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 4 of 7)
Chase Apr 24th 2010 4:58PM
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.
-Does that mean being under hit cap will be good?
Matthew Apr 24th 2010 12:59PM
Betcha wish you could life tap, huh?
I'm not a warlock but I wanted to say that.
I might, however, sell my innervates to the highest bitter, I mean bidder!
Sinthar Apr 26th 2010 9:24AM
God no. Life tap sucks and blows. Were getting something MUCH better - we dont have to use GCD's to use it - just keep going til we get healed or die - same as you locks but we dont have to piss around exchanging it first.
brian Apr 24th 2010 1:05PM
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.
Tabasa Apr 24th 2010 1:05PM
I'm optimistic for Arcane in Cataclysm.
As someone who actually leveled Arcane in BC out of curiosity (not an experience I would recommend even now), it's been interesting to see Arcane's rotation evolve over the course of the expansion.
I agree that the Mastery bonus needs to feel like a bonus and not a penalty, and I have doubts that "normal" damage will require anything over 50% mana. I echo the hope that the lack of the mechanic at all will be considered "normal" damage (technically, considering the way that mastery bonuses work, this makes a lot of sense to me). In other words, mana will cause a damage bonus, as opposed to a lack of mana causing a damage penalty. Certain arcane spells may need to have their initial damage coefficiants cut slightly to acommedate, but I'm hoping we'd never see, say, Arcane Blast suddenly doing half of it's normal damage just because an Arcane Mage is at 25% mana.
That said, it's all just speculation at this point. The expansion's still a ways away, and really anything could happen between now and release (and to be fair, what comes at release isn't guaranteed to stick around anyways).
I very much agree that Arcane Barrage needs to find its way back into our rotation, though. I love that spell to death, and it being so underused makes me sad.
jp.bloothoofd Apr 24th 2010 1:07PM
Don't use +hit any more and the mana you get back from misses might be enough to keep it up without stopping casts for evocation. Plus more mana is higher dmg :P
How's that? The less hit you have to more dmg and less managing mana. You will only see more misses.
Mash Apr 24th 2010 1:09PM
I thought getting higher lvl gear was supposed to increase dps.. Well, I guess since Intellect is going to be the new caster thing, Arcane mages are going to be sport 100k mana pools so actually running OOM might take a full raid-fight duration. In that sense I could maybe make a little sense out of Mana Adept but.. sdjfhsdjh.
Roflcopter Apr 24th 2010 2:00PM
When I read the change I immediately thought of obsidian destroyer from DotA, one of my favorite heroes, yet I noticed no one else seems to get the connection? In essence one of his spells used a percentage of his mana as bonus damage and another spell had a chance to return mana per cast. Was a pretty fun build. Does anyone else thinksomething like that would work?
Joltmar Apr 24th 2010 1:28PM
As arcane I never go below 50% unless somehow I get unlucky and Arcane Barrage doesn't proc after 4 ABs or I just don't pay mind and spam AB
But thing to remember mp5 going out the window so.. ya
talitha3k Apr 24th 2010 2:57PM
if you've been relying on mp5, "ur doin' it wrong".
Roxton Apr 24th 2010 1:29PM
Ah, now, I'd envisaged quite a different set-up for arcane from the one you mentioned. I was also extrapolating from those wonderfully vague sentences, but I'm operating here under two fundamental assumptions:
1) Mana spell costs are going to remain high enough to mean that you can't waste any mana regen from evo.
2) The damage bonus will not be an analogue value that changes gradually over time, but rather a set of brackets (e.g. 0-20% mana = X amount of damage, 20-40% mana = X+1 amount of damage, etc). I think this is a reasonable assumption to make, as otherwise it would force a player to do a vast amount of theorycrafting to maximise their dps, and Blizzard have stated that this is something they would like to see less of (hence the stat reforms to make the gameplay more intuitive).
With this in mind, I see Arcane's rotation unfolding as follows:
You start at 100% mana, and you are in the top damage bracket. You want to stay there for as long as possible. Therefore you use a less mana consuming rotation (e.g. drop the stack after 2 with a barrage, use Missiles whenever it's up etc) and gem as soon as you won't waste any. Your rotation means that you're doing less than maximum dps, but the mastery boosts that a sufficient amount to cause you to be actually doing more damage overall because you're staying in that top damage zone for longer.
As soon as you leave that top damage zone, or leave the zone where the mastery bonus will no longer patch up your rotation, your aim is to burn as fast as possible down to 40% and evocate back up. This will most likely involve straight Blast spamming, but who knows. You'll be losing mastery spell power, but the higher dps rotation makes up for this. The result is a fairly steady dps.
The thing is that it's more or less impossible to do any real theorycrafting without numbers. We can guess, but at the end of the day anything could happen, including the entire scheme being scrapped.
