Cataclysm Beta: Mage talents and specializations

Still, I was able to salvage one small fragment of it. It is but one of a batch of haiku I wrote about Improved Polymorph. I will reprint it here, because whatever else this monumental beta build has altered, my passion for this new talent remains.
improved polymorph
flaming warlock sheep corpses
snuffleupagus
On second thought, perhaps it's best that no more of that sees the light of day.
Anyway, let's move on the rest of the awesomeness.
OK, a couple of brief disclaimers.
- This is the first pass at these new talent trees. They are quite unfinished and will change significantly throughout the beta cycle.
- Mages (and especially the arcane tree) are particularly unfinished. Some classes have a more accurate look at their new trees and specializations; mages do not.
- Do not panic, burn Ghostcrawler dolls in effigy, take up pitchforks and/or torches, or send anything potentially volatile to any class developers. Nothing you see here or elsewhere on the interwebs is even remotely close to being final. Relax.
Specializations
These are the primary skills you learn at level 10, when you select your talent tree. In case you haven't been following the change, go read this. It'll bring you up to speed. Back? Fantastic.
So basically, at level 10 you still select your first talent, but in doing so, you also choose your primary talent tree and will be unable to put any talent points anywhere else for the next 60 levels. In addition, when you select your tree, you will be given a few abilities that immediately give you access to some of the awesome things associated with that tree. The plan is to make you instantly feel like a fire mage, if a fire mage is what you'd prefer to feel like. Here's how the specialization bonuses look after this first pass:
Arcane
- Arcane Barrage
- Arcane Specialization (+arcane damage)
- Pyroblast
- Molten Armor
- Fire Specialization (+fire damage)
- Summon Water Elemental
- Frost Specialization (+frost damage)
Arcane mages get one of the coolest arcane spells, previously the arcane tree cap talent, at level 10. I just want you to spend a moment thinking about how awesome it would have been to level an arcane mage with an instant nuke on a three-second cooldown, as opposed to now, where leveling an arcane mage feels like something child molesters spend eternity doing in the deepest pit of hell. I'd like to see Arcane Blast given out bit earlier, because the arcane playstyle is so dependent upon the mechanics of that spell, but Arcane Barrage is great too.
Fire mages begin with two signature fire abilities: Pyroblast and Molten Armor. This immediately gives a fire mage a distinct flavor. Massive fire balls and flimsy, damaging armor? Not shabby for a first try, Blizzard. Also, not having to spend a talent point on an ability that so many later fire talents depend upon is a welcome change. Still, I have to wonder if this means arcane mages and frost mages can't learn Molten Armor? If that's the case, why aren't arcane and frost learning their armor spells as well? Will those spells already have been made available to them prior to level 10? I shudder to imagine those first 10 levels without Frost Armor ...
Frost is officially a pet class. We'll learn to summon our water elementals at level 10 and never be alone again. Except when we get jumped by 16 murlocs and leave our big blue buddy behind to die in our place while we run, screaming, for a safe place to change our soiled skirts. The beta tooltip for this still lists a 45-second expiration on the elemental, so I have to wonder if the pet will still require a glyph slot to make permanent. I would hope not. I'd like to see that glyph excised completely from the game. If water elementals are now going to be an essential part of the frost mage leveling experience, I'm not sure it makes any sense at all for them to be of limited duration.
All three trees get passive increased damage to spells from their school of magic, which is logical. I'd like to see frost and arcane both get one more ability at 10, possibly their armor spells (or maybe a more powerful, exclusive version of those spells, if they're going to be available to all mages). I feel, though, that Blizzard is on the right track with these specialty bonuses. They immediately give a strong sense of uniqueness -- a very distinct flavor -- to the mage who chooses them at level 10 and should make the early leveling process far more pleasant.
31-Point talent trees
So much is left unfinished about these trees, it's quite difficult to view them as anything other than a very preliminary preview of what's to come. Still, there's a treasure trove of speculative information to be gleaned here. Go take a look. Browse. Peruse. Then come back, and we'll talk a bit.
Here's what I'm seeing at first glance:
- We're down to between 19 and 20 distinct talents per tree. Arcane has 20; the other two have 19.
