Arcane Brilliance: Patch 3.3 PTR changes for mages

It's the weekend, and that means it's time for another edition of Arcane Brilliance, the weekly mage column where the boys are boys, the girls are girls, and the warlocks are smoking husks that only vaguely resemble the humanoid shapes they once assumed.
We're taking a small break this week from our ongoing leveling guide parade. There are some things we need to discuss, you and me. We need to have a talk. Don't worry! It's nothing bad! We're getting a pretty sweet buff, actually. Well, arcane mages are, anyway. We just wanted to discuss it with you, that's all. Oh, we're sorry! Did you think Arcane Brilliance was breaking up with you or something? No, we'd never do that! Arcane Brilliance still thinks you're sexy.
See, it's this whole patch 3.3 thing that's happening right now. It's got Arcane Brilliance all hot and bothered. The other columns are too busy to talk to Arcane Brilliance about it. Totem Talk is all excited about "new totems" or some other such nonsense, Lichborne is too busy being overpowered, and Bood Pact... well, you didn't hear it from me but Blood Pact is written by a warlock. I know! Right here at this otherwise reputable website! Also, Blood Pact smells funny. I think it's a gland problem. It's very embarrassing. I shouldn't be telling you this. And Blood Pact drinks its own pee. Okay. That's enough. I'm done now. I've said too much. Keep this to yourself, all right? Loose lips sink ships and all that.
Jump on past the break and we'll discuss the patch 3.3 changes for mages.
Let's begin with the biggie:
Arcane
- Arcane Empowerment: This talent now also grants 1/2/3% increased damage done by the mage's party or raid for 10 seconds after the mage gets a critical strike with Arcane Explosion, Arcane Missiles, Arcane Barrage, or Arcane Blast. This effect is exclusive with Ferocious Inspiration and Sanctified Retribution.
This change will finally provide Arcane with actual, honest-to-goodness raid utility. This is essentially the same buff that Beast Mastery hunters and Retribution paladins bring, but just like Arcane mages, those specs have relatively low raid representation. More often than not, we'll be providing a buff the raid might not otherwise have access to.
The buff itself is a flat 3% damage increase for the entire raid. It lasts ten seconds, and refreshes every time you crit with one of your damage-dealing spells. Arcane mages aren't Fire mages, but we still crit with a respectable amount of frequency. This buff should be up pretty much constantly, as long as we're alive and casting.
Couple this with the sizable DPS buff we're currently enjoying thanks to patch 3.2.2, and Arcane is in a very good place right now. We're competitive with the other two top DPS specs (Fire and Frostfire), have a lot more gem/enchant/gear flexibility thanks to our lower effective hit cap, and now bring this pretty spectacular raid-wide buff to the table. Plus we're just plain fun to play. It's good to be an Arcane mage. For the next five minutes until they nerf us again.
The other changes aren't nearly as significant, but are worth mentioning.
Pets
- Avoidance (passive): Now reduces the damage your pets take from area-of-effect damage by 90%, but no longer applies to area-of-effect damage caused by other players.
On the other hand, this change sucks. Why? Because the majority of Frost mages don't spec Frost for it's raid viability anyway. We spec Frost because it's purely and simply the best PvP mage spec. And this, my friends, is a clear PvP nerf.
No really, it's cool guys. You don't need to actually target my water elemental to kill him! Just kill him with splash damage while you kill me at the same time! It's fun, convenient, and you'll be home in time to watch Fringe. Avoidance no longer applies to PvP damage. Whee. The good news? The same nerf also goes for hunter pets, and best of all, warlock pets. At least we can Arcane Explosion that felpuppy to death now. We're not alone in our pet fragility.
Fire
- Flamestrike: Some ranks of this spell had an incorrect cast time of 3 seconds. All ranks now share a 2-second cast time.
The other changes all share the same theme: lower mana costs for spells at lower levels. The official patch notes read like this:
- Spell Mana Costs: These costs have been reduced for almost all lower level spell ranks. In general, if a spell decreased in cost with a higher level rank in patch 3.2.0, that spell now has the decreased cost at all ranks. In addition, spells learned before level 20 with reduced cast times and/or durations have even further reduced mana costs, proportionate to their reduction in cast time or damage.
Arcane
- Conjure Water, Amplify Magic, Arcane Missiles, Arcane Explosion, Conjure Food, Dampen Magic, Mana Shield, Conjure Mana Gem, Mage Armor, Arcane Brilliance, Arcane Intellect had the mana cost of their lower ranks reduced.
