Cataclysm Class Changes: Mage

Some of the major highlights:
- Flame Orb (available at level 81): Inspired by Prince Taldaram's abilities in Ahn'kahet and Icecrown Citadel, this spell allows the mage to cast a flaming orb that travels in front in a straight line, sending beams that cause fire damage to passing targets. Once it's cast, the mage is free to begin casting other spells as the Flame Orb travels. While the spell will be useful to any spec, Fire mages will have talents that improve it, possibly causing the Flame Orb to explode when it reaches its destination.
- Time Warp (level 83): Grants a passive Haste effect much like Bloodlust or Heroism to party or raid members. It also temporarily increases the mage's own movement speed. Time Warp will be exclusive with Bloodlust and Heroism, meaning you can't benefit from both if you've got the Exhaustion debuff, though the movement-speed increase will still work even when under the effects of Exhaustion.
- Wall of Fog (level 85): Creates a line of frost in front of the mage, 30 yards from end to end. Enemies who cross the line are snared and take damage. The mana cost will be designed to make Wall of Fog efficient against groups, not individuals. This spell is intended to give mages a way to help control the battlefield, whether the mage is damaging incoming enemies (Blizzard can be channeled on top of Wall of Fog) or protecting a flag in a Battleground. 10-second duration. 30-second cooldown.
- Arcane Missiles is being redesigned to become a proc-based spell. Whenever the mage does damage with any spell, there is a chance for Arcane Missiles to become available, similar to how the warrior's Overpower works.
- We are planning to remove spells that don't have a clear purpose. Amplify Magic, Dampen Magic, Fire Ward, and Frost Ward are being removed from the game, and we may remove more.
In World of Warcraft: Cataclysm, we'll be making lots of changes and additions to class talents and abilities across the board. In this preview, you'll get an early look at what's in store for the mage class, including a rundown of some of the new spells, abilities, and talents, and an overview of how the new Mastery system will work with the different talent specs.
New Mage Spells
Flame Orb (available at level 81): Inspired by Prince Taldaram's abilities in Ahn'kahet and Icecrown Citadel, this spell allows the mage to cast a flaming orb that travels in front in a straight line, sending beams that cause fire damage to passing targets. Once it's cast, the mage is free to begin casting other spells as the Flame Orb travels. While the spell will be useful to any spec, Fire mages will have talents that improve it, possibly causing the Flame Orb to explode when it reaches its destination.
Time Warp (level 83): Grants a passive Haste effect much like Bloodlust or Heroism to party or raid members. It also temporarily increases the mage's own movement speed. Time Warp will be exclusive with Bloodlust and Heroism, meaning you can't benefit from both if you've got the Exhaustion debuff, though the movement-speed increase will still work even when under the effects of Exhaustion.
Wall of Fog (level 85): Creates a line of frost in front of the mage, 30 yards from end to end. Enemies who cross the line are snared and take damage. The mana cost will be designed to make Wall of Fog efficient against groups, not individuals. This spell is intended to give mages a way to help control the battlefield, whether the mage is damaging incoming enemies (Blizzard can be channeled on top of Wall of Fog) or protecting a flag in a Battleground. 10-second duration. 30-second cooldown.
Changes to Abilities and Mechanics
In addition to introducing new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.
New Talents and Talent Changes
Mastery Passive Talent Tree Bonuses
Arcane
Spell damage
Spell Haste
Mana Adept
Fire
Spell damage
Spell Crit
Ignite
Frost
Spell damage
Spell Crit damage
Deathfrost
Mana Adept: Arcane will deal damage based how much mana the mage has. For example, Arcane mages will do much more damage at 100% mana than at 50% mana. If they begin to get low on mana, they will likely want to use an ability or mechanic to bring their mana up to increase their damage.
Ignite: All direct-damage fire spells will add a damage-over-time (DoT) component when cast. The flavor will be similar to how Fireball works; however, the DoT component will be much stronger.
Deathfrost: Casting Frostbolt places a buff on the mage that increases the damage for all frost, fire, and arcane spells. The only damage spell that won't be affected by this buff is Frostbolt.
We hope you enjoyed this preview, and we're looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
New Mage Spells
Flame Orb (available at level 81): Inspired by Prince Taldaram's abilities in Ahn'kahet and Icecrown Citadel, this spell allows the mage to cast a flaming orb that travels in front in a straight line, sending beams that cause fire damage to passing targets. Once it's cast, the mage is free to begin casting other spells as the Flame Orb travels. While the spell will be useful to any spec, Fire mages will have talents that improve it, possibly causing the Flame Orb to explode when it reaches its destination.
Time Warp (level 83): Grants a passive Haste effect much like Bloodlust or Heroism to party or raid members. It also temporarily increases the mage's own movement speed. Time Warp will be exclusive with Bloodlust and Heroism, meaning you can't benefit from both if you've got the Exhaustion debuff, though the movement-speed increase will still work even when under the effects of Exhaustion.
