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
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 3 of 7)
Sunaseni Apr 11th 2010 9:12PM
There could be different flavors. Warlocks willingly sacrifice their blood for more power. Fire mages burn anything and everything with reckless abandon, sometimes not thinking about if they are in the flames. Hard to convey with the mechanics, but that's how I see it.
warpstarmaster122 Apr 13th 2010 8:56AM
I like Susa's idea, to be honest.
As a born and raised fire mage, I take offense to the perception that we're becoming warlocks. :P We always had DoTs (LB, Ignite, Pyroblast, etc.), but Burnout is something we'd have to talent into. In other words, it's optional. I'd sooner stick long needles in my eyes than talent into that. I know my healers would never forgive me for it if I did. >>
And I love the Arcane and Frost changes. It sounds to me that Blizzard's attempting to take the mindless spamming out of both. The name of the game in Cataclysm is resource management, as we've seen with other classes, and they're trying to make us think beyond "LOL AB/AM-MB SPAM TILL OOM," thankfully. I wouldn't mind at all if Arcane suddenly became a more play-smart spec.
rkaliski Apr 11th 2010 10:21PM
Flame Orb sounds a bit like Starfall for Druids. Wonderful spell on a single target and if you could be sure of the adds running around . Problem with the spell is that it seemed to have a 1500 mile target radius and agro everything in the instance not to mention piss off your tanks as they had to deal with a sudden influx of mobs.
MusedMoose Apr 11th 2010 7:31PM
First: Flame Orb has me ridiculously excited to play a NE fire-specced mage, come Cataclysm. Just the thought of firing off massive spheres of flaming death makes me a happy individual. And please don't shoot, but I'm okay with fire mages being a bit more warlock-ish, since I've always wanted to play a NE or draenei warlock, but they don't actually exist.
Second: I think many if not all of we arcane-speccers are wary about the whole "more mana = more damage" thing in Cataclysm, and it's nigh-impossible to see how this is going to work out without playing it. However, I do know that with the talents and glyphs my mage has, her mana regen is 100% even while casting when using Mage Armor. So it's possible that maintaining high mana might be easier than we think. Maybe it'll be percentage-based - full damage at 100-91% mana, slightly less at 90-81% mana, and so on. Yes, this is speculation and therefore not worth much, but it's a thought.
Overall, though, I trust Blizzard. They've shown in the past that they know what they're doing and that what seems odd at first can often turn out to be awesome. They're also not afraid to say "we screwed up, we're changing the mechanic, sorry about that." So I'm more than willing to wait and see.
And now, I'm going to stop writing before this becomes long enough to be its own column... Looking forward to your turn on Blood Pact, Mr. Belt. Bwa ha ha.
drunken111monkey Apr 11th 2010 8:47PM
Blizzard has also shown in the past that they don't know what their doing either. This is another, wait and see like everything else.
Scott Apr 11th 2010 11:29PM
While a baffling move on Blizzard's part consider this... with the addition of mana-based mastery to arcane mages, if done right, perhaps Mage Armor will provide a bigger dps boost than Molten armor and its crit-based buff. Never really made sense for Arcane mages (who need haste, not crit) to be so reliant on a fire spell. If only Mage Armor also had a haste buff.
This might leave the frost armors as the only useless ones.
Paul Apr 12th 2010 2:13AM
This is a perseption issue.
Pretend that your stand DPS is what you have at 50% mana. This is the point which you are balanced around against other classes that DON'T have similar abilities through talents. For every point of mana ABOVE 50%, you have BONUS damage. You will be overpowered at 100% (marginally), but normal at 50%. I wouldn't expect any more fall off after 50% mana
staffan.johansson Apr 11th 2010 7:35PM
As for Arcane Focus, I see it more as a consolation price. You cast your 229-mana Arcane Blast, miss, and get maybe 115 mana back. Or maybe 20% of mana cost per talent point invested, or something. I doubt it will actually BOOST your mana, it will just mean that missed spells cost less.
