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
Patch 5.2 interview with Dave Kosak
Inside an old alt's vault
The latest patch 5.2 news
All of the latest Mists of Pandaria news





Reader Comments (Page 5 of 7)
WaterRouge Apr 24th 2010 3:25PM
My concern is for those arcane mages who insist on intruding into pvp. Priests will be able to further dominate arcane mages because of their insistent mana burns, along with warlocks and hunters to an extent. If draining mana remains the same in a pvp situation then the classes than can indeed drain it will have a debuff to arcane mages that you cannot shrug off with ice block.
Fire mages on the other hand will last a lot longer with a healer by their side. Once the mana is gone and they start depleting their health they will essentially have an unlimited resource for their spells. Sure the healer will run out of mana too but by that time one of the two will probably have died.
Katt Apr 24th 2010 4:19PM
Thank you for writing this article. I ever sense the reveal have been very worried about this arcane mastery.
Arcane is my favorite. I wouldn't even want to be fire or frost they don't appeal to me. I am really hopeful that blizzard does the things you have suggested and makes it cooler and not lamer. I think they will or they will scrap it in the Beta. either or thank you for making me not so worried i will have to give up my mage come cata.
Shanks Apr 24th 2010 4:56PM
Being an arcane mage as it stands now just doesn't feel right to me. I'm supposedly a master of the purest magical knowledge, gleaned from years of studying musty tomes at the top of some tower. Yet when it comes time for me to stand on the battlefield and unleash my staggering intellect from behind bloodied, muscular fighters dressed in metal, I utter the same one or two spells over and over until I'm exhausted. Fat lot of good all those years of study did me; Mage State Community College teaches those same two spells to anyone who walks in off the street with a few silver pieces.
One thing I will say about the comments on this article: The definition of what is fun varies from person to person. Some find fun in seeing big numbers, others would enjoy a more complex rotation. I personally believe the concept of the arcanist jives well with the latter, and those desiring a "big boom" spec will drift to whichever (hopefully fire) ends up satisfying the former.
On the topic of a "burn" phase, I'm sure Blizzard could think of much more exciting mechanics, but what about a spell with a 3- to 5-minute cooldown that allows the mage to delay casting costs for ten to fifteen seconds? Something along the lines of "When activated, all damaging arcane spells will cost no mana for ten seconds. At the end of this period, all mana that would have been spent casting is consumed. The mage cannot cast a spell that that they would otherwise not have the mana to cast." Except worded better. Every few minutes you'd be able to "burn now, pay later." Ideally you would pop this ten seconds before the boss dies and blow your whole mana pool, except you'd still register as having a high level of mana, allowing Mastery to boost your damage. And if timed right, the effect would wear off right as the boss dies, suddenly leaving you with an empty mana pool when all those casting costs catch up to you.
icepyro Apr 24th 2010 5:16PM
" or mages destroying a warlock's self-esteem, ... or a mage sneaking into a warlock's backyard and salting the earth so that nothing can grow there for a hundred years"
To the first "exist in the presence of a warlock" is probably good enough to destroy any self-esteem they were self-diluted enough to have.
To the second.... what do warlocks grow in the backyard? The only lock I know does enough damage to the backyard with all the demonic circles and summoning stuff that I doubt anything will grow for a hundred years anyways.
To the article: I am betting that ~60% is probably a baseline normal current dps with no bonus and that it will be based on a percentage. 100% obviously does more damage, 20% or less does very little damage. Basing around 100% will irk people because casting a spell is enough to lower dps and basing it around 0-20% means the bonus isn't worth it to stack or threatens to become OP too easily. It also needs to be based on a percentage so that it scales properly lest it become too OP at high levels and too underpowered at low levels of gear.
What I wonder is if the mana return mechanics are also based on percentage of base mana. The reason I say this is because I currently have a retadin. With my talents, 25% base mana is returned on every judgment. I don't need a mana pool larger than base because unless I fail to judge my victims, my mana is almost always full. Very few spells actually use spell power, so stacking strength for the attack power is the way to go. If the mana return mechanics for arcane work on this level, we may see mages who avoid int because every other spell can be near or at full strength and mana boost trinkets boost a larger percentage when the pool is small.
Although given that spellpower will be built into int, and/or if the mana return isn't that great, we may also see arcane stack more int than holy paladins. Results will be interesting to see; that's for sure.
