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 3 of 3)
amirhosein Jul 20th 2008 1:08PM
I have a good answer for you tar we rolled mages to be glass cannons not to be vending machines or to sheep any one and we want to be the glass cannons no more no less
amirhosein Jul 20th 2008 1:17PM
I'm on a pvp server i don't know how much dps can be can someone tell me how much dps can a mage and a top of the chart class can do with the best equipment and talents and with something else like t4?
Jacobey Jul 21st 2008 11:27PM
I don't know how much they can do with t4, but there is a page that shows the best dps for all raid fights (Blast it all I can't remember what it is though.)
I only remember that t6 Rogue does 3k tops dps.
t6 Mage does 1.9k tops...
Satorri Jul 20th 2008 1:52PM
I think the significant thing to keep in mind with every new talent and spell, is that they're overhauling the way spellpower works.
They're consolidating to unified spellpower for casters alike, yes, but they're also juggling spellpower coefficients as well. Look at the 51 pt fire talent. If that doesn't receive significant spell damage effects it would be silly, but you know it will.
All of it will come in due measure, but I think Blizz is saying two things about mages:
1.) They like what the mage class already is so far. That's a compliment, you may want new things, but your class is better heeled than many others that are getting massive face lifts.
2.) Mage's are going to be the new powerhouse of magic, more than ever before. Your spells will hit hard, and you will be the consumate mage wielding many interesting abilities as well (which you already have, you just forgot to play with because you were busy spamming fireballfireballfireballscorchfireball...).
My major prediction from all these talents?
Expect to see any spec using different damage types more freely. Fire spec? Sure you have a killer fireball, pyroblast, etc, but you can frostbolt or arcane blast effectively, not laughably small. You are a mage after all, right? You manipulate the magic to your needs!
Chryso Jul 20th 2008 3:28PM
Could be worse, could be better, magic absorption in particular is tickling my gag reflex. That's not just a buff, that's an open admission the current talent is useless to the point of broken. Nothing should need that much of a bump this far into the game's existence. It'll be good when it's available, but meanwhile we're left with the fact we've been working with a gimped talent for around a year here with no fix.
Matazuma Jul 20th 2008 6:52PM
Thx blizzard keep nerfing us mages, because we know that you love seeing us writhing in pain on the floor. and as you kneel down beside us and push that dagger deeper and deeper in our dieing souls, but no its not enough you as twist it!!
For our pain amuses you doesn't it?
Minutia Jul 21st 2008 11:19AM
Answer me this.
Why is it that so many non mages are interested in mage works? Particularly Pallys and Locks?
I like the new Arcane, i used the arcane tree without the obvious buffing and a few of the new talents have me juiced. I really love the magic absorption talent that got the buff from hell, 10 resist rate to 80 once leveled. My lord that wasn't a broken talent was it...X8...
Blizzard, just between you me. You messed up, right? It was an oversight. You didn't intend on turning the class of Gandelf and Merlin into the class of butlers and buss drivers.
I'm hoping the new Mage will bring back some respectability to the class. I'm tired of playing my Rogue he isn't nearly as fun as the Mage but frustrating nowhere near as frustrating.
Minutia Jul 21st 2008 12:00PM
oops.
In response to my own post about the Magic absorption talent. To say the talent was broken implies that it once worked correctly. Obviously i misspoke.
Aetius Jul 21st 2008 5:24PM
I'm not so optomistic with where the mage class is going. I'll give Blizz the chance though, if magi look to be the same ol' dog as in TBC, I'll make one of my other toons my main. I'm not going to sit around for the duration of WotLK hoping for upgrades or buffs like I did in TBC.
When I saw the beta details I almost fell on the floor laughing..pathetic. I honestly don't understand how the Devs, probably reviewing all this info on a big screen or board, didn't stop and make the most elementary observation out there..."Hmmm, the mage talents are quite a bit shorter than everyone elses. And half of them are just reworkings of mana cost!"
Hopefully they are just evil and are keeping the good stuff secret. After all, it wouldn't be a surprise party if you knew it was coming.
Then again, listening to Blizz comfort us and reassure us over and over again is like having a cheating significant other who claims they will never do it again...only to return to their ways next weekend.
Joker Jul 23rd 2008 4:10PM
What concerns me more is that arcane is usually seen as the more 'set' tree in terms of damage, focusing more on steady white damage instead of crits the way fire or frost trees do. The crit bonuses and things like that again make me wonder if part of the problem is that blizz can't seem to agree on what the trees are supposed to do.
amirhosein Jul 24th 2008 9:06AM
have you checked the new taleent tree on the official site?
arcane has got a lot of changes it's awesome now:D
SmokeyJoe Jul 26th 2008 3:35PM
I currently play an Arcane specced mage, 50/11/0 spec. I always hate to see everyone say "Fire is raid, sucky pvp, Frost is ok raid, good pvp, and arcane just plain sucks"
I would say that my Spec does pretty well in PvP, I can usually take down other arcane and fire magi. Of course Frost completly Pwns me, but playing frost is a different style of gameplay all together. Arcane for me if more fun than Frost or Fire. Yes, I've speeced both, was frost for a week, Fire I was actually only for a few days.
Anyhow, getting off topic.. I think the new Arcane talents are fantastic, It gives the spec a more equal playing field with frost, as a pvp spec.
I had always preferred to raid arcane spec as well, and the new talents also make the spec look very decent, even for pre T5 raiding. Of course, T5 isnt going to matter in Wrath.
Anybody who QQs about being a mage probably isn't very skilled with their class to begin with.
Basil R. Lee Aug 27th 2008 2:09AM
Thank you for actually playing an Arcane Mage. People always look at me funny for mine. Then again, I don't tend to spec for particular situations. I spec for things that I enjoy. To me, a mage should be the ultimate controller of magic, hence arcane spec.
I have a ton of alts, and I spec however the hell I feel like it, instead of speccing for grinding, and again for raids, and again for PvP (I hate PvP anyways). And before anybody calls me a noob because I don't spend those five talent points in a more raid specific talent, I've been playing for years, know how to play my various roles, and regularly get compliments from people (in and out of PuGs) for actually knowing my role (this is most prominent when I play my main, my hunter, and the healers always /w me after the instance to thank me for actually paying attention to my trapping, and ALWAYS taking a bullet for them, instead of just trying to top the DPS charts).
Anyways, I ramble. I play arcane 'cos I like it, and I really like these changes.
I also really enjoy your article, and I make a point of reading it regularly, even though my mage is one of my lower levels (only my pally is lower). Ignore all the mage haters, and keep up the good work.