Arcane Brilliance: Mage AoE in Cataclysm, part 1

If there's one thing mages have been known for during the course of this fine game we all play, it's mass murder. We have at our disposal a wide array of spells that wreak havoc over a large area, perhaps more so than any other class. When it comes to killing things in large numbers, mages are remarkably adept. It's a role we embrace wholeheartedly.
AoE has evolved quite since the inception of the game. In vanilla WoW, AoE was a great way to get yourself killed in an instance, a method of attack that was mostly limited to solo farming and certain trash pulls. These days, with the ability tanks have to hold multiple mobs with relative ease, AoE has morphed into the go-to way to deal with multiple-mob pulls of all shapes and sizes. Crowd control has gone the way of Wand Specialization; it simply isn't required in most situations in Wrath.
Cataclysm is bringing with it some fairly sweeping changes to the way we utilize our AoE repertoire. The developers have stated their intention to return us to a time when we actually had to worry about things like crowd control and pull-sizes, and though we're not reverting completely, pulls on the beta certainly feel more like vanilla or Burning Crusade pulls than anything we saw in Wrath. Join me after the break and we'll go over how our AoE spells will work in this coming era.
We'll begin with some general changes, then move on to the arcane and frost trees. The fire tree demands its own column, really, and here at Arcane Brilliance, we always do what the fire tree demands. We'll hit fire AoE next week.
Damage reduction
The first change was also the most sweeping. Blizzard cut the base damage of all AoE spells in the beta by 50-60% for every class, pretty much across the board. The effect is pretty jarring. Seriously, if you're a newer player who has cut his teeth on the "go, go, go," rapid-fire, pull--everything, gib-fests that are standard in Wrath's random dungeon-finder, the first 5-mans in Cataclysm are going to dramatically alter your world-view pretty much from pull-one.
The mobs have more health, they hit harder, the encounters last longer, and the mass-group pulls of Wrath will absolutely get you all killed. Crowd control isn't an absolute necessity, but it does help. You won't see a repeat performance of BC, when the trade channel was filled with groups looking not for DPS but for CC, but you won't see groups turning down your ability to sheep things, either. Simply burning everything down at once, every time, just isn't the go-to option anymore.
Damage increase
That initial AoE nerf may have been a bit too drastic for the developer's tastes, and so the most recent beta build has rectified things somewhat. The base damage for AoE spells has been increased substantially, in most cases by 33 percent. The numbers aren't back to where they were, but our AoE spells don't feel gimped anymore. With the increased health of mobs, simply burning everything down still isn't really a good option, but using your AoE spells no longer feels like a penalty, which is nice.
Mastery
Another massive change affecting AoE is the implementation of Mastery bonuses. The problem lies in the 20% bonus you get for your chosen school's spells, and the 20% bonus you don't get for everything else. Arcane mage who wants to cast Blizzard? Good luck with that. The damage your spells do is balanced around that 20% increase, meaning that casting anything from an alternate school feels horribly throttled.
This wouldn't be a huge problem, except that ...
Arcane AoE
... arcane AoE is just awful now. Arcane's best AoE spell has long been Blizzard, but casting it without the Mastery bonus feels like punishment. Arcane has no ranged or targetable AoE, which is a problem.
Arcane Explosion is arcane's sole AoE spell, and while it's a useful little spell, it is severely limited in its raid viability. It isn't ranged, and it's centered on the mage, meaning it can't be cast on a target or a specific area. Arcane desperately needs a way to damage multiple targets at range, and currently that simply isn't a real option.
Frost AoE
Blizzard is still what the frost tree 's all about. It's still our best and most reliable AoE spell, it still does excellent damage, it can still crit, and it still looks pretty. It's the AoE spell every other mage will now wish he could use properly, and the spell every warlock will cry about in his room while he listens to AFI and cuts himself.
Ice Shards has adopted the functionality of Improved Blizzard, adding a 40% snare to Blizzard and making the spell an excellent mass crowd-control option. More importantly, the talent also includes a range-increasing component for Ice Lance, tying the snare utility to an almost mandatory raid talent. This means almost every frost mage will have a slowing effect for their best AoE spell, which is just splendid.