Frostedflak Apr 12th 2010 5:07PM
It could also be focused more towards leveling arcane mages that do not have a lot of hit. With their whole less time eating more time killing things mentality this could help wen fighting higher level mobs.
I don't really see how this could help in the endgame seeing how spells will most likely become even stronger and missing those cast will be deathly to dps.
Then again the world as we know it is falling apart so who knows.
cui_h_1999 Apr 11th 2010 7:37PM
Mages, rise up and [Conjure: Graphics Card] for our Archmage!
Toddo Apr 11th 2010 7:38PM
I'm not too pleased with these changes. Some new spells/talents seem goofy. The changes to Arcane... are you serious? I wish the developers were joking.
Todd Apr 12th 2010 1:11PM
"...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."
Someone clear this up for me. What the hell is Ghostcrawler really hinting at?
BIacked Out Apr 11th 2010 7:39PM
Wall of Fog, Hmmm.
Sounds to me like it'll be like a police stinger, but with Ice yo. I hope they add in something like, a target who crosses this wall will be hit for [mediocre] damage, their speed decreased by 50% and slapped in the face with a full stack of Winters Chill (PLEASE).
Its the mechanic for laying down the wall that'll be the decider, will it be at a right angle to my mage or will It be spread directly in front of him?
DeadNite Apr 11th 2010 7:40PM
I think that Wall of Fog will go the way of Deep Freeze. It will start with a damage mechanic but end up having it removed or reduced to the point of say...frost nova for balance reasons. In the blue post, it was mentioned that it might not be mana efficient enough in small engagement in either PvP or PvE to use often or at all. There are few abilities in that game that can do damage, slow, and freeze the target. If you look at frost as a whole it takes several talents to even make frost spells do one of these traits well.
Time will tell.
Aedaron Apr 11th 2010 7:41PM
I think you're kind of paranoid. You are so seemingly concerned with anything remotely similar to warlock mechanics being the end of the world that you aren't really giving constructive or instructive commentary, but just QQing endlessly about how horrible everything will be without giving an equivalent optimistic analysis.
I feel if this is what wow.com was going for they could have just copy pasted some QQ threads from the forums into column format.
elstor Apr 11th 2010 7:42PM
As for flame orb, a possibility is that it does 100% damage to one target, 50% to two, 33% to 3, etc. Making it viable for both single target and AoE, without being overpowered for AoE
BIacked Out Apr 11th 2010 7:53PM
So long as each laser can crit, im a happy camper.
I can already tell Fires going to be the new favorite child again.
Haste when I Flamestrike? Insta-Blastwave when I get slapped? Giant Ball of Lasery Firey Death? Say no more.
frito Apr 11th 2010 7:44PM
Good overview on the preview info but we both know warlocks have to taught their place. More specifcially, the dal sewers.
To quote Moleman from the Simpson.
"WE WANT BLOOD!!"
Teron Apr 11th 2010 7:49PM
Sounds like what burnout does is it takes away health instead of mana when you run out. For instance, fireball takes 100 mana normally, and you have 50 left because the fight's been going so long, but you still have 9000hp. When that happens you can continue to cast fireball, but the first cast will burn through what's left of your MP, and take 50 from your HP. Sounds like it could be a very interesting way to cast magic, and also mean that your MP's now infinite as long as you get heals. So in other words it has little like life tap, not requiring a button, and not giving you any mana, but casting the spell anyways.
That's just how I see it, no proof from blizz till they confirm. I'm going to go log my warrior and make some warlocks bleed, later all.
Shade Apr 11th 2010 7:55PM
Copy/pasted from the change announcement page because I really don't want to type it all again. And I'm proud that some of my thoughts match what Archmage Pants ended up posting :D
In advance: I'm not paying attention to PvP. So PvPers should really
ignore this entire comment. Also, I request the response of Archmage
Pants to alleviate my concerns. But we already have 9 pages of
comments so he might never get here.
NEW ABILITIES
1) Can we choose where Flame Orb goes, or does it just travel X yards
in front of us? Alternatively, is it time-based? Will haste make it
move faster, make it shoot faster, or both? I can see this being
useful if you park it on top of the boss for its X-second duration
and then let it explode. Not so useful if it keeps on floating right
past said boss.
