Arcane Brilliance: Things I've learned while dying in Cataclysm heroics, mage edition

So over the past few days, I've found myself a broken corpse lying in a spreading puddle of my own bodily fluids a bit more frequently than I'm used to. The reason for this is simple: heroics. No, not the ones on the live servers -- where you can throw together a random group consisting of a ret pally tank, a six-year-old playing a hunter his mom bought him on eBay the day before, a feral druid healer who for some reason came into the instance suffering from nine more minutes of resurrection sickness, a mouth-breathing rogue who may or may not be a serial killer, and an AFK shaman farming badges while auto-following the healer -- and still blast through the place. I'm talking about heroics in the Cataclysm beta.
They're absolutely brutal, guys. Now, granted -- it's still early. The testing process for these beauties is still in its infancy. We're tackling them using premade characters with talent builds we threw together by looking at the talents and thinking, "This looks nice." We're wearing gear that's barely entry-level for heroics (if we're lucky) and using spell rotations that we're basically making up on the fly. We're going into instances we've never seen before, doing boss fights nobody knows the mechanics for, and dealing with crippling, often game-breaking bugs. These places simply aren't finished, not by a long shot.
But then again, that's why we have a beta. We go in, throw our soft, cloth-clad bodies against the long claws of some horrifying beast or another, use the final droplets of our blood to scrawl feedback for the developers ("Landmines ... everywhere ... can't feel ... legs ... fading to black ... tell warlocks ... hate them ... so ... much ... "), and then come back for another round. Blizzard takes the data it gathers from our gruesome deaths and uses it to construct a better game.
Still, there is much we can learn -- even in this unfinished state -- from the first incarnations of these heroics. Join me after the jump, won't you?
CC is back
Let me tell you a story.
So there we were, walking into heroic Throne of Tides, our prot pally tank leading the way. We made our way forward into the great underwater complex and saw a pack of naga. There were five of them. "Five of us ... five of them," we thought. Fair odds. Gripping his ilevel 333 shield, the pally pointed at the healer and charged. Seconds later, as my entrails vacated the spot beneath my ribs that they'd occupied previously and the light fled from my eyes, all I could hear was the screams of the healer, accompanying me on my final journey into the dark: "Too much damage! Too much! Too fast ... "
I'm not exaggerating. Those five-mob pulls are painful. Hell, the two-mob pulls are painful. You have to have multiple crowd control options in your group to survive in Cataclysm heroics. There's simply no way around it. Multiple mobs hitting your tank at once will end you. We got by using two sheeps and a glyphed Hex. Yes, the healer was also CCing. The tank -- a reasonably solid one, by my estimation -- could manage a melee and a healer, but not two melees.
So wipe the dust away from your Polymorph button. Relearn how to focus a target and keep it sheeped. Reprogram an annoying macro that alerts the group what your sheep target is and what the dire consequences will be if they break that sheep prematurely. You will absolutely be using CC on almost every pull.
Will there be chances to use your new AoE abilities? Yes, but not frequently. You'll mostly be AoEing in multiple-mob boss fights where CC isn't a workable option and in larger trash pulls that involve non-elite mobs where CC would be a waste. Most AoE will be the domain of the fire mage, whose DPS is designed around multiple-target damage.
Mana management isn't a big deal
Not for mages, anyway. For healers, it's a massive problem. At the end of even the longer, more intensive fights, I never really found myself below halfway down my mana pool, though that was with judicious use of Evocation, mana-efficient spell rotations, mana potions and mana gems. I'm not saying that you can ignore your mana pool. You still have to do all the things to conserve and return mana that a good mage does now, but if you do those things, your mana pool seems to be fine.
Healers, on the other hand, can run out of mana entirely on even standard pulls. What does that mean for mages? Well, it means your healer is far less likely to:
- be paying attention to your health situation while he desperately tries to keep the tank up, or
- actually have enough mana to spare for when you do get yourself into trouble.
Survivability is key
There's a reason every tree has multiple talents that seem geared purely around keeping us alive, rather than increasing our DPS. In the current incarnation of the game, we'd refer to something like Prismatic Cloak as a PvP talent. Not so in Cataclysm. That's a "keep my mage alive" talent. We still have all of the incoming damage we have now -- AoE splash damage, aggro-the-wrong-mob damage, standing-in-the-wrong-spot damage, boss-randomly-decided-it-was-time-to-smack-the-mage damage -- but the difference is that now, we can't count on the healer being able to rescue us from our grisly fate. In Cataclysm, we have to save ourselves.
Mage Ward, Cauterize, Improved Blink, Ice Barrier, Invisibility, yes, even Mana Shield ... Our survival kit has never been so well stocked, and we'll be using each and every item in it in Cataclysm. Believe it. We can no longer focus entirely upon pumping out constant DPS to the exclusion of all else. In fact, let's talk about that a bit more.
Multitasking is more important than ever
We're used to focusing on two things: our own DPS and how much higher it is than the warlocks'. That's simply not going to work in this new expansion. Yes, damage output is still our primary purpose, but we must also pay close attention to our duties as crowd control specialists, and we must also take the brunt of the responsibility for our own survival.
