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
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Reader Comments (Page 3 of 7)
GraceAlone Sep 26th 2010 7:38AM
2.5 hours for a heroic?!?!?! If that's really the case that's a casual killer. I don't think heroics need to be the 10-15min aoe-fest that they are now, but that's approaching raid length. If it's that long for a heroic raids are going to take 8+ hours to get to the first boss! I would hope that blizz keeps that in mind and personally I wouldn't mind seeing a 45-60min heroic.
Snuzzle Sep 26th 2010 9:52AM
@GraceAlone
Bear in mind that currently in Beta there are a lot of factors elongating the dungeon length, not the least of which is bugs. Folks are also trying to figure out tactics on the fly, wiping tons, learning their new spells and limitations (especially healers), and playing without the help of things like DBM or BigWigs. A lot of spells for players are also undertuned, and mobs may be overtuned.
I'm sure that once the kinks are all worked out, a single heroic dungeon won't take 2.5 hours anymore. Though really, I wouldn't be fussed if they did.
Hiwa Sep 26th 2010 8:41PM
@Grace--I'd also like to point out that in the beta we are trying to slog through unknown heroics without benefit of glyphs (500g for a major? I don't think so, and that's just when you can actually find one!), gems (same story) or enchantments.
Lots of the professions are borked beyond imagination, and the players suffer as a result.
I don't know about other servers, but on Lost Isles the AH is a joke. I spent a week trying to find a tailor to make a bag for my alt, and when bags finally appeared in the AH they were glacial bags going for 400g each. That's just for bags! Now imagine uncut gems for close to 1k, cut ones (and a very poor selection) for many times that, and you get an idea of what we're trying to work with.
By the time live is released hopefully these issues will be resolved. Blizzard will have also taken into account all of the feedback from the beta testers over the next few months and fine-tuned the instances so they don't take an entire vacation day to get through.
Ryar Sep 25th 2010 8:24PM
Having healed heroic DM, I must say that everything said about healer mana in this post is extremely accurate, mabee even a bit downplayed, most of the time the healer will run out of mana During a standard pull, especially in the harder heroics like DM
MusedMoose Sep 25th 2010 8:23PM
This article got me thinking: when even a casual like myself rarely has to worry about dying in a heroic unless someone does something really boneheaded, they might not be challenging enough. The only time I've ever seen a dungeon loading screen pop up and been worried about whether I'd live through it is Heroic Halls of Reflection, and I got that for the first time ever today with my DK. So there's something to be said for thinking of heroics as a challenge that requires strategy and quick thinking, not just a dungeon-shaped loot-and-badge pinata.
Also: I got a great name for my future warlock today, but when Cataclysm hits, I'll be playing two different mages. So it balances out, right?
vocenoctum Sep 25th 2010 8:31PM
Keep in mind that gear is a lot easier to get now. Even if you're not super geared, usually a few in the group are well geared.
This was underscored when my warlock got a Coren group that had a tank with 2500gs, me and the shaman didn't notice until we both had agro and were smashed. I got into the habit of Coren=Cakewalk and didn't check myself...
Snuzzle Sep 26th 2010 2:48AM
It's true. A few days ago, I had a tank (who had clearly never been in POS before) pull Ick with not one, not two, but THREE adds at once.
Yes, this was heroic.
Even though the adds were running amok, the only death was when the tank stood in the poison AOE (the "Blow them up while they're still close!" move) and I stopped to brez the tank, we lost a DK who was mopping up two of the adds. But that's it. We didn't wipe like I fully expected.
I really hope in Cata that if a tank pulls something like that he'll get globalled. There's not enough stuff in the game that smacks you upside the head and says "No, don't do that, you dummy!"
vocenoctum Sep 26th 2010 1:14PM
Ick is one of my favorite bosses, because I think he (and heck, probably the entire Pit of Saron) is a perfect "test" for players. He announces what he's doing (forget DBM, the guy screams!), and yet I still see plenty of players that can't handle it.
Can't track a stacking debuff and hide behind a boulder?
Can't handle moving out of range when Marked...