Wall of Fog (level 85): Creates a line of frost in front of the mage, 30 yards from end to end. Enemies who cross the line are snared and take damage. The mana cost will be designed to make Wall of Fog efficient against groups, not individuals. This spell is intended to give mages a way to help control the battlefield, whether the mage is damaging incoming enemies (Blizzard can be channeled on top of Wall of Fog) or protecting a flag in a Battleground. 10-second duration. 30-second cooldown.
Changes to Abilities and Mechanics
In addition to introducing new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.
- Arcane Missiles is being redesigned to become a proc-based spell. Whenever the mage does damage with any spell, there is a chance for Arcane Missiles to become available, similar to how the warrior's Overpower works. The damage and mana cost of this spell will be reworked to make it very desirable to use when available. This change should make gameplay more dynamic for the mage, particularly at low levels.
- We are planning to remove spells that don't have a clear purpose. Amplify Magic, Dampen Magic, Fire Ward, and Frost Ward are being removed from the game, and we may remove more.
- The ability to conjure food and water will not become available until higher levels (likely around level 40), as we're making changes to ensure mages generally won't run out of mana at lower levels. Once mages learn how to conjure food and water, the conjured item will restore both health and mana.
- Scorch will provide a damage bonus to the mage's fire spells. Our goal is for Scorch to be part of the mage's rotation and a useful damage-dealing ability, even if someone else is supplying the group with the spell Critical Strike debuff. Scorch will provide the mage with more specific benefits, which can also be improved through talents.
New Talents and Talent Changes
- Arcane Focus will now return mana for each spell that fails to hit your target, including Arcane Missiles that fail to launch. We want Arcane mages to have several talents that play off of how much mana the character has and give the player enough tools to manage mana.
- The talent Playing with Fire will reduce the cooldown of Blast Wave when hit by a melee attack, instead of its current effect.
- Pyromaniac will grant Haste when three or more targets are getting damaged by the effects of your damage-over-time (DoT) fire spells.
- The Burnout talent will allow mages to cast spells using health when they run out of mana.
Mastery Passive Talent Tree Bonuses
Arcane
Spell damage
Spell Haste
Mana Adept
Fire
Spell damage
Spell Crit
Ignite
Frost
Spell damage
Spell Crit damage
Deathfrost
Mana Adept: Arcane will deal damage based how much mana the mage has. For example, Arcane mages will do much more damage at 100% mana than at 50% mana. If they begin to get low on mana, they will likely want to use an ability or mechanic to bring their mana up to increase their damage.
Ignite: All direct-damage fire spells will add a damage-over-time (DoT) component when cast. The flavor will be similar to how Fireball works; however, the DoT component will be much stronger.
Deathfrost: Casting Frostbolt places a buff on the mage that increases the damage for all frost, fire, and arcane spells. The only damage spell that won't be affected by this buff is Frostbolt.
We hope you enjoyed this preview, and we're looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
In addition to commenting, don't forget that we're also looking for guest posts on the above changes.
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.





Reader Comments (Page 1 of 15)
Moonfaxx Apr 10th 2010 2:59AM
Woot! Mages! :D
Moonfaxx Apr 10th 2010 3:00AM
Perhaps I should note that I've fought sleep just to witness these changes!
WaterRouge Apr 10th 2010 3:03AM
Me too....I can finally dream happy...
Zalvi24 Apr 10th 2010 3:02AM
i cansay im not quite happy with the mages talents coming to cata
Moonfaxx Apr 10th 2010 3:17AM
Long live the fire mage! Down with the arcane tyranny! But in all seriousness, it sounds like arcane will at the very least be made interesting. It was more interesting when it was all about knowing how to manage your mana... and in a way, it seems like Blizzard feels that it should return to that.
But I'm a fire mage at heart. Here's to hoping fire sees plenty of PvP love! And for my frost and arcane friends, some PvE love and greater-than-2-button love, respectively.
Starlin Apr 10th 2010 3:49AM
Yes! As a fire mage, I approve of this preview! Thrilled by the new spells! Definitely worth the wait!
Tomatketchup Apr 10th 2010 10:48AM
ARE YOU TIRED OF YOUR USELESS MAGE? HAVE YOU EVER WONDERED HOW YOU COULD CHANGE THE MOST STUPID DECISION IN YOUR LIFE?
HI, BILLY MAYS HERE WITH THE CLASS CHANGER, THE PRODUCT THAT LETS YOU CHANGE YOUR MAGE INTO A WARLO-*beaten to death by mages*
esticki1975 Apr 10th 2010 7:54AM
Ive been waiting all day and most of the night for this! not very impressed.
Wowcoholic Apr 10th 2010 8:37AM
...why, as an arcane mage, am I not as excited as I want to be....
Oh right, I'll do my max dps at full mana, which means I'll never live up to my true potential...
/wrist
Szass Apr 10th 2010 10:07AM
I'm underwhelmed.
The new spells sound neat but will be nerfed into the ground.
Remember how cool mirror image was gonna be 2 years ago? Yeah,look at it now.
How about FFB, that one was gonna be cool too.
The arcane spec will be dead if the Mana Adept change goes live.Less mana = less damage?
