Arcane Brilliance: News and notes from Cataclysm beta build 12604

Well guys, we just got our second pass.
The arcane tree is finally beginning to resemble something semi-coherent, and the other two trees have gotten a spot of polish applied to them in this build. The mage talent situation in Cataclysm is finally beginning to take shape, and now that things are beginning to come together, it's time to pick apart that embryonic shape and see what makes it tick. Because that's just how we roll.
Grab your blowtorches and put the kids to bed, we've got some deconstruction to perform.
A note on organization:
There will be none. We're going to be playing fast and loose here, hitting the ground running, playing by nobody's rules but our own, and also several other clichés I'll probably think of later. We have a lot of changes to discuss here, so we'll basically be shooting from the hip and asking questions later. (See? That was two clichés in one! Suck on that, warlocks.)
Spell ranges
You may have noticed in the previous build that all of our range-increasing talents had gone the way of Wand Specialization, and yet the range of our spells had remained the same. This was problematic, but worry not, for this build gives our spells a new baseline range.
Arcane and fire appear to have had their baseline ranges moved back to 40 yards, while frost still lags behind (or in front?) at a baseline of 35 yards for most spells. There are some notable exceptions, like Fire Blast being set at 30 yards (which is actually an improvement), but this new baseline holds for virtually every other rotation spell.
Arcane Repulsion, we hardly knew ye
Gone. It was always a strange talent, providing passive knockback against melee attackers on a 1 minute cooldown, and now it is no more. I would have liked to see a bit more work put into it -- keep the cooldown, but maybe make it an activated defensive ability? -- but I won't miss it too terribly much.
It has been supplanted by a brand new talent ...
I, for one, welcome our new Nether Vortex overlord
Mmmm. Yum.
No, not that Nether Vortex. This is a new tier 5 talent that applies Slow to any target we hit with Arcane Blast, as long as we don't already have Slow up on a different target. This does several awesome things.
- It ensures that Slow will always be up on our main nuke target.
- It will be quite nice in PvP (mostly in battlegrounds, where you might actually have time to get an Arcane Blast off), essentially making Arcane Blast a slower Frostbolt for arcane mages.
- It makes Torment the Weak a buff we can keep up ourselves without interrupting our rotation. Finally.
Torment the Weak is now arcane-only
This one's moved all the way from tier 1 to tier 5, so while the talent and it's 6% damage buff is still going to be mandatory for arcane mages, it will no longer be mandatory for everybody else. It has been removed as a subspeccing option, and that frees up three talent points for other, less boring things. I heartily support these two changes.
Everybody can now Improve their Counterspell
... which is nice. I heard a great amount of complaints about frost and fire having no access to this vital PvP talent, and it appears Blizzard heard those same complaints. And listened! Which is always a pleasant surprise.
Also made available to everyone?
Invocation sort of makes sense now
This was an interesting mechanic, and I'm glad to see it seems to be sticking around. Whenever you interrupt a target, you gain a fat 10% damage bonus for the next 8 seconds. It's been moved to tier 2, making it a pretty attractive options for PvP builds, and frankly, the 10% damage buff is damn tempting even in PvE builds. You can potentially gain 8 seconds of 10% increased damage every 24 seconds or so? That's a pretty solid buff.
The problem, of course, is squeezing your interrupt in between the rogue's and warrior's and death knight's and the death knight's undead mom's interrupts. I can't think of much that would be more consistently frustrating than to always have to compete with your raid-mates for interrupt priority, just so you can get a temporary damage buff.
And here's where I'd like to submit a humble request. Change Invocation to trigger both on interrupts and silences. This way, you can couple Invocation with Improved Counterspell, and basically enjoy the buff frustration-free every time Counterspell is off cooldown. Explain to me why this won't work and I promise to tacitly ignore you. Seriously, I will put my fingers in my ears and sing nonsense words as loudly as I can.
Incineration doesn't suck any more
The devaluation of crit chance made this talent hardly worth the points in previous builds, but after this pass the talent has been reworked to increase damage. And we all want damage. And since this is a tier 1 talent, we can all get that damage we crave. 4% of it -- to a major rotation spell for every spec -- to be precise. It's kind of boring, but at least it's worth the 3 points now.
Burning Soul should be baseline for the love of all that is holy
Seriously.
Guys.
This is priority one for the next pass on the mage trees. Every other ranged caster class (hunters too!) has this pushback protection as a baseline now.
Every.
Other.
Class.
I'm not sure how to emphasize this any further. Moving the talent to tier 1 means the developers clearly understand the talent is necessary to every spec. So why, in this new age of freedom and choice and wolf-people, are mages forced to spend 3 talent points to get pushback protection?
Oh, and in case you're wondering what priority two should be, it involves the implementation of a little spell I like to call "Improved Warlock Explosion."
And thank you for listening about the water elemental
It's apparently permanent now (no glyph required) on the beta. More on this after we can confirm this is intentional.
Cold as Ice and Ice Floes are now one and the same
This unholy union is just a great idea. Why have two cooldown reducing talents in the same tree, especially when trimming and slimming the talent trees is the name of the game these days? Ice Floes now lowers the cooldown on everything it used to, plus all the stuff Cold as Ice did, except Summon Water Elemental, the absence of which is further evidence that our new permanent elementals are intentional. Please excuse the excessive comma use.
And speaking of our big blue buddies:
Fingers of Frost is now a pet ability
... well, not just a pet ability, but a pet ability nonetheless. A new tier 5 frost talent, Improved Freeze gives your water elemental's Freeze spell a 100% chance to apply Fingers of Frost. This is a huge damage increase, and an excellent buff to our water elementals in both PvE and PvP. You can't see it, but I'm peeing down my leg right now and I don't even care. No word yet on whether the design choice to remove Freeze as a trade-off for permanent elementals for the purposes of PvP balance is still going to be a concern going forward.