The dungeon is not hard. The ramp's trash is irritating, sure, but more groups wipe trying to run past them than actually doing them. The bosses are not hard. But still people die because of the poison nova.
And these are the people that we need to teach CC to...
And this isn't even counting the guys I've encountered during leveling. The ones that want to run through old content like it's a Heroic they're overgeared for and don't care that they're being asshats...
jsbeam Sep 25th 2010 8:27PM
"Landmines ... everywhere ... can't feel ... legs ... fading to black ... tell warlocks ... hate them ... so ... much ... "
This is why I love this column, lol.
Only been playing since Wrath started so I think I may need to start brushing up on the rusty CC skills.
Natsumi Sep 25th 2010 10:06PM
"Landmines ... everywhere ... can't feel ... legs ... fading to black ... tell warlocks ... hate them ... so ... much ... "
Obviously Mr. Pants(less) forgot the first rule of raiding, don't stand in things.
Big Shoe Sep 26th 2010 7:27AM
I agree 100% that this final message from Christian to the warlocks of Azeroth is great stuff. My sad little mage is a woefully underdeveloped alt that sickly gazelles point at and laugh, but I still read this column regularly and enjoy it every time. Eventually, I might even learn something from it. ;-)
Sundar Sep 27th 2010 3:57AM
Warlock sheep.. so deliciously flammable.
Nick S Sep 25th 2010 8:30PM
I miss CC so much. My ability to time a sheep or a trap was a point of great pride for me in BC. Then Wrath hit... and I never CC'ed anything again.
Can't wait for Cata. :-D
PictoKong Sep 25th 2010 8:59PM
As a Warth Era Player, i welcome this change. I never used my CC up until now, and i hope it will be fun. It seems like people think the guy who haven't been to BC is a total noob and just want to AoE. Sadly, i find that spamming blizzard is sooo fun i stick to a single DPS rotation for the sake of sanity
I'm a Warth Player, and i welcome this change
Harvoc Sep 25th 2010 9:17PM
Agreed. I remember Shadow Labs well and how our group had to utilize our mage's Polymorph and my Wyvern Sting to get through it efficiently. Those were some good times and I can't wait to brush up on my chain-trapping and ccing in Cataclysm.
Kylenne Sep 26th 2010 2:51AM
Heroic Magister's Terrace remains my favorite dungeon in the game, for this very reason. I'll fully admit that some of it is probably rose-colored glasses because I'm a BC baby, but I really miss heroics being...heroic, having to actually use strategy instead of facerolling through. Halls of Reflection was a big step in the right direction and I'm really happy to see Cataclysm continuing that trend.
Now if they'd only bring back attunements, just in a less sadistic form, it'd be gravy.
squig_masta Sep 26th 2010 6:09AM
Kylenne, you clearly never ran an enhance shaman through there. If you didn't have the right combination of cc, Heroic MgT was anywhere from a nightmare to impossible.
Killik Sep 26th 2010 7:49AM
Oh you're taking me right back to the start of TBC. Remember when the heroic Underbog two-bog giant pull were too hard to tank and somebody had to kite one of them? Ah, memories.
ki Sep 26th 2010 12:45PM
@Kyl
They are, some dungeons and raids will REQUIRE the whole group to get attuned. Right now, the only "required" attunement still in game is Molten Core, but only if you wanta use the shortcut. I love when people forget this, go to do it with 15 people; no lock and find out they have to go the long way around.
I wouldn't mind really tough and long chains like how Onyxia was, weed out the players that don't need or deserve to get into dungeons and raids stay out. I can promise you, 90% of wrath era players are gonna be facerolled and rage quit in cata. If you didn't play back in classic or BC, then you have no idea just how hard this game was. Thankfully, blizz is bringing that feeling back.
Jack Spicer Sep 25th 2010 9:05PM
I am extremely excited hearing about the difficulty of Cataclysm heroics. As someone who doesn't have any time to raid, 5-mans are about the most challenging content that I have time for, and I am glad to hear that they will be a fun and interesting challenge as opposed to the zerg pinatas they are in Wrath.