QUESTIONABLE BUFF
2) The value of Time Warp depends entirely on its numbers. If it's
equal with Bloodlust, it can be considered a semi-buff because we can
fill the elly shammy spot with a mage. If it's greater than
Bloodlust, it's a significant buff. If it's weaker than bloodlust,
it's almost not a buff at all, since you'll only be able to pop it
after bloodlust, and the movement speed increase is a situational
thing.
QUESTIONABLE BUFF
3) Wall of Fog doesn't have much pve utility. It might be useful for
trash pulls if you can convince the tank to drag the group through the
wall and then not get pissed off when they get stuck there.
USELESS
CHANGES TO ABILITIES
1) No problem with the Arcane Missiles change... only that it was
sometimes useful to use unprocced to regain some mana over the
channeling time.
THIS IS A BUFF.
2) I'm fine with removing Amplify/Dampen magic. They served little
use in PvE. I'm a bit shocked to hear about Frost/Fire Ward,
especially after the Incanter's Absorption nerf. I use those spells
WHENEVER there is a solid chance of me taking that kind of damage.
VoA is a great example - a Frost Ward will let me stand in a frozen
orb the extra 2 seconds it takes to kill it, or it'll let me survive
one of the later Whiteouts. These are the kinds of things that made
raid healers' lives a tiny bit easier.
THIS IS A NERF.
3) I really, really dislike the changes to food. While I like that
they're making all levels of food restore both health and mana,
conjuring your own food is an integral part of leveling a mage. I
had also heard they were going to try to make conjure food only one
level and have it scale - I rather liked the idea of 'heirloom food'.
THIS IS A NERF.
4) The damage bonus to Scorch will be played with for balance
purposes. Since Fire mages will constantly have this up, the debuff
will be considered part of their rotation and will be nerfed so that
Scorch-buffed damage is the norm.
THIS IS A NERF.
TALENT CHANGES
1) The change to Arcane Focus making it give mana back for missed
hits is good if it includes returns to absorbed damage. Otherwise,
it translates to "Stick yourself 10 points under hit cap if you have
mana issues, and when arcane missiles proc, hit the button and then
jump to cancel."
USELESS
2) The change to Playing with Fire (affects Blast Wave CD) now makes
Glyph of Blast Wave mandatory for raiding fire mages to remove the
knockback. Fortunately it's a minor glyph so this isn't much of an
issue.
THIS IS A BUFF.
3) Pyromaniac is now great for killing trash faster. That's it.
Useless on single-target encounters.
USELESS.
4) Burnout is very, very dangerous for any "robot" mages who think
their only job is to spam their rotation. "The healur gatta hel me
cuz if i do evocate im not dps n recount sez i suk" In other words,
Burnout is very, VERY dangerous.
THIS IS A SELF-INFLICTED NERF.
MASTERY
1) Mana Adept will be viewed more as a penalty for not being at 100%
than a bonus for being there. Blizzard will obviously have to nerf
it exactly like they're going to have to nerf scorch: Make the damage
put out at 90%~ considered standard, which means lower mana level DPS
is going to drop below the level of other raiders. And there's
nothing we can do about it.
THIS IS A **GIANT** NERF.
2) Ignite is okay as long as each spell has a different DoT, and each
one is equivalent to a common spriest or lock dot. Otherwise, sucks.
QUESTIONABLE BUFF
3) Keeping in mind deathfrost requires a 51 frost spec, this doesn't
currently have much use in pve. Is it one stack that gets refreshed?
Can it stack multiple times? Infinitely? I see problems with "Wait
until the boss is at 10% health and then nuke him for a few million
with Deep Freeze" if it stacks infinitely.
QUESTIONABLE BUFF
Tallying it up:
New abilities: 2 questionable buffs, 1 useless
Changed abilities: 1 buff, 3 nerfs
Talent changes: 1 buff, 2 useless, 1 nerf
Mastery: 1 *giant* nerf, 2 questionable buffs