More thoughts on the Cat changes:
http://doyoumindifiplay.blogspot.com/2010/04/lets-do-time-warp-again.html
Frank Apr 24th 2010 1:32PM
came here for the warlock hate, was not disappointed. ^_^
Kylenne Apr 24th 2010 1:40PM
I'm sorry, but I just can't get excited about this, and the more I think about it/read people's attempts to make it sound better the deeper this creeping sense of dread becomes. The problem with this mastery in its proposed form is nothing that can be alleviated with numbers and/or talents we don't know about yet. The problem with it is *PERCEPTION*. Even if they get everything right, this feels extremely counterintuitive, and feels like being punished for casting spells, something that is antithetical to the idea of a mage. It doesn't matter how the numbers turn out.
The lack of a burn rotation is also extremely troubling to me. As it stands, when Bloodlust is called, I can pop my "Arcane Veins" macro, toss up my mirror images and go to town. THAT IS FUN. What is not fun is the prospect of being the only person in the raid that can't actually burn the boss down because I'll do less damage. Again: perception. That's what's going to kill this mastery in practice.
And regardless of what they end up doing, this seems exactly the kind of idea that looks interesting on paper but turns out to be a nightmare to balance and gets subject to a nerf/buff rollercoaster over the cycle of an expansion. I can easily see it causing more headaches than it's worth--just look at the problems with gear scaling that cropped up as Wrath dragged on, with various specs across a variety of classes.
I dearly hope they can manage it and that I'm wrong, but I just don't see it.
Samuel Apr 24th 2010 1:53PM
A great boon to the potion masters!
When my first alchemist hit the appropriate level, I made him a potion master. There was a great market in it. Because you could use more than one potion per fight, raiders would suck one down early in a boss fight so they could do so again when the cooldown ticked off.
Almost immediately after, Blizz dashed all my hopes and dreams by making the one-potion per combat rule. Now nobody drank a potion unless/until they needed it. The bottom of the potion market dropped out.
Now, there is at least one class/spec that will be drinking potions early again. Assuming other mechanics stay the same, I figure arcane mages will be drinking a mana potion after they've used their first mana stone and evocate and need topping off again.
smack Apr 24th 2010 2:03PM
I guess my problem with mana adept is at what time in the fight the bonus applies. As has been said, it would seem that arcane's damage would have to be maintained around some 50% mana = normal damage, 100% mana = bonus damage sort of ratio. Therein lies the problem...arcane's damage would have to be "normalized" around a depleted mana pool to keep their overall damage output consistent with other dps classes and specs.
Given that we start all fights with full blue bars, arcane will be starting every fight with a massive damage bonus. Will the tanks be able to generate enough upfront threat to keep the baddies off the arcane mages when the fight begins and the arcane mage is necessarily (because of mana adept) pew pewing at full throttle? Or will it force arcane mages to sit around baking biscuits at the start of every boss fight to allow the tank to generate enough aggro to even begin to think about casting? I shudder at the idea of a build that forces me to sit around doing nothing for the first 5, 10, 20 seconds of every boss fight.
Deathknighty Apr 24th 2010 2:15PM
I can imagine them having threat scales down as damage scales up so that's not a problem: say you're at 200% damage (/drool...), then you'll probably have a 50% threat reduction.
MATTHAM Apr 29th 2010 12:52PM
I believe this is the absolute key point (flaw?) of this proposed system. If we start out laying our heaviest DPS at the beginning of battle, won't we out-agg the tank? Sitting out of battle is now preferable to actively taking part due to threat management issues? Sounds like Blizzard wants to do away with arcane mages in the raiding environment; perhaps due to warlock sabotage?
Nobody likes warlocks, not even other locks.
Zachary Apr 24th 2010 2:26PM
I don't think mana adept will suck necessarily, but I suspect it will make arcane mages that much harder to balance by adding yet another variable (mana regen) to the list of things that can affect our dps. The result being that arcane mages will go in and out of favor depending on gear level and gear scaling throughout the lifetime of the expansion.
Norrel Apr 24th 2010 3:07PM
Ah, so as an arcane mage I'll be conserving mana to do max dps... wait what? That goes against everything I stand for!!! Give me a spec to burn up all my mana in a blaze of glory!!!
Rubitard Apr 24th 2010 3:07PM
WoW.com columnists, please take your own advice. We don't know the full story surrounding all the changes coming along in Cataclysm. We certainly don't know enough at this point to have this much concern over one particular change. It's all much ado about nothing. Calm down, be patient and let it all unfold. Even after Cata launches, do you think that will be when Blizz says, "Yep! We nailed it! No more balance changes in the game are needed EVAR!!" I think we all know better.