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
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Reader Comments (Page 2 of 4)
kef_kfb Jun 12th 2010 6:35PM
"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."
im a lock at heart because they have the best resource generation tool available to all the caster dps at the moment but this beats it by a long shot. dont exactly know how they will implement it but with the increased health pools in cata im afraid locks will lose their one true superiority over mages, tapping directly into the healers mana pool. this is even more "lock" than life tap.
vocenoctum Jun 12th 2010 7:04PM
It definitely is a "wait and see" thing, but if the exchange rate is just really, really, bad, it would still give the feel to warlocks. Don't know if anyone knows Shadowrun, but the Fire Mage thing feels more like "drain", the strain of casting too powerful of a spell, while warlocks are most assuredly more of a "blood magic", cut yourself for Power type deal.
Still, the rolling fiery ball is definitely more a warlock thing. Conjuring tools of doom is all warlocky, and we could use some AE!
Cyanea Jun 12th 2010 8:29PM
But the difference is the details. Burnout just increases your mana pool by at most, the amount of health you have minus one, whereas Lifetap is the Warlock tool for nearly limitless mana without the need for a healer throwing spells at you. Warlocks can regenerate their own health, and fast: Haunt, Siphon Life, Drain Life, and a talent in Destro I think. Lifetap is still the better of the two. :P
theatermusic87 Jun 13th 2010 6:18PM
The huge difference I can see between this and warlocks (esp from an alt healers point of view) is that mages will be taxing their health ONLY in combat... and usually at the most stressful parts of a fight for a healer; so they aren't really tapping into a healers mana pool at all but giving them more of a headache...
AND at the end of combat... that healer will fill up your health but we're still going to have to eat our strudel where the loc can lifetap away and be full in seconds...
on that note and extremely off topic... when are they going to make food (common place outside of festival rewards) that scales with how much mana we have?
Frank Jun 12th 2010 6:46PM
ahhhh, a delicious column devoted to my spec. the only bad thing is all the warlocks scuttling around in the comment thread. shoo, 'locks, SHOO!
Bvannas Jun 13th 2010 6:26AM
Don't shoo them, set them on fire!
pandaba Jun 12th 2010 6:47PM
I don't understand why you're potentially upset about the Ignite mastery talent or dots in general. Fire mages are already swimming in dots: pyroblast, fireball, living bomb, the existing ignite talent, flamestrike. When you think about it, every nuke the fire mage has already has a dot attached or has the potential for a dot, thanks to Ignite.
This doesn't sound like things are going to change much, unless my levels of reading comprehension are lower than their usual abysmal rank.
Matthew Jun 12th 2010 9:36PM
New and improved is often, not new nor improved! Marketing!
Socialcockroach Jun 12th 2010 6:48PM
I personally took the "AoE damage balanced for single target damage" to mean that it will not suffer from any sort of aoe damage caps.
Cyanea Jun 12th 2010 8:25PM
I took it to mean that it'll do a set amount of damage spread out among X targets. The higher X is, the less damage each mob in the area receives.
Pocky Jun 12th 2010 6:55PM
I think I just wet myself! Finally another awesome reason to play Fire, other than the fact that (from what I've seen), most are Frost or Arcane (I like to be different). Honestly... sending a big, uncontrolled ball of fire hurtling through a room packed full of mobs? Like I said... I think I just wet myself! Oh the fun that promises to be!!!
Deathknighty Jun 12th 2010 7:01PM
Put your new firey powers to the test! Dry up that little puddle on your crotch with a pyroblast!!
Kiph Jun 12th 2010 6:57PM
"You shake my nerves and rattle my brains..."
Kaz Jun 12th 2010 7:24PM
I can see healers getting really pissed at over zealous fire mages because of Burnout. When they run out of mana they just keep casting and the healers are wondering why their life is going down faster than the tank. Then they realize it later and Vent rage on the arcane arsonist.
regisfrost Jun 12th 2010 7:45PM
Well at least we have a good reason for losing health; our mana (and probably all means of replenishing it) are gone, so we are going for our reserve. It's different with all the warlocks who lifetap almost to death and then stand looking impatiently at the healers (who are drinking like the rest of the normal casters).
Vogie Jun 12th 2010 10:09PM
That's the difference between a good lock and a bad lock: good locks are happiest with a single (one) HoT on them or while standing next to a lightwell. They NEVER run out of mana, because they're keeping their spellpower up with the glyph of life tap, and either:
A) Use the same amount of mana they tap into, or
B) Downrank Lifetap to accomodate the amount of mana they tap to.
A bad lock will wait until he or she has 20% or less mana, then tap to full... and either whine on vent/chat for heals, or die in a fire... and then whine/chat for grieving purposes.
Especially after raid wipes, it's evident. A good lock will summon his pet, activate armor, drop a soulwell, tap to full THEN USE A HEALTHSTONE. Then, grab another from the pot; if the HS doesn't heal them the full way, Fel Armor or magefood will. Bad Locks will summon pet, tap until full... and then sit.
theatermusic87 Jun 13th 2010 6:23PM
mages can't use health to reup their mana pool... there is no convert x -> y component... therefore at the end of combat (if we live that long since healers are probably going to be busy keeping the party alive if we're already this mana taxed) we're going to have to sit and drink just like every other real casting class out there...
Malkinius Jun 12th 2010 7:32PM
My old FrostFire build does a good chunk of its damage with periodic damage. Each thing having its own DOT or as I prefer to call them Harm Over Time items. It makes a bit of differentiation over the Warlock DOT's and it makes me one HOT Mage.
Malkinius
Novijen Jun 12th 2010 7:39PM
Dude, Ignite now makes Fire Blast a small DOT. I wonder if it will finally be a part of Fire's rotation other than something only used during movement.
Tom Jun 12th 2010 7:43PM
I'm disappointed by the lack of AC/DC jokes.
Warlocks would have made them.