Arcane Brilliance: Ch-ch-changes

Each week, Arcane Brilliance fills your head with as much Mage-related information as it can. You may have wondered how our signature buff works--how exactly does a Mage make you smarter for an hour? Well there you have it: we shoehorn this column into your brain with a flick of our fingers. That's how awesome Arcane Brilliance is, not only does it entertain, it also actually makes you more intelligent. For an hour. Or until a felhunter eats it.
It's Saturday again, and you know what that means: you guessed it, everything I'm about to write will be completely obsolete in about 15 minutes.
I'm not even sure where to begin this week. I was planning to turn this column's attentions to the Frost tree, but how can I ignore the vast and fairly sweeping changes the other two trees have undergone in the past seven days? The answer? I can't.
Still, I don't want to short-change the Frost tree. So here's the plan. I'm going to deal with the most drastic of the changes to the other two trees this week. Next week, barring another giant list of new craziness, we'll lay our hands upon upon that new Frost tree and wring it dry.
So what's new, you ask? Lots of things. Come back after the break for more newness than you can shake an epic wand at.
This isn't going to be a full list of the changes in the current build of the Wrath beta, because it's a sad fact that I simply don't have room here to go over all of them. Check the updated Mage talent calculator to find out the full breadth of what's in store. Today, we'll be going over what I consider to be the most interesting changes to the Arcane and Fire trees.
Here's the thing. Like many other Mages, I've spent the weeks following the Wold-Wide Invitational feeling bitter, confused, a little bit betrayed, and increasingly pessimistic. For so long, it seemed as if every other class was getting an unending buffet of pure awesome, while Mages were being served the Living Bomb pu-pu platter. We got little to no information on the direction Mages would be taking in the new expansion, and what we did get was decidedly underwhelming.
In the past couple weeks, the floodgates have apparently been opened. I don't think any of us can still argue that Blizzard is still ignoring us as a class. Whether or not you agree with how things are shaping up, it's apparent that our class is getting a substantial overhaul. To be frank, I'd been feeling so negative for so long that it has actually been difficult to allow optimism to take root. After two weeks of constant change, I'm actually going to allow myself to become excited, and whether you share my growing positivity or not, it may be time for all of us to stow our pessimism for awhile and allow our class to take shape. Then, of course, we'll likely still complain (we are Mages, after all), but at least it'll be educated complaining.
Here are the changes I'm most interested in, both good and bad:
Fire Tree Changes
This talent was a pretty clear-cut stinker in previous builds, but no longer. Here's what it does now: At max rank, and only when below 35% health (yikes), it reduces all physical and fire damage taken by 20% (yawn) and reduces the casting time of Pyroblast by 3.5 seconds (whoa). Now, when I asked to be a glass cannon again, this wasn't exactly what I meant. I'm not thrilled about the prospect of having to sit below 35% health to do my best DPS, but I have to admit the concept of spamming 1.5 second Pyroblast casts (after the overall change to Pyroblast to reduce it to 5 seconds normally) in a raid is pretty exciting.
As mechanics go, the idea of purposefully pulling aggro early in a fight to get our health knocked down to the optimal range then casting Ice Block to drop aggro and telling the healers not to heal us so we can then pump out Pyroblasts at the speed of a Scorch spell and pray we don't get hit again...well that idea is certainly interesting. We signed up to be Mages to be glass cannons. I'm not sure any single talent could possibly make us more glass and more cannon at the same time than this one does. The 20% reduction in physical and fire damage taken isn't likely to make us any less vulnerable to being one-shotted when sitting around 35% health, but the sheer DPS potential if this mechanic is exploited properly may offset that risk.
