Cataclysm Class Changes: Mage Analysis

We'll look at the Cataclysm class preview in more detail in the coming weeks in warlock-free (I promise) verisons of Arcane Brilliance, but for now, let me unload some of my initial reactions on you.
New spells
Three spells were announced, and only one is a mechanic we're really familiar with.
Time Warp, which enters our arsenal at level 83, appears to be akin to what is arguably the single best raid buff in the game: Bloodlust/Heroism. One key difference exists, though, and that is that Time Warp will also turn mages, briefly, into rogues. Rogues in silly dresses. I really, really hope that this speed increase:
- is significant enough to make mages into truly mobile casters, both in PvP and PvE. I don't want a rehash of Blazing Speed, which was a fun mechanic that simply wasn't powerful enough,
- doesn't share a cooldown with Icy Veins (or whatever that talent's Cataclysm equivalent ends up being), or better yet, stacks with it, so as not to render that beloved spell redundant,
- and lasts long enough that it's worth blowing the cooldown either during the burndown phase of a fight (if somebody else isn't already using Heroism/Bloodlust) or during a high-mobility phase of a fight, simply for the haste bonus.
Flame Orb will be our first new spell, learned at level 81, and is an undeniably intriguing concept. New mechanics are always chancy propositions, and this one seems exceptionally difficult to balance. A powerful DPS spell that's tuned for single-target damage, but can also damage multiple targets if aimed properly? That seems easily exploited. If Blizzard's stated aim is to make the spell a useful part of the rotation on bosses, how can it possibly do AoE damage as well? Imagine that Arcane Explosion did as much single target damage as Arcane Blast. That kind of spell simply couldn't exist within the current framework of WoW. Still, just like on that glorious island that provides the main setting for Lost, every parcel of info we get only brings more mysteries. There is so very much we don't know. A sampling of burning questions:
- What kind of mana cost/cast time/cooldown will this spell have?
- If it is tuned for single target damage (as Blizzard claims), will it be a useful part of the rotation for all mages? Or just a specifically talented fire mage? Or not at all?
- The preview states that the spell will damage passing targets. How much range will it have? Is this something that if dispatched down a hallway (or, say, through a hole in the wall in Wintergrasp) will do damage to everything standing therein? I'm eagerly awaiting more specifics on the actual area the orb will affect.
Wall of Fog, at first glance, screams PvP ability. It's going to lay down a 30 yard field of control for the mage, snaring and doing damage. An AoE snare that lasts 10 seconds, is not broken by damage, and does damage? Yes please. Some big questions occur to me here:
- What kind of damage? Are we talking Blast Wave? Or Frost Nova?
- Is this wall something enemies will need to move out of ASAP? Will the damage tick while they remain inside the wall? Does the snare refresh?
- How long does the snare last once enemies pass through the wall?
- Will this wall of fog make my graphics card chug and hum like a 1979 Pinto with 200,000 miles on it like it does when Skadi's stupid dragon deploys its foggy breath attacks?
Ability/Talent/Mechanics changes
I have some assorted thoughts here, and I intend to present them to you in no particular order:
- I'm in favor of our spellbook being pruned a bit. Bon voyage, Amplify Magic. I forgot you were around, but I'm sure somebody will miss you. The Ward spells were marginally more useful, but only situationally so. I assume the meager protection they provided will be replaced in some fashion by more generally useful spells.
- Will my new proc-based Arcane Missiles still be speedy and cool like it is when Missile Barrage procs now?
- So...now every mage--fire, frost, frostfire, arfrostfirecane--will want to find room for Arcane Missiles on their action bars. Right?
- The Scorch change looks like it will absolutely make Scorch a more regular part of a fire mage's rotation, though I'm very curious to see how it meshes with the other spells in that rotation. At what point will it become more valuable to insert another Scorch, and its attendant buffs, into the rotation instead of continuing to spam Fireball? Will it be a stacking buff, or will it simply be a one-time thing you only cast when the buff timer is about to run out? Will Scorch do enough damage on its own to warrant a cast that isn't expressly a buff-refresher?
- So Burnout is Life Tap now? I really hope this doesn't end up how it sounds. I guess the key difference will be the fact that it doesn't start to use health as a spellcasting resource until the fire mage has already run out of mana. At least we'll have a lot more stamina in Cataclysm than we do now...
- I can't wrap my head around the Arcane Focus thing. Somebody please explain it to me in such a way that makes it sound rational. The way it sounds now, I have visions of arcane mages actively avoiding hit rating so that more of their spells miss and thus return more mana. That sounds terrible. And stupid.
This section of the preview, I feel, is the single best indicator we have of the role of each tree in Cataclysm.
Arcane will be a mana-based tree. The more mana you have, the more damage you do. This, essentially, means that every spell cast lowers the damage of the following spell? I guess? I'm concerned, but I cling to the idea that we still know so very little. The class revamp, at this point, seems like it will be so total, so all-encompassing, that it's likely futile to draw even the simplest of conclusions from our current frame of reference.
