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 3 of 4)
Zalvi24 Jun 12th 2010 8:17PM
BEST...............TITLE ....................EVER!!!!!!!!!!!!111!!!!ONE11!ONE
Stirb Jun 15th 2010 6:49PM
I have a wonderful image in my head of casting Flame Orb at somebody, then Blinking behind them, forcing them to run alongside the Orb.
Boobah Jun 12th 2010 9:00PM
Maybe I'm missing something, but why is it better for the new ignite to have many separate DoTs instead of one rolling DoT like the current ignite? Just some strange obsession with having a whole lot of debuffs on a target? Or is there a practical reason?
I'd think one DoT would be preferable just because that's less to sort out from the DoT you actually have to do something about, Living Bomb.
Luke Jun 12th 2010 10:01PM
From a PVE stand point I would agree that having one DOT or debuff to manage would be nice. However look at it from the other side of the fence.
In PvP there are many mechanics in play that remove debuffs, DOTS, and harmful effects. Adding more dots to your opponent only makes it more difficult for your opponent to survive your attacks and dispel, decurse, dedebuff...
For a Fire Mage survival is largely dependent on killing the other player first. The more tools we have to do this with, the better our survival. When your opponent has to use time (global cool downs and button clicks) to remove debuffs they aren't attacking you.
I don't think a Frost Mage would complain if they recieved another stun, shield, or snare.
Rob Jun 12th 2010 9:23PM
I for one welcome our new warlock overlords.
Evadora Jul 24th 2010 9:29PM
I love being a Mage.
Love it.
We're smart. We Nuke things. We're sexy. Way sexy actually. And clean, so fresh and so clean. Unlike Warlocks that slut it up with Succubi.
So yeah I love being a Mage.
However it's when I'm healing that I hate Warlocks the most.
Let me rephrase that.
However it's when I'm healing that I hate bad Warlocks the most.
Now the development team is trying to put bad Mages on my hate list.
I'm not sure how I feel about this. I'd like to believe that this Burnout mechanic will not lead to the douchebaggery that is:
"WTF Healer thanks for the heals."
I don't want to start getting this from Mages.
/sigh
theatermusic87 Jun 13th 2010 6:27PM
I think it'll be good fire mages that burnout 25% of their health... evocate... burnout 25% of their health after they burn through their mana... pop a gem... repeat... use a pot... etc... and allow healers the chance to top them off when they have time...
similiar to using gems and evocate now when you're getting low on mana but not out to start the cooldown going before you really need it
riverdan4 Jun 12th 2010 10:03PM
flying in azeroth + 10 fire mages = fiery wall of death in an alliance/horde city of your choice.
Sorronia Jun 12th 2010 10:12PM
Woot! that's my sexy mage up there throwing that fire ball!!
Arachynne Jun 13th 2010 12:21AM
If all of this means less reliance on RNG, which KILLS me in dps and makes my guildies look at me like I'm slacking, then I'm one happy hottie. My guild leader politely requested I finally break down and dual spec into arcane for more steady output. *sigh* Three spell rotation. booooooooooooooooring...
I love my fireballs. I love setting things on fire. I love the smell of smoke in the morning...afternoon...evening...24/7. Nothing says "die you scum-sucking warlock die" quite like a well placed hot-streaked pyroblast.
...sorry, my eyes were glazing over. *maniacal laughter*
WTB more spells that can be cast while moving, pls. kthxbi
sonatasun Jun 14th 2010 4:32PM
I would like to respec to fire for certain fights in ICC. But I'm in a guild where any lapse in dps is likely to get me replaced. So I stay with tried and true Arcane. But I can't help but wonder what I might do on Dreamwalker with all those adds just begging for living bomb?
BTW, it appears that Fire mages are outperforming arcane in ICC.
Orrine Jun 13th 2010 12:35AM
Erm, I think I've read Ghostcrawler post where he said that Ignite is wrong name for Mastery - it will be named some other way. So I think our Ignite talent stays :)
Olicon Jun 13th 2010 12:40AM
My question with the Flame Orb is..how the heck would you aim "up or down"?
Seriously.. WoW is now using terrain a lot more, especially in arena and BG. But not a single spell or ability in the game actually recognizes the Z axis. Cone of Cold and Dragon's Breath? Straight out. You can look straight up at the sky, and you will still fire forward.
So what if you're on a bridge now? You can't ever hit anyone below, or above a ledge? Sounds pretty silly to me.
Natsumi Jun 13th 2010 1:35AM
You know, as someone the Mage community looks up to, I can't believe you forgot about the Onyx Blaze Mistress in Obsidian Sanctum. She ALSO has your coveted orb of fire, why slog through half a heroic to see what you get when you can just make a left (or right, it doesn't matter) when you walk into Sartharian's lair, am I right?
