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 4 of 5)
Andrew Mar 13th 2011 8:52AM
One thing to obliquely comment on what Kylenne was saying: my housemate just started playing WoW at the end of WotLK and fell in love with the arcane spec. He finally hit 85 after leveling 13 alts to 70, and his rotation involves arcane blast, arcane barrage when he feels like it, spamming flamestrike and ice lance when there are adds, and spellsteal ever 3rd-5th cast. I've tried to explain to him spirit does nothing for us and that pulling aggro from the tank doesn't necessarily mean it's the tank doing something wrong, but he insists I'm wrong. These peeps will continue exist, and luckily they are in the minority, but they will always be the ones that stick out in your memory.
matthew Mar 13th 2011 12:11PM
i have to say it sounds like horrible luck as i have never really seen any arcane mages doing any of the silly things you say... while arcane may not be great for longer fights in raids due to mobility the shorter burst fights in heroics are great for arcane mages and they generally do superb dps
comradecoool Mar 13th 2011 3:04AM
I stand by my previous post. For my situation, and in my perspective, it is not viable. It is not capable of working successfully. Meaning: providing max damage, regardless of favor or desire.
I would also encourage you to look into semiotics, denotation and connotation, concerning the english language and use of words beyond their prescribed meanings.
Andrew Mar 13th 2011 6:43AM
Use of words beyond their proscribed meanings is all well and good, as long as you have a similar frame of reference as the people you are communicating with. The problem is that this community as a whole (meaning all WoW-players, not just the mage community) generally has one of two frames of reference: one where they say whatever they want and hope people know what they are referring to, and one where people say what they want using words that already designate the intended meaning for the vast majority of listeners. You seem to be in the first group, and since you are most likely using this language with close friends and guildmates who use the same frame of reference, that's fine. To the rest of us who might not be used to the particular way you are using words to designate meaning, you *do* seem ridiculous.
Anony Moss Mar 13th 2011 10:59AM
He doesn't seem ridiculous at all. In fact, the negative responses to his post seem petty and misguided at best.
Viable has multiple definitions, including:
vivid; real; stimulating, as to the intellect, imagination, or senses: a period of history that few teachers can make viable for students.
And you know what? If he was saying that Arcane isn't stimulating to his intellect, who are you to argue with that?
However, he was quite likely referring to:
practicable; workable: a viable alternative.
In this case, he has made his point vividly clear to anyone who isn't so dense as to be belligerently aggressive in their ignorance. If you are part of any serious raiding group it is your job to perform OPTIMALLY. And that means any specs outside of a reasonable range of OPTIMAL are NOT VIABLE. Do you really want to take an arcane mage into heroic halfus instead of a Fire one that can do upwards of 100-200k dps for the opening portion of the fight? It's simply not viable to pretend that all specs are created equal.
Someone mentioned previously about how you must not be raiding with friends if you don't want them to "play what they like." I'd say only back that you must not be raiding with friends if you prefer to "play what you like" rather than to "do what's best for the raid." A lot of people LIKE succeeding and when you're the hunter who can't do shit for ae dps because you "
Cambro Mar 13th 2011 3:19AM
I haven't ever really tried arcane spec, so forgive me if this already exists somehow, but I just had an idea for range AoE for arcane spec: call it something like "Arcane Pulse", where you target the ground (as you would Blizzard or Flamestrike or Blast Wave) and that is the epicenter of your AoE. I'm thinking the effect of spamming Arcane Explosion but channeled (from 30-40 yards away) as you would Blizzard.
What do you guys think?
Pepijn Mar 13th 2011 3:32AM
allrdy 3shot people with arcane blast in lvl 60 =)
Azarizotza Mar 13th 2011 3:43AM
As an arcane mage since 2.2.0 (never specced seriously out of the tree since) I say….HAHA Flamer mages. All the crap you were giving me, and now you'll all flock over to Arcane. That is of course until the next buff, which you'll switch to Fire if it's buffed, or give up on Mage and go to whatever else buff class is available.
I ask you, if you do not stick with your talent trees, through good and bad, how will you learn the intricacies? Learning weaknesses and what's lacking is just as important as learning your best rotations.
omedon666 Mar 13th 2011 3:44AM
*STANDING OVATION*
This is especially true with the uncommon intricacies of arcane.
Kylenne Mar 13th 2011 8:38AM
For god's sake, it's just a spec, it's not a marriage.
In the real community, some people don't have the luxury of sticking with gimped specs until Blizzard figures out how to fix them, because they're actually relied upon by their guilds and raids to perform at an acceptable level, or at least a comparable level to the other DPSers in the raid. Some raid leaders actually expect their pure DPS people to pull their weight instead of letting their friends frolic about as whatever their favorite broken toy spec is and expecting the other DPS to pick up the slack.