It sounds like the going concept here will be that a good arcane mage will deftly juggle his spell rotation with mana-returning mechanics, so that his mana pool never goes too low, and his damage fluctuates but stays comparatively high. I'm not inclined to prophesy gloom or doom, but holy crap does that sound crazy hard to balance. Good luck with that, Blizzard.
Fire, on the other hand, sounds far more straightforward. Fire mages will be warlocks. They will have DoTs and Life Tap.
Yucko.
Now, certainly, there will be a number of unique qualities that set fire mages apart from their ancient foes. But I think the comparison is fair. Fire mages are getting a number of decidedly warlockian qualities in Cataclysm, and that particular slippery slope is one I think we'd all like to steer well clear of.
I'm not diametrically opposed to DoTs. The idea of health as an extension to your mana pool isn't one I am automatically set against. In fact, I've already more than embraced the concept of frost mages as a pet class. The problem I have is not with each specific warlockish change, its with the trend as a whole. I don't mind the occasional area in which warlocks and mages overlap. I just worry that eventually, warlocks will learn to change mobs into little demonic sheep, and water elementals will start to look like evil, whip-wielding devil-whores, only blue. Keep our class flavors unique, please. Because nobody wants to taste like a warlock.
Nobody.
Frost is still largely an unknown. We know that Deathfrost will encourage the use of other spells and discourage the straight spamming of Frostbolt, which is a welcome change. But we're given no other real hint as to which direction the tree will be taking in the coming expansion. Will it remain the PvP tree? I assume so, but the real question is whether Blizzard intends to use this class reset to continue trying to make the tree PvE viable.
Deathfrost doesn't promise to increase frost's overall damage output (which is what the tree needs), but only seems designed to increase the variety of spells the spec will wish to use in its rotation. More decisions to make--more options to choose from, more general interactivity--means more fun, in my opinion, but doesn't necessarily mean more DPS.
Frost in particular seems comparatively under-represented in this preview, so I have to believe a lot more information is coming down the pipe as the testing process progresses. Let's hope it's information of the high-damage variety.
Keep an eye out for more analysis in upcoming editions of Arcane Brilliance, fellow mages. We have a lot more to discuss, and the proverbial surface of this glut of new info has really only been scratched. Oh, and in case you were wondering if the fact that Dominic Hobbs, our resident warlock, was allowed to fill in for me during my absence this week means that I will perhaps be presented with the opportunity to return the favor in an upcoming Blood Pact, I have an answer for you:
Yes.
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 7)
Brune Apr 11th 2010 7:07PM
This column kind of implies that the spell will be mage only, or at least that's what I got from reading it. It's definitely a raid wide buff.
DeadNite Apr 11th 2010 7:29PM
The heroism portion of Time Warp will be raid wide, the movement part of Time Warp only applies to the mage who actually casted...casts...casteded...sigh...the spell.
Tyr Apr 11th 2010 8:29PM
just "cast" ;)
Anyway, on topic: guess I'll have to buy a new graphics card, cus my current one is already wheezing for air these days :(
Bloomindraal Apr 11th 2010 8:55PM
What bother's me is that part of the description that says "a passive bonus". I checked the wording of Heroism/Bloodlust and it doesn't say the same thing ??
What does that mean ?
Elmouth Apr 11th 2010 8:56PM
wow, I can't believe no diablo 2 references were made when referring to flaming orb...
mark Apr 11th 2010 11:00PM
its in the future
"the mage who will cast the spell"
done
I'm in favor of our spellbook being pruned a bit. Bon voyage, Amplify Magic. I forgot you were around, but I'm sure somebody will miss you. The Ward spells were marginally more useful, but only situationally so. I assume the meager protection they provided will be replaced in some fashion by more generally useful spells.
NOOOOO!!!!!
amp - healer boost for and pure physical fight (odd in PvE tho - iff balanced for would make mage a necessity in a raid)
damp - pvp teams that go for hard burn no healers - cut all incoming magic damage by some - PvE use rare and situational
wards - not just a damage drop
with frost talents its % chance to ignore and gain mana - with fire talents its % chance to reflect - reflect in PvP is awsome - ignoring the 15k AoE and filling half a mana bar in PvE - equally awsome
Shulkman Apr 11th 2010 11:20PM
My only concern with time warp is the name itself. It just doesn't sound right to me. Sounds more sci-fi than WoW-fi. Also, the song from Rocky Horror Picture Show starts playing in my head and I have to hit myself with a hammer to make the music stop. Change the name to "Arcane Rush" or "Mage Meth High" or "Raid Crack". Just come up with another name before Cataclysm comes out, I beg you.
qoa Apr 12th 2010 12:26AM
"My only concern with time warp is the name itself. It just doesn't sound right to me. Sounds more sci-fi than WoW-fi. Also, the song from Rocky Horror Picture Show starts playing in my head and I have to hit myself with a hammer to make the music stop."