- There are 40-41 talent points total per tree. Again, arcane has the most, at 41, while the other two trees clock in at 40 each. That means that should you choose to do so, you could very well get every talent in your chosen tree (since you'll have 41 talent points to spend at level 85), though it looks to me as if doing that would be a very bad idea.
- All talents require between one and three talent points to max out.
- Many low-tier talents have become high-tier talents and vice versa. For example, Focus Magic is now very deep in the arcane tree, while Torment the Weak has become a first-tier talent. This dramatically alters the landscape of what you will be diving into the other trees for, after reaching that level 70 threshold.
- A great number of the more passive or boring talents have been removed entirely (Student of the Mind, we hardly knew ye), with which I have zero issues.
- While we have significantly fewer talents to deal with, many of them are simply amalgamations of older talents, stripped to their basic components and then smooshed back together into one uber-talent monstrosity. See Ice Shards. I can't find a good link for it as it exists in the current beta build, so check the talent trees again; the same applies for most of the talents you'll see mentioned below.
Arcane
- Arcane Repulsion now only works when you have Mage Armor up, making Mage Armor your PvP armor of choice if you're an arcane mage (and maybe even if you aren't).
- Netherwind Presence is a first-tier talent? Holy crap. Unless fire mages and frost mages both hate haste for some reason in the expansion, why wouldn't every mage ever want to pick this talent up?
- Improved Arcane Missiles gives two extra missiles? Sweet fancy Moses. I just peed a little.
- Improved Polymorph, while still being awesome, is now completely different. Instead of being able to queue up damage for three seconds on a polymorphed target, you now stun them for three seconds when you do damage to them. Please, please don't let diminishing returns affect this stun. Anyway, so much for my little haiku. The whole of that lost column is now officially obsolete. Oh well, at least I got to type "snuffleupagus."
- Arcane's cap talent is now Arcane Power. Hmm.
- Improved Fire Blast now basically gives Fire Blast the same essential functionality as Arcane Barrage, only with a slightly longer cooldown and no travel time. Glad to see Fire Blast back in the game as a viable spell.
- Both Master of Elements and Incineration look like potential secondary tree destinations for my talent points.
- Molten Shields looks like a colossal waste of talent points, a rarity in these new trees.
- Pyromaniac is massively altered, making it almost mandatory that fire mages be attacking multiple targets in fights where doing so is possible.
- The new Combustion deserves its own column, really. I'm dying for more beta data (ha!) on this, so any of you who have wisdom to dispense, please do so in the comments below.
- Um. Shatter. Drool. For just about everybody, this is going to give you a more than 100% chance at a crit against frozen targets. We're going to need some theorycrafting once everything solidifies to determine the exact point at which frost mages don't need any more crit, ever.
- Ice Shards is now Improved Blizzard, so don't worry, guys. AoE Blizzard farming is still on the table.
- Frostfire Orb! Whoo! Frostfire Bolt isn't going to be totally useless!
- See also: Brain Freeze. I'm very interested to see if a viable Frostfire spec emerges, despite the hybrid spec limitations inherent in the new talent system.
World of Warcraft: Cataclysm will destroy Azeroth as we know it. Nothing will be the same. In WoW.com's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion. From goblins and worgens to mastery and guild changes, it's all there for your cataclysmic enjoyment.Filed under: Mage, Analysis / Opinion, Cataclysm






Reader Comments (Page 1 of 6)
Charner.Boney Jul 14th 2010 7:10PM
Edit: Netherwind Presence (Not netherwing.)
Fletcher Jul 14th 2010 7:12PM
Although summoning a Netherwing dragon to fight beside us would be *awesome*. I
Danage Jul 14th 2010 7:24PM
It really is Christmas in July!
I think I will jump out of a bath, shout EUREKA! and run down the street naked...
Anathemys Jul 14th 2010 9:29PM
You were reading this in a bath?
1. Too much information.
2. You could get electrocuted.
3. Haha, stupid little mage :P
Vogie Jul 14th 2010 9:42PM
There are some things I don't really get...
Hot Streak knocking out AM Procs but requiring THREE crits (up from 2) to launch that Free Pyroblast?
The entire class not having pushback Passives, as opposed to every other class?
No reference to Arcane Barrage in the entire Arcane tree?
What happened to Mana/Arcane Adept?? It was a cool thing that I wanted to see more framework for. Cornering Arcane into using Mage armor & Mana gems is not the same.
