Arcane Brilliance: Things I want to see changed, arcane edition

OK, I'm not going to sit here and pretend mages are terrible. I'll leave that to the official forums. The honest truth is that we're a more than capable DPS class, with two currently mediocre specs (one of which is making some substantial strides on the PTR) and one fairly spectacular one. We have one dominant PvP spec, and two others that can kind of hold their own if you don't look too closely at them. In this game, that's pretty much par for the class-balance course.
So I'm not saying the end is nigh, Blizzard is the root of all evil, time to re-roll a death knight, I'm canceling my subscription and buying Rift, or anything else equally ridiculous. And I'm not going to spend a thousand words complaining about stupid things. We have it pretty good, all things considered, and I'm simply not jaded enough yet to ignore that fact.
But the fact remains that the mage class has been pretty damn stagnant for some time now. We've now gone through two straight expansions with no discernible face-lift to speak of, while other classes have undergone some fairly seismic reboots. For the most part, that's not a bad thing. It means we're doing okay, or at least the class design team feels like we are. I tend to agree, but there are still a few nagging problems with our class that I feel need to be addressed. When the status quo has flaws -- even if those flaws are comparatively minor -- then maybe the status quo simply isn't good enough.
So in that spirit, I'm going to list a few things that need to be changed, and provide my own suggestions for how I'd like to see them changed. I'm not going to just throw around patent impossibilities, like what if mages could cast a Pyroblast backwards and have it rez a party member! Whoooooo!
No, these are things I've thought about for some time, and though I know that in the end, this column amounts to nothing more than a glorified wishlist, I'm OK with that. Sometimes wishlists are fun, and I'm interested to see what you all have on your own wishlists.
I'll cover all three specs in the coming weeks. The columns likely won't be concurrent, but I'll try to get them all out in a reasonable amount of time. We'll begin this week with the spec that is lately getting the most attention on the PTR: arcane.
Addressing the arcane problem
Now, don't get me wrong. I'm beyond excited about the straightforward buffs arcane is getting in patch 4.1. Arcane needed some extra numbers in order to compete with fire, and it looks like that's the direction we're moving. A pure DPS class needs at least two competitive PvE specs (though there's absolutely no good reason why we don't have three), and it looks like Blizzard has pegged arcane as our second one.
But the issue most people have with arcane isn't so much the DPS woes it has had of late. The problem, really is that the spec is by and large a one-button spec. The only reason to cast anything other than Arcane Blast in a normal DPS rotation is to avoid running out of mana. Now, I personally find the playstyle to still be a lot of fun. I think it requires a firm awareness of your own limitations, your changing surroundings and current situation, and a keen and alert sense of the best times to use each of your mana return/conservation abilities.
But one button? Really? This can easily be rectified. The key spell is already in place. It just needs to be tweaked.
Arcane Blast Missiles
Is there a reason why Arcane Missiles no longer benefits from the Arcane Blast debuff? It's probably the iconic arcane mage spell. When people think of arcane, they think of those cool gatling gun missiles firing out like they're being expelled from the oversized shoulders of some kind of giant mech fighting off a monstrous phallic metaphor monster that's threatening earth or a chick with blue hair or something. The spell effect is awesome. In the last expansion, it was the secret reason a lot of mages switched to arcane. Now Arcane Missiles has one purpose: resetting your Arcane Blast stack to save mana. And that, I think we can all agree, is pretty lame.
I have some combination of three solutions here. For starters, would it be so bad to just put Arcane Missiles back on the Arcane Blast debuff? Suddenly the spell becomes a useful part of the rotation. Tweak the damage so that using it still isn't anything near the level, damage-wise, of another full power Arcane Blast, preserving the mana-management meta-game. There's nothing less fun, though, than hitting your Arcane Missiles button, watching that awesome spell animation, and knowing that it has done no real damage. You've done the 2011 version of switching to your wand for 5 seconds to trigger your out-of-combat mana regen. It's weak, and stupid.
Arcane Multishot Missiles
The other change is less likely, but doubly fun. I'd like to see Arcane Missiles changed to hit multiple targets. The mechanic is already in the game in the form of abilities like Multishot. Arcane Missiles, with its missile salvo appearance, seems like a prime candidate for this kind of ranged AoE. It could hit 2-3 additional targets, doesn't need to do a ton more damage to be worth casting, and would allow mages to have a way to contribute in multi-target fights. Arcane Explosion still has its place when the targets are more numerous, but in 3-4 target fights, Arcane Missiles suddenly becomes a DPS increase whenever it procs.
