your fire SPELLS by 10% at max rank so don't worry it will benefit from all of our talents.