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.
Mage PreviewIn 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.
Patch 5.3 interview with Ghostcrawler
Mystery of the Unborn Val'kyr
The latest patch 5.3 news
All of the latest Mists of Pandaria news





Reader Comments (Page 15 of 15)
Walbunk Apr 13th 2010 7:55AM
"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."
Erm... so, yeah... Fire Ward and Frost Ward are useful, guys... if you're REALLY going to rip a worthless spell out of the mage's toolkit, remove Mana Shield. It SUCKS. Seriously, if I could cast it offensively, it would be the most OP thing ever.
jonstem09 Apr 14th 2010 8:26PM
I think that mmages should have a little more to arcane they they will be putting and i hope they do not remove any of our buffs because they are useful at some point in times like vault +) and many others hear me out my brothers and sister mages we must not lose our buffs!!!!!!!!!!!
David W Apr 14th 2010 7:10AM
For what it's worth, i think they should rather alter Amplify Magic and Dampen Magic to make them viable raid buff spells.
We as mages should be able to (generally) buff DPS, casters and healers with Amplify Magic, and (generally) buff tanks with Dampen magic. Alter the spells to not affect healing received in any way, and make Amplify magic amplify the damage dealt / healing dealt, and Dampen Magic dampen the damage RECEIVED. Then make it so that only one of those can be active on a player at a time. As such the choice is do more damage or take less damage, but without affecting your healers.
Or alternatively - although i don't fully agree with this idea but it's just a thought - allow only one buff of both (shared buff) per mage (similar to pally blessings) on a player, so that could either help boost a DPS or healer, or help protect a tank.
Doesn't that make sense? I really hope that they could do something like that rather than just trashing a currently useless set of spells which could actually make mages more attractive to a raid group other than free food (since CC seems to be sparse these days)
Any thoughts?
tjitze1991 Apr 18th 2010 12:39PM
your idea comes from a good angle, but i believe got enough buffs as it is, i dont believe you want to spend the rest of your wow time buffing others all the time,
i think arcane int is enough :)
David W Apr 19th 2010 5:05AM
Hahah, well yeah, and no.
I don't want to play paladin and buff everyone specifically, but thats not the point. I want Blizzard to not have pointless spells sitting in the game that nobody uses, then take them out with a satisfied announcement that they're "making the game better" by doing so.
I dunno, i'd like the choice to be able to apply a buff to a party member who needs it. As a mage I often feel a little superfluous. Warlocks can summon people. Mages can make food. Whoopeee. heheh. So I thought that perhaps a selective debuff (maximum of one type) could perhaps make a mage more viable for a particular reason.
"Lets get two paladins so we can have might and wisdom" ... that kinda thing (although I know that this will no longer be necessary in Cat ... but it's the concept that counts)
Lol, and ungrateful raid groups (especially rogues) whine when they get Arc Brill ... "Oh thanks for the intellect buff, mage" - my response: "yeah, you looked like you needed all the help you could get" ;)
tjitze1991 Apr 18th 2010 12:23PM
its really nice and all, but what i see again is that mages and rogues get another cutting edge over other classes with their own LoS making abilities.
rogues will have it piss easy to escape from hunters now, and mages will faceroll at everyone now, since they laugh at melee and ranged cant shoot em then when they r low, they already have ice block...what survival CD do they else need?
on the lock page it was said that they wanna increase the mobility of the warlock, to be honest, i dont really see much difference in mobility in wotlk or cataclysm, maybe you should try improving curse of exhaustion since CoE as it is is more like an insult to some locks then a proper slow.
ive also red the warrior page, and those are really cool ideas and all, but i think warriors dont need that, as for pvp i *know* they need something more like a beast within ability, to make em immune to slow/stun or whatever for x secs or have a passive reduction to slow/root effects (not only for protection like it is now). so they may actually have a proper chance to actually beat mages then without having to chase him while spamming spellreflect and timing charges (which 95% of the mages know how to beat with 100% chance to win).
as for the disarm/fear thing it sounds pretty cool, but the warrior will just bash the fear out of him again, and using disarm as a CC may pretty much be a waste of rage coz u have to switch stances and all which gives the other enemy all the time they need to kill you.
another idea may be simplifying the warrior, like the paladin or ench shammy...wars got too much of a rotation to be able to keep a good track on the things that happen around him. i know that as a pally u can spam whatever u want till u see the enemy runs out of HP while cleansing/healing yourself while your abilities are at CD.
if it is like that then the warrior wont fall back on its rotation as much if they want to for example disarm anyone becouse its in between the CDs anyway.
if you like or disagree on my ideas please bother to comment on me :)
Cris Apr 18th 2010 10:59PM
3 words--bad. ass. fireballs.
Now Mages can rofl in wintergrasp when we throw in a few flame orbs into enemy territory. Then Blizzard the hell out of em.
Then, of course, do what we do best -----> die.
These new changes should make Fire PvP a lot more viable in Battlegrounds. Since Battlegrounds will play a larger roll in PvP in Cataclysm this should be cool :D. But it will still suck for arenas.
With all these cool changes, I don't really understand the Arcane changes. If this new Mana Adept thing is a buff, we'll be more badass, but if it is a nerf, incoming Fire Mage raiders.
søren May 4th 2010 2:29AM
OMG they cant take away fireward and frostward - we live on that surviveability vs all most every class, from a pvp point of view.
xfruitbat Jun 7th 2010 9:02PM
It seems as though blizz is trying to find ways to nerf mages without making it entirely obvious because their DPS is higher then average classes...
Less mana = Less damage? That is kinda ridiculous.
I understand that arcane should be about being able to manage mana but seriously, why make players damage suffer to make the class a little harder.
Mages high dps should make up for that fact that we get 1 shot in PvP and in raids.
Mage is a fairly hard class because their low health and cloth armor, thus, why people find them hard to play.
Getting one shot is one thing but now we have to worry about mana effecting dps as well.
Maybe that's just me though...
I guess mages just have to see the real effects when the game comes out to make a harsh decision about it.
It will be nice to not have so much pointless stuff on the bar, that I may or may not need every 1 out of 20 raids or battlegrounds
Hopefully wall of fog will make up for our lack of armor.
Deathscythe Jun 10th 2010 9:21AM
Deathfrost states that frost bolt will not be affected by deathfrost which means guess what.... FFB would fill the void in that rotation if you are specced that far up frost to get the top tier talent the fire /arcane buff wont matter btw since it increases all three of them maybe FFB will get a double damage bonus from the buff?
Zom Jun 15th 2010 9:23AM
"Dampen Magic, Fire Ward, and Frost Ward are being removed from the game" ... I was using them all the time when I used to play; especially effective as fire.
"Arcane mages will do much more damage at 100% mana than at 50% mana." This is bullshit - what if you're fighting endless incoming bitches in a battleground and they're running you out of mana and HP? It should work in the opposite way from a PvP perspective, imo.
Also I used scorch all the time as fire - not as much as arcane or frost... well, the other changes are nice, I could say, but I really hope they don't remove the Wards, I mean wtf ? :)) If I return to the game these following months to get ready for Cata, I'd like to have those spells. Come to think of it, they should remove some spells to make room on the action bars - I've already used almost ALL my button combos and bar slots - but not those spells :P. Btw, I can't wait to do a Wall of Fog in AB (on a bridge, for example) when a group of 3-5 chase me endlessly from one side of the BG to the other!