If we shirk either of these duties, the best-case scenario is that we'll get ourselves killed. No big deal, as long as you don't mind watching the remainder of a fight play out from behind your broken and mutilated corpse. Worst case, you wipe the group.
We have to relearn the art of magecraft, in a sense. Wrath has likely left us complacent, but Cataclysm will drive that from us. A typical fight will have you alternating between pew-pewing away like normal, keeping your sheep up and running for your life -- and that's if you're doing it right. If walking and chewing bubblegum at the same time presents a problem for you, this new expansion may not be for you.
Speaking of DPS ...
DPS numbers are fine, for what they're worth
I mean, it's way, way too early for any of the numbers we're putting out in these heroics to mean much of anything, but from what I can see, we're more than competitive. So far, all three specs seem right with other ranged and melee DPS numbers. I'm not seeing any glaring issues.
The numbers will change going forward, without question, but for now we seem to be headed in the right direction, balance-wise. Fire is the clear favorite for now, with frost close behind and arcane bringing up the rear. There's nothing to panic about yet, and I'll repeat that the numbers will change. Still, taking note of them now gives us an idea of the way DPS balance appears to be taking shape. So far, I'm not worried. At the start of the Cataclysm endgame, mages are fine. We'll see where it goes from here.
And finally ...
I don't mean to scare anybody. Nothing I've said is intended as a dire pronouncement. In fact, despite my numerous deaths, I'm having more fun on the beta than I've had with this game in a very long time. The game is challenging again. I anticipate the difficulty level will regulate itself a bit before any of this goes live, but even with the roughest edges removed, this expansion is looking to be a fine return to form for those of us who enjoy the more hardcore aspects of the game, while still retaining the high fun factor we've fallen in love with in the current version of the game. It's approachable, but hard, and I'll be plunking down my hard-earned money to play it for as long as Blizzard would like to continue to remove it from my bank account.
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance, Cataclysm






Reader Comments (Page 1 of 7)
DarkFinch Sep 25th 2010 8:07PM
Yay for CC!
ps - Warlocks are stupid.
Zalvi24 Sep 25th 2010 8:49PM
i second that emotion
Natsumi Sep 25th 2010 9:59PM
If warlocks are stupid, mages are morons.
Warlocks have 3 viable CCs (the new Fear glyph, Banish, and Seduce)
Mages have... 1 (Polymorph)
Not only that, but Warlocks can CC 3 mobs at once AND still put out competitive DPS. How can a pitiful wretch of a mage compete with only 1 CC? Answer: He can't.
/point
/laugh
thatguy Sep 25th 2010 10:47PM
/sees Natsumi
/turns Natsumi into a sheep and sets his/her succubus on fire
/proceeds to do the same to Natsumi
/gently pats Natsumi's smoldering body
/cackles maniacally
Felix_NZ Sep 25th 2010 10:54PM
Improved Cone of Cold, Frost Nova, Water Elemental freeze and Deep freeze all say hi.
Nex Sep 25th 2010 11:05PM
unfortunately the succubus turned out to be a felhunter and completely devoured the mage while the lock was resting in sheep.
regardless, locks have more and better cc. and cc 3 targets at the same time and still dps like nothing happened? yum!
Duffman Sep 26th 2010 1:59AM
@Natsumi
Fear - pulls more mobs (20 sec for Rank 3)
Banish - only works on Demons and Elementals (30 sec for Rank 2)
Seduce - must have a specific demon out to use and only works against humanoids (15 sec)
Polymorph - graphically changes the target and renders them a mindless warlo-, I mean, sheep. Works only on humanoids, beasts, and critters. (50 sec for Rank 4)
Thanks, but no thanks. As both a tank and healer, I'll take the mages CC. It's more noticeable, lasts longer, and doesn't risk pulling more mobs.
Snuzzle Sep 26th 2010 2:35AM
@Caligulla
The thing is, that for every Wrath kiddie who whines about the game being to hard and quits, we have users from two other incarnations of WoW -- classic and TBC -- who quit out of boredom that Wrath was too easy or because they were bored with the game. I'm willing to bet a lot of them will come back just to try Cataclysm... and when they see that the game has returned to a form they actually find fun and challenging they'll stick around.
So while yes, they'll undoubtedly lose players over this change, it all comes down to: Are these the kind of players we really want in our game anyway? I know I sure as heck don't. At the same time, Blizzard is a company out to make money, and they wouldn't be making this change if they didn't think it would positively effect their bottom line.
Reiskeks Sep 26th 2010 4:55AM
@Duffman
Glyph of Fear causes the target to tremble in fear instead of fleeing in fear, so come Cataclysm Fear is reliable form of crowd control.
Plus in instances like Vortex Pinnacle you'll need either Banish or Bind Elemental because it's flooded with elementals.
Luke Sep 26th 2010 5:34AM
First, I have a Mage, I love my Mage, in ways that are probably unhealthy. But here's the thing, if we're talking crowd control...
