More Cataclysm Changes for mages

- The two new spells Flame Orb and Wall of Fog are not channeled,
- Food and water creation are being removed from the early game as part of a "spend less time eating and drinking" philosophy
- The philosophies behind the three deep Mastery bonuses
- An explanation of the removal of four utility spells.
(And my fire gnome can't wait to add Flame Orb to her list of "Ways to Blow Stuff Up.")
Flame Orb is not channeled. It may have a cast time, but after that is fire and forget. We want to try the line idea because there aren't any spells that work that way currently. Giving it a target to follow makes it feel more like a fancy dot – useful perhaps, but nothing that feels really new. It will be balanced for single-target damage, but if you can launch it in such a way that it will hit multiple targets, then you're just being awesome.
Wall of Fog is not channeled. We don't know yet how wide it will be, but wide enough so that it feels more like a trip-wire than an area like Frost Trap.
We like the basic gameplay of Hot Streak. With lower crit rates all around, we hope that it will feel more like a bonus when it's up rather than a penalty when it refuses to stay up. We may lower the magnitude overall for the same reason.
On Arcane Missiles, the basic spell is pretty cool. The problem is the way the spell works makes the current design hard to balance. It's either too expensive and low damage or the opposite problem. This is particularly true at low level, and meanwhile we think the mage experience at low level is also a little too repetitive. The change is that you can't hit Arcane Missiles whenever you want. The icon is just grayed out. However, when you deal damage, you have a chance to get Arcane Missiles to light up and then you definitely want to hit it. At higher levels Fire and Frost may eventually phase it out in preference for other spells, or if we like the mechanic, it may be something even Fire and Frost do, just less often than Arcane.
On the topic of mastery bonuses, understand that this is a new design for us and very few people have seen them in action yet. We run the risk of specific masteries being so generic that the mastery stat isn't interesting or so complex that what players really like about playing a certain spec gets turned on its head. This is the kind of thing that will require a lot of iteration and the reason we're trying to cover the whole gamut of relatively complex to relatively simple to see what feels right.
The reason behind Deathfrost (Frost mastery) isn't to get Frost to spam Frostbolt more. It's to get mages to spam Frostbolt less. If you hit nothing but Frostbolt, you're wasting the Deathfrost bonus.
We're shifting food and water to higher level because we don't want players to have so much down time at lower level. We're not trying to make it harder to level; we're reducing the need to drink or eat so we're bumping the actual food and water (though it's really foodwater in the case of mages) higher.
The intent behind Mana Adapt (Arcane mastery) is that Arcane currently has a pretty fun mana management game going, at least at relatively high level. We thought it would be fun to extend that concept even further to where Arcane mages that use the mechanics to keep their mana high would do higher dps. I find many of the predictions that Arcane is doomed in PvE based on the very limited information you have at the moment to be quite premature.
On Time Warp vs. Bloodlust, we are really trying to give groups flexibility in who they bring to 10 player raids to an even greater extent than we did in Lich King. We heard over and over that shaman still felt like the one mandatory class in any raid. The more we hear "now there will be no reason to take me over X class / spec" the happier we will be. The reason should be that you're a good player, not that your mere presence makes everyone else perform better. It's fun to feel more powerful in a group – we get that, and we aren't going to completely marginalize group synergy. But it needs to come secondary to the skill of the players involved.
I understand some mages really like Fire Ward or Dampen Magic. Perhaps "no clear role" wasn't the best choice of words, but we are trying to remove mechanics from the game that we think aren't really cutting it. When asking players to put more buttons on their action bars from these new spells, we only think it's fair to try and get some bar space back from the least interesting spells. Don't worry so much about balance at this stage. Many things will need to be tweaked. Worry more about whether it ever felt like a fun decision to use these spells.
For everyone focusing on the RMP Arena comp, I really think you're going to see a shift to more PvP concerns in Cataclysm being about Battleground balance. There will still be players playing Arenas for sure, but a lot of the players currently doing Arenas are going to shift to rated BGs instead.
Wall of Fog is not channeled. We don't know yet how wide it will be, but wide enough so that it feels more like a trip-wire than an area like Frost Trap.
We like the basic gameplay of Hot Streak. With lower crit rates all around, we hope that it will feel more like a bonus when it's up rather than a penalty when it refuses to stay up. We may lower the magnitude overall for the same reason.
