Cataclysm: Stat and system changes for mages

Here's the short list of specific things we need to be aware of:
- Stamina - Like all clothies, we'll be seeing a bunch more of it on our gear. The aim is to have our max health be similar to that of plate-wearing classes.
- Spirit - We won't need it anymore. It'll be a healer-only stat, and we'll be getting our mana regen some other way. In other news, there is a God.
- Intellect - Now grants spellpower, but will provide less mana than it does now. I assume this is to balance out our mana pools with all that extra intellect we'll be seeing on all our gear.
- Spellpower - Gone from most gear, the only place we'll now be seing straight-up spellpower that isn't tied directly to intellect will be on weapons, and only to distinguish caster weapons from melee weapons.
- Haste - Still around.
- Critical Strike Rating - Still around.
- MP5 - Gone.
- Spell Ranks - Gone. Every spell will now have only one rank and will scale with level. The levels at which we learn many of them will change, to fill in the gaps.
- Mastery - New stat that will be tied directly to your talents. Supposedly, no matter your spec or class, getting more of this will always, always make you better at whatever it is that you're best at. For me, this means getting more mastery will make my mage incrementally better at making fun of warlocks.
- Existing gear - All of it will change to reflect this new statistical system, but we're being assured that the gear we have now will still be good for us. I have concerns about this, though.
Ok.
Deep breath.
So here's what I'm seeing here. Stat-wise, everything should end up being a whole lot simpler. The only stats we'll need to really balance between will be hit rating (I'm assuming it'll remain basically unchanged, though it isn't specifically mentioned), intellect, crit, and haste. I anticipate the following:
- All of our gear will have intellect and stamina on it.
- Thus, our likely gemming/reforging/enchanting decisions will be between haste, hit, and crit.
- I'm assuming that hit caps will work similarly to the way they do now.
- I'm not at all worried about the loss of spirit, and you shouldn't be either. When they say we won't miss it, I believe them. Hell, I don't miss it already, and it's still here. If you're concerned about any specific talents or abilities that currently make use of spirit, remember that all of those talents will be completely reworked prior to us losing this stat.
- How much value will mastery have? If it's going to be such a no-brainer, always helpful, all of the time sort of stat, will we find it on all of our gear? Or will it end up being something that makes your eyes light up with greed anytime something drops with mastery on it? I absolutely cannot wait top find out more about this stat.
- How will we get our mana regen? Or will we even need it? Will combat be balanced around mana conservation? Evocation-style mana return mechanics? Massive mana pools? Lower overall spell costs? Mana potions? No spirit and no MP5...will mana regen be tied to some other stat, like intellect or mastery? The only thing we've been told is that mana regen for non-healing casters will come via "other systems." This intrigues the crap out of me.
- With the removal of spell ranks, will spells now improve every level? Every other level? How will the scaling work, exactly? This strikes me as a very positive change, overall, and if done right, should simplify the leveling process a great deal.
- We're really going to have to wait and see how the new intellect balances out our mana pool sizes with our spellpower. Is the aim to keep things about the same as they are now, or will the scale tip one way or the other? Larger mana pools to make mana regen less of an issue? More spellpower through intellect, or about the same?
- Will more stamina dull the edges of the whole "glass-cannon" distinction? Or not enough to change things much?
- When existing gear changes, the main thing I'm worried about is the whole "spirit-for-healers-only" change. I don't know about you, but I have a lot of cloth gear with spirit on it. I'm assuming some of that cloth gear will almost have to stay healer-centric to accommodate priests. How will they pick what gear goes healer, and what gear goes DPS, especially when the last expansion homogenized that very same gear so completely?
World of Warcraft: Cataclysm will destroy Azeroth as we know it. Nothing will be the same. In WoW.com's Guide to Cataclysm you can find out everything you need to know about WoW's third expansion. From Goblins and Worgens to Mastery and Guild changes, it's all there for your cataclysmic enjoyment.Filed under: Mage, Analysis / Opinion, Cataclysm






Reader Comments (Page 1 of 4)
Arizor Mar 1st 2010 5:36PM
After reading the full post on Mmo-champion I definately like all the ideas.
