Arcane Brilliance: Fire mage 4.0

Another beta build hit a couple nights ago -- as they tend to do -- and it brought a number of class changes. A quick glance at the new talent trees revealed the expected (some talent position swaps, a few talents vanishing, some tooltip alterations, the occasional loss of a rank here and there) and the ... unexpected. Three changes in the fire tree, particularly, caught my eye:
- Critical Mass
- Molten Shields
- Oh, and Impact.
So clearly the fire tree is in a certain amount of flux? I became instantly excited. The fire tree, perhaps more than either of the other two trees, really has been due for some focused attention. Then I saw this, from none other than Lead Game Designer Tom Chilton:
KalganOn another note, the revamped Fire tree should be in the beta sometime early next week. There will be some slight changes in the next beta patch (today/tomorrow), but don't put much stock in them... some of those changes have been changed in other ways, and many more things will have changed the build early next week.
Reading that, I rubbed my palms together vigorously and began smacking my F5 key with feverish glee. Eventually, Kalgan posted again. In the interest of spacial economy, I won't reprint the entire post here. But I will link you to it, and insist that you click on said link and then read about the upcoming changes to the fire tree directly from the proverbial lich's horrific, undead mouth. Go ahead, I'm not going anywhere.
Back?
Okay. Let's get started.
Tier 1
Okay, we've got a tier 2 transplant here in Improved Fire Blast, which doesn't do a lot for me. This talent, in general, kind of sucks, even for fire mages. It makes Fire Blast a short-cooldown spell with a more acceptable range, and I suppose the tier 1 option it provides is giving any tree access to one more instant spell for movement-based portions of fights, or for PvP. I'm not a fan of these talents that only affect one spell, especially those that simply take an existing spell and bring it up to the level of functionality it should probably already have at baseline.
Incineration, which was a pure damage-increasing spell for specific spells in each tree's rotation, is gone and that's probably for the best. It was a minor DPS increase at best, and an outright boring talent at worst.
Burning Soul (which I truly, truly wish would just become baseline, bringing mages in line with every other ranged DPS class) remains unchanged. It keeps its status as the only absolutely mandatory tier 1 talent for all three specs. Yay for choices! Master of Elements costing one less talent point is nice.
Tier 2
Ignite and Blazing Speed are unchanged, which is fine in the case of Ignite, but crappy in the case of Blazing Speed, a flawed PvP talent for two expansions and counting now. Luckily, the next tier has a new talent that makes it a bit better.
The real news here is the change to Fire Power, which still increases fire spell damage across the board (a straight 3% to all fire damage now, instead of a 5% increase to fire DoT effects), but also makes your Flame Orb explode once it has run its course. Finally. We were wondering when that promised explosion effect would appear, and its nice to see that's still on the way.
Impact, besides dropping a tier, apparently still has its current stun effect in place, but the tooltip announces Blizzard's intent to add some non-DPS raid utility to the talent. Aside from the tooltip being hilarious, this is a great idea. Making the raid utility non-DPS leaves the talent optional, rather than mandatory, and Chilton's request for "awesome ideas" in the forum post gives mages the impression we're involved somewhat in the evolution of our class. So let's get over there and put in our two cents, guys.
As for my idea, I'm still working on it. But rest assured that it involves a warlock rectum, my wand, and the sudden, painful introduction of the one to the other. Which then provides replenishment to the raid.
Tier 3
Holy Cauterize, guys. Let's think about this for a second. Cauterize will be a new talent that will provide you a 100% chance to avoid death once per minute, causing any attack that would have otherwise killed you to instead bring you to 40% of your maximum health (most of the time, this will be a heal, but I guess if the attack was epic enough it would actually bring your health down?). The trade-off is that you'll also burn for 12% of your maximum health each second over the next four seconds. So you're going to need a heal very swiftly or you're going to die anyway.
I love this. Love it. This is going to be one of those utility talents that fire mages will feel a strong desire to have in their toolbox for PvP or for raiding. The PvP uses of a talent that allows you to stave off death are obvious, but even in PvE, you can make a very strong argument for this sort of thing, even over a DPS increasing talent. After all, how much DPS can you put out when you're dead? I don't know about you, but for me, the answer is "surprisingly little."