On Arcane Missiles, the basic spell is pretty cool. The problem is the way the spell works makes the current design hard to balance. It's either too expensive and low damage or the opposite problem. This is particularly true at low level, and meanwhile we think the mage experience at low level is also a little too repetitive. The change is that you can't hit Arcane Missiles whenever you want. The icon is just grayed out. However, when you deal damage, you have a chance to get Arcane Missiles to light up and then you definitely want to hit it. At higher levels Fire and Frost may eventually phase it out in preference for other spells, or if we like the mechanic, it may be something even Fire and Frost do, just less often than Arcane.
On the topic of mastery bonuses, understand that this is a new design for us and very few people have seen them in action yet. We run the risk of specific masteries being so generic that the mastery stat isn't interesting or so complex that what players really like about playing a certain spec gets turned on its head. This is the kind of thing that will require a lot of iteration and the reason we're trying to cover the whole gamut of relatively complex to relatively simple to see what feels right.
The reason behind Deathfrost (Frost mastery) isn't to get Frost to spam Frostbolt more. It's to get mages to spam Frostbolt less. If you hit nothing but Frostbolt, you're wasting the Deathfrost bonus.
We're shifting food and water to higher level because we don't want players to have so much down time at lower level. We're not trying to make it harder to level; we're reducing the need to drink or eat so we're bumping the actual food and water (though it's really foodwater in the case of mages) higher.
The intent behind Mana Adapt (Arcane mastery) is that Arcane currently has a pretty fun mana management game going, at least at relatively high level. We thought it would be fun to extend that concept even further to where Arcane mages that use the mechanics to keep their mana high would do higher dps. I find many of the predictions that Arcane is doomed in PvE based on the very limited information you have at the moment to be quite premature.
On Time Warp vs. Bloodlust, we are really trying to give groups flexibility in who they bring to 10 player raids to an even greater extent than we did in Lich King. We heard over and over that shaman still felt like the one mandatory class in any raid. The more we hear "now there will be no reason to take me over X class / spec" the happier we will be. The reason should be that you're a good player, not that your mere presence makes everyone else perform better. It's fun to feel more powerful in a group – we get that, and we aren't going to completely marginalize group synergy. But it needs to come secondary to the skill of the players involved.
I understand some mages really like Fire Ward or Dampen Magic. Perhaps "no clear role" wasn't the best choice of words, but we are trying to remove mechanics from the game that we think aren't really cutting it. When asking players to put more buttons on their action bars from these new spells, we only think it's fair to try and get some bar space back from the least interesting spells. Don't worry so much about balance at this stage. Many things will need to be tweaked. Worry more about whether it ever felt like a fun decision to use these spells.
For everyone focusing on the RMP Arena comp, I really think you're going to see a shift to more PvP concerns in Cataclysm being about Battleground balance. There will still be players playing Arenas for sure, but a lot of the players currently doing Arenas are going to shift to rated BGs instead.
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 4)
Clydtsdk-Rivendare Apr 10th 2010 5:03PM
It DID feel fun to decide when to Fire/Frost Ward though...
Rakah Apr 10th 2010 5:12PM
kinda handy ading a little extra survivability against certain mobs while leveling too
Drakkenfyre Apr 10th 2010 5:25PM
It absorbed fire and frost damage. It helped. It doesn't matter if it's a "fun" spell. It worked, it was useful. They shouldn't get rid of it.
Jason P Apr 10th 2010 6:02PM
I hope removing Fire/Frost Wards is one of the things that going to change by the time Cata actually comes out. I use them almost everyday.
If they want to get rid of something, they should remove Mana Shield.
MazokuRanma Apr 10th 2010 6:19PM
As an arcane mage, I've found this spell useful quite often in combination with Frost Warding (Taken along the way to Icy Veins). The ability to boost up your mana in conjunction with sparing your healers a bit was a nice combo that I like successfully pulling off.
On top of that, anyone else think this makes Incanter's Absorption even less than less than useless. I have no use for it anymore now anyway since priest shields don't apply, but now it will only be Ice Barrier and Mana Shield. Out of curiousity, does anyone who has Ice Barrier actually then spec this low into the Arcane tree? I can't see Incanter's Absorption being viable in any way now, considering the only way to use it is via Mana Shield. The loss of mana from the damage you've taken I believe would actually be less of a dps gain than the increase from the talent anyway.