Arcane Scorch Firestarter Missiles
The last -- and least likely -- suggestion I have involves altering the mechanics of Arcane Missiles to allow it to be cast on the move, like Scorch coupled with Firestarter. Yes, I want Arcane Missiles to become the game's first moving channeled spell.
This addresses one of the major issues with the spec: its lack of mobility. Currently the only spell arcane mages have to cast on the move is Arcane Barrage every four seconds. That's not good enough. With this change, you could also fire off a strafing Arcane Missiles in between Barrages. Not every time, but at least you'd have a chance to see it proc when you're running from spot to spot, desperately watching the seconds tick down on your Barrage cooldown. Would this be overpowered in PvP? Really? Is arcane becoming more mobile going to be a threat to anybody's arena comp? I'm pretty sure the answer to those questions is "duh."
So in my dream world, Arcane Missiles goes from being a mana conservation ability to being a spell that does good damage, hits multiple targets, and can be cast on the move. Perfectly doable.
I guess the upshot of all this is that I miss Arcane Missiles. To me, the single most efficient way to improve the arcane spec is to make Arcane Missiles awesome again. There are a lot of directions the class designers can go here, and frankly I'm not that picky about which direction(s) they choose, as long as the eventual destination is Awesometown.
So that's my arcane mage fan fiction. I want to fire out an unending salvo of machine-gun missiles at multiple warlocks while strafing behind cover. I don't think that's too much to ask. What are your ideas, guys?
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance
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Reader Comments (Page 5 of 5)
Ribba Mar 20th 2011 8:41AM
Whee do I sign up for any one of these option? I particularly like the moving missiles idea, but would also love to see multi-shot missiles.
valomer Mar 20th 2011 9:52AM
Even though I am a warlock, I have to agree that arcane needs more than a one button rotation. And Arcane Missiles is just as cool as Hand of Guldan! (which is pretty awesome)
Legen Mar 20th 2011 11:14AM
"the game's first moving channeled spell." - He meant "the first non-suicidal, long ranged moving channeled spell."
I don't think Blizzzard will move back to a powerful mana dump like Arcane Missiles used to be in Wrath, as they have made a commitment do ensure arcane will have a burn rotation to use at will. The problem they had with a powerful missiles benefiting from Arcane Blast was that it made Arcane Blast spam a inferior dps option compared to the ABx4 - AM, especially with the t10 2-piece set bonus. With Mana Adept, they meant to give arcane a mana management game and are trying to give it a rotation with options for it, and my bet is that they want a way to give utility to missiles without having to boost it's damage compared to AB.
Maybe a moving Missiles would help with that, and an alternative would be to make it interact with our mana with more than being free, even if indirectively. As a sugestion and an example:
"Reduces the cooldown of your mana gem by 10 seconds whenever you score a spell critical hit."
With this, Arcane Missiles becomes desirable because it is the mage's single target spell that has the highest number of hits per second; the fastest you hit, the more critical hits you score. Coupled with a "Your mana gem has a 50%/100% chance of not consuming a charge when used" addition to Improved Mana Gem, this tool changes from a mana reserve to a mana source for arcane mages, giving some flavor with mana adept and giving a feel that you are taking advantage of caracteristics unique to the arcane spec. Not sure if 10 seconds is the right value, though.
As a note, this one is based on the rogue's talent Focused Attacks, from Wrath. It was a "must have" for assassination dps and make them scale very well with both haste and crit. May help arcane scale better too, since haste has some issues with mana management and crit is lackluster compared to fire.
About mobility, maybe an "your Blink doesn't trigger the global cooldown" addition to an exclusive arcane talent (Arcane Tactics?) is a feasible option, since Blink has a cooldown similar to Living Bomb's timer. So, if an arcane mage has to move, she can just blink and resume her rotation without actually stopping to cast, except for limitations in human reflex and latency, and do it roughly just as often as a fire mage renewing it's explosive dot, which has been helpful for fire's mobility. And is unlikely to make arcane OP in pvp, the Glyph of Arcane Power hasn't so far =P.
fulllogin Mar 20th 2011 11:25AM
"she can just blink and resume her rotation without actually stopping to cast"
Correcting myself: "without actually stop casting"
Nort Mar 20th 2011 1:48PM
wish list: arcane "barrage" actually becomes... wait for it... a barrage! quite a concept, i know. as it is, arcane barrage is more like an arcane pulse. a pretty little blob of arcane energy. by definition, a barrage is multiple projectiles... so why not make it so? i think the mechanics are already in the game... actually, lord godfrey's pistol barrage comes to mind (they already look like little purple arcane bullets anyway) it would be a great way to solve the ranged AoE problems arcane mages are having.