This talent finally gives us a way to mitigate the single most damaging effects to Mages in the entire game: silences and interrupts. It comes early in the talent tree, which means it can be taken with a great majority of builds. The way it will work, as I understand it, is that whenever you are hit with any effect that silences or interrupts you, you become immune to any other silencing or interrupting effects for a full 10 seconds. Combined with the new Mage Armor, which will reduce the duration of all harmful magic effects (including silences) used against you by half, Mages will no longer be able to be completely crippled by well timed silences and interrupts. This will really help in PvP, and I can't wait to see the look on that felhunter's face when he can't silence me. Is it possible to look frustrated when your face consists mainly of teeth?
This talent no longer sucks. At max rank, the talent still gives you an extra 25% critical strike damage bonus, at the cost of extra mana. The difference--and this is major--is that the added mana cost is only 5% of the cost of the spell, as opposed to 1% of your total mana. To give you an idea of the change in real terms, if you are critting with Pyroblast, in Wrath you will be charged an extra 35 mana. That's 5% of the base 700 mana cost of the spell at max rank. Previously, assuming your mana pool is around 12000 (a very conservative estimate of it at level 80), each critical strike would have cost you an extra 120 mana. I would have to say that the extra damage provided by this talent is now worth the cost.
This talent used to only apply to Fire spells. It now increases damage done by Fire, Frost, and Arcane spells, making it a very useful debuff to apply for every type of Mage. You will want one Mage with this spell in every raid you attend, and every other Mage and Warlock in the raid will want one as well, regardless of spec. Stacked 5 times, the debuff will increase damage done by those spell types by a flat 15% at max rank (the spell hasn't been updated yet on Wowhead, so the above tooltip is incorrect). That's sizable.
This is another talent that no longer sucks. Previously it only increased damage done to 3 or more targets by fire-based AoE spells. Now it applies to just about every AoE spell in a Mage's repertoire, including Blizzard (which means it will be possible for Blizzard's ticks to actually crit now, an exciting change all on its own). This is a nice AoE buff for every spec, and though the idea of being kings of AoE still doesn't precisely thrill me, this certainly helps it look slightly more appealing.
This is a brand new talent, and it's an interesting one. I don't know about you, but I don't use Flamestrike. It takes too long to cast, costs too much mana, and by the time you get it off, your targets have likely wandered out of its area of effect. This talent appears to be an attempt to make the spell more relevant. At max rank, it gives your Blast Wave and Dragon's Breath (both far more useful AoE spells) a 45% chance to make your next Flamestrike instant cast. That could potentially be quite devastating. It'll proc about every other time you use those two spells, which means in most fights you'll have the option of an instant cast Flamestrike or two. This has some fairly intriguing potential in PvP settings, as well as certain raid encounters. It should prove to be a noticeable upgrade to Mage AoE DPS, which again isn't all that exciting to me, but may be to you, and certainly bears out Blizzard's plan to make us the best at this particular aspect of the game.
Arcane Tree Changes
My personal favorite:
Removed.
This was shoved into the spot previously occupied by Wand Specialization (which we shall never speak of again), and has been buffed slightly. It will still only be taken by PvP Mages for a bit of extra survivability, but maybe not even then. Even as a fairly dedicated PvP Mage myself, I'm still not sure I'm anywhere close to being willing to spend 3 talent points on converting 150% of my intellect into armor. Estimating a level 80 intellect stat of something around 900, that's a buff of 1350 armor. It'd be the equivalent of giving us two thirds of one piece of plate armor. Whee.
They've essentially added one more rank to this talent, meaning it will now reduce all damage taken by 6% and the fade-out time of Invisibility by 3 seconds at max rank. The major change here is that fully talented, this will make Invisibility instant. That's right, Mages, we finally have the spell we wanted. It won't ever be Stealth (which is the way it should remain), but it will be an instant aggro-drop, and an instant survivability talent, and completely awesome in Arenas. I'm very excited about this.
They seem to have moved this one around a bit, connecting it to Presence of Mind instead of Arcane Concentration, and also changed it to affect PoM in addition to Clearcasting. This may seem like a small change, but for a PoM-Pyro Mage, it is a substantial buff. An extra 30% chance to crit with my giant instant cast cannon macro? If you insist.
