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 4 of 7)
Matthew Sep 25th 2010 10:23PM
I upvoted you for the phrase Zerg Pinatas.
alyxx Sep 25th 2010 9:06PM
I am so looking forward to spamming partychat with "[tank/melee/warlock name here] broke the sheep" messages, just like old times.
Minarva Sep 25th 2010 9:12PM
It is entirely possible that your difficulty in heroics were due to your tank. Currently on beta paladin tanks miss the damage reduction sanctuary give (10% is a pretty big deal). Paladins are also struggling for AoE threat on the current beta build, so if you experienced aggro issues its possible that its an issue. I would recommend you try the instances again with a warrior or DK tank, both of which are very solid and mostly bugfree in the beta right now (feral would be a good choice when they properly receive a boost from their weapon).
brian Sep 25th 2010 9:16PM
"Mana management isn't a big deal"
Except for Arcane Mages...
>.>
Poltergeist Sep 25th 2010 9:55PM
I predict a huge surge in 'Focus Macro' Google searches shortly after Cata's release. :P
For those of you who never had to deal with CC pre BC, Focus Macros make CC trivial. Look them up now and look really cool come release!!
Snuzzle Sep 26th 2010 2:53AM
I remember in TBC I had a macro that:
1) Would set my target as my focus if I had none;
2) Would mark my target with the Moon;
3) Would announce once "Sheeping (level) (name), no touchie!")
4) Would continue sheeping my focus without ever having to switch targets to it;
5) Would clear my focus if the focustarget was dead.
I felt so fancy. :)
Ed Ross Sep 25th 2010 10:04PM
This is so, so terribly silly. Heroics ARE NOT raids, and the only ones that want it to be are the ones who don't want / can't raid, as the post of Jack Spicer above clearly shows.
I want to have FUN in dungeons/ HCs. AoE fest is not fun, but an stressing war operation to run a 5 man dungeon is beyong silly. If HCs are so intensely hard, raids will be next to impossible.
"Oh but then only the good players will play WoW". this is an elitist, stupid notion I see a lot around. Get WoW too hard and at least half of its current playerbase will quit. Even a lot of ones who right now are so excited about it being so hard...
Also, warriors and DKs don't have any means of CC (perhaps Hungering Cold for Frost DK could be considered a bit of CC... but ppl won't). I already see happening what happened in TBC: ppl will only want full groups with the 'standard' DPS'rs CC (mage, hunter, rogue), and the other will gather dust.
Good way to make ppl interested in play your game Blizzard, by alienating / punishing a bunch of players for playing a class that can't CC at all. *deep sigh*
Prissa Sep 25th 2010 10:18PM
Remember what's been stated about the context of these heroics at this stage. Next to no one is actually in the right gear for it. They don't know the strats. They're buggy. Of course it's going to sound a LOT harder than it may in reality be by the time it goes live. By the time everyone gets to 85, they will have had the bugs (at least most of them) sorted out. There should be strats posted on the web. Everyone will have had much more practice in the normal dungeons.
What's more, just wait about a month after the first bunch of 85s have seen it through and it should be a little easier again. It's natural progression. Remember how HARD Xevoxx the mana mummy in H VH was at first? I remember wiping on him 3 times before we scraped ourselves through.
Less doomsday predictions plx.
Jack Spicer Sep 25th 2010 10:27PM
Facerollling isn't fun either.
omedon666 Sep 25th 2010 11:14PM
First: "Pop defensive stance/frost pres, and a tank CD, and hold this for a moment", in a game where no one's getting two-shotted, is CC for a trash pull. If that offtank comes out of the encounter with 30% health, s/he can eat.
Second: The "difficulty" we're hearing is that of group co-ordination (CC this, don't pull agro, etc, etc) , which is heightened by (everyone say it with me again!) playing with your friends.
Content can and will be PUGable. It doesn't have to be PUG-easy. The guild leveling system would like to remind you that we should want to be playing with our friends.
I'm "a casual", and I approve this message.
omedon666 Sep 25th 2010 11:18PM
Ahem... that should be "pop BLOOD presence"...
says the DK tank...