Cone of Cold is still an excellent instant short-range option, doing respectable damage to mobs in front of the mage and slowing them by 50%. It'll still get most of its use in PvP, but it's also a great kiting tool in any situation. The utility of this ability goes through the roof with Improved Cone of Cold, a new talent that adds a 2/4 second freeze to the spell. This adds control and additional Shatter opportunities. The talent will mostly feature in PvP builds, I suspect, but there will undoubtedly be some raiders who find room in their builds for the added utility this would provide.
Piercing Chill should probably also be mentioned. It's a second tier frost talent that spreads Frostbolt's chill effect to up to two nearby targets. It can be awesome for multiple-target pulls, but can sometimes become dangerous, in that it's difficult to control which targets are affected.
Curtain of Frost is frost's new
You train it at level 83, and it's available to any spec. It's targeted, and casting it will bring up a standard circular reticule, which you can then place anywhere on the ground within 20 yards of yourself. Once you place it, it conjures a white line of frost on the ground in that spot that stretches for ten yards perpendicular to the direction you're facing. That white frost line persists for 15 seconds and does two things to any and every mob that crosses it:
- It does a rather substantial amount of damage (at level 83, I'm getting pretty frequent 6-7k crits with it)
- It applies a powerful (70% movement speed reduction) but short (4 seconds) snare
At two minutes, the cooldown is probably too long for the spell to be a real game-changer in PvP, but I could see some pretty effective uses of this spell with Cold Snap. That snare is just so freaking powerful. In PvE, this gives frost mages one more kiting tool in a box already brimming with them, and provides a very effective way for them to keep mobs in other ground AoE for longer. Pull a group with Piercing Chill, strategically place a Curtain of Frost in their path, then fall back and Blizzard away. If the mobs get too close, Improved Cone of Cold is the reset button. Given enough room to work with, a skilled frost mage could keep a fairly large group occupied all by his lonesome, pretty much indefinitely.
So that's about it for frost and arcane. Arcane needs some work, and frost is pretty solid. The real star of mage AoE, though, is the fire tree. Targeted Blast Wave with no more annoying knockback? Flame Orb? Flamestrike that's actually useful? Come back next week for as much hyperbole as I can fit into 1,000 words.
Filed under: Mage, (Mage) Arcane Brilliance, Cataclysm






Reader Comments (Page 1 of 4)
zonatedace Sep 4th 2010 6:08PM
I personally don't mind the reduction of AoE power and viability, i think just pulling mobs and AoEing them down is just boring.
murabayashi.harukaze Sep 4th 2010 3:20PM
It is very boring, and worse: it takes no skill at all to do. I've missed Sheep so much in this expansion that I look for excuses to use it, and when I do people are very surprised. Same with Counterspell and Spellsteal. Those who know none but the AoE easy-mode of Wrath are going to get a pretty jarring wake-up call come Cata. Those who cultured their skills of using their utility and CC spells will be a fair bit better off.
BooCat Sep 4th 2010 11:26PM
I still CC in randoms whenever I can just to keep the CC skills up (you know, sheeping and keeping track of it in case it breaks). I'm going to feel real sorry for those mages that grow up in the gogogogo period, they might not even know where the spell is.
Xantenise Sep 5th 2010 7:51AM
@Murabayashi
My mage got his first 60 levels in BC, but got the last 20 in WotLK, and I am sad I do not get the chance to sheep much! And I must agree with Counterspell and Spellsteal - I love them to pieces and wish I could use them more.
murabayashi.harukaze Sep 5th 2010 2:54PM
::Nod:: And it's tough to find a chance to learn them, and play with them in this environment. Everything's so "Go, go go!" and you hardly have any time to stop and think. Maybe the key here is to find a group of friends to run with who don't mind playing it slow a little, and even though it's not necessary, go through dungeons using a bit of proper strategy. Make a chance to play with these spells, or brush up on them if it's been a while. It's a shame we can't down-level our toons a little and run older instances with a proper challenge.
