Arcane Brilliance: Highly ineffective!

Each week Arcane Brilliance puts on its game face and comes to play. It always gives 110% and leaves everything on the field. In fact, you might say that Arcane Brilliance just wants it more than the other team. Or something.
I think we can all agree that the first few Mega Man games were awesome. In case you just moved here from rural Nepal, or were raised Amish, or just awoke from a thirty-year coma or something, let me tell you why. The graphics were astounding for the era, the music was and always will be some of the catchiest game music ever created, and the games were incredibly challenging and fun. The Mega Man series introduced us to an awesome gameplay concept: you start out as a small blue robot with a tiny little pea-shooter on his arm, but each time you kill one of the games multiple robotic bosses, you get to use its special weapon from that point on. You kill Crash Man, you get to use his bombs. Take out Quick Man, you get to use his sweet, sweet boomerangs. Metal Man lends you the use of his metal blades. Much like in WoW, each time you bested one of the game's bosses, you couldn't wait to see what new weapon would drop from him. You worked your way through each level, dying repeatedly, trying out new strategies, until you finally downed the boss and claimed your reward, and for the most part, the reward was worth the effort.
Except for Mega Man 2's Bubble Man. His weapon sucked. It was called the Bubble Lead, and it was terrible. This special weapon was a large ball that rolled along the ground really, really slowly, crushing the dreams of young gamers everywhere as it went. It was kind of powerful when it hit, but so cumbersome and difficult to use that nobody ever bothered. The first time you equipped it and tried it out, excited to see what your new weapon could do, you watched that big slow ball of disappointment roll across the screen, and you swore to never use it again. Then you got to the last boss and discovered that the Bubble Lead was the only weapon that could really damage it. Yes, Mega Man 2 is awesome, but it is also iron-clad proof that game designers in the 80's hated us.
Similarly there are several spells in World of Warcraft that also suck. Every class has a couple. And though Mages are otherwise awesome, even we have a couple of bona fide stinkers.
Amplify Magic
What a steaming pile of excrement this spell is. I remember, many moons ago, when my Mage was young and innocent, he hit level 18 and learned this spell. I remember being excited when I saw the name of it. "Amplify Magic," I thought to myself, "Yes, I would like my magic amplified, thank you." Then I realized how the spell worked, and that the magic it would be most likely to amplify would be the stuff my enemies were using against me. I tried to get my 18 silver pieces back, but the trainer refused.
There are uses for this spell, I'm told. When in a group, and when fighting a mob that doesn't cast spells, this can sometimes be useful to cast upon the tank so that incoming heals are more powerful for him. Also, when you're taking your Mage into the Arena, if you have a healer in your team, you might want to throw this up as dispel protection. I think we'd all prefer the felhound ate this buff and not, say, something useful. Haha, felhound, joke's on you.
Also in the "pro's" column: one less spell to make room for on my action bar. Did you know that there's actually a talent that improves this specific spell by 25%? Yay! The only thing better than a useless spell is a spell that 25% more useless.
How to make it better:
All joking aside, perhaps I'm being too hard on this spell. It functions as the logical counterpart to Dampen Magic (granted, another spell of dubious merit). The whole concept here seems to be giving Mages a debuff to apply to tanks in fights where the benefits of extra healing outweigh the potential for extra incoming spell damage. I can appreciate the design. The problem is that nobody wants it on them. Nobody. I know several people who will automatically remove it if a Mage applies it to them. Put simply: the downside is more-often-than-not greater than the upside, and the opportunities for effective use are way too few and far between.
Either remove the negative aspect to the spell, or tweak the amounts so that the potential benefits outweigh the negatives enough to make the spell worthwhile. Barring that, just rework the spell entirely. I could get behind the idea of an aura or a bubble similar to a Death Knight's Anti-Magic Zone, in which all spells cast are amplified by some small amount. Really, just something different. When you have a spell that nobody uses and nobody wants used, to the point that my Mage is almost always surprised to stumble across it when perusing his spellbook, it may be time for a change. This is a spell that could be removed outright in some future content patch, and the sad truth is that nobody would even notice it's gone.
