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 5 of 7)
Snuzzle Sep 26th 2010 2:43AM
Following up on what I was saying:
The reason that I believe everyone hated CC was that there were still so few classes who could do CC properly and reliably. You had sap, sheep, and... if your hunter was good you had trap. That's it really. All the other "CC" had long cooldowns, tight mob-type restrictions (like you could only Hibernate Dragonkin...what Dragonkin?!) or just plain sucked. Even sap could only be applied out of combat, so the only truly reliable one was sheep.
That's why everyone hated CC. If you wanted to do it right, you needed a mage.
Now every class has a reliable, good form of CC, even if some are still somewhat specialized.
Warlocks can banish Demons and Elementals (which there are a lot of in Cata.) or Fear (with glyph)
Mages can still Sheep Humanoids and Beasts.
Rogues can Sap and we take down the Sap first.
Shamans can Hex.
Paladins (ret) can Repentance.
Hunters can Trap or Wyvern Sting (if Surv)
Etc....etc.
With this laundry list of CC, there is no reason we should not be using them. It's no longer limited to "Bring a mage, or don't do the dungeon."
nieboh Sep 26th 2010 1:48PM
@Jack I agree. There have been times in Wrath that we've used CC, not because we had to but because it made it easier.
I remember working our way slowly through Ulduar, there was a group of 3 mobs right after you teleported in after Heart Pooper. They weren't super difficult, but still we wiped a few times on them.
Eventually we got fed up with the pointless wiping and I started sheeping one, the warlock would banish another, and we'd blow them up one at a time. Made it much easier and less prone to lame wiping for no reason. Then later we just got better (better gear, learned lessons, etc) and we stopped CCing because it was no longer necessary and just made it take longer.
I'd love to see CC as desireable but not mandatory. Pulls should be "OK, this is going to be tough. Oh wait, we have a mage...alright not so bad, then."
gosubilko Sep 26th 2010 11:22PM
If I remember it right, Blizzard mentioned that they wanted CC to be a bonus and not mandatory. That with CC you can breeze through a dungeon and without it you'll still be fine. Not the fastest run but manageable without having to explain every pull. I hope they tune it this way. No more welfare epics to those who don't want to learn the dungeon and actually play with party members.
Malak Sep 25th 2010 11:13PM
I dont' even play a mage and this article was awesome. I am looking forward to Cat and the changes. Not just to CC, but to the dynamics. I quit eraly on in wrath because of what I feared the game was becoming, and when i came back to ramp up for Cat, My reasons were proven accurate.
Not that Wrath in itself is a complete de-evolution. there were many design changes in wrath that were beneficial. the instance design in its general scope was great. Like many said, a lot of the instance mechanics in BC were very frustrating to deal with, and wrath fixed alot of that.
It's tough to say how the environment is going to affect class balance and populations. Tanks will, by and large, still be in the minority. But even with wrath they still are. My Dk tank has a wait time of about 5 seconds average for PuG's, while my pally in ret form has about 45m. Even with the ease of AoE tank-everything approach, peeps still do not liek being a tank, and this will always be the case. I think healers will dwindle a bit, largely due to the increase in difficulty (not an issue with me, i was healing in vanilla and BC, so going back to having to watch my mana won't be a deal breaker in my camp).
Overall, I'm excited about the changes. I'm looking forward to having to mark and CC and pull targets with my warrior and DK (0 i actually took my marks off of hotkeys for wrath). I'm looking forward to having to pick and choose my play style rather then just spamming all my AoE threat skills in hope that the mage and lock don't beat me to the punch.
I honestly do not enjoy heroics right now, there is absolutely NO sense of accomplishment other then knowing i survived another DPS blitz with no 12 yr olds calling me names during the process. I like the idea that my DPS toons will be able to do more then push their AoE buttons as fast as possible. If blizz can do all of that, and keep the positive mechanical changes they made in wrath, they have a sold player once again.
