Arcane Brilliance: Great balls of fire

When the Cataclysm class previews were announced by Blizzard lo those many months ago, my initial reactions were a decidedly mixed bag.
Arcane scared the crap out of me. Mana Adept? It took several weeks and many hours of therapy before I could envision any sort of scenario in which that idea didn't sound like a terrible, terrible idea.
Frost struck me as kind of meh. I gradually became more excited after I thought about it for a while, but Deathfrost and Wall of Fog simply weren't all that thrilling as initial concepts.
Fire, on the other hand, sounded awesome.
A giant ball of conjured flame that travels along a set path, sending out tendrils of destruction that incinerate anything in its path? Sexy.
Seriously, there is no boring way to describe that. How do you even show up to magic school if you're an arcane or frost mage after that? You're sitting on the magic monkey bars or whatever having this conversation:
Arcane mage: "Yeah, so we're getting ... um ... something that makes us do more damage when we have full mana, but less when we don't? My mom says it might not be too bad after we get used to it ... "
Frost mage: "Oh yeah? Well we're getting a huge wall of ... fog. Suck on that. Can you say low visibility, bitches?"
Fire mage: "Massive orb of moving tendril-flame. Consumes all it touches."
Seriously, that's the kind of thing that gets you laid in magic school. Chicks dig fiery balls.
So let's spend a few minutes talking about the new and improved fire tree, shall we?
New spell: Flame Orb
If you want a preview of what this spell will be like, go to Icecrown Citadel and fight the Blood Prince Council. Prince Taldaram uses a spell called Conjure Flame. Or, just head over to The Old Kingdom and fight Taldaram there. In either case, he will sometimes cast a spell that sends a giant ball of flame floating toward somebody. That ball of flame sends out tendrils of fire that do AoE damage to anybody near the travel path of the orb and does a large amount of damage to whomever it eventually hits.
Flame Orb, our new fire spell for Cataclysm, is modeled after that boss attack. Learned at level 81 by all mages but presumably improvable through talents by fire mages, Flame Orb will conjure a similar ball of flame that will travel in a straight line, sending out beams of fire that will do damage to any enemy it passes along the way. It will be a cast-and-forget spell and will not require channeling or additional control once it is dispatched. It will deal AoE damage as it travels, but will also be balanced for single target damage. Fire mages will possibly get a talent that causes the orb to explode upon reaching its destination. The spell will not be targeted. It will instead be sent out in a specific direction and will not deviate from its assigned path.
Those are the things we know so far. Here is a list of the things we don't know:
- Will the spell be instant, or have a cast time?
- How will a spell that does AoE damage also be balanced for single-target damage? This is the part of the released information that makes the least sense to me. We've never, in the history of this game, had access to a spell that's useful both as an AoE spell and as a PvE-rotation-viable single-target spell, as such a thing would presumably be severaly overpowered in PvP. The closest we've come is probably Living Bomb, but even that is severely limited in its AoE capabilities.
- Will the spell continue on along its path without interruption no matter what? Will walls interrupt it? Will scoring a direct hit on something along the way cause the spell to cease? My guess is that yes, it will continue even after striking something directly, and no, it will not travel through walls or other obstructions.
- Will the mana cost be prohibitive in a PvE environment?
- Will the single-target damage make the spell worth casting in pure single-target fights? I sincerely doubt it, but my fingers are crossed so hard they may never uncross again.
- Will the spell generate threat the way a normal AoE spell does? Because that's the scariest part of this spell in theory: Sending an uncontrollable ball of AoE death hurtling into a moving pack of mobs, there is simply no way to reliably predict which mobs it will strike and whether or not those mobs are currently being held by the tank. The likelihood of a miscast (or even a well cast) Flame Orb getting me killed seems high.
- Will the spell function require a second targeting click, or will it simply fire out on a single press, in whatever direction your mage happens to be facing? I'm hoping for a single press, but the extra precision of a second press might be necessary.
- How fast will the orb travel, and how far will it go?
- What sort of cooldown will it have?
- At what rate will the AoE damage tick? As it passes a mob, will that mob be getting hit once, or multiple times?
- What sort of range will the spell have as it travels? Are we talking about hitting a wide swath of mobs or only those within a few feet of the direct path?
Fire mastery: Ignite
This mastery bonus will add a DoT effect to every direct-damage fire spell. Sounds uncomfortably warlockian to me, but if it makes my fires burn hotter and longer, I'm all for it. Here are my questions:
- How big are the DoTs? Will they be a set base amount, or a scaling percentage of a spell's inflicted damage? Please god, let them scale.
- How long will the DoTs last?