Blind
Cheap Shot
Dismantle
Distract
Garrote
Kick
Kidney Shot
Sap
And you can even use the ones that require stealth every minute give or take if you're Sub.
http://www.wowwiki.com/Shadow_Dance
So just saying, don't forget to bring your friendly neighborhood Rogue.
You're gonna need them.
TonyMcS Sep 26th 2010 10:37AM
"Fire is the clear favorite for now, with frost close behind and arcane bringing up the rear."
At last. No more being asked to cast slow or hear the astonishment when you aren't specced arcane. No more feeling you're the last fire mage on your realm or being replaced by one of our arcane brethren.
"I am the god of hell fire and I bring you:
Fire, I'll take you to burn.
Fire, I'll take you to learn.
I'll see you burn!
You fought hard and you saved and learned
but all of it's going to burn." - Arthur Brown
Natsumi Sep 26th 2010 1:59PM
@ the idiots that are saying Fear brings more mobs
You obviously havn't seen the new Glyph of Fear, it makes mobs COWER IN PLACE. Thanks for playing. In addition, Fear, Seduce, and Banish all gave a graphical indication when used. If you can't pick out the mobs that have Floating hearts or Skulls over them you need to get your eyes (or screen resolution) checked.
Fear affects all the creature types that Polymorph does, in addition to elementals, dragonkin, and Demons, making it superior
Banish does indeed only affect Elementals and Demons, but did you stop and think about how many Elementals are in the new dungeons/heroics?
Seduce does indeed only affect Humanoids, so groups with 2 Humanoids that need to be CCd can be handled by 1 warlock, The Succubus also does good damage so having her out doesn't drop your DPS all that much (Destro Locks lose more than the other 2 but winning is more important than personal DPS).
Frost Nova, Cone of Cold, your Water Elemental's Frost Nova, and Deep Freeze are not CCs, they are snares, slows, or stuns. You also have to be Frost, so they are useless to Fire and Arcane. you still can't polymorph an Elemental.
Kick, cheap shot, kidney shot, dismantle, and garrote are not CCs. Blind is okay as a CC, but cannot be reapplied immediately. Sap affects Humanoids, Demons, Dragonkin, and Beasts, still inferior to Fear for targets, lasts longer, cannot be reapplied.
@thatguy
You can't cast Polymorph if you are Seduced, thanks for playing, you still lose. Imp out? He dispels the Polymorph. Fel Hunter? He spell locks you, eats your buffs, and makes you cry. Fel Guard? Seriously, did you think you could stop him? Voidwalker? lol, you might have a chance, but I haven't used a VW since Vanilla. You're out classes, out CCd, and even if you COULD kill me, you'd still die from the DoTs. Even in death I claim victory.
/cackle
thatguy Sep 26th 2010 8:22PM
You know....I just realized this but... in my original post, you can change all the "/" with my handle(with the exception of the "/" in between "his" and "her")
/chuckles
Crimson Sep 28th 2010 1:32AM
The warlocks nerdraging are cute.
Since they don't have an article of their own to post, they have to post somewhere that is more superior to their article, aka the archmage pants article. All that emo damage they do to themselves cannot be good to health. Also Healthstones give you explosive diahrea.
/mage > warlock
Meatwadz Sep 27th 2010 11:30AM
"First, I have a Mage, I love my Mage, in ways that are probably unhealthy. But here's the thing, if we're talking crowd control..."
Blind
davehoehn970 Sep 27th 2010 3:24PM
@natsumi
You may be right about the spell, but you're downranked for being an asshole. Go be childish, whiny, and emo in the warlock comments.
Luckily, my jackass filter was on, so I was able to glean that having a warlock in a 5-man may not be an entire waste, and I know what to look for to make sure he's doing his job right (feared mob shaking in place, not running around pulling other mobs). Thanks, oh summoner of 12-year-old boys' wet dreams.
DarkFinch Sep 28th 2010 5:16AM
I'll remember this argument when Natsumi is begging me for a port, considering that Dal and Shat will no longer have those wonderful portals.
Nat - Hey finch, can I get a port to Dal?
Finch - Sure. 500gold please.
Nat - What? That's ridiculous!
Finch - Well, ya should've rolled a mage.
Nat - But Warlocks have better CC
Finch - Then fear yourself to Dalaran. kbai
RobertHMayfire Sep 29th 2010 9:39PM
You know Nex and Natsumi are not being down graded. Warlocks are just naturally dark and down graded. :)
Zalvi24 Sep 25th 2010 8:07PM
Epic pic ............... nuff said
uncaringbear Sep 25th 2010 8:12PM
Harder is not necessarily a bad thing. Will it be like heroic Slabs again? I hope not, but I'm looking forward to dusting off my CC abilities. I can tell you this, though, I'm probably going to avoid using the random dungeon tool until everyone outgears the heroics by a mile. I think I'll also avoid healing until patch 4.5, or whenever Blizzard suddenly realizes that they made horrible design changes to the healing game.