Arcane Brilliance: Why Mana Adept might not suck

Mana Adept concerns me.
I don't think I'm alone, in my concern, either. In fact, I think it's safe to assume that a very large percentage of arcane mages, upon reading about the coming mastery bonus for their spec of choice in the recent Cataclysm class preview, let out a collective sigh of deep unease.
The mastery bonuses for fire and frost are fairly straightforward. Fire is getting a powerful DoT component added to all of their direct-damage fire spells. Frost is getting a damage buff applied to all of their damaging spells but Frostbolt. Compare those to the mysteries of Mana Adept:
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.
Wait ... what?
Now, in the interest of prudence, we should begin any discussion of these class previews with the following caveats:
- The development cycle is still in its infancy; these previews are really just basic, embryonic mission statements for where Blizzard is hoping to take the class in the expansion, the actual release of which is likely still the better part of a year away.
- We still know next to nothing concrete. The sum total of the official information we've been given so far on Mana Adept is six sentences from two sources: the official preview, and one follow-up blue post. To exacerbate the issue, all six of those sentences are very vague, lacking any quantifiable detail, consisting instead of a basic concept.
Here's the clarification post by Ghostcrawler:
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.
So what we appear to have here is a new resource for arcane mages to keep track of: their damage. In a way, we already do this to a very limited extent. The highest DPS rotation for arcane is also its most mana intensive: spamming Arcane Blast. We throw in that fully stacked Missile Barrage proc to reset the stack and save mana. We juggle limiting our own damage output with draining our mana pools, balance that with our mana return options, and play a bit of a mana-as-damage-controlling-device meta-game. But what this suggests is taking that game-within-the-game to a very different level. It's frightening and worries the crap out of me.
Still, after the initial fear fades, I have to admit I'm becoming more and more intrigued. The concept, basic as it may be, has proved very difficult for me to wrap my head around. No other class or spec has ever had a resource management system as potentially complex as this one. In Cataclysm, arcane mages will be balancing the need for mana as a limited resource for the actual casting of spells as well as mana as a resource for actually increasing damage output.
As your mana pool goes down, your damage output also decreases. Each successful cast, then, lowers the damage potential of the cast to follow. Mana return spells will now conceivably become an intrinsic part of a regular rotation. Mana potions will also become damage boosters. It may become necessary for arcane mages to use Presence of Mind to restock their mana gem charges during even shorter encounters. Evocation may need to be popped -- like most other medium-cooldown spells we've got -- just about every single time it can be. The current concept of a burn-down rotation will vanish for arcane mages will vanish entirely, since our highest DPS potential only comes when our mana pools are full.
Instead of only worrying about keeping enough mana around to continue casting a high-damage rotation, we'll also need to worry about keeping our mana pools full enough to keep damage output optimal. I imagine a fluid rotation will emerge quite quickly after the expansion becomes available, evolving as our gear improves. A point will be determined where casting the next damage spell is less valuable to our DPS than using a mana-return option. The idea has the potential to be as troublesome as it is interesting.
Still, I find I'm becoming more and more optimistic as I have more time to consider the ramifications of this change. If done right, Mana Adept could actually make arcane the single most unique and interesting playstyle in the game. For this to work, here are some of the things I believe must occur:
- The damage output at max mana must feel like a substantial bonus, and the output at mid-range must be considered "normal." In no way, shape or form can this mastery bonus feel like a penalty. Popping your mana-return cooldowns must equate to a short-term DPS burst and not a return to "acceptable" damage output levels. The mid-range absolutely has to be the norm, and full mana well above that norm. I cannot stress this enough.
- There must be a variety of mana-saving/mana-returning options available to arcane mages. Evocation/mana gem/mana potion once per fight isn't going to cut it. The decision to return mana rather than cast another damage spell needs to be based purely upon when it becomes optimal to do so from a DPS standpoint, and not based upon when a mana return option comes off cooldown. Mana management resources must always be available. I trust Blizzard to do this. They've already made a start in that direction with their one revealed Cataclysm talent change to the arcane tree:
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.
- Though I find wording of this initially confusing, looking at it in the larger context of Mana Adept renders it more transparent for me. This is one example of a mana-conserving talent we'll have access to in the arcane tree, should we choose to take it. Casting an Arcane Missiles (or other spell) that is somehow interrupted or otherwise fails to strike the target will now return a portion of the spell's mana cost to us. I can only hope this will include spells that are fully or partially resisted (a partial mana return?), miss due to hit rating or are cast at a mob that dies prior to the spell striking.