Also, if you want a REAL Fire spec, you should try http://www.wowhead.com/talent#IZcu0hohZVbGVrcuVsVfst as it's got more fiery goodness than you can handle.
Tim Jun 13th 2010 1:45AM
I just started my Mage. Lvl 30. I really hope Cata delivers or I will be play Old Republic. I loved both the games on the (Se)x-box and it looks really groovy. I will break up with WoW if Cataclysm does not deliver the way I'm hoping it will. I can't believe you even said the "Other MMO" word Christian. For shame.
Euphande Jun 13th 2010 2:02AM
I'm hoping Burnout will end up actually helping us get mana back. After all, right now spell criticals return mana, so why not?
Turtlehead Jun 13th 2010 2:58AM
"We've never [...] had access to a spell that's useful both as an AoE spell and as a PvE-rotation-viable single-target spell [...] The closest we've come is probably Living Bomb, [...] that is severely limited in its AoE capabilities."
Calling bullshit on this one. Living bomb is *HUGE* AoE on middle-to-big packs*. Tab target bombs onto everything in range is the best AoE damage for mages if targets live long enough for the explosions, and pushing best in the game. Bomb everything, flamestrike max and one down, repeat. Details vary with number of targets but bombs going off will proc endless hotstreaks, use one to speed a flamestrike, re-bomb.
Flame orb may be problematic both breaking CC and if there is a lot more movement (as new talents strongly suggest). Aiming will likely be tricky. Both problems more so in PvP: In PvP people will, you know, not stand still near the giant roiling thing headed their way. Competent ones anyway.
I'd be more interested in fire's mastery if they had fixed fire's DoTs. First rolling huge, then munching, tons of bugs in both. Five years and it's never worked properly.
The new burnout makes little sense to me; they've said several times mana should be mostly a non-issue for DPS so a talent to use health for mana is odd. Warlocks have always been balanced around that mechanic--their base spell costs are high so draining the minion or health tapping is required. (They also don't have gems or evo.)
Arcane's is super weird. They obviously want to put mana management back in for the spec (despite the overall statements to the contrary) but it's difficult to imagine it tuned well. If it makes it live arcane will wobble all over best DPS to junk as they fiddle--and expect a nerf later as folk are geared up and mana again is truly not an issue.
Meh. It's too early. Blizzard's chucking whatever cool stuff they've thought up at the wall to see what works. I'm mostly worried about haste capping both early gear and late in Cat. Mages can currently mostly dodge haste capping by not stacking procs/cooldowns but a lot of other classes/specs easily crit and/or haste cap. Boomkin, enhance and elemental shaman, and holy pallies come to mind. Extremely high haste also punishes those with higher latency. Switch your arcane mage to frost. Cry once because of the lousy DPS then cry again when you miss a deep freeze proc because of a combination server/client weirdness + latency and the DPS drives off a cliff and explodes in a valley in southern California killing a lot of non-fight related endangered toads. Not that Deep Freeze is a kludge eight million ways to Sunday or anything.
*It's also God's gift to non-PvP mages doing WG weeklies. Bomb everything while running in circles like seven year old girl scared of a spider, die, rez, repeat.
Pyromelter Jun 13th 2010 8:42AM
totally agreed, especially regarding mana adept. I really just don't see how it can be balanced at low and high gear levels. I somehow get the feeling that arcane mage's mastery may have the same name, but change in function, like giving extra mana regen somehow.
And you are absolutely right on living bomb. It takes a while to ramp up but holy hell, my MSBT pings me like crazy with hot streaks when LB explodes in trash packs.
Also, really mages have 1 dot to keep track of. Sure, pyroblast, ignite, fireball (unglyphed), FFB all have dot components, but they are passive components. The only dot you need to track on a debuff tracker is Living Bomb. And also fire mages don't have pets.
The most "warlockian" part of being a mage is the water elemental. I know it's kind of heresy, but I really wish they'd give WE to shaman, and just add a spell in the frost tree called "Freeze." Freeze is really the biggest thing that frost mages use with water elementals, and it is awesome for pvp. Otherwise, the WE is just a passive damage boost. Boring. Just put that damage component into frost mage's spells, or an extra cooldown.
And speaking of shamans, I want to cast a fireball that's 8x bigger than lava burst. I feel like mage's fireball and even pyroblast is like a pea-shooter compared to the bazooka that shamans fire out there.
theatermusic87 Jun 13th 2010 6:35PM
@Pyromelter
(no idea why he lacks a reply button but what eves)
I totally agree that lava burst is a much cooler looking spell... and add to that the fact that you can make it guaranteed to crit... it's just so unfair that they can drop that kind of damage in 1 cast always...
Warlockami Jun 13th 2010 3:37AM
"Chicks dig fiery balls."
Archmage Belt, I come to you as a warlock, to tell you that you sir have made me thoroughly laugh, from one of the first few sentences.