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:
BashiokMana 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:
GhostcrawlerThe 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:
BashiokArcane 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
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Reader Comments (Page 3 of 7)
PvtDeth Apr 24th 2010 6:22PM
Nazgûl, we don't have to theorycraft at all and it would be pointless to try and think of definite numbers based on such little information. Obviously, they're going to work this out so that one way or another, we get competitive damage.
One thing that seriously intrigues me is the idea of mages using Mage Armor and stacking spirit for regen (because of the elimination of mp5.) Pretty funny imagining mages fighting with healers over drops. Think about it: how much spirit would be equal to 1 int in terms of dps? What if you're faced with a choice of a 30 intellect upgrade for mana pool and SP or a 50 spirit buff for regen?
Mages could end up having completely different gear sets if they dual-spec arcane and fire, much more than just preferring haste over crit.
Millenia Apr 25th 2010 5:10AM
Don't forget the Meditation talent. If it gets into Cataclysm unscathed, then a passive 50% mana regen will be quite helpful, even if those are three points that would have instead gone into the Warlock Bane or Say Hello to My Little Friend talents.
And when you combine that -with- mage armor, you'll have 100% mana regen, which can be good at giving you good casting stamina.
nieboh Apr 26th 2010 8:42AM
@millenia
I think it would be awesome to allow arcane meditation, glyph of mage armor, and other such effects to let us boost our in-combat mana regeneration over 100% instead of capping it. I'm just imagining the change from "hey guys can you wait up a bit so I can drink and get my mana back" to "hey hey, let's keep pulling! this mana isn't going to regen itself!" and it brings a smile.
Liem Apr 24th 2010 12:26PM
This seems like an interesting idea, but when I think about it, my main problem is this: the disappearance of a burn rotation. You'll be able to use the optimal rotation to stay at max mana and pull optimal dps, but if the time comes where there are only 20 seconds left to the enrage and you need to go balls-to-the-wall, you won't have an alternate rotation for that.
Spamming Arcane Blast would deplete your mana rapidly, and consequently lower your damage. Maybe the rate at which it lowers your damage will not be enough to prevent using such a rotation in emergencies, but then it seems like the Mana Adept mechanic wouldn't be worth anything. With the addition of more mana recovery options, it could in that case emerge that the best dps is achieved by burning and recovering.
If the coefficient is significant, then when that situation comes and the raid leader calls out for the most dps you can squeeze out, arcane mages will have no change in their rotation, because they'll already have been doing the best possible dps the whole time.
I feel like cooldowns such as arcane power should be modified, or talented, to give a short time mana free casting time. Or a talent that says, while under the effects of time warp/bloodlust, your damage spells cost no mana. That way, when the sh*t hits the fan, you can use some mechanic to get to full mana, pop your cd and just blast away at max damage.
Wishful thinking really. I can't wait for more information.
Ezlo Apr 24th 2010 12:27PM
I'm wondering, with Arcane Focus would I be able to start casting Arcane Missiles then swing myself around so that I wasn't facing the target anymore and get mana back? Easy way to gain mana quickly during a fight if so.
Pyromelter Apr 24th 2010 1:03PM
Does that sound fun?
Honestly, any class mechanic that would cause me to cast less, or purposefully not cast, or miss a cast, that does not sound like fun to me. Also, arcane missiles is a huge part of your dps, so cancelling that would be a pretty massive loss in damage and, yeah, again, just not fun imo.
Sinthar Apr 26th 2010 9:24AM
Surely that would only work if you gained over 100% of the mana cost in firing the missiles off in the first place (which you wont - 60% ish i think). So you would lose mana, dps and a gcd. Not a bright move imo.
Holgar Apr 24th 2010 12:28PM
This applys to all classes right now its all embryonic. If they can't make it work they will change or remove it. Name all the spells or talents that has remained EXACTLY the same since Classic Beta. Thats right I doubt there is a single one.
When you develope a game like WoW you have to start out with a general idea then build on it from there.
Blizzards GENERAL IDEA with arecane mages is more damage=more mana. They have to take that GENERAL IDEA and develope it into a working prototype, then tweak it into a balanced fun release version.
I assure you they have a gravyard of literally thousands of prototype talents and spells, probably more than a few entire classes that weren't good enough or were too hard to program/balance.
If it dosen't work they will toss it have some faith already.
Moanique Apr 24th 2010 12:29PM
"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."
That will take time to determine I suspect since I assume by "norm", you mean the new norm in Cataclysm and not the current. I strongly agree that this will have a completely different feel and mechanic than now.
I'm not so sure myself that output at 100% will be perceived as a bonus in that sense since that's where everyone starts in a fight.
In any case, it will be interesting.
MusedMoose Apr 24th 2010 12:31PM
I'm with Thatron on this - except in some boss fights, my mage is nearly always at full mana, even in the middle of battle. Thanks to Mage Armor and its appropriate glyph, my in-battle mana regen is the same as my out-of-battle regen. The mana just keeps coming back, no matter what.