- Mana conservation needs to be more of a strategy and less of a necessity. The mage who decides to continue casting through a low mana pool should do so at a cost, but one that is actually weighable (if not actually preferable) against the strategy of continually maintaining a maximum mana pool. There need to be times -- however scarce they may be -- when it may actually be a defensible idea to blow the remainder of your mana pool spamming Arcane Blast instead of stopping everything and Evocating.
- The bonus as you gain more mastery needs to be substantial. It needs to do one of three things. It must either increase the damage done at high levels of mana or lessen the damage reduction at lower levels -- but what I'd really like to see it do is a combination of both. At higher levels of mastery, the bonus needs to be large, but the sting of a low mana pool should also be softened somewhat. The important thing is that this "bonus" actually feels like a bonus, and getting more of it should be highly desirable.
My hope is this: that arcane will -- after all is said and done -- be fun. I'm looking cautiously forward to what I hope will be an interesting and dynamic arcane rotation, a constant decision-making process, with strategic swings between conserving mana, balls-out DPS and judicious use of mana return abilities. I want every encounter to be an exercise in resource management, requiring a fluid and satisfying sense of stratagem. Good or bad, at the very least it will be something different. What do you guys think?
Filed under: Mage, (Mage) Arcane Brilliance






Reader Comments (Page 1 of 7)
Blacked Out [XBL: Biacked_Out] Apr 24th 2010 12:02PM
Erm, Reverse it and it will pwn.
An arcane mage trying to keep his mana low XD.
mike Apr 24th 2010 12:31PM
This. I had always wondered what it would be like to have a mechanic where you balance the line of no mana and high damage.
Then Blizzard releases the previews, I read them too quickly and get excited, then sad when I reread it.
I realized that Blizzard did indeed read my mind, but they did it backwards.
Pyromelter Apr 24th 2010 12:37PM
I have to agree. The general idea with arcane is you SPEND mana to get more damage... not save it. Ideally you want your last arcane blast to kill the boss while that AB brings you rmana to zero. This completely flips how that works.
But eh, as long as it's fun, who cares. I'm still gonna pewpew as a mage. Blizzard did a lot of really good things with mages in Wrath, so whoever the mage design team person is has done a good job - I have to imagine whatever makes it to retail will also be fun.
Bionic Radd Apr 24th 2010 12:49PM
so a caster version of Ninja Gaiden's Unlabored Flawlessness? Arent mages getting a spell that let's us use health as mana? Was that a talent? I don't feel like doing research on the whole deal, but if it's an ability we can use anytime we want, that would be one option for keep your mana high.
brian Apr 24th 2010 1:06PM
This would be a very bad idea. Evocation is already a dps loss, and a mechanic that wants you to keep your mana low would only make this worse. Plus, the highest dps rotation right now is simply spamming blast, and this would only make that even more so.
A mechanic like this would make arcane far more boring, not more interesting.
hawkins Apr 24th 2010 1:15PM
The only problem with this would be that it would take a fairly long time for your dps to ramp up if you start with a full mana bar. There are ways around it, but it would ultimately lead to the bonus being basically nothing in order to quench the QQ if it were set up this way.
Cheeselandman Apr 24th 2010 2:14PM
I just feel its not ABOUT giving us the best dps. When it comes down to it, blizzard isn't trying to make mages better, it's trying to make mages more interesting to play. I am looking forward to this mechanic because, although it leads to more spamming AB, it will make EVERY SINGLE AB thought about. Now you mindlessly spam AB...maybe it's just me, but I enjoy the thought of having to think whether casting another AB now, or starting over with an arcane barrage will lead to the most dps.
mrluohua Apr 24th 2010 3:21PM
You finally addressed the aspect which I fear the most: fun.
I do have full confidence that whatever numbers will be tweaked by blizzard to make arcane spec viable, and arcane mages will output numbers comparable to other classes. Adjusting numbers is easy.
What I think blizzard will fail at, with this approach, is making it fun. Right now, each arcane blast is more and more fun because as it sucks your mana you do MORE damage. Bigger numbers. It's FUN. The penalty? Going OOM quicker.
With cataclysm, having each spell cast do LESS damage simply is not going to be fun. Think about it, you want things/ways to make you're damage go UP, not DOWN.
