Arcane Brilliance: News and notes for mages from PTR patch 4.0.6

Now before we begin, I should make it clear that mages aren't getting anything even remotely earth-shattering in patch 4.0.6. It's not like Blizzard is letting us autofire while moving or anything. But a patch is still a patch. Things are going to change, and though mages have been left largely un-fiddled-around-with (at least in comparison to many other classes), we do have some incoming alterations to be aware of.
So with our expectations in an appropriately subdued state, let's peek beyond the jump for an annotated look at what be happening, yo.
Full notes, updated as of Jan. 12, can be perused here.
Mana cost reductions
The mana cost of several of our spells has been reduced, presumably to help balance out the issues many mages have been having maintaining our mana in longer heroic fights. Nobody wants to see us standing around with our wands out, including the developers. Reducing the base mana cost of many of our most-used spells should assist us in this regard. Similar changes are in store across the board for the various ranged caster classes.
The main culprits so far have been arcane mages, whose consistent damage output depends directly upon the amount of mana still left in the mage's coffers, and fire mages, who have comparibly little in the way of mana return or conservation options. The major nukes for those two specs are seeing their mana budgets lowered by a pretty hefty amount.
- Arcane Barrage mana cost has been reduced by 8%.
- Arcane Blast mana cost has been reduced by 12%.
- Fireball mana cost has been reduced by 25%.
- Living Bomb mana cost has been reduced by 22%.
- The mana costs of Arcane Brilliance and Dalaran Brilliance have been reduced by approximately 16%.
- Molten Armor, Frost Armor, and Mage Armor no longer cost mana.
Spell changes
- Counterspell lockout duration reduced to 7 seconds, down from 8.
- Flame Orb now ignores critters.
- Mage Armor now reduces the duration of magic effects by 35%, down from 50%.
And see, here is where I have to wonder why all PvP balance nerfs aren't done in precisely this way. I understand Blizzard's reluctance to differentiate the PvP aspects of the game too markedly from the PvE side of things, but holy crap. The two schools of thought seem to be as follows:
- If we nerf something for PvP balance, we nerf it for everything.
- If we nerf something in PvP, we can leave it alone in PvE.
But my issue is this: aren't we already sort of doing that? The line between PvP and PvE is clearly delineated, and though it's slightly fuzzier now than it ever has been, it's still very much there. The two aspects of the game are inherently unique, and the playerbase will use the spells that work and ignore those that don't, regardless of designer intent.
These patch notes only highlight the issue. We're nerfing spells that are utilized in both aspects of the game (Counterspell, Mage Armor) for purely PvP purposes. The changes are only needed in PvP but changed in both arenas of play. And yet a couple of other abilities (Polymorph, Slow) are being nerfed in PvP only, leaving them unsullied in the PvE environment. Why the inconsistency? Either you want to keep things the same throughout or you don't. When you try to do it both ways, to me, it only serves to emphasize how much better it is one way than the other. And my personal opinion is that the better way will always be thus:
Nerf in PvP only, unless the PvE usage of the spell also warrants a nerf. If the PvE usage of a spell requires a nerf, but not the PvP usage, feel free to apply this wisdom in reverse. If you get to the point where a spell becomes too far removed in one aspect of the game than the other, perhaps you need to reconsider the spell entirely. I'm just saying.
Anyway, Polymorph doesn't last as long, but only in PvP. Your PvE sheep will keep its current staying power post-patch. Same goes for Slow.
- Ring of Frost: Radius shrunk to 8 yards, and inner "safe" radius is now 4.7 yards (exactly matching graphic). Dispelling the effect of Ring of Frost will now make the target immune to being refrozen for 3 seconds. If a second Ring of Frost is cast by the same mage while the first is still active (via Cold Snap), the first will now disappear and cease functioning. In addition, Ring of Frost now has a PvP duration of 8 seconds.
So the spell effect radius now matches the animation, which mean it'll affect a smaller area overall. This is probably more of a bug fix than a nerf from a design perspective. It'll also make the victim immune to being refrozen for three seconds, a change that makes the spell work for the purposes of CC-breaking abilities. The last PvE/PvP change is that the spell can no longer be double cast via a Cold Snap.
And, like the rest of our major CC spells, the ring itself will now have a PvP duration of 8 seconds.
