Arcane Brilliance: The state of the Mage, volume 3

Every once in awhile, on a semi-regular basis, at randomly determined intervals, Arcane Brilliance (a weekly Mage column that is apparently also self-aware) likes to indulge in a little self analysis. Unsurprisingly, Arcane Brilliance's verdict is usually positive. Arcane Brilliance thinks very highly of itself, an attribute about which you may already have become painfully cognizant, if you have even briefly glanced at any Arcane Brilliances previous to this one.
Yes, we've done this before. But in a persistent game like WoW, where the nature of things are in such constant flux, I like to take a step back every now and again, gain a bit of perspective, and take a long look at the class I love and its place within that ever-fluid world. I choose this week, as we approach the second major content patch of this second expansion of the World of Warcraft, to do so once more.
On my imaginary WoW timeline (and in this case, when I say "imaginary," I mean completely made up), I have patch 3.2 as the literal midpoint of the game, halfway through the game's middle expansion. There will be one more major content patch in this expansion, and then three more expansions will follow. The next will be called "Maelstrom," followed by a fourth expansion called "Return of the Wrath of the Lich King," and finally, the long awaited but ultimately disappointing fifth expansion, titled "This is pretty much it, guys, now go buy WoW 2...um...of the Lich King." It is as logical a place as any to take a look at the state of the Mage class. Join me after the break for as much commentary as you can stand on Mages: where we've come from, where we are at this very moment, and where the class seems to be going as we march on into a future almost guaranteed to be nothing like my imaginary and completely ridiculous made-up timeline.
Mage 1.0
I don't know how well you remember vanilla WoW, but in case you don't, let me tell you something. This whole "class balance" thing Blizzard's been so keen on throughout the last two expansions? It didn't exist in WoW 1-point-whatever. Shamans were fearsome killing machines, Paladins were unkillable but couldn't hurt anybody, Warlocks kinda sucked the way they kinda suck now (not in the way I think they suck, but in a more quantifiable way), and Warriors were the only tanks worth having. Mages, more or less, were the proverbial glass cannons they were designed to be, infinitely killable, but able to top the damage meters with the best of them.
Fire Mages were excellent, but everybody and their mothers specced Frost, since Fire couldn't hit anything in Molten Core. There weren't a lot of Arcane Mages, which may have been because Arcane was a horrible joke of a spec that nobody ever used except as a way to augment Fire or Frost.
There were no such things as Arcane Blast, Water Elementals, or Ice Block. When something decided to smack a Mage, that Mage died, whereas now, in this enlightened age, we have the option of clicking Ice Block, waiting ten seconds, and then dying. Spell rotations generally consisted of endless Fireball or Frostbolt spamming, followed closely by more Fireball or Frostbolt spamming. Mages were generally brought to raids for their food, their intellect buff, a portal at the end, and their perfectly satisfactory ranged DPS.
Mage 2.0
The Burning Crusade brought with it an almost unfathomable amount of change, new spells and talents, and ten more levels of experience. Mages found that if they waited seventy two seconds for the spell to fade out, said three hail mary's and 10 our father's, crossed their fingers, closed their eyes, and wished hard enough, they could turn invisible. They could also steal a random buff from other people, which usually meant that for the cost of approximately half their mana bar they could have Blessing of Might for 3 seconds. The possibilities were endless.
Perhaps no single change altered the game as fundamentally as the advent of Arena combat. Suddenly, each class's relative power when compared to one another was brought into sharp relief. Each class saw its various strengths and weaknesses magnified to crazy proportions, and Blizzard turned its design focus to the never-ending chore of "balancing" the classes.
When the dust had settled, Mages found themselves in a quandary. Their PvE DPS had been eclipsed by Warlocks, Hunters, and Rogues. Even several of the so-called hybrid classes could outdo us on any given fight. With the exception of Frost Mages, we remained the single most fragile class in the game, but had essentially lost the "cannon" part of our "glass-cannon" personas. It got to the point that when the ultimate content of the expansion rolled around, Sunwell Plateau, raid leaders would invite Mages for their Mage tables, then kick them from the raid. Those were dark days. Balancing our class for PvP had stripped it of much of its punch. We longed for a return to the grand old days of being able to dish out punishment with the best of them, even if it meant getting one-shotted by Shamans again.