Oh yeah, and Blast Wave is going to be targetable. That's right. You'll be able to take your Blast Wave, pick a nice spot, preferably a safe distance from the spot your soft, robed flesh is currently inhabiting, and place your Blast Wave there. It'll still have its rock-solid fire damage, but instead of a daze effect, it'll apply a 75% slow to all within its area of effect. Also? 15 second cooldown. I've got goosebumps. A targetable AoE damage/slow spell? Sexy.
Molten Shields has moved up a tier, with Blazing Speed as a prerequisite. It has two functions. First, it lowers the cooldown of Mage Ward by a whopping 1.5 seconds (on a 30 second cooldown? Really?), and second, it makes Blazing Speed more tolerable. Specifically, it makes it a bit more controllable. More specifically, it makes Blazing Speed trigger whenever Mage Ward dissipates from absorbing damage. I'm still not a fan of an escape talent being so unpredictable, but this makes it a bit better.
Edit: I am a moron. Also, Molten Shields is supposed to reduce the global cooldown of Mage Ward by 1.5 seconds, not the cooldown cooldown. That actually makes sense. Silly Christian. Thanks to everyone who pointed this out!
My major issue with this, though, is that they felt the need to make a separate talent here. Why? If you're in the Blazing Speed market, you're also going to want Molten Shields. If you aren't, you can't even take Molten Shields. Do we need two separate talents to make one moderately useful escape effect? I can't be too bothered, I suppose, since the total expenditure for both talents is only 3 talent points, but still. Seems poorly conceived.
Oh, and Improved Scorch is now a mana reduction talent for a single spell? I guess now, instead of needing at least one mage in the raid with this talent, we now need zero. The old effect (the spell crit debuff) has been moved down in the tree. I'm thinking this one's going to see a bit more work before we're done, and I wouldn't be surprised to see it vanish altogether.
Tier 4
Pyromaniac and Combustion are still the same. Hot Streak remains, with the new effect that the instant Pyroblast is also free (as in, no mana).
The new talent in this tier is Firestarter. And boy is it interesting. It changes the effect of Molten Armor, removing the reduction to your chances of being critically hit, and adding a very intriguing new twist. It allows you to cast Scorch on the move. Holy crap. So, does that mean the spell becomes instant, or that you can actually fire off a cast-time spell on the move? The wording suggests the latter. Which would of course be awesome. Scorch would become a spammable movement spell with a very short casting time, meaning fire mages would be able to maintain a large portion of their DPS even while moving, but the real implications here are probably in PvP.
I just imagine a fire mage, sprinting around spamming Scorch and Fire Blast, inserting a free, instant Pyroblast whenever Hot Streak procs, protecting themselves with Mage Ward and escaping with frequent Blazing Speed procs. Oh, and you can't kill them either, thanks to Cauterize. I'm not sure I'm prepared to live in a world where fire is our PvP tree, guys. But I'm prepared to visit that world, and I'm not booking a return flight.
Tier 5
No changes here. Which is fine, because we're getting up around 1500 words already, and you've got to get back to work.
Tier 6
And here's where the Improved Scorch debuff went! You can see the current beta tooltip for Critical Mass in the picture accompanying this post, wherein it describes itself as a "compelling talent that adds utility for all playstyles, but not DPS." I'm not sure how that translates into "Mandatory DPS-increasing raid debuff that also works with Pyroblast," but whatever. Maybe the compelling part is coming in later, or will pop up elsewhere. I could live just fine with the debuff going right back down the tree to Improved Scorch, and this talent doing something else entirely, but that's me.
Tier 7
Still the sole dominion of Living Bomb. As well it should be.
So there you have Blizzard's apparent plans for the fire tree. We'll see how things are actually implemented next week when the new build comes down, but for now, I'm incredibly excited. Fire's DPS promises to still be awesome, but these changes address some weaknesses the spec has had since the original beta, back when houses were still worth money and Justin Bieber was still an unknown 10-year-old Canadian boy who looked like a 10-year-old Canadian girl. Bring on the unkillable merchants of flaming death!