- Fireball, Pyroblast, Blast Wave, Scorch, Dragon's Breath, Fire Ward had the mana cost of their lower ranks reduced.
- Ice Barrier, Frostbolt, Blizzard, Ice Armor, Cone of Cold, Frost Ward had the mana cost of their lower ranks reduced.
This will be helpful for all of us who will be running out on day one of Cataclysm and rolling a Worgen or Goblin mage. Don't scoff. You know you'll be doing it too. You think we don't see all those doodles of lycanthropic wizards you keep drawing on your trapper keeper at school? We totally do.
One other random change I like from the patch notes, though it isn't specific to mages:
Enchanting
- Black Magic: This enchantment now sometimes increases haste rating for the caster rather than inflicting the caster's target with a damage-over-time effect. It is also now triggered by landing any harmful spell rather than inflicting damage with a spell.
This is still the very earliest version of patch notes for a patch that will probably be on the PTRs for a very long time, so we'll have to wait and see how everything pans out over time. I'm hoping for more exciting changes to come. Though the focus of this patch looks to be Icecrown Citadel, and not class changes, I'm still stoked to see what the rest of the testing process holds for us. If there's a major change, you'll see it in this space.
The next few weeks will bring more installments of the leveling guide, so keep us bookmarked if there's a lowbie mage anywhere in your future. Even if there isn't, stop by anyway. Come for the patch note updates, stay for the gratuitous warlock-bashing.
Filed under: Mage, Patches, Analysis / Opinion, Features, Classes, Talents, Buffs, (Mage) Arcane Brilliance






Reader Comments (Page 1 of 3)
Mugutu Oct 3rd 2009 12:08PM
I don't have any definite numbers, but Black Magic seems to have a 30-45s internal cooldown and procs almost instantly after that cooldown is up. In other words, it's insanely good for longer fights, but for short fights and PvP the SP enchant might be better. Let's see what EJ has to say about it, at least, but that's my experience.
Turtlehead Oct 5th 2009 12:51AM
I suspect it's not better than straight SP but it may be. Procs very generally are weaker than steady damage and particularly dial-damage-on-demand (on use verse proc trinkets, execute range, etc.) Dial wins because you can hit hardest when you NEED to blow stuff up and can sync them with boosts like hero/blood.
It is a cool change though, however it pans out. More options good.
From post, "Especially Arcane Mages, for whom haste is valued higher than it is for the other specs." For masochists doing raid frost/torment, haste in decent gear (25 Naxx+) is equivalent to SP. Only way to gear frost raid and stay joke instead of "is she even here?"
Namus Oct 5th 2009 11:16AM
According to the EJ 3.3 mage thread:
Enchant Weapon - Black Magic changed to 250 Haste Rating instead of a garbage DoT.
Warning! Beware of Haste Caps. 50% for Fire (Pyro/LB), 150% for Arcane (AB/MBAM).
Confirmed Data: 10s duration, 35s or less CD. Proc rate most likely 35%.
With that behaviour, you have at least 30% uptime. It beats 68 SP on one-handers easily and 68 SP on staves by a small margin.
http://elitistjerks.com/f75/t30655-wotlk_complete_mage_compendium_3_3_ptr/
So speaks elitist jerks and so it is written :P
WampaBoy Oct 3rd 2009 12:09PM
Thanks for the informative post! My mage will be looking forward to the changes, looks like I am going to have to respec as arcane.
zleepnir Oct 3rd 2009 12:12PM
Pointing out "Bood Pact".
I'm hoping enchants such as Black Magic become more useful. It's silly to even have them in the game when they are vastly outperformed by the boring spellpower enchants.
nicki-frederiksen Oct 3rd 2009 5:17PM
Yeah, it's silly cats get to have their fancy Mongoose enchant when all we have is a enchant that is pretty much a huge sp gem.
Proc enchants' level of fun > Static enchants' level of fun
WoWie Zowie Oct 3rd 2009 12:21PM
rejoice for that raid wide dmg buff
now i don't have to worry about my fire crit buff to be overwritten by a lock
bubblemaster49 Oct 3rd 2009 1:00PM
even though they are the same buff and provide the same raid-wide bonus....