I was Frost for PvE my entire WoW career, from BC until patch 3.2, until I finally couldn't justify holding raids back for my own selfish love of what was at the time a totally broken and abandoned spec by Blizzard. I couldn't in good conscience be dead weight anymore, being carried for an int buff and food just so I could summon a cute water elemental every couple of minutes. I could justify it in Naxx because 0/0/0 could walk through it, and I rerolled a couple of times on different servers and therefore missed Ulduar, but when ToC rolled around and Arcane was so clearly superior (especially with pre-nerf Incanter's Absorption on Twin Valks), I finally had to throw in the towel. I still kept up on the theorycrafting and ideas from people like Lhivera and hoped to the frosty gods I could go back someday. But ultimately I had to think of the other 9/24 people I was raiding with.
Anony Moss Mar 13th 2011 11:03AM
Only the simple minded think knowing more than one spec is too difficult to be reasonable. A good mage is the one who knows all their specs and plays the one that best fits the encounter/situation.
comradecoool Mar 13th 2011 3:47AM
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.
matthias_degucht Mar 13th 2011 7:09AM
just think that arcane needs some DoT spell.
Namy Mar 14th 2011 12:58PM
I hadn't thought of that before but yes I think we should! Just one little DoT would be nice for certain boss mechanics or for a bit of on the move dps. It wouldn't have to be anything major, I struggled with a spriest and lock as I can't work DoTs but one small situational one would be very useful.
Lorne Mar 13th 2011 11:19AM
Im pretty sure Arcane is doing *ok* right now when played properly.
I enjoy managing my mana return cooldowns and such to maximize my damage output, and in my last BH 25 man (it's the only raid I do because I have to pug due to my work schedule) I was 4th or 5th dps at 15.6K behind 2 hunters and another mage.
In heroics, Im always top at around 13 - 14k. I think its ok. Could it be better? Probably, But im not progressing 25 Man Hard Modes, so I'm having fun.
Azarizotza Mar 13th 2011 1:24PM
I'm gonna admit, I was partially drunk when I wrote this. I suppose what I was trying to get at is the following:
Yes, I am familiar with other specs and classes for that matter, I try them all the time. The thing is, it usually takes something sort of a complete disintegration of the spec for me to change it. I only feel I understand other specs as well as I do because of the well-awareness of the lacking of my own.
Tokhand Mar 13th 2011 4:37PM
Putting points into each talent tree is called specialization. When you focus your points into the Arcane tree, you are specializing in what the developers see as the best role for playing as an Arcane mage.
Frost specialization is centered around control, with freezes and chills in tandem with abilities that do extra damage to frozen and chilled targets. This tree is pretty okay at being mobile.
Fire specialization is based around the notion of explosions. Multi-targeting, splash damage, and strong Area of Effect spells along with that thing that real fire does when it catches stuff on fire (eg. burning), but we call it Damage Over Time. This talent tree is great at mobility.
To specialize in the Arcane tree is to be less than okay at mobility. But that's fine, because there is balance. The developers want an Arcane mage to pretty much stand in a single spot and be able to do enormous amounts of laser damage. If we move, we'll do less damage, as one of our main spell's major factors is Arcane Blast's timed stacks. Similar is the Arcane Missiles spell, by which I mean: Don't move while casting them.
With this philosophy, they are making us pay attention in certain regards. Playing as Fire and Frost, we have to watch. We have to be patient, as there is a good sized Random factor when certain abilities are to be used.
With Frost, the Law is keep one mark of Fingers of Frost up always, use Deep Freeze when you can, use FFBolt when Brain Freeze is active along with FoF, and if you get 2 marks of FoF and cannot be used DF and BF is not up, use Ice Lance.
In regards to Fire, there is Combustion and Ignite and Hot Streak and proper usage of Pyro for Ignite for Combustion and Scorch weaving. DoTing and that.
With Arcane, they stop us from facerolling on our keyboard with Mana Adept and our mana as a real resource. We don't really have a priority cast-list or rotation, but we play by phases. 1- Burn and hard, until you have 40% maximum mana then 2- Restore with Evocation. then 3- Conserve, with Mana Gems and pots (don't forget to hit Invis. to get the potion cooling down!), and repeat 2 and 3. It's hard, because it requires paying attention as well.
In summary, to play as a Mage, you to be careful and smart. Not like warlocks. They're pretty gross.
Luscan Mar 13th 2011 6:08PM
Really need help, i am lev85 ilevel 356 Arcane mage and really need to do better dps
i know hit = 17% or as close i need help on the Haste Mastery and Crit %'s i cant see a guide for them .. please help me beat my warlock friend in DPS .
we are trying the throne of the 4 winds tomorrow and really need to step up my Arcaney Game
thanks guys/gals/murlocs :)
CC Mar 14th 2011 3:13AM
I am picturing this as
AB x whatever, blink into mosh pit and arcane explode, and blink out. Or, hang by healer and explode any attacks. What are you doing with your explodes? Maybe the point was to make a more cooperative group so that your arcane mage could keep the max dps up and not have to be very mobile. What can the group do about this?
Dragoniel Mar 14th 2011 6:04AM
Nice indeed, but not nice enough for me to get back. I am waiting for the patch that will make Arcane viable in PvP again. Especially 1v1 PvP.
I don't like Fire.
I hate Frost.
My arcane mage is ready. It's just a matter of time. I shall await.