Arcane Brilliance: The services we provide

Let's take a moment and talk about utility, shall we?
This week, I'm going to present the case for mages as the single best utility class in the game. Sure, druids bring their gifts of the wild, death knights bring their horns of winter, shaman bring their bloodlust/heroism, warlocks bring their evil little cookies and their obscene body odor, and rogues bring ... a tendency to stab things in the back ... but mages -- I think you'll agree after I pound it into your heads for the next thousand words or so -- are the kings of utility.
You may think of us (and many of us may think of ourselves) as simple purveyors of arcane destruction. We trade in damage, humble merchants of death, standing behind someone wearing more substantial attire, churning out our fireballbolts and frostmadoodads and whatnot until the boss keels over, like any good ranged DPS class should. While this is our essential function, I'd like to spend this week's column shining a spotlight of sorts on the other things we bring to the proverbial table.
Protip: one of the things we bring is a literal table.
Crowd Control
I know what you're thinking --
"Huh?"
-- and I concur. Huh, indeed.
But believe it or not, crowd control (and specifically, the mage variety of crowd control) was once, in the not-so-distant past, a highly valued commodity. It used to be quite impossible to complete even a 5-man without some form of it, and it may be that those days return in some form or fashion once Cataclysm drops. I'm not anticipating a complete about-face in Blizzard's dungeon design, but I do foresee some sort of happy medium between the absolute necessity of crowd control and the absolute marginalization of the same utility.
Once upon a time, dungeon pulls were balanced around the idea that a group would need to render at least one of the enemies impotent until at least one of the other enemies was dead. You were always pulling slightly more than your party could comfortably handle. You needed someone with a stun, or a freeze trap, or a charm, or something to remove one of the mobs from the equation for as long as possible, or the pull was likely to go very south, very fast.
This is an area in which mages excelled. While other forms of crowd control were unreliable at best, mages brought a spell to the table that could be depended upon. It could be counted on to last roughly 30 seconds -- an eternity -- kept the affected mob in one spot, and was only breakable upon damage. Plus, it turned that scary monster into a cute, fluffy and highly flammable farmyard mammal.
I'm speaking, of course, of Polymorph.
We still have this spell. And though we no longer have a great need for it in the area of AoE tanking, it still has its uses.
in PvP situations, it is perhaps the most powerful offensive and defensive spell we possess. It is still an incredibly reliable means of controlling a foe, and nothing is more valuable in PvP than the ability to lock down an opponent. I've been running a lot of random battlegrounds lately and noticing a disturbing trend.
We've forgotten about sheep.
Many a mage tends to charge into combat, flinging fire and ice hither and thither, unleashing death and destruction upon all who cross their path, forgetting that they possess the ability to completely remove a single enemy from the battle with a single button press. This is valuable to ourselves, and valuable to our teammates. I could write a whole column about this, but won't. Yet.
Other uses:
- As a defensive spell. Often, we rely solely upon aggro-diminishing mechanics when we draw the attention of a mob away from the tank. I've found success, though, in simply controlling the aggroed mob instead of going invisible or iceblocking. Lock that impertinent beast down, keep it focused so that you can-re-sheep when the first sheep breaks, and remove the mob from the fight. Of course, in this post-crowd-control age, one of your teammates is likely to break your sheep prematurely, but you can always kill that teammate later.
- To lock down a ranged mob. Maybe your tank hasn't noticed that enemy spellcaster. Maybe he just isn't bothering to pull him in. Sheep him. You'll display a rare sense of situational awareness and negate an unimpeded source of incoming damage.
- As an interrupt. This is more in PvP than in PvE, but I've used it there too. Even if crowd control isn't your aim, a well-timed Polymorph can interrupt an enemy ability as effectively as a Counterspell.
Mages have the most rock-solid CC spell in the game, and even if we never return to the days when groups would specifically seek out a mage for his sheeping skills, it's still a great bit of utility to have in our repertoire.
