Arcane Brilliance: The new and improved arcane tree in patch 4.1

Before we begin, I'd like to see a show of hands. Are you a mage? Okay, good. Now, put your hand down if you're a fire mage. Hoo boy. We just lost a lot of hands. Now frost mages can put their hands down. Now warlocks who only came here because you secretly hate yourselves and want to hear about how much you suck. Okay. I see there are still some hands up. Arcane mages, you stalwart few: This column is mostly for you.
While I was away, the PTR patch notes for 4.1 were updated, and there are more than a few important items for mages in there. Let's get the non-arcane news out of the way first, so everybody who's too good for a little Arcane Blast spam and Mana Adept management can move on with their day.
Keep in mind that though these changes are in the official notes, as of this writing, none are actually live on the PTR, so none of this is tested, and as with everything in the PTR notes, all of it is subject to change.
Blizzard gets a massive buff
So, I'm not convinced that AoE is where frost mages need help the most, but I'm not going to look a buff-horse in the mouth. Blizzard is getting a 70% increase in base damage when patch 4.1 hits, assuming this makes it through the testing process unscathed. I don't know about you, but that's the biggest straight damage buff I can remember seeing to a major spell in a very long time. Perhaps this is part of the class designers' stated desire to make AoE a little more relevant, and frankly it's a pretty good start. I wouldn't be surprised to see this number fluctuate as testing goes on.
No more global cooldown for Combustion
This is also awesome. Combustion is, perhaps more than any other ability in the game, completely dependent upon precise timing (and, of course, dumb luck -- thanks, random number generator!). It often needs to be cast at a moment's notice, during a very short window of maximum potential, and removing the global cooldown from it is a needed change. This allows the spell to be cast without regard for altering your rotation, and it can now more easily be written into macros.
And now, the Arcane tree
For the duration of this expansion, arcane has been an almost experimental spec. The Mana Adept mastery mechanics required such a different approach to playing the game that an entirely unique set of strategies had to be adopted in order to achieve high-quality DPS. Even after a lengthy beta phase and several months of post-expansion hotfixes, it still feels like the playerbase is testing this spec out. Most simply gave up, declared arcane second or third-rate, and switched to fire.
The spec defies standard simulations, and arcane's performance can vary widely depending upon playstyle, length of fight, movement phases, and even trinket usage. Combine that with what I imagine are very low numbers of arcane mages actually getting the opportunity to do high-level raids, and I'm guessing that gathering reliable DPS data and doing normal balancing has been a difficult proposition for the development team at best.
And that's why I believe the spec is where it currently is: able to produce high amounts of burst damage over short periods, and almost completely unable to provide consistent numbers over long encounters. A playstyle wisely accepted as "best" has emerged, and that playstyle involves rotating three distinct casting phases but relies upon static conditions, negligible interrupts, and low movement requirements. Arcane can shine in short fights, but in the majority of longer, more demanding raid scenarios, it falls well short of acceptable ranged DPS numbers. For a pure DPS class, this was unacceptable.
Apparently, Blizzard agrees. Here are the latest 4.1 PTR patch notes for arcane mages:
- Arcane Blast damage has been increased by 13%.
- Arcane Missiles damage has been increased by 13%.
- Arcane Barrage damage has been increased by 13%.
Lowering the mana cost of arcane nukes results in a direct DPS increase because with Mana Adept, more mana equals more damage. And here we get straight base damage buffs to our main nuke (Blast), our main Arcane Blast reset spell (missiles), and our main nuke for movement phases (Barrage). Can't complain about that.
Another area in which arcane was sorely lacking is also being addressed, and that area is AoE.
- Arcane Explosion damage has been increased by 13%.
- The stacking effect of Arcane Blast now increases the damage done by Arcane Explosion, and Arcane Explosion does not consume that effect.
The strategy for arcane in AoE situations now would have to be Arcane Blast to four stacks, then Arcane Explosion spam for 3 seconds or so (six talented casts for most mages), followed by a single Arcane Blast cast to refresh the debuff stack, then more Explosion spam. It's awkward at best. I'd like to see Improved Arcane Explosion grant a chance to refresh the Arcane Blast debuff, something in the neighborhood of 15-20%, high enough that you'll only occasionally have to refresh the stack during AoE phases with Arcane Blast but still low enough that Arcane Explosion doesn't ever become a viable method of refreshing during single-target rotations.
It's not a perfect solution, but it is something of a compromise. I'd still love to see an honest-to-goodness ranged AoE option for arcane, and I could still do with a larger base damage increase for Arcane Explosion (still a very weak AoE spell in the larger scheme of things), but this change shows the designers are trying to fix this ongoing weak spot.
Arcane is improving, guys. And short of kicking a warlock in the groin, nothing makes me happier than that. What think ye?
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance






Reader Comments (Page 1 of 5)
omedon666 Mar 12th 2011 8:09PM
Honestly, I love the "unquantifiably variable" playstyle of arcane! For those "doing it right", these 13% buffs will be huge, and it will also help bridge those not quite "getting it" to stick around long enough to indeed "get it".