Mage 3.0
Wrath of the Lich King changed everything. For the first time, the Arcane spec was not only a viable DPS option, it became possibly the most popular Mage build in the game. It wasn't long until it found itself once more playing second fiddle to Fire, but the simple fact that it could even compete was revolutionary. Both Arcane and Frost were strong PvP specs, and Shamans weren't one-shotting anybody.
We had plenty of new toys to play with, from the cool but of dubious value (Mirror Image), to the truly impressive (Living Bomb). We got an entirely new spec to experiment with, the Frostfire build.
But most importantly to Mages, we found we were competitive on the DPS front again. On most fights, we found ourselves fully capable of being at or near the tops of the damage meters, and the universe felt right again.
Mage 3.2...
As the latest major content patch approaches, we are in the somewhat enviable position of only having a few nagging concerns. The worst offenders:
1. Fire PvP viability
2. Frost PvE viability
3. Mana efficiency issues across the board
I've written about these stubborn worries and others recently, and not much has changed since then. Patch 3.2 looks set to bring us a lot of small changes. Here's what we know so far:
Arcane
- Arcane Blast: Mana cost reduced by 12%.
- Invisibility: Can no longer be interrupted by a hostile action or damage done during the 3 second fade time, however an invisible mage can still be stunned or silenced.
- Mirror Image: Images will no longer trigger the death sound when their time expires.
- Empowered Fire: In addition to its existing effects, this talent now also grants a 33/67/100% chance to regain 2% of base mana each time the Ignite talent deals damage.
- Molten Armor: Damage reduced to 75/130 for Rank 1 & 2, Rank 3 remains at 170
- Hot Streak: Now procs any time you score 2 non-periodic spell crits.
- Burnout: now increases the spell's cost on non-periodic spell criticals instead of all criticals. (a similar change to Ignite has since been reversed)
- Living Bomb can now be used on multiple targets at the same time.
- Ice Barrier mana cost has been reduced from 25% of base mana to 21% of base mana.
- Cone of Cold mana cost has been reduced from 29% of base mana to 25% of base mana.
- Frost Ward mana cost has been reduced from 16% of base mana to 14% of base mana.
- Frostbolt mana cost has been reduced from 13% of base mana to 11% of base mana.
- Ice Armor mana cost has been reduced from 28% of base mana to 24% of base mana.
- Ice Lance mana cost has been reduced from 7% of base mana to 6% of base mana.
- Frost Nova mana cost has been reduced from 8% of base mana to 7% of base mana.
- Empowered Frostbolt now reduces the cast time of your Frostbolt by 0.1/0.2sec instead of increasing its critical strike chance by 2/4%.
- Permafrost: In addition to its existing effects, this talent now also causes the mage's Chill effects to reduce healing received by the victim by 7/13/20%.
- Enduring Winter now cannot occur more often than once every 6 sec.
Similarly, the Ignite change will replace some of the mana we lose in the Replenishment nerf, but not all of it. Living Bomb being usable on multiple targets is huge, as we discussed last week. My euphoria has only worn off a little bit since then. I'm still ecstatic about this change and the impact it will have in a large number of PvE situations and in battleground PvP.
Frost was already the most mana-efficient tree; its issues are in DPS output, not mana conservation. That's why the nearly across-the-board mana reductions in this tree mystify me. The only thing I can come up with is that Blizzard felt they had to make up for the Replenishment nerf as they had done for the other trees. That's fine, but what the tree really needs is a base increase in the damage it can do in PvE, not even more mana efficiency. The Permafrost change is interesting, giving Mages a seat on the "Now we get our own Mortal Strike" bandwagon. Again though, this amounts to a PvP buff for a spec that already is quite strong in that area.