Portals
Not only can we zoom about the world on our own, unfettered by the constraints of time and space, we can also bring our friends. The random dungeon finder has eliminated much of the demand for this ability (gone are the days when every instance ended with a frothing demand by every party member for a port), but I still get plenty of unsolicited, malformed, misspelled and often poorly conjugated requests for portals. I'm usually happy to provide this service, knowing that I've assisted some wayward traveler on his or her journey. Raid groups have yet to become cross-server and/or randomized, so those are also a frequent opportunity to provide instantaneous mass-transit. Everybody has used a mage for transportation at one point in their WoW careers, and I'm happy to have been a part of that.
Refreshment
Fact: Strudel is nature's perfect food.
This cannot be disputed. Warlocks like to think that they also provide sustenance, but there are two things you should know about those evil little cookies before you eat them:
- The place they summon them from isn't an FDA-approved establishment.
- They give you the runs. I'm talking violent, soul-rending bowl-voiding the likes of which you haven't felt since the time you drank from the toilet that weekend in Tijuana. I'm just laying it out there.
Remove Curse
Yes, we've spoken of this on more than one occasion. But the fact remains that mages are one of the few classes that can provide this utility to a raid, and it is an absolute necessity. If you are not decursing folks, you are not doing your job. You won't get thanked for doing it, and you will get yelled at for not doing it, but do it anyway. The seconds you lose in DPSing may save your raid.
Intellect
More specifically, intellect of the arcane variety. We, as mages, can literally make the entire raid smarter. In fact, when all is said and done, we may be the most valuable class in the game, buff-wise, to fellow spellcasters. This particular buff grants a large chunk of intellect, which, depending on your class and spec, translates into such things as spell damage, crit, and mana pool size.
Focus Magic
This only helps a single caster in the group (and of course yourself), but it helps that single caster a bunch. It's an entirely passive 3% crit chance buff, which is a fairly massive amount of crit. Put it on a holy paladin, or an elemental shaman, or a moonkin, and they will instantly become your best friend. And then it will wear off, and they will hate you again. And rightly so, because you are a jerk. I'm just the messenger.
Speaking of crit chance
Improved Scorch is an almost required buff, really. If nobody else is providing an equivalent raid buff, you need at least one fire mage to put this thing on the boss and keep it there. The debuff it applies is worth a 5% increase in crit chance for the entire raid, something no raid can really afford to be without.
Frost mages provide an identical debuff, in the form of Winter's Chill. It applies said debuff as the frost mage casts its normal rotation, meaning the buff will absolutely always be up, unless your frost mage has an aneurysm at the keyboard or experiences a power outage or something.
Arcane Empowerment
Arcane mages provide a raid buff too. It's entirely passive, and it grants a flat 3% spell damage to everyone within 100 yards. The arcane mage doesn't have to do anything to keep it up but stay alive, which is admittedly difficult at times.
Replenishment
Enduring Winter does two things. First, it keeps your water elemental around longer (an effect that's rendered useless if you happen to have the glyph that makes him permanent). Second, it provides replenishment to up to ten of your raid-mates. It triggers off of Frostbolt, which is a spell that frost mages cast approximately seventy-billion times every second, give or take. 1% mana return every 5 seconds is quite nice. Quite nice indeed.
Other perks:
- Dashing good looks
- Impeccable personal hygiene
- Impressive comic timing
- We always have cash on hand for tips and cab fare
- Encyclopedic knowledge of music, so when you ask "Who's that by?" we go "Anamanaguchi," and you can then hit up iTunes or whatever and set it as your new ringtone.
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance
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Reader Comments (Page 4 of 5)
Possum Jun 26th 2010 8:59PM
You forgot Spellsteal Christian. I'm not sure if there is occasion for it in raids, but there are many times in herorics where it (used to) make a huge difference to fights. Now you can generally just burn through the mechanics but I still steal lightning shields and that little evil gnomes awesome haste buff in ToC5!
Possum Jun 26th 2010 9:02PM
Oh and while you didn't forget it as such Counterspell is also an important utility ability to interrupt heals or other dangerous mob spells like mind control. I'm surprised how many mages I see that won't interrupt a mob casting a long arse heal on itself!
Euphande Jun 27th 2010 2:50PM
Two places off the top of my head where spellsteal is incredibly useful or even essential in a raid scenario.
1) Lord Jaraxxus' Nether Power. 5 stacks in 10, 10 in 25. Increases magic damage dealt by 20% PER STACK. Spam spellsteal till it's gone then go to town! This effect can also be removed by any dispelling class (like a priest's Dispel Magic) but it's so much better for everyone for mages to get it.