Intrinsically, having each cast do LESS damage simply isn't fun. I appreciate blizzard trying to make mages have a cool, unique aspect to the arcane spec, but the one they came up with just doesn't seem fun.
Paul Apr 24th 2010 3:57PM
It's a perception thing, that's what I see being the issue here. Player mentality will, in the end, define whether Mana Adapt is fun or not. It's the whole "the glass is half full" "the glass is half empty" comparison. Blizzards version required you to look at mana gains as an extra +spellpower trinket.
I will disagree with any blanket statement claiming that a specific side of your mana bar makes this ability more fun.
The proposed version has the potential to frustrate a lot of people on long fights.
The reversed version will frustrate players on short fights.
Both versions will be frustrating in the new version of PVP.
The last point is very important, and is the key reason why the current proposed version of MA is flawed.
PVP combat will be significantly longer in comparison to what we have now. In this sense, the reversed MA is annoying because, unless you're fighting people that think using a mana drain on you is a good idea, it's either take a long time to reach your potential or you'll be reduced to just spamming Arcane Blast just to get your mana down.
Blizzards version, however, makes mana drains very appealing against a mage, and since the battles will go on longer, being stuck at low mana will become a burden that no ammount of mana-management will solve.
But back to PVE, the reversed MA concept would potentially be very very boring. Imagine arcane mages doing nothing but spam Arcane Blast until they're below 50% mana. A 2-3 button spec becomes a 1 button spec. That's not fun for most of us, no matter how big our numbers get. You'll also be limited to mid-range length boss fights. Anything shorter or longer that you're potency duration and you're suddenly gimped.
Both versions are flawed for various aspects of the game. Both can be perceived as not being fun. Blizzard's is more appealing to me at the moment, but until we know the thresholds, I wont commit to saying it's the correct direction.
TR Apr 24th 2010 4:08PM
@hawkins
I think you've hit the nail on the head here. The way this currently reads (much speculation here) the less often you cast the more damage you do because you're not depleting your mana pool. Another thing we may not be factoring in here is that Blizzard is doing away with MP5 in Cataclysm so we may have to be more proactive in regenerating mana for that "extra oomph".
For those of us hit-capped (read: not benefitting from mana regen for missing hits) and high SP it looks like Mana Adept may mean kissing high DPS goodbye in favor of overall Damage Done. Higher DPS means more haste so we can cast more often, but it means running OOM faster. Add taking time out for Evocation + Mana Sapphire and DPS goes lower.
Looks like a vicious cycle here but again it's still too early to tell.
taylory Apr 24th 2010 7:19PM
An inverse relationship is infinitely preferable.
Here's me from the beginning of March (well before the Mage Preview): http://www.mmo-champion.com/general-discussions-22/new-spells-in-cataclysm!/msg2240206/#msg2240206
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"Arcane Mages must absolutely receive some sort of spell that relates to their current amount of mana. Some sort of spell or cooldown that increases Arcane damage the lower your mana is, and decreases the more you have.
The idea, of course, is to present an interesting DPS choice where the player is tied between wanting more of his resource to continue the fight, or to blow through mana to maximize DPS and risk being incapable of recovering enough to effectively DPS. Skilled players would be able to reach the absolute limit and maximize on the DPS returns, while unskilled players will either go too far (losing overall DPS in the long run) or not far enough (missing out on potential DPS from this spell/cooldown).
Would add a high dimension of skill to the spec, and separate the good players from the less-skilled ones."
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I elaborate further on in the thread about the potential of having an "Inverse Mana Adept". Also, I wrote that post before it was known Masteries could actually add new gameplay mechanics, ala Shadow Orbs or Eclipse. (At the time, I just assumed Arcane would be "Mana Pool" or "Arcane Damage". Had I known Blizzard had bigger plans for Mastery, I would have definitely suggested the mechanic as a Mastery instead of a spell or cooldown.)
If my subscription wasn't currently out, I'd post a lengthy topic on Blizzard's WoW forums... ¬_¬
pancakes Apr 24th 2010 7:28PM
I don't actually play a mage but I love to comment on things i have little knowledge about, so here goes:
I'm assuming that the damage bonuses will be broken down into ranges of the percentage of mana left; i.e. If you're at 100%-75% mana you'd be doing 50% (completely arbitrary number) more damage. If you're at 75%-50% mana you'd be doing 25% more damage, and so on and so forth. This method would stop every spell being weaker than the next and avoids the less casting mentality.