...and beyond
So where does all of this leave us? Blizzard's class Q&A for Mages revealed that they consider our class to be pretty squarely where they want it, so I'm not expecting any major change anytime soon. These small adjustments are okay, but our major concerns remain pretty much as they have been throughout this expansion. We still run out of mana too quickly, Fire PvP still isn't up to par, and Frost PvE is still sadly lacking. None of these problems is by any means game-breaking, but neither can they simply be ignored.
So is the Mage class set for now? Are we static? If not, where are we headed from here? Blizzard has stated a desire to make Mages and Warlocks more unique to one another, but their philosophy seems to lean more toward changing Warlocks and leaving us alone.
So what do we think, Mages? Which direction are we going, if any? And where do we want to go? And how many Warlocks do we want to kill when we get there?
Filed under: Mage, Talents, Classes, Raiding, Features, Expansions, PvP, Analysis / Opinion, Patches, (Mage) Arcane Brilliance






Reader Comments (Page 1 of 4)
Xigageshi Jul 12th 2009 1:17PM
Well I can tell you that aside from trying fire again when 3.2 hits, i'm probably just gonna stick with my alts at this point, which saddens me, but if blizzard isn't interested in taking us in any new directions, then i'm more inclined to play something that might change a bit in the next year.
anyone else?
jam Jul 12th 2009 1:35PM
I share your feelings. My mage is my main at the moment simply because that's what the guild needs. After the raid over I log out to have fun with my Druid or Paladin, hoping to get a decent Ulduar run with other alts of our guild. :-p
Sadly, it doesn't look like there's a feral or pally spot opening anytime soon so I'm stuck with my mage. I don't *hate* the situation, as I have a raiding spot in the #1 guild of our server, but I do wish mages were a bit more exciting to play.
Clydtsdk-Rivendare Jul 12th 2009 7:30PM
@kompressah
As someone with both an 80 DK and a 62 (63?) mage, I can tell you that knowing when to use Blink is the most important part of that equation. I once escaped getting ganked by an 80 DK on my mage (granted, he forgot to use the all-important Strangulate) by using Frost Nova when he ran towards me, Blinked after he used Deathgrip/Chains macro (I didn't lose the Chains for whatever reason--I'm not sure if that's how it's supposed to go or not), used my pet freeze, Ice Barrier's freeze-on-break effect, and stalled him to the point where he went after easier prey.
If you're having trouble with any given class, I urge you to google "How to kill a ____ as a _____"; in your case, "Death Knight" and "Frost Mage" (or whatever spec you were using--I couldn't tell)
slimj091 Jul 16th 2009 8:43PM
hey.. it could be worse. you could be a prot warrior in a guild that already has an established prot warrior tank. or a fury warrior that gets laughed at for being fury. or an arms warrior that only gets brought along if no feral druids are on.
personally i'd be quite happy with playing an uninteresting class if it means i get a guaranteed raid slot.
codexx Jul 13th 2009 3:30AM
Mages are finally, FINALLY in a good place.
And you people are QQ'ing that if we're not going to be changing there's no point in playing. Any change right now would be for the worst. We have two viable PvE specs, two viable PvE specs, nothing could change that wouldn't make us underpowered and back to where we were in BC or make us OP, and if we hit that point Blizz will keep nerfing us until everyone's happy, and then we'll be underpowered.
Be happy with how things are now. In some ways, I wish we'd actually get several more patches before another expansion, just so I can keep enjoying it. For now, I'll take solace in the fact that mages are in a good position, and a lot of class changes will be relative to us, since we're fixed squarely near the center of the Balance chart. Hint (the center is "right where we want it" in Blizzard's eyes)
Defoe Jul 13th 2009 4:28AM
At Kompressah:
I agree with your point, but I do question your tactics in the example you have given there.
#1 Use Iceblock for his Anti Magic Shield (green bubble). A general tip for Iceblock is to use it for preventing incoming damage - use it at 80% when your opponent has popped AMS, Cloak of Shadows, Beast Within, etc. Dont use it at 20% because you have run out of options.
#2 Save Blink for the death grip. Dont even use it unless you are deathgripped vs a DK.
#3 Chains of Ice - Use your trinket for chains of ice vs a DK. Also use your Icy Veins (glyph), and Escape Artist if you are Gnome.
