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 4 of 6)
ash Jun 14th 2009 2:03AM
What I wanna know is where the hell's my World of Megaman!
Come on Capcom, get on it.
tgcam Jun 14th 2009 2:15AM
i once used amp magic on my friend before a duel as a joke. being a noob at the time he thought it was helpful.
Hailene Jun 14th 2009 2:19AM
Dunno if someone said this but Unending Breath is very far from useless. I use it all the time when questing, and the minor glyph gives you a bit of swim speed to boot :)
Now Sense Demons is worthless... and the only time I ever use Hellfire is to get past doors I don't have the key to.
Dart Jun 14th 2009 2:58AM
"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."
And this is why Christian is an AMAZING contributor to WoWInsider.
Josh Jun 14th 2009 2:37AM
Are you joking if a mage cast mana shield on my lock i would dance for glee...wait i'm losing mana instead of health darn it now i have to cast life tap and spend 700 health to get back 3000 mana how while i ever survive
Kylenne Jun 14th 2009 2:19PM
And while you're tapping, we're nuking you into the ground.
Thanks for playing. :)
Senitor Troll Jun 14th 2009 3:02AM
Mana Shield Just make it regular shield for a flat mana cost.
Amp and Damp Magic. Take the negative effect off of amp and damp magic and cut the positive effect to 100. Or remove damp magic. Have amp magic decrease spell taken by 50 and increase healing taken by 50. Make it a raid wide buff.
Arcane Fortitude. This talent is the biggest joke since Wand Specialization. Remove it or have it buff something useful to mages.
Also!
Make Deep Freeze usable to PvEers. This talent is a joke.
Make Scorch Debuff apply full effect with one application without a glyph.
Make it so Mana Gems and Health Stones no longer share the same cooldown and increase the charges to 5.
I am awaiting the flames of how OP these changes would be. I only ask that you actually take an objective look at them. Consider that a few of them only benefit certain specs and take into account the actual math behind the buffs.
nonentity Jun 14th 2009 4:21AM
You forgot one spell - Mirror Image.
It's our freakin Lvl 80 spell, it should be something goddamn awesome. The idea of it is actually awesome, love the general idea of of Mirror Image.
But for a lvl 80 spell it's extremely dissapointing.
It may have it's merit in PvP but in PvE, in raiding I find myself at a loss what the hell it's good for.
Aggro-Dump? Any competent mage shouldn't have to worry about his aggro and if for once he actually does, Mirror Image isn't going to help one bit really.
More often than not it's only purpose is distraction - of the raid. I don't know how many times I have been called out to get away from somewhere or to stop attacking that target when it actually was one of my clones. People usually realize it after a sec or two or something, but it certainly doesn't help.
I throw the spell out whenever it's up but that's just for the heck of it, just "because".
It doesn't to any kind of serious damage, it doesn't help with aggro really... It doesn't even help as a random-CC anymore, which was one of the few actually benefits of this spell.
What the hell is that spell good for other than PvP, please, anybody, enlighten me.
I've come to hate our lvl 80 spell and I hate feeling that way about a spell that should be awesome.
Ceradene Jun 14th 2009 6:47AM
I really don't know how your gear is or what content you are raiding, but if you're a TtW/fire mage raiding Ulduar 25 you do have to watch your threat a lot of times. Mirror Image is very useful on fights like Razorscale or Hodir (if you know how to properly utilize the buffs on this fight you WILL get close to the top of the aggro meter).
Mirror Image, among others, will also give you the edge at the beginning of a fight and allow you to go all out and nuke from the very start. By the time the spell wears out, the tank should have more threat than you, which gives you an obvious advantage over other DPSers who have to hold back at the beginning of every fight.
nonentity Jun 14th 2009 7:37AM
I'm raiding FFB raiding Uldaur 10 and 25. Maybe it's because we got a damn good bear tank but I can usually start all-out doing damage and he'll keep the aggro. I'm usually very close to him but he'll manage to keep it.
Only on fights like Hodir and Vezax where I put out much more damage than usual aggro becomes an issue, even more so if I get interrupted during the 3 secs invis takes to take effect.
But even in those cases I don't feel like Mirror image does a lot to help there.
Faar Jun 14th 2009 4:58AM
Wand spec. was great for leveling and grinding. Don't knock stuff if you don't know how to use it. ;)
placebo Jun 14th 2009 8:21AM
Chugging Mana potions does far more for leveling and grinding than those 5 (I believe 3 after some patch?) talent points in wand specialization ever did.
Faar Jun 15th 2009 8:29AM
And then you just head off to netherstorm to pick netherblooms to make more mana potions, yes? ...Right. Not very cost effective solution that idea of yours, is it?
Evil Midnight Lurker Jun 14th 2009 5:08AM
If you're running around on the surface with just a mage and a tank, doing ordinary quests without a healer, Dampen Magic can make your life that much easier.
WoW isn't all about instances, y'know.
Christian Zugrav Jun 14th 2009 5:36AM
i post this from somewhat of an indifferent pov....while i agree that amplify magic is useless and does need some mods....your suggestions to improve mana shield are hilarious.....mages may be the softest of the clothies but to change the mechanics of mana shield is a pitiful attempt at QQ.... a well-played mage with mana-shield up is a beast...end of story.....moar QQ pwease
zakurohitashi Jun 14th 2009 5:57AM
What about making Arcane Fortitude a reverse Anti Magic Shell that protects you from physical damage for 5 sec absorbing 75% of the damage dealt by physical attacks (up to a maximum of 50% of the Mage's intellect)
jL Jun 14th 2009 7:49AM
Even though I don't play a mage at level 80, I must say I enjoy this column very much. Light, humorous and witty. And I even enjoy playing my lowbie warlock more than than my lowbie mage =P
Keep up the good work!
Nathanyel Jun 14th 2009 8:11AM
Dampen Magic is quite useful when soloing, though not many non-dungeon-mobs use magic anyway. Has some use in 2/3man arena, when you don't have a healer. Though you could click it off when you encounter a team with only physical DDs, especially when their healer is a druid or paladin (no offensive dispel)
Mana Shield is a great soloing tool for all non-frost specs (levelled 1-70 as fire, to 80 as arcane) though it increases your downtime a bit. Arcane doesn't really bother, though. 2min Evocation can cover that, and most enemies don't reach you anyway with Slow on 'em.
theRaptor Jun 14th 2009 9:14AM
"Mana Shield is a great soloing tool for all non-frost specs"
No, no, it isn't. Level First Aid as you go and you never really need to eat. Christian is absolutely right all it does is drain your mana. As fire you can easily get off two fireballs and a fireblast before a mob touches you, most of the time you can then frost nova and do it over again. Playing a Mage since classic there have been a handful of situations where I have needed to eat because my health is low while my mana is high.
Chilling a mob with ice armour and then running or blinking for range has always been my standard when they didn't die in a single rotation.
Nathanyel Jun 14th 2009 9:24AM
Using Ice Armor as Fire is probably even more mana-consuming than keeping up Mana Shield for emergencies (several adds, Frost Nova on cooldown - you can't use that on every pull, btw, CD too high) as Mage Armor grants better mana regen, and even Molten Armor grants crit and thus a higher chance to regain mana.
If the mob doesn't reach you, fine, Mana Shield eats no mana except the initial cheap cost. But once the mob (or more) starts beating on you, you need Mana Shield.