Ulin Apr 26th 2010 7:44PM
With the removal of SP from gear, int will definitely a must for any arcance mage in Cat. Since it wil more than likely provide SP.
philemmons Apr 25th 2010 3:54AM
...the rise and fall of arcane spec.... if the other specs do more dps, ill move on to them, period. I give blizzard props for re-inventing their game. Once again if the other specs have no mana ties with damage output, why bother?
joshbuddha Apr 24th 2010 5:28PM
I am sorry but the concept of fun, isn't what the high end raider looks for, they look for what is the most effective biggest numbers best for the situation. Fire is more fun than Arcane but on single target Arcane wins so most serious raiding mages are arcane. No matter what the highest dps rotation becomes, what conservation talents, potions, spells or whatever leads to the highest dps possible, that is what all raiding mages will do. I mean in wrath we have hit the potion sickness buff with the answer of prepotting on the pull so it comes up again for use later in the fight when its cooldown time. When we see the actual effects of this we are going to see theorycrafting, then mods, which say what to use when for maximum dps, and most mages are going to do that.
Shade Apr 24th 2010 5:48PM
There is no way in hell 50% is going to end up being baseline damage, because any guild with an eye toward progression is going to maximize their mages' time at 90-100%. It wouldn't be that hard for, say, Paragon to figure out how much mana a mage can blow in between ticks of innervate, and then saddle a tree to each mage. Then each mage, of course, will have a potion and a mana gem (plus Arcane Torrent if Belf).
Well-coordinated raids will have their mages at near-full for a lot longer than less-coordinated raids, or the general PuG population. There is no way Blizzard is going to let the top 5% of mages dominate with two or three times the duration of max bonus, just to let the general mage population stay balanced with other classes.
Arcane will be the elite spec, only for those mages who have a group that are willing to funnel them all mana-based combat resources. Frost or fire (probably fire) will be the general spec. This fits in with Cataclysm's goal to eliminate small and/or non-raiding guilds - "Hey, remember how good arcane was at the end of Wrath? If you ditch your friends/family guild, you can have that experience again!"
Magefest Apr 25th 2010 10:37PM
Shade,
I agree with you that progression guilds could very easily come up with a way to boost their mages damage, as you suggested with their very own tree or whatever. BUT - do you seriously think this would actually happen?
Each member of a raid group needs to be able to pull their own weight. Having to prop up arcane mages with their very own personal mana battery doesn't seem like a realistic option to me, as it would lower the dps of the group as a whole. Far more likely that they tell their mages to respec, or just get another dps class to replace them.
But before I hit the panic button I guess I will just wait and see how this mana adept arcane mastery thing plays out...
wizcressida Apr 27th 2010 10:21AM
@ Shade--
No, Paragon will leave their mages behind so they can give their innervates to some other, more valuable raid member and have a slightly slightly slightly slightly slightly (etc.) better chance at downing the boss.
Toddo Apr 24th 2010 5:57PM
I believe the mastery for Frost is retarded. A damaging debuff to opponents would greatly increase the usefulness of Frost, both in PvE and PvP. Let all those rogues run away now with a damaging frost debuff placed on them.
...but... Blizzard feels that the main, primarily only, main casting spell for Frost is not worth having an added bonus to increase the damaging output of the spec... which is already so very low compared to the other two specs. What gives?
Olicon Apr 24th 2010 7:08PM
My only problem with this is..I wanna be fire mage, but this looks so damn interesting too. I guess I'll just choose the path less traveled once the time really comes.
Rainbow Apr 24th 2010 7:39PM
This sounds really, really BORING and bad. If it were this way now, it would wreck the spec. Having to evocate etc in boss fights while everyone else is running away from the slimes/flames/exploding ghouls...."Oh no, my evocate was interrupted!!!! I'm screwed!!!" Drinking between every pull (again like in the old days) while the hunters, rogues, locks...well, EVERYONE is chain-pulling. No more fun manna burns with your procs springing up at the end again for that devastating finish. And yesterday when everyone was dead on Putricide 25 but me, the tank and a healer and it was the last % to burn as fast as possible with me almost oom and therfore presumably doing pathetic dps...well that would've been a downer as 21 people looked on from their corpses saying, "OMG what are you firing blanks for!" and of course I'd reply..."Sorry, just need to stand still a few secs to evocate...Oh well, it's on CD anyway, and so is the manna gem that btw doesn't scale with my mana pool and does bugger all and yeah...potion...used that near the start sorry guys, let's just do PP again, or get a lock in to replace me!" Will this apply to Ret pallies and Boomkins, I wonder...SIF!
Korb Apr 25th 2010 4:58PM
I'm not sure how a mastery talent for the spec makes you do LESS damage....
Piisuke Apr 24th 2010 8:23PM
I fully disagree Mr. Pants.