Having said that, I think you're very right in speculating that things will change for Arcane mages a great, great deal in Cataclysm. I want to think that Mana Adept came from Blizz saying "Hmm, Arcane mages have a two-button rotation. Shouldn't we make playing one more interesting?" Some of the fun of my mage has gone now that I'm just running dungeons and stuff, so I'm looking forward to having to work with a rotation; it's part of why I enjoy my DK so much.
Also: the world needs more "Why [feature changing in Cataclysm] might not suck" articles. Seriously. Change is good!
Pyromelter Apr 24th 2010 12:44PM
Mage armor, and mage armor glyph?
Also depends on your rotation. If you are using Arcane Missiles every time Missile Barrage procs, you won't be going OOM; if you do the ABx4->AM rotation, you will.
But um, yeah.... molten armor, and molten armor glyph. It's like a 3-5% dps gain. So... yeah. Might wanna check that out.
Roxton Apr 24th 2010 1:14PM
"my mage is nearly always at full mana, even in the middle of battle."
Someone said this last week, and my response is the same: if you're not having any mana issues then you're doing it wrong. Either you've got a shoddy rotation, you've picked up the wrong talents, or you're stacking int.
And mage armour? Really? That's just shockingly bad.
A guide for the confused:
http://doyoumindifiplay.blogspot.com/2009/11/raiding-builds-part-1.html
talitha3k Apr 24th 2010 2:54PM
@Roxton:
yeah, I laughed HARD at that one. Mage Armor...pfft. it's not even about raiding; it's about not being a dingus.
nieboh Apr 26th 2010 9:06AM
Is it too much to ask that one of our self buffs (mage armor) NOT be a joke? I always thought it made sense to build the mechanic so arcane mages used mage armor, fire mages used molten armor, and frost mages used ice armor. I personally think it's lame that molten armor is the pve armor, ice armor is the pvp armor, and mage armor is the lmaol2pnub armor. I would love to have mage armor boost in-combat mana regen *and* haste to the point where it was the prefered armor for a spec not so dependent on crits and crit-based procs.
Undra Apr 24th 2010 12:42PM
Wrath was Arcane's chance to be in the spotlight after being the laughing stock for so many years, in the same way Beastmastery was both stupid easy and awesome in BC. Blizz brought the hammer down on BMs pretty hard and they still haven't recovered because of the stated reason that anything so easy to play should not do so well.
In the face of all this was the two (or even one button) Arcane mage. But instead of swining the nerf hammer, Blizzard decided to get creative, they are letting you guys keep your two buttons, but you're going to have to work for it. This Mastery bonus is house-cleaning pure and simple.
The mages that need something a little stronger than an intellect buff will become frustrated and switch to a less complicated spec. The mages that are just following the fad specs of whatever Elitist jerks says is best will move back to Fire or even Frost. The die-hard arcane mages who played Arcane before it was cool (Indies, if you will), will consider themselves rewarded with something interesting to consider while they cast a brand new rotation.
I agree with some of your conditions, like that 100% mana shouldn't mean 100% damage. And most of the rest seem to be about taking the bristles out of the broom, or at least searching for understanding. Again I think the point is to actually put a brain into the spec and make it the intelligent mages's choice to play. I don't think it's a punishment, just a much needed complication.
And i'm reading that last dev quote to mean that Arcane will be self-interupting their own spells to recycle mana. Surely, there will be a talent to boost the returning mana's value and the note about missed spells is more for the leveling arcane mage missing their shots than something a raider would ever dare consider.
Pyromelter Apr 24th 2010 12:53PM
"fad specs of whatever Elitist Jerks says..."
Why so mad?
DAWG Apr 24th 2010 12:46PM
Let's just hope that at the beginning of Cataclysm its bugged and we can PoM Arcane Blast and 1 shot people :D
BTW Christian, you should use Mirror Image, that way we can get 3 articles a week :)
Squatstopee Apr 24th 2010 12:46PM
Sharpen your caster daggers and get in close for wisdom mana lol.
sushigaski Apr 24th 2010 12:48PM
I think the mechanic sounds fun. It sounds to me that you'll have an initial burst at the start of a fight for being at 100%, and then the optimal rotation will likely be one that keeps you at 75%ish mana for a sustained period of time.
Blizzard can and should balance a "burn phase" rotation for the end of the fight, where there is actually a way to burn out your mana from 100 to 0, doing massive DPS even with the falling Arcane Mastery buff. The cost, of course, is that you can only sustain it for a very short time, and then it leaves you without mana, making it hard to return to the optimal sustained dps rotation. Perhaps the stacking arcane damage buff from Arcane Blast can be the mechanic that enables this.
Pyromelter Apr 24th 2010 12:58PM
I was thinking along the same lines. Like, you know how paladins have Lay on Hands? I'm wondering if they will give arcane a similar ability for mana, with a 10 or 20 minute cooldown. So that like if you hit a 30% burn phase and cast BL/Hero, you hit that button to get to full mana. And maybe another talent like a warriors Last Stand that increases your mana by 30% for 20 seconds... so combine the 2, cast the mana lay on hands, and the mana last stand, get a temporary boost in mana AND damage... I could definitely see that as fun.
Maybe add in another talent that reduces the mana cost of all spells to zero for 10 seconds? I think there are some good possibilities there at least (but again, we'll just have to see how it plays out).