Mana Shield
Oh dear. See, on paper, this doesn't sound like a bad idea: Mages are magical, right? They chose to learn the ways of magic, sacrificing physical powers in the process. Surely they're likely to have more mana than health. I'm sure they'd all prefer the option to have incoming damage reduce their massive mana pools instead of their meager health, right? Right? Anybody? Bueller?
The problem here is that at endgame, and specifically in PvP, mana is far, far more valuable than health. As long as a Mage has mana, he can keep the enemy at bay. In fact, a common and highly effective anti-Mage strategy employed by opposing players is that of draining a Mage's mana pool. Once you get rid of his ability to cast spells, you can pretty much ignore the Mage, turning instead to killing his teammates.
When a Mage uses this spell to stay alive, he is essentially helping the other team win. He is draining his own usefulness one Mana Shield at a time, and though he may live longer as a result, he will have allowed his enemies to render him effectively impotent.
How to make it better:
This is a pretty common suggestion, and the fact that it actually makes sense is a far more effective testament to the worthlessness of the spell than any I could hope to give: Mana Shield would be 100% better if you could cast it on your enemies. That's not even a joke. It'd make a pretty effective mana drain tool if it was an offensive spell instead of a "defensive" one. I guarantee that If you threw it on a Warlock or a Priest, they'd be pretty ticked off.
Arcane Fortitude
At best, this talent, for three talent points, provides your Mage with about a thousand points of armor. I looked around the talent trees, and I can't find a worse way to spend your talent points. I really can't. This is supposed to be a way to provide notoriously squishy Arcane Mages with some much needed damage mitigation, but a thousand armor points simply isn't worth the effort it takes to click this talent three times during a respec. The sad fact is that if you're a Mage, and you're being hit by the kind of attacks that armor mitigates, you're going to die quickly. This talent isn't going to change that. It might buy you an extra nanosecond or two, but the difference between having it and not having it will be almost unnoticeable. Put your three talent points elsewhere.
How to make it better:
As an idea (granting Mages durability that scales with a core Mage stat), I like this talent. To be practical, though, it needs two things, and they are both absolutely non-negotiable.
First: It can't cost three talent points. For the benefit it provides, that's prohibitive. Two is even probably too much, when you come right down to it. The Arcane tree is already one of the more bloated talent trees in the game. Reducing the cost of a talent nobody takes isn't going to fix that, but it certainly can't hurt.
Second: It has to grant more armor. A lot more. I'm not talking about making us tanks, but at level 80, a thousand armor is a drop in the damage mitigation bucket. The amount granted by the talent needs to be noticeable, and it currently isn't even close. Heck, make the talent convert intellect to resilience instead. The amount granted would have to be far less, of course, but armor simply isn't a stat that helps Mages very much. Adding almost nothing to almost nothing still leaves you with almost nothing.
Icy Veins
Just kidding. This spell is awesome. And don't get me wrong, I love the arsenal we Mages have at our fingertips. We have a book-full of excellent spells, and only a few crappy ones. I'm really just having fun with the three I find most useless. In fact...
...while we're on the subject...
Let me address the many who won't even read these last little paragraphs, and instead will realize instantly that a Mage is saying something negative about something, and will eagerly start typing up a "QQ MOAR" post for the comments section below, or tell me I'm everything that's wrong with WoW.com, or whatever:
Just stop. Seriously. Go find something worthwhile to get all worked up about.
These spells suck. Your class has spells like this too, and you have fun complaining about them in much the same way I do. Unending Breath? That spell's terrible. Does having it make Warlocks suck? Of course not. Warlocks suck all on their own. Zing!
