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.
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Reader Comments (Page 4 of 15)
Henrah Apr 10th 2010 11:07AM
@BrownB
"" I don't see the paladin blessings being given out" ummmm....stares at Drums of Forgotten Kings, scratches head, shakes head sadly and walks away. "
Terribly sorry for being out-of-date, but BoK is only one Paladin blessing.
Shaman totems have very little purpose, Why? I hear you cry, because most of them can be provided by other classes.
How about, BoP, BoSal, BoF, BoSan, BoW, BoM?
These are all available to other classes too, right?.... wait a minute!
Zainir Apr 10th 2010 11:33AM
@Henrah
Blessing of Wisdom is overwritten by improved shaman mana totems. Blessing of Might is overwritten by improved warrior shout. Sanctuary is unique but only available to one spec. Blessing of Salvation is not a buff, nor is Blessing of Protection or Blessing of Freedom. They're simply utility spells.
Erthshade Apr 10th 2010 11:37AM
"Yet, I don't see Paladin Blessings being handed out like candy."
O rly?
Kings: drums anybody can use.
Wisdom: Mana Spring totem.
Might: Battle Shout.
Sanctuary: Okay, you got me there.
To the guy mentioning BoP, BoSalv, etc... please get off the private server and play in the current patch, those abilities don't exist anymore as blessings.
Oh, did I get some reality in your QQ? I'm soooo sorry.
BadAndyMk3 Apr 10th 2010 12:22PM
Battle Shout is better than Might huh?....Ohhhhkaaay...
Docp Apr 10th 2010 12:53PM
The 3% damage reduction of Sanctuary is done by Disc Priests as well.
Oriflame Apr 10th 2010 1:14PM
Spread Heroism around, sure, but why the hell does the copy have extra effects that sound like they make it better than the original?
Now, if like, elemental DPS was actually competitive at all next xpac, I'd be a bit less worried, but damn, shamans are getting screwed with most of these changes.
Kamal Apr 10th 2010 3:05AM
Holy shit, Holy shit, Holy SHIT
Uhh.
WOW
nashikage Apr 10th 2010 3:06AM
Hero for mages! Hell ya!
Chris Apr 10th 2010 3:08AM
Disappointed in the new Arcane spell. Wanted something a little more flashy. Oh well. The Flame and Frost spells are sweet.
Frazzld Apr 10th 2010 3:09AM
Looks like they are trying to get Frost mages out of the one button rotation, I look forward to the challenge.
Roy Inverse Apr 10th 2010 3:10AM
"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. "
What?, really bad, maybe mages will have enough resourses to stay with mana, but what about the other guys in a pug?, dont you hate when the healer needs to mana up often and he forgot to bring water?, or the hunter who still dosnt know how to use Aspect of the Viper?, etc. etc., i think that the conjured water really helps.
kia Apr 10th 2010 3:19AM
I always found the levelling water was never good enough, it seems to lag behind vendor food and just bought vendor stuff anyway >.>
And I've always thought people that don't buy their own food and/or water are lazy and selfish - and I thought that long before I ever rolled a mage. I personally think it's a good thing if healers learn to buy and bring their own water along.
mhelfy Apr 10th 2010 9:30AM
Yknow what you could use to help you calm down? A ice cold glass of milk.
Rjgogators Apr 11th 2010 9:28AM
Hunters will not use mana, they will use focus, so food is only good for the health. Its like Energy.
Shamdark Apr 10th 2010 3:10AM
I'm glad they gave a heroism-like move to a class that is pure dps. I hate when I'm in a healing intensive situation and I'm called on for heroism and I have to let someone get close to dying. Also, as a healer I am not too sure when heroism is most beneficial and I am sure mages will have a better feel for this. Wait! It has a speed buff too?! O.o
Justin Apr 10th 2010 6:38AM
I've read all of the class changes post this week, and as someone with multiple 80s I'm thinking my mage will now become my main through the expansion. I didn't read anything I didn't like up there. The best thing is the announcement of them removing useless spells! Mages are going to be the most common DPS class now, if not already, through the expansion.
Dominace Apr 10th 2010 3:10AM
Mages with Bloodlust? I thought Cataclysm was Deathwings doing...not shamans
BoomingEchoes Apr 10th 2010 12:20PM
Umm.. you got that backwards, Deathwing wants the cataclysm and will bring it to pass, your implying Shamans wanted Mages to have Bloodlust, when its obviously not something shaman would want.
So let me correct your wording: "I thought Cataclysm was Deathwings doing...not MAGES"
Kylenne Apr 10th 2010 3:10AM
Also? "The Burnout talent will allow mages to cast spells using health when they run out of mana."
Somebody's been playing a Blood Mage in Dragon Age!
Déda Apr 10th 2010 3:11AM
looks a lot lika a Life Tap 2.0