- Will each spell apply a unique DoT? For example, if I cast a Fireball, then follow it with a Pyroblast, will the mob now have a Fireball DoT and a Pyroblast DoT on it? Or will there only ever be a single fire mage DoT on a given mob? Please god, let them be unique DoTs.
- Will each successive cast of a spell overwrite the DoT? Any chance they might stack? My money's on overwrites.
- Does the fact that this mastery bonus is called Ignite mean that our existing talent called Ignite is going the way of Wand Specialization? I'm thinking the answer to this one is yes.
- Are the current DoTs applied by Fireball and Pyroblast being replaced by Ignite? I'm also guessing this will be the case.
Other talent and spell changes
- Pyromaniac will grant an undetermined amount of haste to the mage when three or more targets are being affected by one of his fire DoTs. No word yet on whether this only applies to DoTs applied by Ignite, or if the DoT from Living Bomb will also apply.
- Playing With Fire will no longer increase your both your incoming and outgoing spell damage. Instead, it will lower the cooldown on Blast Wave whenever you get hit by a melee attack, making it a potentially indispensable PvP talent. Whenever you get smacked at close range, you'll now have quicker access to Blast Wave's AoE daze mechanic, which should be pretty fantastic, depending of course upon how much the cooldown is actually shortened by.
- Burnout will allow mages to cast spells using health when they run out of mana. This is potentially huge. It will make stamina a spellcasting stat, instead of just a "not dying" stat. Again, though, I'm not super-thrilled about another excursion into warlock-land. Hurting myself to cast spells? Bleah. Still, I guess we're indirectly getting ourselves killed by our spellcasting all the time. Maybe we hit ourselves in the face with a Pyroblast crit on a mob with spell reflect up, or maybe we were just a little overzealous and pulled aggro on the wrong mob at the wrong time. This will just be a more direct method for us to do damage to ourselves, I guess. I have to admit I'm not opposed to having a second pool of casting resources waiting in the wings when our primary one runs out.
- Scorch will supposedly also provide a damage bonus to the mage's fire spells, as well as some additional unspecified benefits, effects that can also be increased through talents. This will hopefully provide a reason for fire mages to include Scorch in their regular rotation even if somebody else in the group is already providing the crit buff Improved Scorch applies.
So what do you think, fire mages? Does the potential of this explosive, DoT-heavy new fire tree excite you the way it does me? Or are you already clearing the hard drive space for The Old Republic?
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance






Reader Comments (Page 1 of 4)
MusedMoose Jun 12th 2010 6:07PM
I plan to start magery anew in Cataclysm, and said mage will be a NE specializing in fire and only fire. Okay, I'll probably put some points into the other talent trees, but you get the idea. The thought of blazing through the new(ish) game inflicting all kinds of fiery death amuses me. The thought of tearing through battlegrounds leaving trails of charred corpses in my wake (some of them mine, 'cause I suck at PVP and will only suck more when I charge into battle wearing a dress) makes me cackle maniacally.
The thought of throwing down a massive ball of fire and leaving it to wreak havoc without my attention? Joy. Sheer joy. "Tears streaming through the ash that covers my face" kind of joy.
Yes, I get a little too into this. ^_^
Zhiva Jun 13th 2010 12:44AM
Since some weeks ago, every time I think "fire mage", I think "Roy Mustang".
http://www.youtube.com/watch?v=ZQW3-c32-oE
Artificial Jun 13th 2010 2:45AM
I always think of Cranius' Big Blue Dress:
http://www.youtube.com/watch?v=2z29Rk8814w
Although if you're a Roy Mustang fan, you may prefer this one:
http://www.youtube.com/watch?v=lDPN-5Whx4c
Iirdan Jun 12th 2010 6:10PM
"Chicks dig fiery balls."
Really? Maybe it's just me, but in my experiences rashes like that aren't a good thing.
Oh, you mean spells. Right, yeah, definitely.
Beruza Jun 13th 2010 7:09AM
Maybe he's referring to redheads?
Rubitard Jun 12th 2010 6:12PM
Why wait for Cata? You could have all that fiery destructive goodness right now by rolling a 'lock?
/yes, this will most certainly be a... wait for it... FLAME WAR!!
Kao Jun 12th 2010 7:44PM
YEEEEEEAAAAAAAAAH!!
Derrek Jun 12th 2010 9:52PM
Hahaha, woot!
Who needs to keep their fire in orderly little spheres? Just let it run rampant across the ground, consuming everything in it's path.
Works for me.
Rai Jun 13th 2010 5:16AM
Indeed. Green fire is too hard to resist...