Filed under: Mage, Analysis / Opinion, Features, Humor, Classes, Talents, Buffs, (Mage) Arcane Brilliance
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Reader Comments (Page 3 of 6)
Michael Jun 13th 2009 10:36PM
I am compelled to post this video: How to play a Mage.
http://www.youtube.com/watch?v=u-jHePE6m1Y
alpha5099 Jun 13th 2009 10:46PM
What's wrong with Unending Breath? Granted, it's a highly situational spell, but it's certainly handy if you need it. I don't play a warlock, but I certainly find myself using Underwater Breathing on my shaman frequently enough to not go around accusing it of being terrible.
Elseer Radak Jun 13th 2009 11:18PM
How odd. Two of the spells you make fun of are the two I could made soloing -- never ever grouping -- possible and a blast. Dampen Magic (that happens to dampen poison and dot's) + Arcane Fortitude (dampen physical damage before the shield takes it) = life when solo playing - especially when the situation gets hairy say a spider onslaught, lots of casters get aggro, . For me, as an arcane mage who solos I could figure out WHY I kept dying early levels. The worked it out. Shields UP, Damage Mitigation UP, three mobs at one time? Ooopsies, pulled a forth, sheep him, glub that blue wonder drink, evocation, and BAM! Four mobs and that fifth straggler and his friend he so helpfully pulled on me? DOWN. In quest greens; blink not needed. Sixth came by and bonked on you? no problem. sheep it. blink away and start kiting. hope that seventh does nto get to you before evocation can be used again. you try that without arcane fortitude and dampen magic you'll likely be dead from oom or damage byt he third.
travis Jul 11th 2009 10:14PM
Christian,
I had been reading your posts for awhile now (not sure when I started), but you have started to go downhill. If I were to graph your performance recently, it would look like this http://www.cksinfo.com/clipart/office/charts/Chart-Down-3.jpg
First you started talking about professions - some solid work btw - then moves on, and for 5 WEEKS, you talked about PvP. Granted, a lot of it was good, but you spent a week on addons? Then you next post was a QQ about.... oh yea, NOTHING! About how you have nothing to QQ about, yet it still happens. Then came hit cap... although you set out with good intentions, this stuff is all over the web. That said, again, some nice math done there. And you end with this post: yet another QQ about 3 spells/talents. Seriously? more QQing? Granted you said ways to improve it, you are like every other poster on warcraft.com forums. The first page I go to every day is wow.com, and I always see Hunter, Pally, Priest, Shammy, and a 2 part Warr and 4 part rouge Ulduar guide on the site. The only ones I have not mentioned were Warlocks and DKs, but no one likes them anyways... Still, I would love to open up wow.com one day and see a title like this one: "Arcane Brilliance: What rhymes with Shmulduar but starts with a U". Yea, maybe not like that... but you get the point.
Anyways, I hope you understand what I am saying, and again, I love to read you columns..... even if they are pointless...
-Aeox (Detheroc)
theseacucumber Jun 14th 2009 12:29AM
Dude- we are MAGES, you don't want QQ- then read lichborne or the light & how to swing it. You must be a warlock, i think they're the only people who hate our QQ. (hey if you say that "mages are doing fine, stop QQing" maybe they'll buff warlocks eh?)
I've been waiting for someone to raise the obvious arcane bloat to blizzard but they seem to be somewhat oblivious to this. Good article BTW.
joerendous Jun 13th 2009 10:51PM
that rant on Bubble Man is hilarious and priceless. gg!
Shionia Jun 13th 2009 11:27PM
(Apologizing up front that this comment is somewhat off topic, but the "How to Make it better reminded me of a gchat conversation.)
Conjure Food / Water. Get rid of all the cutesy ranks (or leave them if you will, but only as a cosmetic touch) and the level restrictions on who can eat which. One spell for each. creating a consumable that restores a flat 2% of the eater's HP / mana per sec. (Yes, just like the halloween candies.) No more, 'Oh you're level 68, let me make you a special stack." No more "Drink two, they're small" cracks.
Sarabande Jun 14th 2009 10:53AM
YES!! I agree . . . make a stack of water and it becomes . . . whatever water is appropriate once it gets into the recipient's bag maybe.