MazokuRanma Oct 3rd 2009 2:06PM
@bubblemaster
Are you reading the same column? Warlock buffs are inferior on general principle! ;p
James Oct 9th 2009 12:24AM
It's not always equal. Actually, if they take all 5 points in Improved Shadow Bolt its better than our scorch (5% Crit vs our 3%), but I digress.
If the lock decided to spec 1/5 points in Improved Shadowbolt, and they cast that Shadowbolt, it overwrites mages Scorch still, even though that would be a 1% compared to our 3%.
Sad mage I am indeed.
Though, after reading this, I now know why all warlocks breath smell bad. Drinking pee... that's just gross.
Aigarius Oct 3rd 2009 4:43PM
How did you get your lock to get the crit buff up? All our mages are arcane and all our locks are in some weird spec where they never cast a single shadowbolt, so what we struggle with is that we need to force someone to get on a secondary spec with lower DPS just to provide that spell crit debuff on the boss.
Eli Oct 3rd 2009 12:21PM
"Splash damage"? Say what? Does that even exist in-game? That doesn't even count as AoE anyways, so splash damage doesn't matter.
Honestly, how many people use AoE abilities (besides those cheap ones like Arcane Explosion and that one priest one) in arena? The ones that do all have team ratings so low that they're all playing against each other in a never-ending downward spiral.
Charlie Oct 3rd 2009 5:25PM
Um.... FoK rogues anyone?
Maymer Oct 4th 2009 6:07PM
Yes, you're right. Because things like Bladestorm, Thunderclap, and Sweeping Strikes are totally imaginary AoE attacks that can do splash damage for warriors aren't they?
"Hey Generic Arena Fighter 1, I do believe that warrior right there is in hot pursuit of us"
"Never fret Generic Arena Fighter 2, he can only single target us. That weird thing he is doing that makes him spin like a top? Just in our minds! Totally imaginary. Also those bizarre white and yellow numbers that seem to appear above our heads whenever we're in pain or something. They don't exist."
"Thank goodness Generic Arena Fighter 1! I was also going to worry about that strange midget of a mage...gnomes I do believe they are called, figured they were just footballs or some strange anti stress device to hit...is coming right at us spouting random purplish domes!"
"Yes my young, foolish DK...I mean Generic 2... friend. It would be a problem, but since it supposedly causes splash damage, it won't hurt us. Splash damage from any attacks just don't exist!"
"Thank you master Pally....I mean Generic 1"
Eli Oct 5th 2009 5:31AM
My bad, when you say splash damage I think of "Fire spell at X, hits X, and effects of spell radiate and do reduced damage to nearby opponents"
Herandom Oct 3rd 2009 12:53PM
Dear mr Belt I love every column you write. I don´t even play on my mage anymore but I still read every word you write. Btw I´m rerolling goblin mage in cata, finnaly I can be short, ugly and throw deadly balls of fire, ice and strange energy without going through Dun Morogh!
HHUK Oct 3rd 2009 12:49PM
Bood lol.
Jamie Oct 3rd 2009 12:58PM
I bood myself, whatever that means.
Coik Oct 3rd 2009 1:05PM
I actually kind of wonder about the Flamestrike "bug fix." Ranks 7, 8 , and 9 are the ones that currently have a casting time of three seconds, which means that if the cast time is a bug/error, it's been in the game since the earliest days of BC (rank 7 Flamestrike is available at level 64). Myself, I had just figure it was following the trend of increasing cast times with ranks, like how Fireball started out at 1.5 (those were the days) and now lasts somewhere around 3 minutes...or at least seems to. :)
Now, I admit that I'm not a programmer, WoW has 14 gajillion lines of code and changing one thing can cascade into tsuanmis like so many quantum butterflys and ex cetra, but it seems weird that it would sit so long at three seconds if the intended casting time was two seconds. On the other, I can't really see a reason why Bliz would dress up a buff as a bug/error fix, either.
Dunno, the whole thing just seems a bit odd.
Artificial Oct 3rd 2009 2:03PM
It's easy to see. When adding the new entries into the table for the higher ranks at BC release, someone either miskeyed or was just had the wrong number in their head with regards to casting time for that spell. Later, people saw the longer cast time at the higher ranks, but because that's not entirely unheard of for spells (as you note), no one reported it as a bug because they thought it was intentional. It was probably only upon reviewing all these spells for the kind of changes they've been making this patch that someone actually noticed this who knew it wasn't meant to be.