Changes for the better imo...
Glad to hear low level gear is getting reworked too - can be so confusing for a newbie.
Rakah Mar 2nd 2010 11:35AM
Any idea how food and water will be handled since they are removing ranks? maybe it will finnally be good at level.
catharsis80 Mar 1st 2010 5:37PM
I actually thought there would be way more changes then they've talked about. I remember talk of removing SP completely, but that's not happening. Int, hit, haste, crit are all still around.
The thing I'm wondering about with Cata is leveling new toons. If there are no spell ranks, does that mean we only need to train once per spell? Cause that would be awesome.
Arizor Mar 1st 2010 5:39PM
Spells only need to be learned once and they will scale with you as you level - like heirloom items do now.
wow Mar 1st 2010 5:49PM
They didn't say SP was going away entirely, you just will never see it on gear (weapons excepted). Similarly, like with AP going away, they want the SP mechanic, but since all your gear always will have int and SP on it, why not just get your SP FROM said int?
Beli Mar 1st 2010 5:39PM
"When existing gear changes, the main thing I'm worried about is the whole "spirit-for-healers-only" change. I don't know about you, but I have a lot of cloth gear with spirit on it. I'm assuming some of that cloth gear will almost have to stay healer-centric to accommodate priests. How will they pick what gear goes healer, and what gear goes DPS, especially when the last expansion homogenized that very same gear so completely?"
Personally, i'm not too worried. I looked at my gear, and if we ignore tier gear (i really, really, really doubt mage tier gear will become "healer only"), I only have 1 piece of gear both with spirit and without hit. Assuming they aren't going to suddenly make healers want hit, that means at most i'll be looking to replace 1 piece of gear.
thebvp Mar 1st 2010 7:09PM
As a priest, you have to understand how awkward this reads. It's like a warrior saying "Hey guys, I use a ton of mail and leather and am a bit concerned with how itemization will turn out in Wrath. What do I do?"
Do as Rossi commandeth in the thread above this one... "Get rid of thine Mail, nub."
My advice to Mages would be similar.
MazokuRanma Mar 1st 2010 7:48PM
@thebvp
Uh, you do realize that mages and priests are the exact same armor class? And that the only stats that don't overlap for us are mp5 (Your stat) and hit (Our stat)? Suggesting this in any way resembles a warrior wearing mail is ridiculous.
An example: a piece of gear with stamina (They all have it), intellect, spirit, +haste, and +crit is a great piece of healing gear for a priest. It is also fantastic gear for a mage that is past the hit cap. It's not a matter of wearing the wrong gear in this situation; the piece works and is designed for both currently.
Mind you, I think Blizzard will take care of this, but your reference analogy is inherently flawed.
MazokuRanma Mar 1st 2010 7:51PM
@thebvp
To clarify, just in case you don't keep up on mage changes, a few patches ago they specifically redesigned our Molten Armor spell to benefit from spirit by converting a percentage of our spirit into crit rating. As such, my mage currently gains about 8% crit chance from spirit; I believe a fully BiS geared mage would get as much as 10%. So right now, it's a pretty good stat to have, though we usually won't stack it. We don't really have to stack it though, right now, it's on all our gear anyway. You can't really say we shouldn't be using it though when they went out of their way to make it useful to us. Don't worry though, we didn't like it in the first place and we don't mind giving it back.
Kylenne Mar 1st 2010 7:54PM
@thebvp: Except that comparison is so freaking offbase as to be hysterically funny, particularly for someone who calls hirself a Priest. Not only is Cloth THE ONLY THING WE CAN WEAR, there is far, far more homogenization currently in cloth gear than probably any other type of gear barring dps leather. Blizzard guaranteed that when they folded +healing and +spell damage into +spellpower way back in 3.0.