When I'm with another lvl. 80 and a few in their 70s, sometimes I forget and drop a table, then get a shy request . . . "Umm . .. I"m sorry but I can't use this. Can I please have lower level bread?"
Ooops. :P
One of the best things they did was make buffs adjust to the recipients' level - not I can just spam the Arcane Intellect on every mana-using toon within range in SW. :D
EK Jun 15th 2009 11:19AM
/Signed
txcroadshow Jun 13th 2009 10:55PM
You forgot the Top Spin. So much more worthless.
Powazul Jun 13th 2009 11:01PM
I personally thought the Crash Bombs were worse than the Lead Bubbles I'm just impatient, I guess. Also, I didn't like that fortress boss.
I also always thought Dampen/Amplify Magic were a funny pair of spells. Not sure what it was, but...
Wolftech Jun 13th 2009 10:59PM
In PVE, Mana shield has saved my butt countless times. First of all, as DPS, we are ususally lowest priority for healers and with the execption of raid wide damage or the random targeting attacks, if we pull agro, its our own damn fault. Anything we can do to help the healers out and not have to heal us as much, betters the raid. Besides, with Evocation, Mana Gems, and pots, mana is easy for us to maintain, regardless of our spec.
And here is my obligatory mage video...
http://www.youtube.com/watch?v=ov07yLusCKs
zappo Jun 13th 2009 11:21PM
Like others here I've found these spells useful, just not mandatory things you must have up all the time. Dampen magic is great for soloing. Not only spells, but remember that poison and such is treated as such too. For that matter if you are REALLY worried about spike damage, this sort of normalizes that. Instead of a huge spike, you get a lesser hit. In turn you heal less, but if you start from a 100% health pool this means you might have more time to get those heals in place (maybe using more efficient gheals instead of panic flash heals for instnace). Not that anyone uses it that way, just an example. There are drawbacks that work in reverse like this of course.
Amplify magic is situational, and by far the biggest problem is that you are given a situational spell, but not really given any control to remove it. In Drak'Tharon on King Dred I always ask for amplify if I'm the tank. Usually the mage has to dig it out... But then I'm responsible for removing it too. Which is annoying because as the tank I have enough to do without managing buffs too. If the mage could put it up for a fight then remove it when they choose I think it would be a pretty good tool.
Mana shield isn't that bad either. You're not supposed to have it up all the time. How much mana do you need when you're dead? zero. If it looks like you are going to kick the bucket anyway, throwing this up might save you.
Avrador Jun 13th 2009 11:31PM
I don't see what's wrong with talents that are mainly useful for soloing, like mana shield and dampen magic. Mana shield is great for escaping bad pulls etc. Just because you don't use it at level 80 doesn't mean it's useless. I can't remember when I last used Seal of Righteousness on my pally, but it still has its purpose.
peagle Jun 13th 2009 11:37PM
Remember wand specialization?
Now there was a useless talent.
yokumgang Jun 14th 2009 12:34PM
Never forget...
Wand Specialization.
Shionia Jun 13th 2009 11:42PM
.
Olicon Jun 13th 2009 11:57PM
There should be a talent that lets Mana Shield blow up. It wouldn't go too well with Arcane Tree (because of range), but Fire Mages would love them. For them, running OOM in PvP is much less of a problem. It should also power up Arcane Explosion while it's active..
WoWie Zowie Jun 14th 2009 12:08AM
if there are no healers, its mana shield time.
if there are no healers, its dampen magic time
amplify magic = almost totally useless unless you're fighting a melee-only boss
arcane fortitude = bliz wanted to throw useless talents in our trees to weed out the bad players.
Molloch Jun 14th 2009 1:23AM
I don't play a mage, never have, but I had to chime in here. If you didn't use Bubble Lead until the last boss then you missed out on getting to TWO-SHOT Heat Man. Two Bubs, and Heats goes down like a sucka.