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance, Cataclysm
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Reader Comments (Page 3 of 4)
Helston Jul 31st 2010 10:12PM
You also appear to have misread Cauterize:
"Cauterize (new, 2 ranks): You have a 50/100% chance that an attack which would otherwise kill you will instead bring you to 40% of your maximum health. However, you will burn for 12% of your maximum health every second for the next 4 sec. This effect cannot occur more than once per minute. "
That's 12% EVERY second for 4 seconds, meaning 48% of your maximum health. You'd either need external heals or Mage Ward to be off cooldown to survive.
Drakkenfyre Jul 31st 2010 11:23PM
Yup, it's basically "You have 3 seconds to survive". If you don't get healing by the time the DOT is over, you are dead.
So it's literally a 3 second extension to an attack that would kill you. If the attacker isn't dead, you will die, shortly. If the attacker is dead, you better pop a potion or get a heal real quick, because you are going to die anyway.
I am going to assume Mage Ward might take care of it, but it might not.
thebitterfig Jul 31st 2010 11:18PM
belt is ahead of you...
"So you're going to need a heal very swiftly or you're going to die anyway."
Helston Jul 31st 2010 11:25PM
Maybe he understands it, but just re-wrote the effect wrong?
Christian Belt Aug 2nd 2010 1:12PM
Fixed!
theatermusic87 Aug 2nd 2010 2:37PM
Or lifebloom from herbalism and (i know the horror) a health stone from a lock or a health pot would put you well back to full health
Skarlette Jul 31st 2010 11:08PM
Not sure how I feel about the changes to Blast Wave. It's cool that they're making it targetable, but that makes it more like Flamestrike's cousin. Also, I'll miss the knockback. I know a lot of noob mages abused that feature, much to the frustration of tanks, but it was a unique ability in our book of tricks and I enjoyed it. It was especially awesome in solo PVE, rounding up a bunch of bad guys, knocking them back with Blast Wave and then freezing them in a Frost Nova. I also used it to stop mobs running toward the healer...knock them back into the Consecrate/Death and Decay/Thunderclap/Whatever Bears Do, so the tank can easily get them back.
Oh well, beta is beta. Plenty of time for changes, and maybe they'll add something else awesome that'll knock my fiery socks off.
Drakkenfyre Jul 31st 2010 11:23PM
I would rather have it blast out from the Mage themselves. It's a great emergency "get off me" move. And making it targeted makes it a pain in the ass to use like that. It's like when Slow Fall became castable on other targets. Great, now you can help your friends, but without a macro or hitting Alt real quick, if you are falling and are about to die, you can no longer click it, you have to select yourself.
The removal of daze sucks, too. A mini-version of Flamestrike, indeed. Hopefully they will change this before the beta is over. I don't really want a mini-Flamestrike with slow. I would rather have the daze effect. And the spell coming from me, not a targeted area.
Jawn Aug 1st 2010 4:16AM
Agreed. And in PvP, i like the knockback, too. Esp if i'm one of those guarding a tower in AV.... Boom! Get out, you!
I use the knock back in solo PvE, too. Kinda regularly.
thebitterfig Jul 31st 2010 11:34PM
while this is the FIRE mage post, don't forget that frost is getting a cool defense mechanic, too. Reactive Barrier will cast Ice Barrier automatically and mana-free on you whenever you get below 50% health. it won't be the protection against insta-gib mechanics that Cauterize is, but it could arguably be more useful in general practice, keeping the bubble up when needed while allowing the mage to keep on nuking for full dps. the best of both worlds.
consider: if you died due to standing in fire, cauterize probably won't save you, since you'll not only be taking the major dot, but damage from whatever fire you were stupid enough to stand in (or too slow to get out of in time). for things like that, reactive barrier is probably more useful. however, Cauterize is pure win for something like getting cleaved due to bad positioning (halion transition anyone?), from just barely not making it out of the otherwise fatal AoE (sindy), from getting hit by a standard missile-type attack like malleable goo, for when the heal lands a half-second late when you're a mark of Blood during DBS's frenzy sub 35%. heck, i bet fire could completely avoid the spore mechanic for Festergut, using an ice block for one exhale, and cauterize for the second if it gets that far.
