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, Patches, Analysis / Opinion, PvP, Expansions, Features, Raiding, Classes, Talents, (Mage) Arcane Brilliance
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Reader Comments (Page 4 of 4)
EK Jul 13th 2009 10:59AM
I love my arcane mage. My guild is progressing through Ulduar 10 (we only do 10-mans) and I compete nicely with the similarly-geared rogue, and the better-geared DK. I'm the best candidate for certain roles on some fights, like the adds on XT and the brittle golems on Ignis (5k hits on demand). I add value to the raid in many ways.
Add an enhancement shaman with that lovely spell power totem, and I'm tops on the DPS meters every fight.
My only issue right now is not actually with the class, but with Blizzard's philosophy on dual-specs and hybrid classes. I have an 80 DK tank and an 80 holy priest for my off-specs, but I can't collect off-spec gear for them while progressing on my main (the mage).
The shamans, paladins, DKs, druids, etc can all collect off-spec gear, but I have to progress manually in every off-spec, doubling my playtime to keep up.
I'd even be okay with that, as long as they couldn't keep up with me on DPS. Don't make them my equal (or worse) at the ONE thing I can do. Blizz has started catering to the hybrids with dual-specs, which harms the pure classes.
Achievements like Glory of the Hero also cater to hybrid classes. Some achievements require two tanks, then two healers, in the same instance. I'd much rather have a shaman or druid running those with me. Mages (and hunters, rogues) get the short straw.
Notice I don't include Warlocks. They can all die in a fire, cradling their fel-puppies.
Jimmy Jul 13th 2009 1:38PM
I've personally always thought, every spec, and every class should never be the same. Nothing needs to be playable by every one of its type or it makes everything the same. Mages need a PvP spec, a PvE spec, and a Utility spec, it sounds just right, and makes us all different. Just like making us equal to other classes. A warlock can beat me yes, but I can beat a DK easy, so it IS a balance in a weird way.
Just a thought, not saying anybody is wrong.
Jimmy Jul 13th 2009 1:39PM
OH and kickass blog post You OWN Christian! Keep up the good blogs thee way you do! :P
Wargo Jul 13th 2009 1:51PM
@David,
You went a little overboard with the QQ. Mages aren't completely helpless. If it was as bad as you say no one would be playing a Mage. You need to practice and get some gear.
@Ryall,
All legitimate gripes, but do you have any suggestions? Remember, despite all those problems, a good Mage can overcome and be successful in PvE and PvP. Our dps is finally competitive now, and I can roll with the best of them in the BGs (I LOATHE the Arena).
I think Firecrow is on to something. I'm fine with our dps as it is now, despite the nerf to Arcane. If you can't give us the damage, then give us the survivability! They should add a talent to the fire and frost trees that increases your resistance to the element you use in exchange for lowering the resistance to the opposite school. I've always considered a frost mage my nemesis when I spec fire. I never go frost. I'm currently Arcane so I don't know what to do with that. I guess increase resistance to Arcane, sure, but what would be the opposite of that? Nature? :P
And I hate to beat a dead horse, but I think Blizz dropped the ball with the Destro spec Lock. It has the burst of fire, with none of the weaknesses. An AoE stun? Give me a break. Destro should be reworked into some kind of Shadow tree, similar to a priest, but add more shadow like skills and talents (Shadow Bolt volley, anyone?). Last time I checked, MAGES were the masters of the elements. XD
edward.king Jul 13th 2009 6:11PM
i think they could still go alot further, close quarter's as a mage is painful..and just cannot always be avoided..water elementles should be perminant...presence of mind should work on evocation for arcane and fire needs a high damage instant spell for it to be viable...if your listening blizzard...the horde should have goblin's :)
buenoexcellente Jul 14th 2009 2:30AM
I know this isn't the site for PVPers, but seriously? You really can't see why they gave us Mortal Strike and decreased Frost's mana costs?
In our PVP tree....
Look at the resilience changes in 3.2 and think about it. I predicted they would have to do this a week after that change was announced.
Deadbow Jul 14th 2009 5:43AM
What the fuck are they talking about "glass cannon" so blizz say we break easily and our spells break us too that's wat they are saying thz blizz for the title
Avantarielun Jul 15th 2009 2:27PM
I like the suggestion about changing the way shields work for our class. I think there might be something really workable in balancing there. Also, instead of ice block, wait 10 seconds, then die... It would be awesome if we got 1 second, or perhaps .5 seconds of invulnerability when ice block fades. That way we could at least have some hope of casting ONE instant spell before we are flattened the moment we drop ice block. Please spread this idea around if you think it's a good one!
Orrine Jul 17th 2009 12:21AM
New PTR build patch notes:
Improved Shadow Bolt: Redesigned slightly. Instead of a 100% chance to apply a 1/2/3/4/5% critical strike increase on the target, it now has a 20/40/60/80/100% chance to apply a 5% critical strike increase
Christian, do I have right to be amused? Sad? Outraged a little? Or I don't understand something? :)
CASPER Jul 17th 2009 9:45AM
I'm not sure if this has been discussed, but has anyone considered the effect that the new resiliance changes will have on Fire PVP relative to the other classes?
It may be a relative boost considering Fire's emphasis on crits.
Milamber Jul 18th 2009 4:29AM
You say that ice block was not included in vanilla wow. This is wrong. I have played since beta and ice block has always been in the game. It used to be a talent in the frost tree but everyone had it anyway because we were all raiding molten core as frost. It was very useful for removing the bomb and general survivability in MC.
Cosmo Aug 5th 2009 4:28PM
Gosh I love your columns! Thanks for a great read and some major ROFLs (really!)