Your point about us being very killable is very valid though, we need to pop all our cds just to survive for a small time against classes in Plate who put out the same damage we do in cloth, with short cooldown closiing/snare abilities like deathgrip/Chains.
Phiegethon Jul 13th 2009 5:47AM
Nova + Silence, so that they can't silence or Death Grip you ;D
jam Jul 12th 2009 1:22PM
Great column, as always.
Rakah Jul 12th 2009 1:26PM
tbh if you want to play a fire pvp spec atm you roll a destro lock:(
alpha5099 Jul 12th 2009 1:33PM
Honestly the biggest change Mage-wise for me is the introduction of faction changes. I switched servers a couple months ago to be able to play with my friends. Unfortunately for my undead mage, they played Alliance, so she was left to her own devices on my old server while I switched mains to a draenei shaman. Assuming that the faction change is available to mages below the level cap, I'll definitely be springing for her to join the Alliance so I can return to playing a mage without having to go through the leveling again.
furry Jul 12th 2009 1:34PM
That is one of the coolest pictures I've seen on this site in quite a while. Kudos to whoever took that SS.
Landorf Jul 12th 2009 1:37PM
so did anyone else see the FROSTY MORTAL STRIKE??
Now when people target me first in PvP it will be for a reason instead of a free HK
Mugutu Jul 12th 2009 1:46PM
What's unfortunate is that the Living Bomb change is great for AoE trash pulls in raids...but the Coliseum has no trash.
Charlie Jul 12th 2009 4:31PM
Hahaha, how ironic.
Dart Jul 12th 2009 1:51PM
Funny as always. Christian, never stop writing.
"This is pretty much it, guys, now go buy WoW 2...um...of the Lich King."
Creese5704 Jul 12th 2009 1:59PM
In all honesty I still like frost for PvE. I have a lot of fun with it, and I have been on bosses pushing out more than maxdps.com says I should in my gear. Actually I do more damage as Frost than I do in FFB spec, I think its because I already have a feel of frost spec, I have already honed the rotation and am comfortable with it unlike with arcane, fire and FFB I feel uncomfortable.
Tolkfan Jul 12th 2009 2:02PM
What rotation? Frostbolt frostbolt frostbolt?
krizzlybear Jul 12th 2009 2:13PM
Probably cooldown and pet management. Frost has a few neat tools that it can use, but can only use them once every few minutes.
Creese5704 Jul 12th 2009 2:27PM
Yes when it comes to boss kills I blow all my cool downs proc my bonus crit and sp pot, pop a mana gem (with glyph it gives me a plus 250 sp bonus) and once my pet is down and ivy veins has expired pop my cold snap and keep blasting. I usually (have screen shot proof because had to prove my self before) push out 3200-3400 on a buff, when I am buffed. Considering I am not in all epics I still have 2 pieces I need to replace that are blue to be fully "epic" I think I am doing pretty good. I would be more geared out but I I don't have time to raid as much as I want to atm, because its summer, I have 2 kids and well a mothers work is never done.
JDM Jul 12th 2009 7:21PM
When I first started doing heroics and Naxx at 80, I was Frost, and it did well for a while, but once you get to a certain level of gear, you'll notice that your average boss-fight dps won't be going up too much. It'll feel like a brick wall somewhere around full heroic/Naxx10 gear, which I finally climbed over by going to a FFB build. This pushed my dps much higher, but I just recently hit another snag in Ulduar, and had to go to an arcane build. The FFB build is comparable, but slightly less dps for me. Personally, I think this is due to the high-mobility Ulduar fights require, compared to the stand-and-nuke ones in Naxx. FFB has such a long cast time, it's difficult to push as much dps as you can in Arcane. /opinion
Anyhow, what I'm trying to say is while it's nice you can push 3k under full procs/cooldowns, what's your average dps over say a 5 minute duration? Anything close to that? If you've got yourself about 1600+sp and 20%+untalented spcrit or so, you might want to give FFB a try. You could be pleasantly surprised.
I do love frost, and wish it were raid-viable. When raid's over, I swap back to my frost dual-spec to go have fun.