Covnam Jul 31st 2010 11:46PM
Another great article Christian.
I know this isn't The Queue, but I was wondering if you knew of any info that the devs have provided regarding the possibility of a Frostfire spec? I always liked the fact that mages had a 4th spec and personally liked to use that spec, but the new talent system doesn't seem to tailor itself to well to more unique specs.
Also, I'm surprised that you didn't mention the change to Frost Armor in a previous article or since then. Moving it from level 7 to 54? Are mages suddenly less squishy in Cataclysm during the early levels? Or do the new spec abilities change things that much that mages no longer need any protection for those early levels?
Drakkenfyre Aug 1st 2010 7:45PM
You won't be able to half spec into one then the other anymore. You only get 10 points to play around with after filling your primary tree.
neminem Aug 1st 2010 12:30AM
Hah, cauterize sounds awesome. I've raided on my rogue exclusively since I started playing WoW, but I've decided when Cataclysm hits, I'm probably going to level my mage first and try out raiding as ranged. So, back when I was a noob who thought shadowstep was awesome, and didn't understand the concept of "seriously, subtlety is a terrible PvE spec. Seriously. Don't use it", there was this thing called Cheat Death... I've long gotten over my thinking on shadowstep, but I still miss Cheat Death something fierce. Sounds like I'll have it again! (Even if it will require immediate healing, which cheat death didn't. Oh well.)
zdave Aug 1st 2010 2:42AM
Subtlety does fine dps, competitive even. It's just not a chart topper like every recount watcher wants. It's also a little harder than the other two specs, having to manage 3 finishers instead of two and it has less control over CP generation. But yes, cheat death is great for learning encounters.
/end off-topic rant.
Regarding mages, fire looks sexy, but I'd rather see Blast Wave stay as is than make it targetable. Targetable sounds good until you go to use it and realize your cursor is on the other side of the screen. Blast wave has always been a great tool for saving healers/yourself from aggro'd mobs/melee players.
On the other hand, a targetable knockback could be used as a fancy pants interrupt for casters. Ok now I'm undecided. Would a silence effect make it OP? Probably. But still...fancy pants interrupt.
Tayla Aug 1st 2010 1:23AM
i have a quick question about Blastwave.
"Target location".
Does that mean "i am targeting a location like when i flamestrike" or "the target i am targeting and the location around it"?
Methinks it would work a little better if it were the latter.
But i'm sadfullythinking it is the former.
gamerunknown Aug 1st 2010 3:49AM
For 10 seconds after being the target of your pyroblast spell, all physical damage your target does is reduced by 10%.
That's raid utility!
Euphande Aug 1st 2010 7:27PM
I'm a lot happier with the way the new trees are looking. Last week I mentioned that I was frustrated that I would get to 29 points and then have to spend 1 utility point to get the Tier 7 talent. Now, at least in fire, I'm landing at 28 points for that (hit 27 in Frost and Arcane), which I actually like better because it allows me to choose one and maximize it, actually making use of the talent as intended.
Sir7 Aug 1st 2010 4:27AM
"No changes here. Which is fine, because we're getting up around 1500 words already, and you've got to get back to work."
What kind of shirt am I wearing???
Ydrisselle Aug 1st 2010 4:29AM
Imp. Scorch = free Scorches for everyone!
Firestarter = Scorch freely while you move!
Imp. Scorch + Firestarter = free damage, even when you have to move... wait, what?
Desmentia Aug 1st 2010 8:09AM
He needs suggestions for Impact, huh?
How about:
Impact
The first time a part or raid member other than yourself would die each 6/3/2 minutes, they gain the benefit of your Cauterize talent.
That would certainly make an Impact.