It also assures that only raids with the raid leaders smart enough to understand the "unsimmable" arcane paradigm will be blessed with arcane mages. ;)
Betin Mar 12th 2011 8:13PM
Thank goodnes your back, I though a warlock had drain all your mana. Oh wait, to soon...
Amaxe Mar 13th 2011 12:51AM
What about his back?
/flees the mob
Task Mar 12th 2011 8:18PM
I started Frost to level, per your recommendations, Master Belt. And then followed that up to Arcane upon reaching 80, then 85.
Granted, Fire is supposed to great and yes it is, but I'm going to stay Arcane for the fact that I enjoy the challenge it brings to me. That and blasting dragons to the dragon equivalent of hell and beyond.
Thank you again for the article, Master Belt.
C.C. Mar 12th 2011 8:20PM
I'm stoked to see the changes, however, despite Mana Adept, I'm skeptical of arcane becoming truly competitive. A lot of fights require major amounts of movement, or are extremely long.
I hope this does the trick, but I'm not sure. Spamming ArcBlas isn't super fun, but managing the mana pool is (and seeing big fat golden numbers pop doesn't hurt either).
Bottom line, I think arcane needs a bit more mobility.
I would like to see a bit more complexity other than just ArcBlas spaming. Like in the days of wraith where it buffed your missiles or barrage. But, if Adept is all we get, oh well.
Mugutu Mar 12th 2011 8:42PM
The arcane4lyfe crowd will eat you alive for saying arcane is simple. Apparently managing cooldowns (like almost every other spec in the game) makes them special, since they never had to do that before. Arcane is srs bsns to them.
Can you tell that I'm bitter?
Despite that, I do hope this means Arcane will be good for stationary fights and less laughable for AoE. I wouldn't mind keeping an arcane offspec instead of two fire specs for raiding.
Pyromelter Mar 12th 2011 9:46PM
I really think blizz should allow the arcane blast stacks to buff arcane missiles. I really don't understand why they took that out, and from the fellow mages that I know, a lot of the allure of playing arcane is those Missile Barrage AM's firing out like a machine gun.
This would also make AM at less than 4 stacks less of a penalty.
As far as mobility, I'm not really sure what can be done about that. Arcane is one of the few truly "shoot and scoot" specs out there anymore.
aidenjanaia.decastro Mar 15th 2011 6:00AM
Arcane was heavily buffed in such a way that during the time you are not casting, you can compensate for the lost dps. With 13% damage increase, coupled with enough haste, you should be able to catch up with the dps that you have lost once u establish yourself like the glass cannon that you are.
Andrew Mar 13th 2011 1:45AM
I think I would count myself in the arcane4lyfe crowd, and *I* say arcane is simple. Maybe not with the MA metagame going on, but definitely in the motor aspect of the spec (very little chance to hit the wrong CD when going at top speed when you only use 4 spells max). But I think Blizzard wanted arcane to be that way, at least for now. As Archmage Pants pointed out, arcane still seems to be a fairly experimental spec; our mastery is such a departure from the norm it was definitely going to take a while for players to get used to its playstyle. So why would Blizzard have wanted to not only throw a new mechanic at us, but also give us 15 CDs to manage all right off the bat too? Not only would this just increase the learning curve for the spec unnecessarily, but it would have made it harder for Blizzard to look at our numbers and tell whether the mechanic was working the way they wanted it to.
That being said, I think we'll all begin to see arcane's playstyle getting a bit more involved in patches to come, beginning with this change to AE. Blizzard could have just straight buffed it to make it as powerful as they wanted it to be, but instead they added a layer of complexity by tying its power to our AB stacks. Maintaining those stacks might feel clumsy at first, but even if they don't add a secondary way of refreshing the buff I can't see arcane players NOT getting used to the mechanic. And hopefully, as we get more experience with that, we'll get more mechanics to play with until it's obvious to everyone why we're the best mages. :)
TL;DR version: Blizz wanted arcane to be 'simple' at first, but now we've got the mastery down pat giving us more to play with. Wewt!
Josh Wilkins Mar 12th 2011 8:31PM
I isn't the damage that made blizzard great it was the slowing effect. You can't kite groups like you used to with blizzard. The kite effect was the real nerf, the damage decrease just happened when all the other AOEs got cut down in Cata.
Shirubia Mar 12th 2011 8:43PM
'' Now warlocks who only came here because you secretly hate yourselves and want to hear about how much you suck. ''
This is why I love you, Mr Archmage Pants
Aalokor Mar 12th 2011 11:09PM
I'm pretty sure that if you're a warlock, there's no secret about your self hate
Grak Mar 14th 2011 7:32AM
They only Lifetap for attention
comradecoool Mar 12th 2011 8:47PM
With the changes to combustion and ignite munching/overwriting, I'mt not sure Arcane could ever be viable over Fire for AoE.
I didn't mean to say Arcane was so extremely simple, just slightly boring with the one spell rotation. Managing cooldowns with mana isn't super complex, but timing everything right and adapting your timing to the situation takes a bit of skill or finesse.
Then again, this is WoW. Not quantum physics.
