Arcane Brilliance: Mage changes (or lack of) on the PTR

Each week, Arcane Brilliance reports on Mages and the ever-changing game they inhabit. This week, Arcane Brilliance has discovered, before anybody else, a couple of notes from the next build of the PTR:
Mage:
New spell: Anti-Anti-Magic Shell - Conjures a shell that makes a Mage's spells actually go through that cheap Death Knight Ability, Anti-Magic Shell, making it possible for a Mage to actually kill a Death Knight.
Death Knight:
New Spell: Anti-Anti-Anti-Magic Shell - Conjures a shell that counteracts the new Mage spell, Anti-Anti-Magic Shell.
Removed:
Warlocks
Disclaimer: Arcane Brilliance is totally lying. These patch notes could not possibly be more fake. But Arcane Brilliance can hope, right?
When I posted the Mage changes on Tuesday night, I was hoping that as the week went on we'd get some new information, perhaps some clarification or updated patch notes. Though other classes have gotten those things, Mages have not. I was also hoping that perhaps I'd be able to get my Mage on the PTR to test some of this stuff out firsthand, but that hasn't happened either. I keep checking my empty PTR character list (on the rare occasion that I can actually log in and the servers are up) with my fingers crossed and my brow furrowed, willing my bald, undead buddy to show up there, to no avail. Maybe next week.
In the meantime, I'm stuck doing what I imagine 99.9% of the rest of are doing: waiting and wondering and scouring the interwebs for info. This patch is far from finished, with the testing process barely underway. Some of the changes announced so far won't make it live in their current form, if at all, and there are undoubtedly other changes to come in future PTR builds. Today I'd like to discuss what we were told to expect, what we actually got, and what we hope for, with as little wild, unsubstantiated guesswork as possible (Actual amount of wild, unsubstantiated guesswork may vary). Follow me through the jump, won't you?
What we were told
A few weeks back, Arcane Brilliance posted a list of things we'd been told to brace ourselves for in this patch. You can find the full column here. You can find a brief, conveniently bulleted list below.
- Mana regen from spirit reduced across the board
- Buffs for Mage Armor, Pyromaniac, and Arcane Meditation to counterbalance the spirit nerf
- Replenishment for Frost Mages, replacing Improved water Elemental
- Ice Lance Shatter combos in PvE
- More survivability for Fire Mages in PvP
- Spirit would be made "a more useful and interesting stat for all Mages"
Three of those things are live on the PTR right now. Three of them are not. You'll find the complete list of documented and undocumented changes here.
We got the spirit nerf, as did every other class. 5-second-rule spirit regen was slashed by 40%, meaning that on the PTRs right now, your Mage would only be gaining back 60% of the mana from spirit that he currently does on the live realms.
The good news, though, is that we also got the buffs to our while-casting mana regen spell and talents to help even things out. Here's how it breaks down:
Let's say, for the sake of argument, that you have some spirit, but not a ton, and certainly not enough to enable you to perform a high-kick or backflip on the sideline of a high-school football game. Your mana regen from the current spirit/intellect formula is in the vicinity of 200 per 5 seconds while out of combat. Assuming you have Mage Armor up and have taken Arcane Meditation or Pyromaniac, your mana regen from spirit while casting would be 60% of that 200 per 5 seconds, or 120.
If patch 3.1 were to go live this very instant, your mana regen out of combat would be reduced by 40%. It would be 120 mana per 5, the same as it would have been pre-patch while casting. The spirit-based mana regen allowed by Mage Armor and Pyromaniac/Arcane Meditation has been increased from 30% to 50% (making a total of 100% if you have both), meaning that your mana regen both in and out of combat is identical. You'll be gaining 120 mana per 5 whether you're casting or not.
So basically, I just spent 4 paragraphs explaining why the spirit nerf really hasn't changed anything at all, at least not for Mages. That's what I do, people. I state the obvious in as long-winded a way as humanly possible. Tune in next week for a detailed study on the connection between water and getting wet.
Edit: As pointed out by Xodin below, Blizzard hasn't buffed Glyph of Mage Armor to match the spirit nerf, so we are actually getting a bit of a nerf to our full potential mana regen. If you have the glyph, your mana regen is going down by 10%. If you don't, it isn't. Confused yet? Perhaps a future build will correct this oversight.
Frost Mages got their Replenishment, for better or worse. Improved Water Elemental is gone, and we have a new talent called Enduring Winter. This talent will be three ranks, and it will increase the duration of your Water Elemental by 5 seconds per rank, up to 15%, which is the same as it is now. The change is in the mana regen provided by the talent. Instead of the mana regen only happaneing while the elemental is up, the Replenishment effect will proc 33/66/100% on your Frostbolts, meaning that unless you've died or something, your Replenishment effect will be up pretty much constantly. Though there are already plenty of classes that are able to give Replenishment to the raid and these effects don't stack, this adds a nice bit of raid utility to Frost Mages, and appears to be a active attempt on Blizzard's part to make the spec more raid-viable. Overall, I'm calling this a positive change.