There are other changes, but I'll let you guys discuss them in the comments. These are the ones I found most intriguing, but I'm sure there are others that piqued your interest. What say you, my fellow squishies? Are we heading in the right direction? Are you concerned? Pleased? Am I right or wrong to be optimistic?
Talk it over, and let me know how we feel, guys. Next week we really will be talking about the Frost tree. I promise.
Filed under: Mage, Analysis / Opinion, Expansions, Classes, Talents, Buffs, (Mage) Arcane Brilliance, Wrath of the Lich King






Reader Comments (Page 1 of 2)
Idontlikerouges=) Aug 2nd 2008 1:29PM
ohhh i like the changes ill start thinking about respecing.
Chilblain Aug 2nd 2008 1:18PM
These talents that make us "the best at AoE DPS" are far less effective when they force us to be in the middle of the mobs we are AoE'ing down. Stand in a group of Abominations in Hyjal and see how long you last. A better solution would be to fix the mechanic of Flame Strike and how it's cast.
...and I'll never understand why Blizzard thinks we want to be AoE kings anyway.
Nick Aug 2nd 2008 1:40PM
Well if your still raiding hyjal at 80 then i can see how that would be a problem...
Nick S Aug 2nd 2008 4:01PM
i never had trouble with the aoe packs in hyjal, actually. 4000dps from arcane explosion and the mobs rarely batted an eye at me.
if you're getting killed there, talk to your pally tank.
Schadow Aug 2nd 2008 5:13PM
"Well if your still raiding hyjal at 80 then i can see how that would be a problem..."
It would be so completely unlike Blizzard to recycle fight mechanics...
Akussa Aug 2nd 2008 1:18PM
No greater mullet has ever existed then the one worn by David Bowie in that picture.
Shionia Aug 2nd 2008 3:05PM
so so true :p
(Hm, Lich King meets Goblin King .. sounds like fertile ground for fanfiction :p)
/end_offtopic_rambling
Sicko Aug 2nd 2008 1:19PM
I dont have a mage so i didnt bother reading the article, but i wanted to drop a comment so you know that pic is the most epic thing i've seen here in a while.
Jorelian Aug 5th 2008 11:27AM
My god, yes.
Stolen and made into avatar. Thank you, wowinsider.
Magichastie Aug 2nd 2008 1:19PM
Don't want to be mean, but, this won't be obsolete in 15 mintues, it's been obsolete for three days now.
http://www.worldofwarcraft.com/info/classes/mage/talents2.html
Most noticeably (I think) Firey Payback/Pyroblast. Pyro's back to 6 seconds (so 2.5 sec cast when below 35% health) and giving pyro a 5 sec cd with this talent.
Also, I found it strange you didn't mention Focus Magic, as I believe you said you are mainly arcane (I could be wrong though, and you're only arcane for pvp).
Alavan Aug 9th 2008 12:33AM
hmm, i guess what you were talking about must have been a short "lets try this" change, because pyro is back to 5 sec. and blast wave knocks back again. Fiery Payback still makes pyro have a cooldown, but that was expected considering the PvP ramifications of spamming pyroblast as if it were scorch.
I lol'ed when you commented on AB being obsolete and then after a short while you became obsolete yourself.
Magichastie Aug 6th 2008 1:20PM
Heh, ya as AB said so many changes anything we say won't matter for very long.
Juliah Aug 2nd 2008 1:22PM
I definitely won't be taking Fiery Payback in its current incarnation. Too risky in the cost-benefit analysis, in my opinion.
Matazuma Aug 2nd 2008 1:34PM
Imp scorch is a nerf to fire mages but a buff to arcane and frost mages.
Arcane Potency seem to exploitable.
World in flames still sucks but slightly less.
Burning Determination seem really bad to me in the end your still gonna get Silenced.
Arcane Fortitude plain sucks.