A second, and more crazy, suggestion of mine is to scrap the current mechanic and instead have arcane mages gain their spell damage bonus from gaining mana. Say you pop a mana sapphire, you gain a 10% damage bonus.
It's the same general idea in that arcane mages are still interested in getting mana back and managing mana, but it lets them be less conservative in their spell casting.
Dameblanche Apr 25th 2010 11:05AM
mmmm we'll have to see see how it will be in reality, but I'm curious to see how many tanks will be freaked out by this mechanic.
The first spell the arcane mage casts will always be the most powerful one then. And I can imagine that a lot of mages will be tempted to use their cooldowns and trinkets and what not right at the beginning as well, so they can see their screen flash with nice crits. Must be a pain in the rear end to build up a decent amount of threat for tanks.
nieboh Apr 26th 2010 8:34AM
I can imagine that with this mechanic, it would be common practice before combat to strip off all your clothes to minimize intellect and mana, then redress to give yourself an artificially drained mana pool. I think any ability that forces us to deliberately gimp ourselves before combat to maximize dps while calling it a mastery "bonus" is a failed concept.
I also think it would soon be a joke about the stripping mages that I wouldn't exactly appreciate. Also I know some sadistic tanks (or hunters with misdirect) who would pull during the process just so I couldn't put clothes back on and have to struggle through the fight naked (the really sadistic ones would do it after I had recently cast invisibility).
No thank you!
Kevin Apr 24th 2010 1:19PM
I think there was not enough general warlock hate in the body of the column.
Still, I wonder if maybe it will work something like the earth/moon effect they're working on for balance druids. The more mana you have the more the damage meter tips one way until you use too much then it tips the other way until you restore mana somehow. Who knows. I just wanna know if I'll still be able to kill warlocks if they keep siphon mana up on me...
Anathemys Apr 24th 2010 1:14PM
We secretly replaced your precious Archmage Pants with an evil warlock-created robot run by 42 imps and a voidwalker.
Apparently we need to adjust the "Warlock-Hate to throw off the gullible mages until we can destroy them all" number up....
sooper Apr 24th 2010 3:15PM
It's basically bonus bonus damage the way I read it. Of course, much of the WoW will treat bonus bonus damage as a measurement of who has the largest member... but in potential reality it would just be best if used as a personal metric to show well you play your spec.
I think this will contribute more towards the old addage of, "bring the player not the class"... or spec (to a teenie tiny degree).
I think I see what ghostcrawler means by, "prematurely." I can't see the Mastery as nerfing the damage over time because you have less mana. As your mana dissipates the damage will become everything it would be with gear and stuff in mind minus the perk provided by the Mastery. To sustain the perk, you would have to figure out how to best use the class mechanics provided (which is what many of you have learned to do pretty well). The reward: ++damage
Generic Example: I see it as if a spell does 1000 damage without the Mastery (base+current gear+buffs+whatever) once the Mastery is applied it's like, "Grats dude, here's an extra extra 200 damage on top of that at full mana, then 150, then 100, then 50, then 20 subsequently... Boost your mana in the process and we'll keep throwing you bonuses!"
You would be a Master of all things Arcane (spec) of course so you should be better than someone who doesn't know how to play the class as efficiently. To me that would highlight skill over cookie cutter gear and specs.
maybe I'm just too optimistic though
Tayla Apr 24th 2010 3:15PM
We can't know right now but, maybe arcane is getting further improvements to Evo cooldowns, so that you're able to pop it for a few seconds, instead of the full amount, and have it come back faster, or have it instant cast for a lesser amount. Or mana gems that will return even greater amounts of mana. Or maybe they'll get some kind of mana-dot like innervate, but works with damage on the target instead. Or something crazy. o_o
Wolftech Apr 24th 2010 3:37PM
The new talent for Arcane Mages to replace Missle Barrage will be Warlock Sacrifice. You sacrifice a targeted warlock to instantly fill up your heath and mana, give you a boost to mana regen for 30 seconds, and triples your dps.
Thatron Apr 24th 2010 12:15PM
First, to be honest I rarely run out of mana in arcane (strange right?) so keeping the mana pool at or above 50% will not be impossible
second, I'm sick of arcane, I roll Mage so I could toast them silly locks, I'm sure I things blow up in our faces in 4.0, 4.1 will it least make a stab at fixing things (heh, we can dream at least)
third, a bit short on lock hate, I'm still PO about that dirty trick