Cone of Cold can be Improved
It now also freezes its targets for 4 seconds, instead of just slowing them. What a fantastic change this is. The spell was looking to essentially fade into obscurity the way things were looking, but now it's a mandatory part of our PvP repertoire.
We now know what our bonus for wearing cloth armor will be
Spoiler: It's intellect.
So these are my initial impressions, and I've only touched on some of the changes. Frankly, I'm of a mind to give a big, full-body, crotch-to-crotch hug of inappropriate duration to any class developer who has the misfortune to cross my path. This is by no means the final pass on the mage talent trees, and I certainly have my quibbles, but by and large these latest changes are evidence of some very positive intentions for mages on the part of the development team. I'm highly, highly encouraged. What do you all think?
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance, Cataclysm






Reader Comments (Page 1 of 5)
Nublet Jul 24th 2010 2:06PM
Fun read, but you forgot the change to incanter's absorption!
Heilig Jul 24th 2010 2:10PM
Which is completely awesome and makes whining about Arcane Repulsion useless.
IS IT REAL Jul 24th 2010 3:51PM
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PakiSunny Jul 24th 2010 3:57PM
OOK UPDATE I GOT A EMAIL SYAING MY RESET PASSWORD LIKE THERES AA LINK IT TELLS ME TO FOLLOW, HOW DO I KNOW IF THE LINK IS REAL LIKE IT TAKES ME TO BLIZZARD SHIT, NOT THE HACKER PLACE.
Xigageshi Jul 24th 2010 4:24PM
Jumping jiminy!
I just read the new Incanter's Absorption! thats is beautiful! that could make Mana Shield fun as hell to run around with!
Utakata Jul 24th 2010 5:13PM
It appears someone who is posting here is smoking some serious crack...
...on a more on-topic note, Incanter's Absorption you say?
Rakah Jul 24th 2010 5:19PM
I'd imagine fire mages are singing "Take That - Relight My Fire"?
Asgaroth Jul 31st 2010 3:22AM
What the heck is the critical mass talent? The tooltip was really odd!
ZeroCool Jul 24th 2010 2:18PM
One of the most enjoyable columns I've read in a while. Well done. I don't even play a mage, and I'm excited about mages now. Maybe I'll get a little Night Elf mage action going come Cataclysm.
BurgerTea Jul 24th 2010 3:02PM
Good job in putting emotion into mere patch changes. Pro article!
jakel Jul 24th 2010 10:09PM
Frankly, I'm of a mind to give a big, full-body, crotch-to-crotch hug of inappropriate duration to a Mr. Christian Belt. I'll also put my mouth up to his ear and whisper, "You're my favorite...
Favorite."
(for serious: I look forward to your posts every week. Yay!)
Crimson Jul 26th 2010 4:03AM
good lord...
Utakata Jul 24th 2010 2:30PM
Somehow...I am not surprised to see Torment the Weak moved and neutered like that.
Meerkatx Jul 24th 2010 5:45PM
You do realize that many mages have been asking for ToTW to be removed, not just moved or nerfed. If you didn't have the talent you couldn't be competitive in a pve environment and lead to fire having no hit talents what so ever, causing many mages to dismiss fire as being to hard or not worth the time to play.
Utakata Jul 24th 2010 6:04PM
I agree...but it's also Ghostcrawler wanted to deal with TtW for awhile now Meerkatx, and for good reasons. I am glad he took a look at it in this pass.
Qot Jul 24th 2010 2:24PM
Wait, a class that can only wear cloth armor gets a bonus for wearing only cloth armor?
Why tie it to the armor type? Why not just say "mages get +5% intellect"?
Jawn Jul 24th 2010 2:30PM
yeah, i was thinking the same thing, really.
How about.....
hmm... 5% reduced chance of getting hit by physical.... meh, that's PvP, mostly.
I know! Free pizza and 100% chance to crit on warlocks! YEAH!
flint Jul 24th 2010 3:03PM
Because all specs are getting a similar bonus. It's really meant so that the leather casters don't take cloth, and the mail casters won't take leather OR cloth, and so plate casters....well you get the idea.
Also Archmage Pants, I have a reason why Invocation shouldn't work on silences. Because that would make Invocation a 100% mandatory talent as well as Imp. Counterspell for PvE and it would force you to pop CS on cooldown, making it a part of your casting rotation and basically removing all utility from it (because chances are, it'll be on cooldown when you actually need to interrupt something). Fury Warriors in Beta currently have that problem with their enrage cooldowns and Fury in the Blood and Raging Blow. They're basically forced to pop Berzerker Rage and Bloodrage on cooldown so they can extra damage and use RB, but that means that they can't save the fear removal or rage generation for when they really need them.
zdave Jul 24th 2010 5:28PM
They really need to up the ante on the armor bonuses. 5% intellect doesn't sound like it will stop boomykins from rolling on my shit.
Docp Jul 24th 2010 6:09PM
Well remember Int now is the main source for spell power so it's more effective than you might think.
Providing Blizzard itemize stuff properly this should stop Boomkins stealing the occasional mage piece. Right now if Boomkins are in a good leather slot but a decent cloth boots drop there's nothing to stop them taking it as an upgrade if your raid does that kind of thing, however in cataclysm losing that 5% int and its SP means almost certainly no one would break an all leather set for just one piece.
However like I said that requires Blizzard to itemize correctly, if they drench leather in tons of spirit to the point Boomkins are massively exceeding the hit cap it may be better to take only half leather and then cloth pieces which have haste/crit instead of spirit on them (the kind of pieces mages will be gunning for).