theatermusic87 Sep 5th 2010 10:58PM
There is already a bad ass Arcane based AOE spell in game... Ick uses it in Pit of Souron... Explosive Barrage (i think) would be great AOE in PVE because the tank is likely going to be holding mobs relatively stationary and is PVP viable because all it does is force the enemy team to move... limit it to say 5 targets and have damage scale down with the more targets it has... give it the same range and threat generation as druids Starfall and the problem of arcane AoE is solved beautifully
Sylvur Sep 4th 2010 2:13PM
Arcane AoE - doing AoE the melee way since Cata.
MusedMoose Sep 4th 2010 2:35PM
Since Cata? Hell, since Vanilla. ^_^ Anyone else remember when you had to spend talent points - five of them - to get AE to be instantaneous?
Rakah Sep 4th 2010 2:35PM
They should make arcane explosion work like mind sear
SINisterWyvern Sep 4th 2010 7:00PM
Arcane Explosion should be a ranged targetable ae that drops an arcane mine that triggers by proximity.
Know Sep 4th 2010 10:31PM
Isn't that called a trap? I can taste hunter tears!
Nonette Sep 4th 2010 10:53PM
Can we get Krick's Arcane mines spell? Obviously toned down a little, maybe popping up randomly in a targeted area rather than underneath the feet of every single viable target. Probably with slightly faster explosions to make it viable in PvP.
Sundar Sep 4th 2010 2:15PM
Sounds amazing, I can hardly wait to try out the expansion :) I have a meager hope that aoe farming will somehow still be possible, because after all thats whats so awesome about mages.
Babaloo Sep 4th 2010 2:25PM
Wait until patch 4.3 where we'll be AoE'ing everything that moves in heroics down again. Wrath was never as easy as it is now when the expansion launched, and if they spoon feed gear in Cataclysm which they almost certainly will, expect to see a massive disparity in terms of a new level 85 and a casual/raiding 85.
Prances in Underpantss Sep 4th 2010 2:35PM
You are right that at the beginning of Wrath it wasn't as easy. I do remember using CC in dungeons when it first came out. But, they already mentioned how they upgraded gear way too many times in Wrath and everyone got too powerful. Yeah, we will eventually outgear instances again, but hopefully not as quick as in Wrath.
Fizzl Sep 4th 2010 2:29PM
Last time I was using my mage I spotted an interesting thing: Living Bomb can now be spammed on any target. The effect of overwriting living bomb causes the old one to detonate. The upshot is if you don't think that group of mobs will last long enough to cast living bomb on all of them just spam it on one of them for a ranged none ground based AoE. (Would be nice for vile spirits for instance). Rotation seems to be blastwave (which procs a flamestrike in the same place) then living bomb and flamestrikes till blastwave is ready again.
West Sep 4th 2010 3:30PM
I'll miss the knockback from blast wave for my pvp cycles.
Nothing is better than luring an opponent into fighting you near a cliff, taking a step to place them between you and the cliff, and then blasting them over the edge with a surprise blast wave. Even better if it was to a rogue who had you stun locked prior to the blast wave.
Also, sneaking up to LM in AB while invisible and popping blast wave to blast their protector over the edge is much fun. Who says druids get to have all the knockback fun?
and oblig: Nobody expects a surprise blast wave!
http://www.youtube.com/watch?v=gldlyTjXk9A#t=0m37s
Cris Sep 8th 2010 1:19AM
I think you mean shammies ^^^. Blast Wave was a dear friend of mine though and made destroying warlocks by sending them over cliffs then slow falling down to Tbag them possible.
Oh well, at least polymorph becomes a stunlock. INCOMING MAGE/ROGUE 2v2s!
Malon Sep 4th 2010 2:33PM
I've always said that Arcane should have some sort of targettable AoE - it just feels horribly gimped when compared to other classes, or even specs.
MusedMoose Sep 4th 2010 2:36PM
Agreed. How awesome would it be to lob something like an Arcane Barrage through the air, and when it lands, it explodes?