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
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Reader Comments (Page 2 of 5)
omedon666 Mar 13th 2011 4:27AM
Lemons.
Adequate is viable. Adequate is "1/10th of the duty in a 10 man raid". Optimal *might* be 11/110ths of your duty in a raid. The raider's responsibility is 1/10, no more, no less. All the specs, as of cataclysm, do that, must do that, or they are hotfixed.
omedon666 Mar 13th 2011 4:29AM
that should read 11/100th's
comradecoool Mar 13th 2011 4:46AM
This is now fully off the topic and I am won't be going any further. If you'd like to return to the main point, that of making Arcane a competitive dps spec (compared to the other two mage specs), I would be happy to discuss it further.
Also see the previous response regarding semiotics, denotation and connotation.
Andrew Mar 13th 2011 6:50AM
@Lemons
I *did* acknowledge before that if a spec is coming in last in damage on a particular fight and the raid isn't killing a boss, then that spec might not be viable and needs the developers to improve it. However, if a spec is coming in last and the raid is still killing the boss, then how is that spec not viable? If the damage that spec is doing is still capable of contributing to the fight in a meaningful way, then how is it not viable.
Though I hate to use anecdotal evidence...my guild was stuck on normal Cho'gall for the longest time; and I had been asked to respec to fire from arcane at the beginning of our raiding push this expansion because that's what all the websites and blogs were saying was THE BEST SPEC EVAR! All these weeks were were banging our heads against the wall I was coming in last in the dps slots, even sometimes coming in behind the tanks. One week I decide to respec to arcane, because if I might get kicked out of this raid slot I'll do it having fun. That week we killed Cho'gall, and I was either second or third in dps every fight in the instance (with no other changes in our raid comp or changes in actual players and characters participating). So yeah, as far as optimization goes, YMMV.
Necrato Mar 13th 2011 8:33PM
Viable has a completely different definition than the one posted by Andrew when you are in a raid setting, if the spec is not the best for the situation IT IS NOT "capable of working successfully" and if by the grace of GOD you manage to suceed it's because your raid carried your fail spec.
Anony Moss Mar 12th 2011 9:13PM
I agree, Arcane needs more mobility more than anything right now. The numbers boost will help, but the fact is that fire can maintain a huge chunk of dps with Scorch-on-the-move and that modern fights require frequent movement.
IMO, simplest addition to Arcane Spec that would make it vastly more desirable:
Talent
When the mage has 4 stacks of the Arcane Blast buff, Arcane Blast can be cast while moving.
It's that simple. If the power level is considered too high, consider all "When the mage has less than 4 stacks.." Either way, the potential is there for a mage to time their "able to cast on the move" with times they know they'll need to move.
The other option, which I don't like as much, would be simply to remove the cooldown on Barrage.
Maxilimus Mar 12th 2011 11:40PM
Perhaps even allows the mage to move while casting, but while moving the mage moves 75% slower than normal.
Another idea is the less-than-4-stacks idea. It can do decent damage on the move plus arcane barrage would come up when you get around 3 stacks anyway, allowing a fluid movement rotation.
phipopilip Mar 15th 2011 2:12AM
I didn't think of allowing movement at four stacks. Would be pretty wild being able to spam our main nuke on the move.
I thought increasing the stack time by a second or two would help on movement fights as it would give you a greater opening to move without having your stacks drop back to zero. Allowing Arcane Missles to be cast on the move would be fun as well especially on movement phases like Atramedes air phase.
pandaba Mar 13th 2011 3:06AM
I think having arcane blast castable while moving might be a bit too much. But Blizzard should take a page from their recent fixes for hunters. Make arcane missles castable while moving and give it the buff it used to get from AB stacks.
Might also be interesting to reset Presence of Mind's cooldown semi-randomly with X number of AB stacks. So you're not always guaranteed an Arcane Blast while moving but you'll get a decent chance at it. That would help balance things out.
trefpoid Mar 13th 2011 1:08PM
A DoT could help too.. when u have to move, at least that could be ticking, like fire mages.. also, this would help incredibly when I'm fighting Ozruk and I'm basically the only one in the world that doesn't have a DoT to remove the damn paralyze :(
Paul Mar 14th 2011 3:01AM
I'm just going to say "no" to DoT ideas for arcance. It's too unimaginative for my liking.
I'm also against allowing the Arcane Blast debuff affect AM and ABarr is the same way that it affects AB. If they bring back it's ability to affact those two spells, then we're just going to go back to the Wrath setup of 3xAB + AM/ABarr all battle long. The idea of being a "phase mage" get's wiped out. Well, mostly.
Personally, in order to aid movement, I agree that AM should be usable whilst moving (arance specialisation), but to reduce the issue of the AB debuff falloff, Arcane Barrage should reset the debuff to it's full duration. However, would this cause an issue during the recovery phase of the Arcane Mage?
Kendro Mar 12th 2011 9:20PM
While I agree that the arcane blast effect for arcane explosion is extremely clunky in concept at the moment, point blank aoe's are more favorable in my opinion to channeled ones, such as blizzard, mind sear, and the casted seed of corruption. Instant aoe's are very nice, and point blank ones so far prove fairly useful in this tier of raid content. Arcane will most likely prove extremely potent on H Maloriak, if the arcane blast debuff gets a chance to refresh based off of how many targets are hit, so that way, if 3 or 4 are hit, you'll be guaranteed a refresh.
I am glad that arcane are getting these buffs though, I was deeply looking forward to playing arcane on my NE mage that I had leveled up for Cata with the sole intent of playing an arcane night elf mage. Now this is very likely to happen ^.^
themightysven Mar 12th 2011 9:37PM
is it worth it for arcane mages to keep spirit on their gear for mana regen, or is it not enough at these gear levels?
jason.reagan Mar 12th 2011 9:51PM
Are you a warlock in drag? The only regen we get from spirit is from OOC regen, If you have spirit on your gear then please stop wearing healing gear to dps...
Pyromelter Mar 12th 2011 9:51PM
Spirit grants exactly 0 extra mana regeneration while in combat for mages. So no, it's not worth it.
Zhiva Mar 12th 2011 9:56PM
Read Mage Armor tooltip, please.
Paul Mar 14th 2011 3:15AM
Zhiva, please please please tell me that wasn't a reply to Jason and Pyro, if it was, I recommend you take you own advise.
If it wasn't, then sorry for being confrontational.
RyRy Mar 13th 2011 1:04AM
recently i switched my mage back to arcane right before these changes were announced, and i didn't get peoples gruff about arcane, i was doing 22k single target in raids, which is about what i get with fire, and aoe is so messed up for fire with me cause every time i try to spread living bomb with impact it just removes it.
Jaysonn Mar 13th 2011 1:20AM
It's not removing the Living Bomb, per se. It's got that three-target cap now, so when you pop an Impact proc and it 'spreads' it on more than 3 targets, it moves it to three new targets and removes it from the target it was originally on.
rc Mar 12th 2011 11:36PM
Brer Belt is back! I was worried that some warlock had afflicted you with the Sheep Flu. Congrats on your housing upgrade, although it sounds like you will be investing heavily on leveling your gnomish engineering skills to get the plumbing to work.