Prismatic Cloak this I am Digging!
Frank Aug 2nd 2008 1:34PM
i LOVE doing AoE damage! flamestrike is one of my faves. i just freeze the mobs in place, back off a couple steps out of swing range, and ramp up flamestrike. by the time the freeze wears off, the flamestrike hits right after that. works for me.
Kaleb Aug 2nd 2008 2:26PM
Honestly I'm really excited about the Arcane Tree. Wait... Living Bomb Drains mana now? That seems pretty cool.
Dah Aug 2nd 2008 5:21PM
While AoE is fun an all, it's...well...pretty useless in high end raiding and PvP. For the most part, you only need a moderate amount of AoE to get through places. Unless they make it so you specifically need tons of AoE and can make tanks viable enough to hold threat through this big spike fire AoE they are pushing on us, there's not much point.
I'm just hoping deep arcane can be a strong, viable raid spec, otherwise the temptation from hunter stuff may make me switch mains into WotLK.
Virdus Aug 2nd 2008 2:34PM
Quite simply put, I wouldn't have a problem with using spells like Flamestrike more often if the AoE casting interface wasn't so clunky.
Easy way of fixing this spell, make it targeted instead of grounded, and make the ground DoT a Dot on the player called "AGGGHH! I'M ON FIRE!: Target bursts into flames, dealing XXX amount of damage to him and all targets within 5 yards every 3 seconds" instead.
Now you have a spell that can actually be used on targets that are not running in a straight line, and one that will never miss everything due to poor placement design.
The real problem with the current flamestrike is that it pretty much has to be used on rooted targets. This isn't bad when solo AoE grinding (What's left of it anyways), but really limits the ability to use in a dynamic environment (Aka, anything else, since not even mods being tanked stand still all the time). This hurts the spell, because the risk of missing puts a strain on it due to the mana cost, and the damage scaling of it is so low that it is better to use something else. Add that the ground DoT almost never (Or from what I have experienced, never at all) fully used, so more wasted damage.
Many of these changes look very promising, supposing that they fix the underlying mechanics that made these spells a problem to begin with.
But Burnout is still lacking, due to it being weaker than Spellpower (25% with downside vs 50%). I still think this spell needs to be rethought.
Empowered Fireball has the same benefit for only 3 points now, which is nice, but it is seeming to be lacking on scaling still compared to other spells. Considering that Frostfire will likely being replacing fireball for a raiding spell, this talent looks pointless. Something added to it, like affecting other spells or increasing the affect to fireball would make this a keeper though. (Maybe make it affect Pyroblast as well?)
Fiery Payback looks devastating but the added cooldown will prevent it from being spammed. It will allow a Fireball, Fireball, Pyroblast rotation when below 35%, which will greatly boost DpS and DpM. You can substitute Fireball with Frostfire as well, which is a double bonus. Now if only we could have a way to hurt ourselves to reach that 35%...
When it all comes down to it though, Double edged talents don't work. Fiery payback is decent(atleast, more than likely more) because it offers a benefit when we are in dire straights (They only have to make sure Pyro isn't going to suck in WotLK like it did in BC due to deep fire Fireballs doing more damage). Burnout is still a waste not only because it is weaker than another talent that easier to get in another one of our trees, but it also has a drawback of reducing our DpM, like how the old Improved Fireball/Frostbolt tax did.
The Hammer Aug 2nd 2008 2:32PM
Fiery Payback is going to be great, utterly great, for soloing. 1.5 secs for pyroblast? Yes, yes, yes, and yes.
Also, Blast Wave getting a knockback? Woot!
@Magichastie: Those talents may themselves be outdated, as the new patch came out yesterday, and...
http://forums.worldofwarcraft.com/thread.html?topicId=8199569973&sid=2000
But yeah. I'm happy about being fire again now.
Magichastie Aug 2nd 2008 2:38PM
Oi, another patch.
From what I see there, Firey payback still gives 5sec cd.