What happened to Burnout Redux? Deathfrost?
I still think that PvE mages should have to glyph for permanent Water Elemental... It was one thing for Unholy DKs to have it, but that was a bit different. WE is still a cooldown with fantastic pvp use.
Purf Jul 15th 2010 7:04AM
@ Vogie: Yes, the new Hot Streak requires 1 extra crit from the current version, however they do not have to be in a row, just within 6 seconds of each other.
Irontoof Jul 15th 2010 7:28AM
I think these things Vogie refers to are mastery bonuses :P
MrMindless Jul 15th 2010 7:16PM
Did you guys check out the arcane tree
Presence of Mind has a new cooldown
1.5 seconds
Thats right folks, try and imagine what this does to the arcane tree
Fletcher Jul 14th 2010 7:12PM
Right now it seems I can't get to the end of the Arcane tree without picking up some quite situational or PVP talents. I trust Blizzard that This Shall Change, the Arcane tree being unfinished as yet.
aseitz Jul 14th 2010 7:16PM
Ya I did the same thing and got bored... I'm ready for the next beta build! ;)
Qot Jul 14th 2010 7:29PM
All specs and trees I've tried have this to some extent (something that you'd never take now becomes the best of bad options to get to the next tier in Cata). I'm hoping the trees get refined a bit.
aseitz Jul 14th 2010 7:32PM
Frost looks fun...
http://talent.mmo-champion.com/?mage#7AxJtUR8,,12479
I hope it's viable, I was only into arcane because it was required to pug-raid.
Jason Jul 14th 2010 8:41PM
Agreed. I don't need or care about 'imp blink', 'Arcane repulsion' or 'imp polymorph'. 'Torment of the weak' is top tier when 'slow' is 20 points in, this means levelling mages will need to use 'frost nova' to snare at low levels. Also levelling mages don't need 'imp counterspell'.
I can see what's happening though. All the damage you do will be based on your stats and talents are mostly just a flavour thing. At the moment though, fire is looking more fun than Arcane. I guess blizz wants to make talents more fun to choose, but honestly I don't see much fun in 'imp blink', 'arc repulsion' or 'imp polymorph', 'prismatic cloak' or 'slow', unless you play PvP, in which case they won't be fun they will just be a necessity.
Tyr Jul 14th 2010 8:44PM
The most annoying thing about these builds atm is that you can't have both arcane power and icy veins in the same build anymore. Goodbye, GCD nuking!
Fletcher Jul 14th 2010 10:37PM
Don't forget that all mages get Time Warp, which does the same thing - although I can see Frost becoming a raiding build, if Time Warp *stacks* with Icy Veins ...
Czaric Jul 15th 2010 4:10AM
seems good to me
prismatic cloak for raid damage
incanter's absorption - spell damage from raid damage
improved blink is the only talent i would say is for pvp, but again, get out of the fire, and stay out of it
http://talent.mmo-champion.com/?mage#vAy3kKHdN,,12479
Xigageshi Jul 15th 2010 4:08PM
Blizzard has said they don't want talent specs to be all about picking the most boring dps increasing talents. Choosing between damage talents and situational talents isn't a choice, since you would (many would say should) always take just the damage talents anyway.
The ideal is that we'll get all the boring damage crap we need passively, and you'll only ever pick between situationally handy, useful and or fun talents. now obviously they likely won't reach that lofty goal, but movement in that direction is a good thing.
The problem with these trees isn't the talents, it's the perception of what makes a good talent. The world (of warcraft) isn't separated into damage talents and bad talents; the damage talents are almost always the boring ones, because mandatory talents aren't really choices at all, and it is because of that that blizzard is 'forcing' you to pick up utility talents.
I for one look forward to being able to grab more of the talents that are fun, without having to worry about making sure I've grabbed every boring five point talent that gives me a 2% passive damage bonus.
zdave Jul 14th 2010 7:16PM
big fingers of frost change too. it only affects ice lance and deep freeze now.
Ibanthemage Jul 14th 2010 7:18PM
Yeah, good points all around, Arcane power... last... talent...
-_-
Timidger Jul 14th 2010 7:24PM
do you think they ment the extra missles for arcane missiles to just include the already missles we already have and make fire and frost mages onlny have one missile?