- When a mage uses the Invisibility spell, it will now also cause their pet Water Elemental to become invisible.
- Firestarter now allows the mage to cast Scorch while moving (regardless of which armor spell is used), and no longer eliminates Molten Armor's critical strike chance reduction.
- Deep Freeze damage done has been reduced by 20%.
- Fingers of Frost can no longer be dispelled and now also increases Ice Lance damage by 15%.
Mastery changes
- Flashburn (Mastery) benefit per mastery has been increased by 12%.
- Frost Specialization now only grants 2 base points of mastery (instead of 8), reducing all Frost damage to frozen targets by 15% from previous values. However, Frost Specialization now increases base Frostbolt damage by 15%.
Again, I'm not entirely sure what data Blizzard's looking at that suggests a downward adjustment in necessary for frost mage DPS. My feeling here, as before, is that these nerfs are keyed toward PvP balance but have the side effect of lowering PvE damage. I'll say again: I understand the thinking here, but believe it's based upon faulty logic.
So what think ye, mage community? Tell me how I'm wrong, but most of all, tell me how I'm right. I crave affirmation.
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance






Reader Comments (Page 1 of 4)
Contra Jan 15th 2011 5:05PM
No love for arcane mages. No direct damage buff. Too bad.
Vogie Jan 15th 2011 5:25PM
Technically, with mastery, mana cost reduction IS a direct damage buff to Arcane.
ironically enough.
Brik Jan 15th 2011 5:31PM
reducing the mana cost of spells arcane uses in it's rotation is a direct damage buff to arcane
Brik Jan 15th 2011 5:32PM
dang Vogie beat me to it T_T
Tolkfan Jan 15th 2011 5:22PM
The "design nightmare" of making abilities work a little different in PvP and PvE isn't as nightmarish as it seems, because Blizzard is doing exactly that for Diablo 3.
Oh, and nobody likes to see mages with their wands out. I agree :)
Imnick Jan 15th 2011 6:46PM
I'm sure many people would jump at the chance to examine Mister Belt's wand more closely
MusedMoose Jan 15th 2011 7:27PM
"nobody likes to see mages with their wands out"
But we're just happy to see you!
Sirlolalot Jan 18th 2011 12:13PM
I'd love to see his wand!
Necromann Jan 15th 2011 5:23PM
I'm thinking about respeccing fire.
clumsyninja007 Jan 20th 2011 4:57AM
There's nothing more fun than throwing countless fireballs at those unsuspecting warlocks sending them back to their little demon makeup summoning circles at the Hot Topic with tears streaming down their faces and a hole in their pants.
muffin_of_chaos Feb 1st 2011 4:34PM
Deep Freeze *has* been doing a huge chunk of frost mage damage lately, given its cooldown. I'm not sure why that matters in PvE to Blizzard, but maybe it trivializes encounters that requires huge spike damage fairly often?
trefpoid Jan 15th 2011 5:25PM
Well, all things considered, I think the nerfs and changes aren't all that bad for us, seeing what they did to other classes. The whole pve/pvp discrepancy sucks ass, but what the hell. Maybe they'll fix it later. I'm really happy for the arcane changes though, and we'll have to try out how frost is doing when the change hits live. I just hope it's all for the best. I'm just depressed for the Ring of Frost change.. I was really enjoying freezing people 3 times in the same ring, making them pop trinkets or racials. Ah well, it was happy, frozen devastation while it lasted.
theoneunderwater Jan 15th 2011 5:32PM
i cried a little when i found out all the nerfs to frost.
I'm a long time frost mage (i went arcane for a little, gave into the dark side of massive numbers). It was nice to actually be doing some decent damage with frost for once in my PVE frost life. People on my server kept saying that frost mages were OP, but i simply didnt see it. Yes, im doing good damage, but I'm doing the same dps as the lock in my guild. I agree, I dont know what data Blizz is looking at, but i thought frost was fine, this nerf is uncalled for.
now if only i could figure out how to gem this monster of mine....
taristo Feb 8th 2011 11:04AM
I am thinking the Deep freeze damage nerf was to mitigate all the damage frost mages were allowed to do in Strand of the Ancients. I can solo a demo on the way to the gate, keeping it slowed the whole time....
sad that it impated pve as well though
Darkwhisp Jan 15th 2011 5:36PM
Meh..I don't think this will effect the mage community to much..lets be honest..we cry..nothing happens. Next fix we cry about nerfs and bask in all the glory of a buffed spell.
