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
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Reader Comments (Page 2 of 4)
Rawromg Sep 4th 2010 3:14PM
i was thinking the EXACT same thing
SillyString Sep 4th 2010 5:49PM
Arcane Grenade - lobs a ball of Arcane energy that explodes on contact with enemies or terrain, doing X damage and either knocking back or disorienting targets.
Fletcher Sep 4th 2010 8:58PM
What Arcane AoE needs is a button you push that makes your next Arcane Missiles split and hit the target and its two closest friends (ok, warlocks don't have friends, but you get the idea). You're already shooting out three missiles, it seems logical that they'd be able to hit three targets.
Sure, it's not the "everything must die!" of Blizzard, but it's *something*, and it would be useful for smaller packs of trash.
thpthpthp Sep 5th 2010 7:25AM
Two words: Psionic Storm.
http://www.youtube.com/watch?v=YSctQ3lx8Lg&feature=related
Matthew Sep 4th 2010 2:33PM
I have been debating for long time, what will my new 80 (er, 85) be. I've done the druid, I'm doing the priest. My eleshammy has watched from the background.
I think it's time for the mage.
Bvannas Sep 4th 2010 2:35PM
I hope for bosses where Kiting is a (non-mandatory) option, like a CC that needs more skill. I miss being the kiter on gluth in a frost spec, It was a unique responsibility, and good fun.
arcaneterror Sep 4th 2010 3:18PM
Your prayers are anwered - right off the bat, the last boss of Blackrock Caverns has two adds that need to be kited or they will destroy your tank.
Artificial Sep 4th 2010 2:37PM
I'd make a poor warlock. I had to google "AFI"...
Harvoc Sep 4th 2010 3:11PM
Agreed had to Wiki it lol. Besides I hate warlocks lol.
Sondre Sep 4th 2010 7:05PM
Me too. That's a good thing, right?
Ravasha Sep 4th 2010 2:40PM
It's got more words than 1000 though.
Sithril Sep 4th 2010 2:42PM
In my opinion, Arcane simply needs a new AoE spell of it's own or a AoE based mechanism in it's tree. Hopefully, this issue will gets it's attention once more people get to 85 and start doing dungeons, heroics and possibly raids.
Wilk Sep 4th 2010 2:46PM
So Arcane mages are doing to be similar to how they're making Demonology warlocks with their Immolation Aura and Hellfire? I don't really see the problem.
In BC I remember mages doing a fair amount of dps on the waves in the Mount Hyjal raid by using Arcane Explosion and Flamestrike.
Competition Sep 4th 2010 2:59PM
Going with Wilk on that. But just to add, if Demo locks and Arcane mages are balanced around standing in melee range, but Cata mobs can one-shot cloth, how many chucks could a woodchuck chuck, if a woodchuck gets one-shot?
themightysven Sep 4th 2010 8:37PM
that's why you gotta sheep 'em, then sneak up behind, then explode!
(then corpse run to loot the body)
nonentity Sep 4th 2010 2:59PM
Yeah, the re-buff to AoE was really overdue. I complained a lot about the uselessness of AoE spells at that time. Seriously, on live my Blizzard - as Arcane - does 2k dmg, solo, 3k+ when in a raid/group. In Beta my Blizzard - in Frost, fully skilled etc. - did 514dmg.....
You could pretty much remove it from your hotbar, it was that pointless to use it.
Now it feels a bit better, still far less satisfying than it does on live. You only full appreciate how good it is right now when you try it in the beta....
I'm fine with where they wanna go with instances, less AoE pulls, more CC etc. but doing that at the cost of pretty much killing the entire AoE line was not a fantastic idea.
If you put a lot of points in talents to specc Blizzard etc. you should be able to AoE farm when soloing/leveling which was absolutely impossible. Now it still pretty much is but at least it's a little bit better.
Tom Sep 4th 2010 3:03PM
More lies from Mages! People repeating "go" have NEVER used commas.
EVER.
Mike Sep 4th 2010 3:02PM
What about this?
Arcane Warhead: Charges your Arcane Missiles, causing the next missile strike to cast Arcane Explosion at the location of the target.
moonblaze Sep 4th 2010 3:21PM
When I first saw the announcement of our new TBC abilities back in the vanilia days, I thought Arcane Blast was a targetable AoE that would cause an explosion on the target, starting off with low damage and cheap mana cost and ending up with a high damage and expensive mana cost - something you'd want to be very careful with using too much of because of both aggro and mana management, but also provide better results when used in the right situations and contrast the constant damage of our other AoE spells.
Krem Sep 4th 2010 3:22PM
WTF is AFI?
And we do NOT cut ourselves!
..we use lifetap.