Still, Arcane just feels more right for a mage than fire or frost. I like my purple lights and daft punk neon.
omedon666 Mar 12th 2011 9:55PM
Please stop with the using of "viable" instead of "optimal".
Every spec in the game is viable. When it isn't, it's blizzard's place to fix it.
People who claim viable=optimal are the worst subculture of player, as these people just want everyone else to be closer to OP so they can slack more.
Either that or they're just not playing with friends and therefore "that's what that guy enjoys" means nothing to them, and these lonely people I feel sorry for.
Donald Raeside Mar 12th 2011 10:40PM
I agree with you on the feel...I love arcane, just because it feels more like magic. As an avid RPer it just feels a thousand times more right for my egomaniacal "I'm smarter than you" elf. As well, I enjoy the recklessness of arcane AoE (which, although maybe not as nuketacular as fire when you drop a combustion on the whelps when fighting Halfus, still pulls some pretty numbers). I've been praised by healers in my guild for staying alive. I guess five years of dying as a mage has finally taught me how to keep an out out for danger like a spooked gazelle. A couple times I've respecced my fire to arcane since Cata dropped and tried it out, but I just end up missing the freedom fire gives me. I just wish mobility, somehow, could increase. I move around a LOT in fights where I can, a habit I got from druid healing in wrath, that I can finally maintain with fire and, to an appreciable degree, frost too. I wouldn't mind the boring arcane rotation if I could dance around with it, too. And nothing is more disheartening than an interrupted evocation. Accidents happen and not every fight gives you a clear chance. Maybe more practice is needed to avoid those situations, but I won't have the patience for arcane until I see some bigger changes to mobility. It's just too risky.
If anyone out there has any tricks up their sleeves that I haven't read on how to keep moving and keep DPs at least decent, I'd love to hear it.
comradecoool Mar 12th 2011 10:58PM
In response to Omedon666:
I must respectfully decline your request. I use the word viable specifically because I mean so. Viable may not apply to everyone, but it does apply to my situation. That being a person who is raiding with a guild and expected to bring the dps and min/max to my best ability. Something is no longer viable when it doesn't bring out the best (to an appropriate range) compared to one thing or another.
So... no. Not every spec in the game is viable for my situation. Frost is not viable for raids in my opinion because it's damage does not compare to Fire.
I offer no other comment on your other statements.
In response to Donald Raeside:
I think being able to be more mobile with ArcBlas would definitely make the spec a tad more interesting. Dare I say, we get a glyph/talent that allows us to fire ArcBlas on the move in addition to barrage? Then we ask, where does barrage fit into our rotation beyond a AB-debuff clear? Though maybe that is enough.
For those who say this might be too much, I'd point out Steady Shot, and auto shot for hunters is now an on-the-move option. Granted the dps is in favor of the mage here (I think) but still. Just a thought.
Andrew Mar 13th 2011 1:55AM
vi·a·ble /ˈvī ə bəl/ Adjective
"Capable of working successfully"
op·ti·mal /ˈɒp tə məl/ Adjective
"Most favorable or desirable"
What you're describing, comradecool, is not whether a spec is viable or not, no matter what you're intended meaning is. If you don't like saying whether a spec is optimal or not, you can use whether it is acceptable to you or not, because your opinion on a spec does not affect whether its capable of doing its job. The day arcane (or any other spec and class) causes a raid to wipe simply *because* it is present in the raid comp, or because it doesn't put out enough damage (rather than not as much damage as another spec), then it will not be viable.
omedon666 Mar 13th 2011 3:21AM
Andrew gets it.
Comrade, I get what you are saying. You are talking optimum, as raiders tend to, so, go you.
Optimal and viable are two different things, and their interchanging in WoW parlance is the disease plaguing player inclusion and enjoyment.
Pure DPS classes (and classes with more than one DPS option) choose a flavour of damage, by personal preference. They are all viable. No misuse of words will change that, it is the promise that THE SAME PEOPLE WHO WRITE THE ENCOUNTERS are responsible for upholding, and they have.
The interchanging of these terms is not your fault, but you are perpetuating a disease in WoW that is easily maintained by raiders that could have one less bead of sweat on their brow because someone on EJ said "fire, and let it be known", when that bead of sweat is potentially bought by someone having less fun in the fight, in the game they want to enjoy.
Everyone being viable means no one is overworked, one spec being optimal is a treat, not a social expectation. At least not in healthy social environments. Quote the raider's doctrine of "don't waste other people's time" all you want, everyone is viable, and in the equation of "your comfort>their fun", you are being selfish. That isn't just aimed at you, that is aimed at everyone that doesn't play with friends, real friends, that will sweat that extra bead for each other.
omedon666.livejournal.com
Lemons Mar 13th 2011 4:11AM
@Andrew
Viable has multiple meanings and you're only quoting one of them. Another I found states: "capable of working, functioning, or developing adequately."
So if there's a spec that's light-years behind the others in terms of DPS output then it's probably safe say that spec is not functioning adequately, or in other words, it's not viable. So saying "viable" isn't wrong at all. Try reading the entire definition next time.