That's like telling a warrior the more rage you get the less damage you do.
It seems like they are getting rid of some of the spellbook clutter by removing some basically obsolete spells, like low level food, amplify magic and the like.Spell ranks will be gone too.
This, I think is a good thing. I have way too many pages to sort through when looking for something and too many useless buttons taking up space on my UI.They could keep frost/fire ward, but I don't use them much anyways.
Time warp? I thought bloodlust was someone else's job. Meh, something else to keep me from casting a nuke.Its not enough I have to move and screw up my rotations every time a boss sneezes?
Wall of fog? Yeah like that's gonna stop a rogue. Not!
I guess I don't see what all the excitement is about.
xxxsnowflamexxx Apr 10th 2010 11:02AM
You're complaining because mages are getting a BL, and you don't want to have to push one extra button once every ten minutes?
Szass Apr 10th 2010 11:22AM
I didn't ask for a Bloodlust. I don't really want a Bloodlust.Like I said, I thought that was someone else's job.
I'm pretty sure most mages weren't thinking yesterday,"Boy Oh Boy I hope we get a bloodlust."
I already have enough things to keep track of and/or hit at the wrong time.I already have enough clickies to increase my spells.BUT, it isn't explained very well I guess and it says passive in the description, I guess I'll need more info on that one.
I was hoping we were gonna get something COOL. Like the weapons in Naxx.
Spectral Weapon - Summons a random spectral weapon to fight for you for a limited time.
Maybe it could be like a minor mana drain, so you could summon more than one , but the more you summon the quicker your mana goes.
That would be cool.
Sum Guy Apr 10th 2010 11:35AM
Hi all! plz re-read time warp, its NOT an on use haste. thx. (though it is worded badly) think of arcane empowerment. :)
Sky Apr 10th 2010 12:11PM
@Wowcoholic
I think what they are trying to do is making the other two trees viable. They don't like it that 99.99% of the mages are specced arcane and honestly i don't like that either. They are doing this through a combination of arcane nerfs and fire/frost buffs. Personally, as an arcane mage I welcome this change. The arcane spec is too simplistic right now that dps is too dependent on gear and other issues (latency) rather than player skill.
Talia Apr 10th 2010 1:08PM
@sumguy: "plz re-read time warp, its NOT an on use haste"
Direct quote from the blue post: "Grants a passive Haste effect "
Who needs to re-read, now??? Hmmmm??????
thegatherer Apr 10th 2010 1:21PM
I actually agree with tomato....using health to power spells sounds like a warlock ability, not something a mage would want to do.
But while we are at it, want a pet too?.....
Talia Apr 10th 2010 1:45PM
Ugh, downrate my comment, please. I was reading an emphasis on haste, not on passive vs. on-use. *shame*
Though I also admit some confusion in the wording of it all. It's a spell, not a talent, so it must be on-use to some extent, not constantly passive. It also says "temporary movement speed increase", so if it's always on, what determines when the speed increase happens? WTB clarification?
A1CYancy Apr 10th 2010 2:35PM
If it's a passive ability, won't that be worse than a click to use haste ability. Right now Bloodlust is used to get over certain humps in boss fights like the last 5% of health, leeching swarm etc. If it's passive, who's to say it won't happen during supmerge or some other worthless time. Now you get the exhausted debuff and can't benefit from BL or Time Warp. O.o
I agree with giving another class a BL but I don't think it should be mages. Give it to a class that doesn't bring quite so much to the raid already. Bloodlust makes it so every raid NEEDS a shaman. Spread the wealth and give it to someone else.
Socialcockroach Apr 10th 2010 2:58PM
@szass
It is true that some spells could be nerfed, but that doesn't mean that these ones will be - though I can say for sure that they will at least see some changes before the end.
More importantly, I don't think you are really giving much thought in to how the mechanics might play out. Lets start with Mana Adept. We don't know exactly how much it is going to boost your damage. It might be entirely possible that at around 50% you might be doing comperable dps to other dps trees and at 100% you are doing double the damage of every one else. This will allow you to do one hell of a lot of burst right up front.
Time warp might indeed be "something else to keep you from casting a nuke" but it will take you what? 1 gcd every ~10 min? OH MY GOD!! MY ROTATION IS RUINED! You are also forgetting the speed increase it will grant you for what ever perposes you have in mind.
Finaly we get to wall of fog. It is true that it wont stop a rogue in his tracks but it is clearly stated that that is NOT the perpose of the spell to begin with. For instance, lets say you positioned the wall just right so that you cut off the enterances to the flag room, making it impossible to avoid if some one wanted said flag. Lets say you see a large mounted group charging your direction... bam! Wall of fog and get out of there. There are loads of ways of using this new mechanic. You are just fearful of something new.
Kakistocracy Apr 10th 2010 3:00PM
But... but... but... I use frost ward!
IF you absorb the damage of a spell, you can sometimes ignore the other effects of the spell, like not getting stunned by the last beast's breath in ToC.
Hmm, if they're dropping useless spells, I guess we can say good bye to frost fire bolt.