I just try to play the game as it is in the present. :) Lets be honest we are always looking either to the future where all mage spells will be free...and a mana biscut for everyone there. OR we look to the past and go "hey..remember that one time...."
I think we all (world of warcraft players in generel) could be better if we stopped crying about things and just played the game..roll with the punches. (Not saying we can't give an oppinion just..dont cry ok?)
long winded i know...
Redielin Jan 15th 2011 5:49PM
Although I don't personally raid with my Mage, my Mage players have been falling behind in damage lately, to the point where we will probably have to start sitting Mages on fights with strong DPS checks. Hopefully, the changes to mana will mean our Mages can be competitive again.
Kassel Jan 16th 2011 12:08AM
I'll wait to see how it plays out, but I have the feeling that I'll be going back to fire and respeccing my PvE frost spec to a super-controlling (You're going WHERE with WHO?) frost PvP build.
Vaidyam Jan 15th 2011 5:54PM
"I feel like a warlock." "I crave affirmation." Christian, you need a CC kill at the Hot Topic.
anonymous Jan 15th 2011 5:57PM
"As a class, we're in a good place in PvP at present, which of course means everybody else thinks we're overpowered, meaning this won't be the last time the nerf bat grazes us."
If by "PvP" you mean PvPvE ie Alterac Valley & Isle of Conquest...maybe. I think I'm overpowered in PvP right now though. I miss when playing a mage required skill and finesse, and I could tell a good one from a bad one very quickly. Now all I see is icelance spam. Turn on recount, go in a BG, and check out the mages around you. 80%+ of damage done is often coming from mindless ice lance spam. Why did I get Ring of Frost? Was there a huge mob of angry mages on the forums complaining about my lack of control that I missed? I'd gladly give the entire ability to Balance Druids or Elemental Shamans.
Slight rant at your obvious bias aside, I do feel your PvE vs. PvP dilemma. Changes to one that seem completely reasonable often have a huge impact on the other. Resto Druids lost the ability to lifebloom more than one target because their PvE healing would have been out of control, but now they are even more vulnerable to switches in PvP, which I hardly thought possible (also, spellsteal, heh :D ). Death Knights had a horrendous run with Scourge Strike & the unholy tree being redesigned every major content patch in LK (I got a lot of free respecs), making the ability no longer the main attack in PvP (Death Coil) due to the nerfs, and yet keeping it incredibly strong in PvE. Warlocks, much as I'm sure you and other mages hate them, almost had a ridiculous change to their Fel Armor for what may have been PvP reasons, all though nobody thought the old Fel Armor was out of control since they all sit in Demon Armor anyway.
Lastly:
"Nerf in PvP only, unless the PvE usage of the spell also warrants a nerf. If the PvE usage of a spell requires a nerf, but not the PvP usage, feel free to apply this wisdom in reverse. If you get to the point where a spell becomes too far removed in one aspect of the game than the other, perhaps you need to reconsider the spell entirely."
The issue with your opinion is that you aren't actually considering what "PvE usage" means, and how it's different from "PvP usage". A Frost Mage rarely has to worry about kiting a boss, rarely has to spend the ENTIRE fight trying to avoid damage while also doing damage. Rarely has to CC and interrupt on multiple targets while avoiding huge amounts of damage AND while creating large amounts of pressure through his own damage. If you removed all of a my damage spells except ice lance, and combined all the damage and damage-on-proc abilities into ice lance, you'd see the same damage in PvE (by definition of this hypothetical). Maybe a little more on fights requiring movement. Maybe a little less on fights where DoT ticks are more important. But PvP would be a different beast entirely.
The two need to be separate because movement, positioning, control, "tanking", interrupting and CCing mean very different things in PvP opposed to PvE. There's more to my class than just damage. And I couldn't tank a raid boss :D
Interesting article though.
Rakah Jan 15th 2011 11:49PM
tbh i like using ring of frost as an escape tool when blink alone isn't enough. just drop it at your feet as your running and blink.