Pro tip though: he likes to cast this at the same time as he summons adds. If you get more than your fair share (4-5 stacks in 10, 7-8 stacks in 25), DON'T switch to the add till the buff goes down. At 8 stacks you'll peel a newly-spawned Mistress right off the OT.
2) Vampiric Might. This is a self-buff cast by Lady Deathwhisper's Fanatics. Increases damage dealt by 25% and target heals itself for 300% of the damage caused. Spellsteal this and not only will you save your tank a world of hurt, you'll become an unkillable death machine. Yes please!
Clydtsdk-Rivendare Jun 26th 2010 9:11PM
"We, as mages, can literally make the entire raid smarter."
I wish.
Myth Jun 29th 2010 1:08PM
I had a warrior last night ask why he got my intell buff .... I told him I just keep hoping and wishing it will make some sort of difference.
miggedymike Jun 26th 2010 11:13PM
"Of course, in this post-crowd-control age, one of your teammates is likely to break your sheep prematurely, but you can always kill that teammate later"
I approve of this message and applaud your progressive thinking.
thatguy Jun 26th 2010 11:53PM
Doesn't matter if you dislike Christian Belt, his articles, or the mage class in general(don't know why you do because Arcane Brilliance and mages are pretty cool) you got to admit that song was epic.
Desmentia Jun 27th 2010 12:11AM
I'm not a Warlock, (I'm a shadow priest, and I love all my fellow ranged DPS,) but I think they've got you beat for utility. So do unholy Death Knights, come to that. I love me a Focus Magic, and you shouldn't raid without Improved Scorch, but you CAN'T raid without Curse of Elements, or failing that, Ebon Plaguebringer.
And don't argue with a Shadow Priest. That clutch bubble that saved your ass last week? That totally wasn't a healer paying close attention to the angry Onyxia flying over you and breathing deeply. Speaking of which, I hear she does that more.
Pinochet Jun 27th 2010 3:22AM
"More specifically, intellect of the arcane variety. We, as mages, can literally make the entire raid smarter. In fact, when all is said and done, we may be the most valuable class in the game, buff-wise, to fellow spellcasters. This particular buff grants a large chunk of intellect, which, depending on your class and spec, translates into such things as spell damage, crit, and mana pool size."
Yeah I'm pretty sure the Curse of Elements/Earth and Moon/Ebon Plague +13% magic damage raid buff absolutely eats 60 int for breakfast for all spellcasters. I'm also going to say the various crit, haste, Arcane Empowerment, and Demonic Pact buffs are all are worth more than this as well. In fact, AI pretty much only beats Divine Spirit in the "I'm a useful raid buff" category.
Now if you could actually make the humans behind the characters smarter, this actually *would* make you the "most valuable class in the game."
ProTech Jun 27th 2010 3:43AM
We have one more utility spell which is completely missing: Spellsteal
If you remember the other day about various dispell mechanics for healers in Cataclysm. Spellsteal is an offensive magic dispell. So all healers will have 3 of the 5 varoius dispell mechanics. Mages currently have and most probably will have in cataclysm 2. We can dispell curses and remove beneficial magic effects from enemies.
Now that I think about it Counterspell is also missing, a lot of raid encounters depends on interrupting the boss, and mages can help whit it.
Clockworker Jun 27th 2010 5:07AM
That's nice and all, mages...But I found leveling a warlock ten times easier than your class. I'm never going to find out how useful your utility is because I just can't stand leveling a class that doesn't have a pet and isn't a hybrid. :(
I think I'll stick to evil bowel-disrupting fel cookies.
Altough mages have Spellsteal.
S-Stupid sexy Spellsteal...It's not like I WANT to abuse you in both PvP and PvE settings...
Rainbow Jun 27th 2010 5:37AM
I have two 80 raid mages but, Locks are actually at least as useful especially a demonology one with the huge sp buff he gives now. Food is very minor: everyone has their own buff food anyway now or puts down a fish. Others can can remove curse and whirlwind works way better in a fight like Lady D than sheep. Heroism/BL is a way more important utility buff than any of ours by an incredible margin. There are other classes offering better crit/hit and sp buffs. Shadow priests provide a lot more in various areas. FM is just for one other person. Really we have very modest utility use; it's just as well that mages are doing good dps right now. You could've included counterspell maybe, it has been useful in the past, as has spellsteal (indeed vital on some fights back in the day).