Kay Sep 26th 2010 2:07PM
To be fair, experiencing Wrath in that way was going to reinforce your preconception anyway.
Early on, heroics were challenging. They didn't really require CC, no, but they weren't the steamroll fests they've be come now with the abundance of 232 and above ilevel gear. When we were doing them for the first time, not knowing all the strats, in ilevel 189s and 200s (if we were lucky), the heroics -were- challenging.
That said, as long as the heroics require CC without going overboard on it (after all, we'll still probably be relying on the LFG tool a lot, and I doubt it'll require pulling a mage every time...) then I approve.
bitssy Sep 26th 2010 12:26AM
Dear wowinsider:
Now is the time for your wonderful tutorial on "FOCUS" to come out again, and again if necessary. You are correct when stating, mages have become complacent in wrath-we do not have to worry about focus, much less crowd control-the once-apon-a-time main reason to roll a mage and welcome them into instances. New mages have no idea what focus and crowd control truly means, much less how to use them reliably and efficently. How's about dusting off the focus and crowd control mechanics articles and run them by us again-we all could use a good refresher course in both.
Pyromelter Sep 26th 2010 2:01AM
I am not a fan of cc to be honest. However, if the changes to 5mans improve the situational awareness of more average players, it will be an overall win. While 5mans in wrath have been a fun diversion, I feel like there has been an overwhelming amount of fail I've run into in terms of raids. On encounters like lich king, sindragosa, deathbringer, the lack of people knowing how to slow, how to los, how to stay alive and use some of the non-dps abilities, it seems almost infinite. Even simple target switching seems to be a chore for a lot of people.
I'm sure you guys have all run into people that were terrible at target switching, had no idea what kiting is, and had no concept of staying alive. If this increases the skill of the wow population, i think we'll all be better off for it.
Luke Sep 26th 2010 9:37AM
Water will find its own level my friend.
But if it doesn't...
Blizzard has been working on returning the game to this type of game play for a long time. It's my hope that if there is enough pressure from the community that they will look at other alternatives than just nerfing all of their work into the ground.
What is a possible alternative?
A better matching system, one that integrates a hidden player ranking. At the end of each random dungeon you get your extra gold or points for ranking the players in your group. Someone that consistently down-ranks everyone they play with will have their ranking privileges revoked or their scores mitigated.
The same goes for consistently high scores. Which means even if a majority of players are ranking somewhere in the middle, those players with high or low end scores will start to filter where they belong, easily done if those ranks have a greater weight than average scores.
The technology and math already exists. Dating sites like Okcupid use these types of systems with a fairly high degree of accuracy. Will you still sometimes get bad groups or players?
Yep.
But overall something like this would solve more problems than it would create, if done correctly. Hell the system could be even simpler.
"Would you group with the following player again?"
Yes [ ]
No [ ]
Fixed.
Jack Spicer Sep 26th 2010 11:55AM
If they had a ranking system, what I think would be a good idea is that you get one vote, you can vote 1 person up, 1 person down, or not vote.
That way, you don't have to spend a lot of time voting on everyone, and you only vote for someone if you feel like they actually made the run better (than other random person x did).
The problem I would see with that is that most votes would go to the tank or healer. How many people actually notice if a DPS did a good job. Its pretty easy to spot a bad job though.
vocenoctum Sep 26th 2010 1:27PM
I'd be happy if they just changed the "ignore" part of it to a "no longer group with" feature. And made it account wide on both ends. If you grouped with Huntard007 and "Group Ban" him, then every alt you have will never group with any alt he has. And it doesn't count towards the idiots you're ignoring in trade chat.
Kylenne Sep 26th 2010 2:44AM
This doesn't terrify me, this THRILLS me. Maybe, just maybe, this will thin out the ranks of FotM re-rollers who heard mages were a one way ticket to the top of the damage meters with the least amount of effort.