We got a few other changes. Arcane Blast's buff can't be dispelled, which is good but boring. Burnout reportedly now only affects Fire spells, but that change is one of those things that really doesn't alter anything in any measurable way.
We got Polymorph: Rabbit, a fun cosmetic change, but an easy target for those Mages who see this as a flimsy attempt at appeasement for a lack of real change. I can't argue with those Mages...I really can't. Oh well, I guess. All we can really do here is take the spell for what it is (sparkly new pixels) and not what it isn't (anything else).
We've gotten no word yet on how this spell is going to be available, but my money's on it being another silly money-sink, like Polymorph: Black Cat or Dalaran Intellect. I guess I just have trouble finding the need for another in-game way for players to say "Look at me! I have far more money than I know what to do with! Yay me!" I'm sure I'm not the only one. Here's hoping it's obtainable as a drop or achievement reward, or through a quest or something fun. If one of you commenters who has managed to make it onto the PTR knows, please do tell. If you tell us we have to buy it from a vendor in Dalaran for a thousand gold, I will sigh audibly.
We also got a nice number of significant glyph changes and brand new glyphs. Again, you can find the complete list here.
The change to Glyph of Ice Lance seems to be Blizzard's attempt at providing a compelling reason to use Ice Lance on a Fingers of Frost proc in PvE. It's a good reason, to be sure, but I hope this isn't the extent of their work on giving Frost Mages Ice Lance Shatter combos. As it stands now, with this glyph, Ice Lance becomes a perfectly viable option in PvE rotations, which is a distinct improvement for the spell.
Fire Mages should be excited about the new Glyph of Living Bomb, which allows the spell to crit with each tick. This is a good, crit-based DPS increase for a spec that is designed to crit with regularity and do tons of extra damage when those crits come.
Glyph of Arcane Barrage is a disappointing fix to a nerf that I still firmly believe was unnecessary. The spell doesn't do enough damage for the mana in PvE thanks to the spell coefficient nerf, but if you're willing to expend an entire major glyph slot, you can cut the mana cost down to match the damage. I guess the silver lining here is that while the damage nerf was 10%, the mana cost reduction is 20%. Whatever. I turn my nose up at this change. And I'll probably end up getting the glyph. Because I'm a sucker.
One of the new goodies I'm most anxious to try out on the PTR is Glyph of Mirror Image. I'm intrigued by the idea of my mirror images being able to apply a stackable Winter's Chill effect. This could potentially be a way to add some decent DPS to a spell that as of now has mostly defensive value. Will it add enough damage output to be worth a glyph slot? Not likely, but maybe.
Glyph of Ice Barrier is a good one, too. This one will almost certainly become a must for Frost Mages in PvP. It lets Ice Barrier absorb an additional 990 points of damage, which is significant. I anticipate this one going on my PvP dual spec gyph chart.
Frankly, as "meh" as I am about the Mage talent/spell changes, I have to admit I'm pretty stoked about some of the Mage glyph changes uncovered so far.
What we haven't gotten yet
Glyph of Ice Lance's new version doesn't equate to PvE "Ice Lance Shatter combos," at least not in the way I want it to. I hope there's still some fiddling being done with this mechanic. I'm not even sure what I want here, but I know this isn't quite it. Maybe after I see some actual numbers on this, I'll warm to it.
In other news, Fire Mages still have crappy survivability in PvP, and spirit is still neither "more useful" nor "interesting" for Mages. I await future PTR builds with optimism, but so far, neither of these promises has been addressed in any way, shape, or form. Let's hope they're still being spitballed in some Blizzard conference room or another.
Overall, Mages in 3.1 don't seem to be anywhere near a finished product. The changes so far are largely positive, but I think we all want a great deal more. I'm still waiting for something to get me truly excited about my class in this new patch, but hopefully that something is still on its way.
Filed under: Mage, Patches, Analysis / Opinion, Features, Classes, Talents, Buffs, (Mage) Arcane Brilliance
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Reader Comments (Page 2 of 3)
Joshua Nightshade Feb 28th 2009 5:08PM
I normally give these articles a wide amount of latitude and don't throw the "whine" word around, but my god, this column is about the whiniest thing on WoWInsider, hands down.
I hope a lot of it is sardonic irony but I can't help but read it like "Okay! We're giving you a puppy, three cars, a red dragon, six million dollars and your own character in-game, are you happy NOW?" "No, I wanted a BLUE dragon, booo."
Please tell me this is meant as some high quality parody. Please. :(
fauxgt4 Mar 1st 2009 1:01AM
You must be an awfully easy child to please...
When coal in the stocking is the same in your mind as a puppy, three cars, a red dragon, six million dollars and your own character in-game.
That or you just have no idea what you're talking about and obviously haven't read the patch notes and don't play a mage.
I'm going to probably have to go for #2 I think.
muffin_of_chaos Mar 1st 2009 6:03PM
Nah, I agree. I play every class, including mage, and *damn* I'm confused.
Why do mages think they need a buff so much? Inconsequential mana issues? The inability to kill two classes/specs out of thirty in arena, not even that if they choose not to spam one button, which they can in PvE to hit max damage?