LOL WAT?
You're playing a game with an alien race that came through a stargate to invade another planet after blowing up their own. After which the other alien race stole spaceships that travel through time and crashed them onto said planet. Oh yeah, that race worships glowing wind chimes. Also a race of midgets nuked their own Underground Metropolis which is now full of robots. Undead chemists are building biological weapons. Goblins are on a chunk of rock floating in space building rocket ships.
Shall I go on? It's already High Fantasy, complaining you don't like one name of a spell for not fitting into this convoluted game is silly.
L Apr 12th 2010 12:36AM
you can't change the name I already have my It's astounding, time is fleeting Madness takes its toll macro worked out. I will also dance after macro popping.
Etreya Apr 12th 2010 7:55AM
@ Bloomindraal
My guess in the difference in description is that Heroism/Bloodlust are counted as Magical buffs (iirc) and are thus dispellable. The wording of 'Passive bonus' suggests to me that the 'buff' from timewarp won't be
kosemthelich Apr 12th 2010 7:51PM
When I first started playing WOW back in Vanilla, I eventually settled on the Mage despite friends trying to deter me from it. Back then I desperately wanted to be Arcane but it wasn't considered viable, but I wanted to do it because the idea of mana management and doing damage were exciting to me. Mana Adept finally gives me that feeling of Arcane I've always wanted.
For Frost, I think the diversity of spells Deathfrost allows will mean more spells that can be buffed in damage without affecting PVP meaning more viability for Frost in PVE. I definitely think this is a good sign for Frost, and I'm rather pleased as it's the spec I ended up using in Vanilla after all.
Fire is just what the Warlocks that used to be Mages were specced as.
wizcressida Apr 13th 2010 2:13PM
@qua--
I was with you until you used the term "High Fantasy." I do not think it means what you think it means.
(But yeah, the game is already brimming with sci-fi-esque elements, so one more won't make much difference.)
Will the time warp ability maybe work something like the timestop that one boss in Culling of Stratholme uses?
KronosIII Apr 14th 2010 5:48PM
Last I checked the last thing mages needed was a buff for survival. Only time I die one on one is when afk. Only time I die is in unfair situations like 3 on 1.
This is going to be very bad. I can see rogues and Dk's even having MORE problems trying to take me or other mages down.
ATM any smart mage can kite melee indefinitely. And can escape most situations in pvp.
Last thing they need is more haste and faster running speed on a somewhat low cooldown spell.
Pyromelter Apr 11th 2010 7:10PM
"The more mana you have, the more damage you do. This, essentially, means that every spell cast lowers the damage of the following spell? I guess? I'm concerned, but I cling to the idea that we still know so very little."
I think many of us are concerned, it's hard to make sense of how this will work, especially since as it stands now, the more mana you spend, the more damage you generally do as arcange.
But yeah, Timewarp looks awesome, should be a fun thing to use in both pvp and pve.
Josh Apr 11th 2010 7:49PM
There are already spells in the game that you do more/less damage based on health. How it will probably work is:
75% - 100% mana = +60% damage
50% - 74.9% mana = +40% damage
25% - 49.9% mana = +20% damage
0% - 24.9% mana = +0% damage
Therefore, never nerfing you past normal damage based on how much mana you have, just buffing you as an incentive if you keep your mana higher (which you obviously will want to do now).
murabayashi.harukaze Apr 11th 2010 7:58PM
Sounds like lot of fun stuff in Cataclysm. However, my dear Christian, I didn't see anything yet for we few remaining Frostfire mages? We had a nice time at the beginning of Wrath but have kinda' faded since, do you think the elementalist spec might make a comeback in Cataclysm?
Celeane Apr 11th 2010 8:07PM
I'm sort of picturing it so you want to time Evocate right before the Blood(Mage)lust so you have your most mana for the burn phase.
Urza Apr 11th 2010 8:57PM
Unless arcane mages have mana regen near the scale of rage generation.. meaning it's retarded and yes you can blow through your mana and have to wait several seconds for a recharge.. or a steady pacing means you never dip below 75%.
TR Apr 11th 2010 9:21PM
@Celeane
That's what I'm thinking too. It's still rather early to tell how they're going to work the Mana-to-Damage idea, but I'm still sticking with my Strength of the Stream/Name in the Snow (haven't figured which I like best yet) analogy.
What if it's a really long 25 man and/or heroic? Should I look at this as writing an essay instead of my name and therefore funnel (evocate) and drink beer (mana pots/sapphires) as quickly as I can fit them into my rotation to top off my mana pool (bladder)? I know MP5 is getting removed from the game, but are we going to be fighting with healers over whatever replaces it?
kworry Apr 11th 2010 10:19PM
I thought (for about a second) how funny it would be if Druid Tree form was more and more susceptible to fire damage the lower their mana was; As the tree became drier, it burned easier.
Then I realized it's a bad idea to tie things to the amount of a resource you HAVE to spend to play the game.
o.O