Abraxuss Jun 27th 2010 7:49AM
Don't tell Daniel Whitcomb this but, why can't the DK articles be this funneh?
I
nancy Jun 27th 2010 7:52AM
Spot on and enjoyable as always! (My husband enjoys your column and hes a Paladin.)
Nancy
kronstifitler Jul 3rd 2010 2:24PM
I agree with Enaelis i too have an 80 Rogue and an 80 Mage. both are awesome at what they do, i highly suggest one of each as well! Plus then there is amost always a spot in a group for you as a melee or ranged DPS. They also both have a great aggro dump, Vanish and invisibility.
TonyMcS Jun 27th 2010 9:54PM
Fire mages?
As possibly the last fire mage on my server, I was amused when I put a living bomb and an improved scorch on a boss and a guildie arcane mage wanted to know what the icons meant ;-)
Now if I could only throw an instant pyroblast at all the people who ask why I'm not arcane ;-)
Inaraserra Jun 28th 2010 1:26PM
I never dug the whole arcane thing. Went straight from Frostfire to Fire, cackling at living bomb all the way. And then they let us put it on multiple targets!!!!
/sheds tear of joy remembering that patch day
Sarabande Jun 28th 2010 10:05AM
Wonder how much these useful skills are really appreciated sometimes. Usually, as SOON as I get into an instance, I start making table . . . if I wait even a few seconds, everyone is off and running. Sometimes, I'm having to say "click please" and I can imagine my mage's arms are getting tired from casting the table summon.
Sometimes, I'm on autorun as I figure out who to FM, cast Arcane Brilliance, macro my /assist tank and try to figure out if I should use the drums or Fort scroll by looking to see who is in the group.
Seriously - it only takes prob. less than a minute to make sure everyone is buffed, mana'd up, elixir'd . . . whatever. The buffs often add up to more dps and thus, in the end, a faster (or at least smoother) run and can often help the less geared players keep up better. I have no idea why people can't sit still for a short time to make sure everyone is ready at the very beginning of the instance.
Nerdling Jun 30th 2010 12:17AM
Polymorph the duration and spamability are the positives but the
negatives
Only castable on Beasts, Humanoids and Critters, so if your relying
on the mage to do the CC you better limit yourself to runs where
that's all there is (anyone else notice a lot of Undead in ICC and
environ's, nm plenty of Elementals etc.)
Breaks immediately on damage, those pesky classes where some form of
aoe or another is integral to the rotation/priority (it costs them
dearly not to use it) just love you for that.
Heals the target for 20% per second I think. So if you are going to
use it to interrupt someone, you better hope what your using to break
the sheep does more dmg than you've just healed them for. I'm assuming
that the opponent isn't always on full health when you want to
interrupt.
It is dispellable.
Give me cyclone over Polymorph most days of the week. Castable on any
creature type. Not only will the target not get a hell of a heal, they
can't even be given a heal, or damaged (useful if you need to cc one
of your own and have teams mates who tab and dps blindly). It can't
be dispelled and it even means any aura or passive buff the target is
giving is inactive for the duration.
If a Boomkin is using that then I'm quite happy to leave them at it
and I'll happily decurse in their stead (well I'll happily decurse
anyway).
I won't even mention the rest of the stuff our Feathered Friends can
do in terms of utility.
Nerdling Jun 30th 2010 2:24AM
Sry for double post only struck me later,
Arcane Subtlety used to be "Reduces the chance your spells will be dispelled by 15n% and reduces the threat caused by your Arcane spells by 20n%"
Got changed to "Reduces the chance your helpful spells and damage over time effects will be dispelled by 15n% and reduces the threat caused by your Arcane spells by 20n%".
That reduced the effectiveness of Poly quite a bit in PVP. A few other spells too, Slows (Arcane and Frost), Frost Nova, Deep Freeze etc.
And tbf I forgot to mention Cyclones one drawback over poly, 6s duration before DR.