Joshua Meadows Mar 1st 2009 6:07PM
@fauxgt4
I'm not talking about the mage changes; I'm not one, and no, don't play one. I'm referring to this column itself. Every week no matter what he's writing about, it's never good enough.
He complained that they made a new polymorph glyph even!
It seems a bit ridiculous. I play a priest, so the spirit nerf affects me as well. But no matter what this column is filled with complaining no matter what happens, or passive-aggressive digs on other classes.
Kadamon Feb 28th 2009 5:15PM
Can someone explain an Ice Lance Shatter Combo to me? I've obviously been misunderstanding it myself.
When Fingers of Frost Procs, I generally cast two Frostbolts...and before the second Frostbolt finishes, I cast Ice Lance. It hits the target as if it's still frozen.
So, am I misunderstanding something?
I also don't PVP much on my Mage and this is all PvE for me.
Enden Feb 28th 2009 5:50PM
The global cooldown used on getting the 3rd charge out of FoF with icelance is actually a DPS decrease vs just casting another Frostbolt and having a chance to proc a new FoF. It's a bit counter intuitive, but the math doesn't lie :( On live, the best possible DPS rotation for frost right now is just frostbolt over and over and over. The glyph change actually makes it a DPS increase to cast the icelance for a 3rd FoF charge, but not by a whole lot, and certainly not enough to compete with Arcane/Fireball/FFB specs.
Kadamon Feb 28th 2009 5:57PM
Hm, I suppose so, yeah.
I'll have to try it on a dummy just to see I guess. It doesn't proc that often for me.
I'd just like to see FoF fixed so it doesn't go away when I use my free fireball.
jesse Feb 28th 2009 5:33PM
i read somewhere they may have changed the model (or skin) for the valorous frostfire shoulders on the PTR...can anyone confirm?
Fizzl Feb 28th 2009 6:18PM
When I was on the PTR my shoulders were a bit more shiny than usual.
Carl Strachan Feb 28th 2009 5:49PM
As far as i'm aware there hasn't been a change to the model, the difference that might have been noticed is probably due to the increased graphics options available on the PTR, making the texture on the shoulders appear different.
Texarkana Feb 28th 2009 5:54PM
The reduction in Hearthstone cooldown can also be seen as a massive nerf to Magic Usurers everywhere, as there will be far less QQ in trade chat asking for portals to Dalvegas.
Wulfhere Feb 28th 2009 6:08PM
Because there's nothing mages love more than being constantly bothered by complete idiots begging for a 'prtaal to Dolarand", am I right?
Moltare Feb 28th 2009 6:41PM
I have a lot of people ask me for a portal to Darn, and then complain when I comply.
Arais Feb 28th 2009 10:58PM
Ok, Everyone who comments on the new icelance glyph always talks about using it in pve, make frost more raid viable, ect. GUYS! this is great for frost pvp, its a 33% damage increase on our most used pvp spell. this will put lance damage (when frozen) considerably above frostbolt, its great! So why is every ignoring that?
Chebu Feb 28th 2009 7:19PM
I'm sorry guys, but the spirit Nerf has a much wider impact than you're allowing it.
My build right now does not have any Spirit reclaiming talent in it. I also don't have any spirit regenerating glyphs on me.
And as they say - it's all about the style of play. For me, the Evocation Glyph has been (literally) a life saver in both raid and quest scenarios. The 2 minute evocation means that I need to make sure that I'm not spamming AB constantly and i have no mana problem.
And when you're running instances, there's always some down time were the spirit kicks in.
So, now I have to waste talent points and a precious major glyph to get back what was "mine" to begin with? That's a huge nurf.
So, lets open a survey - which 3 talent point are you willing to give up?
Chebu Feb 28th 2009 7:21PM
Oh, and one more thought / question -
Do any of you actually use PoM anymore? Except to morph someone as the first shot of Arena PVP?
RickH Feb 28th 2009 8:32PM
What about leveling?
I mean, I know the game is totally about raiding and PvPing at the level cap and nothing else matters at all , but for those few freaks like myself that like questing and leveling alts, nerfing out of combat regen massively will totally suck when you don't have the compensating in-combat regen buffs yet.
If you thought mages had to drink too much before, blecch.
RickH Feb 28th 2009 8:53PM
And not just mages, of course; my balance druid and elemental shaman are going to be in serious pain from this. And they can't even conjure extra drinks.
Xigageshi Feb 28th 2009 9:28PM
I hadn't even thought of that, ugh!
its a nerf to alt-addicted people everywhere really
Pyrotroll Mar 1st 2009 12:07AM
Currently plowing in nagrand at lv67 (alt ftw) my arcane mage
has 195 Mp5 while casting (glyphed mage armour). with the new changes that drops to 176mp5. now i dont see that as a huge nerf. I know lv80 mana regen is alot bigger then at lv67, but thats still a 10% drop in Mp5 and at the end of the day dps on raid bosses.
I feel most sorry for the druids who stack spirit/spell power gems. Means they lose out alot more on mp5