As it stands the only real demarcation between DPS and healer cloth is the presence of MP5 or Hit on an item. "Spirit" used to be mostly a healer thing too, but I don't want spirit on my Disc alt, it does fuck all for me compared to say, int or crit or haste. OTOH, I do get some benefit from spirit on my main via Molten Armor, and even more benefit on my deep Demo lock via Fel Armor. That's two DPS classes that get a superior boost from a previous "healer" stat than an actual healer spec. The logical conclusion of all this is things like Disc priests wearing Shadow T10 because it's itemized better for their stat needs (and there's the dubious value of the T10 healer bonus, but this is a mage column). And Blizzard has encouraged the current tangled mess of cloth homogenization by trying to shove Spirit down everyone's throat the minute we stepped off the zeppelin in Northrend.
When Blizzard starts giving Warriors incentives via talents and skills to wear mail and leather items, then you'll have a valid comparison. Until then, you just sound ridiculous.
thebvp Mar 1st 2010 8:46PM
Right, I understand how itemization works for disc and holy. Moreover, I understand that some mage specs benefit more from gear with spirit and without +hit (because the cap is low, talents, etc) than "proper mage dps gear." I also understand that spirit is the second best dps stat for my warlock alt. Moreover, I understand that cloth is the best gear for specs like balance druids which "should" use leather. In the same way, really good melee dps gear for plate wearing classes like warriors is often not plate at all. I don't like it, but I understand it. Especially when you look at distribution of gear for healers (druids, shaman, and pallies only really compete with themselves), I don't like it.
Cataclysm is meant to rectify this. That was my point- that gear is ridiculously skewed.
Arednel Mar 1st 2010 5:45PM
Bye bye Flamestriek rank 8, Flamestrike rank 9, Blizzard rank 9 trick. I loved you so.
*sniff*
Myth Mar 1st 2010 7:48PM
yup ... and I just started getting good at it
MazokuRanma Mar 1st 2010 7:53PM
Didn't they fix the cast time bug though? What benefit is there to this trick now anyway?
Zhiva Mar 1st 2010 9:11PM
Flamestrike ground effects of different ranks stack.
Terhi Mar 1st 2010 5:46PM
What I wonder about in these stats changes is, they keep talking how all your gear should still be ok afterward. Maybe for tier gear that they can alter according to the class its made for that's true, but what about some random dungeon piece that has say, Stam/Int/Spi/SP/Crit? Is that healer gear, damage gear? There are tier pieces for mage and healing priest with the same start arrangement, but which way does the random dungeon piece go?
Is my disc priest who doesn't wear much spirit gear gonna suddenly find herself in all hit gear? Is my mage suddenly going to find herself wearing healing pieces? That's what I worry about, how drops that are fairly goof for both damage and healing going to be assigned?
wow Mar 1st 2010 5:52PM
Mastery, I believe, is going to be tied to the fact that you will get certain stats depending on how far down your respective tree you went.
Back in Blizzcon, I believe, they stated that the rogue tree, for instance, would gain to stats depending on the tree. Assassin would get +% to poisons and AP, combat would get +haste and AP, etc.
Assuming arcane will be a haste tree, I think mastery might be that it flat out increases the benefit you get from your tree itself. If so, it'd be interesting to see how they might balance whether you get more dps from "mastery" or "haste" stat.
Azure Mar 1st 2010 6:52PM
This.
Pretty sure Mastery is tied to how many talents you put into a paticular talent spec. This is similar to Diablo II.
Martin Mar 1st 2010 5:52PM
So how do I give my level 65 buddy some water and food when I can't select a lower rank to cast? Admittedly not a huge concern, but one I can't find an answer to, or think of one on my own.
I like all the changes that I see. I'm particularly interested in the Mastery stat and reforging with regards to what role my tailoring will play in that process.
Tooay Mar 1st 2010 6:02PM
There's already food/water items in the game that restore a certain percentage of your total health and mana, rather than a set amount. That's probably what we'll end up seeing.