Yes, I'm talking about the people who make me want to cry into my strudel when I'm on my alts. The people who refuse to remove curses because "the healer can just heal through it lolz", the people who are unaware of the ice block button because "the healer can just heal through it lolz", etc, etc. I will be happier than a warlock at a Justin Bieber concert to see those people GTFO and stop making the rest of us look bad. Those of us who know mages are more than just "1111211112", and who actually enjoy this class, and enjoy the full range of our very versatile toolkit will be left alone to have fun. Bring it on, I say.
vocenoctum Sep 26th 2010 1:29PM
Yeah, mages are a lot more than just dps. They also bring food, and water, and can teleport you to other cities. They're like, the stewardess' of WoW!
(As opposed to the warlocks, which are the creepy guys in the dirty vans, offering Candy to strangers... sweet sweet candy...)
ProTech Sep 26th 2010 3:26AM
I have similar problem, that I have fairly limited time each day, let's say I have 5 hours at night 4 of those for raiding. In Wrath I was able to do one random heroic before raid to get badges or gear I still needed. In Cata with something like 2-3 hour heroics this will not be viable. Plus as I see there will be less tanks and lot less healers in Cata, so queueing as a mage can be really painful. I can easily see half an hour queue as dps, and then half the team drops after the first wipe.
So basically you have to decide between raiding and heroic dungeons, because you will have no time to do both. And without doing heroic dungeons it will be even harder to do raids. So gearscore/link epic/achievements will be used even more than today to form a PUG.
Pyromelter Sep 26th 2010 6:11AM
I'm about as close to 100% sure that the majority of dungeons will take 30 minutes, 45 tops to complete when people learn how to run em. for the first 3-6 months, it likely will take a while. And once people start out-gearing the heroics, you'll be seeing speed runs like before your raids.
If a heroic is taking 2-3 hours to do, I can almost guarantee it will get nerfed. It's not just that people will qq about it, it's more that people are just not going to put up with the frustration of wiping, and will either stop playing or will insta-drop that dungeon.
I predict this based on what they did with occulus. When occulus was the heroic daily back in the day, the overwhelming majority of the wow populace would just skip it. It took repeated nerfs and increased reward before people would stick with it.
I do think there will be a window in the first few months of cata where blizzard won't nerf things right away, so I won't expect an insta-nerf. But if 95% of the wow populace isn't even running a dungeon because of difficulty/slowness, they will definitely change the mechanics. Also, remember, it's easier to nerf things rather than to make things too easy and then buff them (people will qq more when things are changed to be harder).
Rolly Sep 26th 2010 10:17AM
Pyromelter,
Oculus (one c there matey) is a really bad example, it was skipped because of the abhorrent vehicle mechanic not because it was difficult. In fact it was never difficult just extremely annoying.
Pweesty Sep 26th 2010 4:32AM
Why do people hate SL ? I thought murmur was great. He never did drop his mace though, the git. If it's CC like BC era that's fine. Wasn't that bad towards the end i was MC'ing stuff instead of healing (slacking) i agree though CC for all classes if it's really needed.
Sorry if this reads bad browsing / commenting via phone :)
Reiskeks Sep 26th 2010 4:54AM
@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.
Possum Sep 26th 2010 5:57AM
But if I have to focus macro my sheep, what about my focus macro to target the tanks target? Does this mean tanks will actually start marking pulls again?
darabus Oct 5th 2010 11:45AM
You choose to hit something just because the tank is currently focusing on it? I get advised to do this from time to time and I have to say this advice makes me shiver.
I hit things that the tank has a threat lead on, not things that the tank is currently focused on.
While obviously you follow any target order the group agrees, I have to say I strongly recommend hitting things based upon threat lead rather than tank focus.
Possum Oct 5th 2010 2:48PM
How do you have the time to figure that out? If I'm not hitting something within 2 seconds of engaging it'll probably be dead by the time my first spell gets off. Sure that'll probably change with Cata but it still seems a waste of time to check the threat level of every mob *then* select a target. If I start pulling aggro, i'll start worrying about it then.