*facepalm*
Malak Sep 25th 2010 11:26PM
I feel that 2 things will make this less of an issue then it was in BC:
1) class mechanics - bot warriors and Dk's have available options now to not only switch over to a 'control' spec, but also dish out reasonable damage during the process. first, tank specs do good damage now (often tanks are in the top 2 for overall damage in most Heroics I run now). second, with dual specs becoming cheap, there shouldn't be a warrior or dk out there without a tank or Off-tank spec. it'l be sort if interesting to see multiple tank groups for 5 mans around (and viable IMO).
2)Tank shortage - with the changes in cat. EZ-mode tanking is no longer an option. Add to that the dual-spec thing again, and whamo..warriors and Dk's will be wanted in spades. Just as their tank spec instead of their DPS spec. I don't' think it will even be close to what it was in BC, where tank specs were laughed at in any other place outside of a tanking role in PvE. But that was back when tanks did about 1/10 the damage of a dps class.
varilhigh Sep 25th 2010 11:33PM
It's probably just review mirror thinking, but I miss the days of "LF CC" People wouldn't even put Ranged or Melee DPS in their messages, just looking for CC. Shattered Halls, SL, Magisters Terrace, etc... It was good to be a mage, until BT and Sunwell.
omedon666 Sep 26th 2010 1:18AM
Also... defending the DK's CC-ability.
Frost will have Hungering cold (if they want howling blast)
Unholy have a big'ol pet, if they aren't offtanking themselves.
Bahska Sep 26th 2010 7:20AM
Ok, DK's may not have great CC but chances are you'll have someone in your group with good CC. Unless you put together a all DK run but who does that?
Luke Sep 26th 2010 9:20AM
Ed,
Right now it seems like the only class that really seems to have an advantage is Rogues. Every other class makes up for their seeming lack of CC with utility. Debuffs can mitigate incoming damage and both buffs and debuffs boost outgoing damage. All of these things are good for a group.
Besides crowd control isn't limited to things like polymorph and sap. Interrupts, fears, silences, snares and roots all fall under the general umbrella of crowd control. Meaning having a Hunter or Mage isn't going to necessarily be preferable to a Shaman, DK, Priest, or Druid.*
You're forgetting about:
Chains Of Ice
Shackle Undead
Entangling Roots
Piercing Howl
Intimidating Shout
Stoneclaw Totem
Hex
To just name a few.
I can tell you this, it's going to be real clear at the beginning of this expansion just who the old school players, and long time PvPers are.
*Warlocks and Paladins can defend themselves, I guess.
Prissa Sep 25th 2010 10:10PM
I remember the days I got invited to MgT by my guildies just because I could sheep (sad to say I couldn't brag about my dps at the time). Consider me happy to be making use of my random farm animal macro again. I always found it sad that there were so many different polymorphs out there that you could pay so much money for, and then no one got to see them :'( I got quite a few laughs when a giant turtle popped up in LDW when our druid wasn't fast enough on the cyclone :D
That said, I used to use an addon for focus CC and party messages in BC. However it broke in wrath and the author never fixed it. So I'm looking for a replacement if anyone knows of any. I'd prefer not to be writing macros (coz I suck at it), so an addon that has it covered would be great.
Servetus Sep 25th 2010 10:15PM
Hey, the pendulum swings. In BC, CC was king. If you didn't have the right KIND of CC, you failed. If you couldn't BRING the CC, you didn't get the group.
So, everyone HAAAAAAAAATED CC. I recall that quite plainly, don't you? Wrath spelled the end of CC, and there was great rejoicing. But the game became easy and boring when the tank could handle everybody at once, the healer could heal without actually watching the screen, and the DPS could rain death in a big circle.
Now, we're going back to CC. How long before everyone hates CC again? Have you seen anything in Cataclysm that tells you "Blizzard learned XYZ lesson from CC in BC, and as a result, it's better in the following ways..."? Any hope for anything other than a return to Shattered Halls and Shadow Labs?
Jack Spicer Sep 26th 2010 12:20AM
I think it might be hard to tell at this point the difference between what actually NEEDs to be CC'ed and what just makes things a bit easier being CC'ed. Its entirely possible that players are just erring too much on the 'CC everything' side, atm.
Snuzzle Sep 26th 2010 2:37AM
Actually that's the irony. For Wrath, everyone WAS given a CC ability.....and then we were never made to use them.
Wha?