As for Amplify/Dampen Magic though, toss those. Totally useless.
West Apr 10th 2010 6:31PM
I use/change wards all the time in pvp and pve. e.g. when I see something casting tons of frost, i preemptively pop a frost ward and go to town. renew/change as necessary.
dampen magic is awesome when you can't count on incoming heals to be there (e.g. battlegrounds). Allows me the choice to take a little off the top of the incoming damage instead. Good for solo stuff to take the edge off inbound magic damage. and dots sting less with it up.
amplify magic is a little more situational but still gets a some use (e.g. on tank during a melee only fight).
I'm all for simplifying (I have ~40 buttons bound to off/def spells) as long as it doesn't remove some of the fun/challenge of playing the class to the fullest.
Sithril Apr 10th 2010 6:44PM
I'm still waiting for Archmage Pants to examine these changes.
Desmentia Apr 10th 2010 7:42PM
I agree with the OP, Fire and Frost Ward were fun to use. I was excellent in levelling BGs to be able to hose some other mage because you bothered with your absorbs and they didn't.
As for Amplify and Dampen, well, they were "good" spells in that, if you did the math and chose the correct one, they helped your healers. But they were never fun. So I'm fine with those going away.
Desmentia Apr 10th 2010 7:43PM
"It was"*
WTB Edit button. >.>
Skarlette Apr 10th 2010 9:18PM
Yes, I agree! It's nice to have that extra "OHSHI-" button when things get hairy. Anything that makes me less squishy is a good thing.
But the fun factor? Yeah, it's there. When doing the Tournament daily to free the spirits of the fallen champions, if I happen to aggro one of the skeletal mages I pop Frost Ward and blast them to smithereens while taking zero damage. Nowadays I can pretty much one- or two-shot them, but it's still awesome to have the enemy dead and me at 100% health.
John Apr 11th 2010 3:32AM
Maybe I'm a glass-cannon failure, but I get enjoyment in knowing that on Toravon when a white-out comes, the heals will like me just a bit more because I was smart enough to mitigate some of that damage.
Dead dps is 0 dps. I will miss the opportunity to be a 'smart' dps.
ScorchHellfire Apr 11th 2010 6:35AM
As a lock, I feel the same way with shadow ward... There are tons of mobs that use shadow spells and being able to chose when to use it was fun to me... It not only helped the healers a bit, but it made me feel more skilled for knowing the best time to use it... Not mention the tons of pvp utilitiy I got out of it against shadow priests, dks, other locks, and hunters using black arrow... I really hope they change their mind about removing warding spells... Dampen/Amplify Magic isn't as big a deal but the wards are cool!
BoB Apr 10th 2010 5:06PM
Nice Gnome picture (I love punting them so much as a Tauren)
Agony Apr 10th 2010 7:39PM
What a coincidence, because I enjoy ganking Tauren so much with my gnome rogue! >;-)
alcapawn Apr 11th 2010 3:14AM
I cannot understand how the basic sentiment of these "bring the player not the class" changes are not coming through to the playerbase. This is not about having players out of raids because they can no longer hold a raid spot hostage through a mandatory buff - it's about having fewer raids not happening. The less important the raid composition is the more likely are your raid to get going, even if your shaman didn't show or your mage dropped half way and you picked a rogue instead.
I am a shaman, I welcome these changes.
slice_sadic Apr 10th 2010 5:11PM
I still find that giving BL to another class will somewhat break Shaman style
They gave Totem buffs to DK
They gave WaterWalking(and a better one) to Dks
And now there giving BL to another class
I thought Shaman has been a broken class for soooo long -_-
Nazgûl Apr 10th 2010 5:11PM
When you find another healer than can heal without being hindered in anyway by movement, you can say the Shaman are broken.
slice_sadic Apr 10th 2010 5:12PM
I was talking about the actual shaman, not the new awesome Shaman of cata
Nazgûl Apr 10th 2010 5:16PM
So you're complaining that changes in Cataclysm will break current Shaman, but not the Shaman that will exist in Catacylsm?
Logic!
Colin Apr 10th 2010 5:17PM
Then why are you comparing the current shaman to the awesome mage of cata?