Deathknighty Jun 12th 2010 6:17PM
I was wondering. I'm leveling a fire mae through the mid 30s right now, and I've occasionally had a good look at all the talents, abilities etc, theaat will be trainable in the future.
I happened to notice Pyromaniac, Arcane Meditation, and Mage Armor, which each allow 50% of your spiri-given mana regen to apply when casting spells. I was wondering, do they stack? Because that would mean that if all three stack with each other, then you could have 150% of your non-casting regen apply when casting, which would be pretty awesome. Do they stack, or is that just wishful thinking?
themightysven Jun 12th 2010 7:21PM
two stack, but not three
Vogie Jun 12th 2010 9:54PM
However, I have a question about that.
I recently moved my lowbie mage from Frost to fire. While in frost, I had the Glyph of mage armor to make up the for lack of meditation...
When I switched to fire, I had pyromaniac. Eventually I swapped the glyph because I though "hey, you can't have 120% mana regen while casting". Then, my mana seemed to start running out more frequently...
I haven't tested it out again, because I have limited playtime and 4 80s I'm gearing, but could it be that you CAN have 70%+50% mana regen using the glyph??
Knaz Jun 13th 2010 1:18AM
They do stack, but your regen will never be more than 100% - in other words no point taking multiple regen talents. Just take the talents appropriate for your spec and if you are really low on mana just use Mage Armor instead of Molten Armor.
Jack Miles Jun 12th 2010 6:19PM
So, you're stealing stuff from us, and we are borrowing a few minor abilities from you. I'm willing to call this even.
Kinka Jun 12th 2010 6:24PM
(I apologize in advance for the comparison Master Pants, but your fears of Warlockian style spells are worth discussing).
From a lore stand point, Warlocks are (generally) Mages that have tampered too much with particularly dangerous powers. It makes sense from a lore standpoint to have a tree actually sort of tread ever so lightly on the Warlocks toes. IF you want to use that line of thought, then we can assume that Fire Mages might generally be the ones to tamper with demonic powers, given the demonic affinity for fire.
While it's true that the DoT will likely be a significant portion of damage done, fire is still going to be a direct damage tree (Living Bomb aside). Here's the difference in philosophy with Immolate and Fireball. Immolate has a direct damage component, but you cast it for the DoT. Fireball has a DoT but you cast it for the direct damage. While we might see a rotation to get all types of DoTs rolling (assuming the DoTs are unique to each spell cast) I can't see any mage tree RELYING on DoTs. Just like Demo specs are the most mage-like, Fire hits closest to home for a lock.
As for the Health>Mana flavor, Warlocks are extremely different about how they go about this. Having to cast to get the mana makes the amount of health more manageable but makes the mana less available in a combat situation. The fire mage way of doing things (I take it as you can go to 0 mana, and keep casting with your healthbar replacing your mana bar without skipping a beat) means it will probably be super easy to go overboard with it, but the resource is available right away in a fight when it's crucial (say, the last 10% of Putricide where stopping to evocate could mean death for you and/or the raid for any number of reasons).
PKthe13thvah Jun 12th 2010 6:35PM
I've always imagined that Fire mages are the most warlock-like, and Destro locks are the most mage-like. As a fire mage I'm fine with this.
WaterRouge Jun 12th 2010 8:54PM
Then (from a lore standpoint) why did all of the shaman orc clans turn into warlocks under Ner'Zuhl and Gul'Dan?
Bumblebee Jun 12th 2010 9:14PM
"Then (from a lore standpoint) why did all of the shaman orc clans turn into warlocks under Ner'Zuhl and Gul'Dan?"
@Waterrouge
You could make the argument that since Shaman deal with the spirits of the world that under Ner'Zuhl's influence they started to look for other kind of spiritual forces, demons perhaps.
Kinka Jun 12th 2010 9:49PM
A good point WaterRouge.
Actually though, when I said (generally) in my original post the orcs were the biggest exception to the rule I had in mind. BOTH Necromancy and Demon Magiks however (outside the orcs) were arrived at by Mages taking their research too far. It's a particularly common theme in the Kirin Tor. Kael'thas and Kel'thuzad are both good examples of people that swayed in the wrong direction.
It's what singled Antonidas out in a few texts as either dogmatic or a beacon of an example to follow (depending on who you ask). The best example of how these schools relate to Mages is found in here.
http://www.wowwiki.com/Journal_of_Archmage_Antonidas
Tsorania Jun 18th 2010 7:14PM
@PKthe13thvah: please. Fire mage's aren't like locks. locks are like mages. only with less direct damage spells and more DoTs. Destro is basicly for those players who can't play fire mage without a pet because they can't throttle their agro back enough.