The whole point of Arcane Mages was that you spend your mana. Your Mana is there to be used. If I see myself Fireballing/Pyroblasting/Living Bombing/Scorching my foes and after a 10 minute battle I have 50% mana left, I know I have wasted 50% mana. I could have done more damage if my mana usage wasn't so 'safe'.
With Arcane, you know you're actually using your mana. Why should we stop half way through the fight, causing our dps to become 0%, restore Mana through various ways, just so we could do more damage? By the look of things atm, we'll be in the same situation again, 50% mana left at the remainder of the fight, because we do more damage if we have more mana.
I do not understand where Blizzard sees this whole 'mana management' thing, because as far as I know, we do not have one. Unless, however, you considering spam 1-1-1-1-2 throughout the fight is some form of management. Oh wait, the boss is at 50% and my mana is at 20% A simple Icy Veins + Evocation and a Mana Gem solves the problem and you generally don't have to use it any more. How is that mana management? It is not. It is just using your mana, which it used for. It is like telling a warrior that the less rage he has, the more damage he'll do and the more rage he has, the less damage he'll do. It makes no sense, none, nada, niento.
Considering a mana gem only has 3 charges and doesn't restore that much mana, same for a mana pot and Evocation lasts 8 seconds without Icy Veins/other haste improvements, I fail to see how this would work. Unless Mana Gems would restore more mana, Evocation will work like Innervation, allowing us to continue DPS, instead of having to wait, I don't think this will ever work. I know I am being negative, but this makes just no sense to me, no matter how I look at it.
As a mage, I want to use my mana, restore when/if I need to and just keep using my CDs conveniently and efficiently, which really doesn't require much planning. As Mana Adept is written now, it'll gimp dps, because we're constantly required to restore mana and with Evocation that means 0% dps for a few seconds.
Long story short: Arcane Mages use mana, because it is there to be used. It is like telling a DK/Warrior/Rogue to only use their abilities when their Runic Power/Rage/Energy is 100. I hope Blizzard will change it to something else. I'm judgemental, but I cannot work out how this would work in any way. Even your options, Mr Pants, only cause unnecessary problems.
Socialcockroach Apr 24th 2010 10:04PM
I find the concept actually kind of exciting for two reasons (this is speculative of coarse).
1) I feel that most probably, the damage boost will be substantial at full mana and normalize towards mid-mana ranges. If this is the case, it will allow for one hell of a lot of burst.
2) If the above is true, and we already know that the damage boost is dependant on how much mana the mage has, then we can assume that arcane mages can, in effect, double dip from their gear. Blizzard has already stated that high level gear will start to provide stats that increase mastery effectiveness, so I think it is safe to say that we will see +to mastery on cataclysm teir set items or high level trinkets. As a side effect, the higher the gear level, typically, the higher the intellect stat bonuses, meaning a larger mana pool which ties in very nicely with mana adept.
Tseran Apr 24th 2010 9:52PM
To all the arcane mages QQing about this, I say pipe up. Arcane is the king of DPS currently because they can go all out, spend all their mana like cash and turn it into damage. They have potential to do incredible amounts of damage but they end up dry. This talent is actually a good way to keep arcane mages in line with the other two specs. If you arcane mages can't handle a built in throttle to keep you in line with other folks, then you may as well reroll another class. If you can't handle being on top of the heap, then just quit now.
I personally hope they use this to limit the arcane mages and keep them in line with everyone else. Time for the equality to begin.
S31Ender Apr 25th 2010 8:47AM
We're a CLOTH wearing, non-pet using, no-healing, DPS spec only, glass cannon that at best has 3000 armor and the least health of everyone.
We're not supposed to be survivable. We do one thing and only one thing and we're supposed to be the best at it and the worst at EVERYTHING else.
In return, we're supposed to pump out a stupid amount of damage before we (possibly) die.
Ulin Apr 26th 2010 7:58PM
keeping Arcane in line with others?
Mages are one of the few classes that only have one job. That job is DPS. We cant roll a heal, tank or mdps offspec.
Frost = PVP, Arcane = PVE, Fire = PVE or PVP
So if you want to do more damage in PVE roll/off spec an Arcane mage, if you want to PVP roll/off spec a frost mage. If you do both equally roll/off spec a fire mage. Simple.
So in your mind:
Equality: "If I had bad eye sight, then I would mace everyone I saw so we all had bad vision"
Instead of: "Since I have bad eye sight I will get eye surgery to make my vision better"
Think about it.
Matthew Apr 24th 2010 11:13PM
I think this will separate the men from the boys, so to speak. You'll actually have to play the class AND the spec to do the most amount of damage. No more LOLARCANEBLAST spam.