change the current "arcane barrage" to "arcane pulse" and give it a (2 second? 1.5 second?) cast time usable while moving (similar to scorch) target gets stacks of arcane pulse (3, 4, 5... whatever) and when max stacks are reached, target explodes doing x amount of arcane damage.
arcane's main nuke works on stacking damage, so i figured using the same stacking concept on a spell castable while moving would fit well with the spec.
i don't think either of these changes would be tough to implement, and would help give arcane a much needed boost to play style.
Pehr Mar 21st 2011 11:30AM
That would be kind of interesting if the arcane pulse stack was hampered by your arcane blast debuff. You couldn't stack both at the same time just to try and force some interesting spell rotation. If you had arcane blast stacks you would want to clear them before stacking up the pulse. Or not. Either way I love reading these suggestions. They sound like a ton of fun for someone who loves his arcane mage.
Ysabella Mar 21st 2011 11:56AM
I totally agree to the diagnosis: Arcane is, at the moment, incredibly boring. Why? Two reasons: 1) All damage comes from casting the same spell over and over and over and over (etc). 2) When you are forced to move, your damage output is reduced to that of a slightly upset donkey.
I like the prognosis, the ideas for changes. But I suggest being a bit more radical. First increase the Arcane Blast debuff limit to 5 (like the rogue combo-points). Then, add a spell which does good damage, but instead of clearing the debuff, reduces is by three. The missiles and the blast could stay the same (although I love the 'missiles on the move'-idea!).
I think this simple addition, a secondary nuke, would open for much more interesting rotations. In the long run, waiting for trinket-procs and then using all available cooldowns for a burn-phase (if the fight permits), gets tedious.
ncharity Mar 22nd 2011 10:27AM
Normally I find this blog really entertaining and well-informed, but I'm sorry this time you have really not done your research well.
1. "Arcane Blast Missiles
Is there a reason why Arcane Missiles no longer benefits from the Arcane Blast debuff?"
Yes, in fact there is: this would destroy the balance between AM and ABar in the conserve phase. Unless ABar damage was also increased by exactly the same amount (ouch PvP), it would lead to a strict and very boring ABxAM (probably AB4AM) rotation as we had with WOTLK. No, this is an awful idea.
2. Arcane Missiles on the move. Another terrible idea. This will not improve things at all. AM hit like wet noodles (and this can't be changed - see above). On top of that it automatically drops your AB stack. The real reason a lot of chaotic movement kills arcane is dropping stacks in the AB spam phase. To do equivalent damage to other specs arcane mages MUST achieve 2-3 full AB spam phases in a boss fight. Actually I'd like to see the AB debuff time increased or somehow influenced by another spell - perhaps blink resets the AB debuff??
I just don't know why players point blank refuse to "get" arcane. It's mana mangement skill is fun and engaging when played properly (hands up: who genuinely reacts to clearcasting procs to squeeze out another AB in the conserve phase, who always casts another AB above approx. 96% mana (and recaalculates this figure for 1,2 or 3 int procs)?)
Sorry normally I love you blog, but this type of silly wishful theorycrafting will end up by killing a genuinely different and fun spec. Blizzard in the end will capitulate,
vive la difference for all mage specs - death to creeping homogenization
Bumblebee Mar 26th 2011 6:25PM
Channeling spells while moving... I like the concept. I could see the same thing applied to healing spells too for great effect. There's plenty of ways to interrupt from a distance, so it shouldn't be a problem for PvP. It would be a nice option to have in Raids too. Long as the numbers are tweaked it's good for me. I like all of these suggestions, really. And that's from someone who doesn't play a Mage.
Blynk Mar 28th 2011 8:08PM
Using arcane missiles while on a camel in HoO is pretty awesome to watch and as you say, would help solve the movement problem arcane has.
Multi-shot idea is pretty good. With blizzard getting a bit more strength back, the moving use sounds more appealing. I was even thinking of an 'arcane' aoe, as we seem to be left out in the range aoe department. Thought of a black hole style 'spacial rift' that slows and cases damage to mobs group. The black hole idea is used in many heriocs such as stonecore and grim batol. Would make sense that arcane can create them if they can make portals
blotfa Apr 9th 2011 11:07PM
I was thinking along the lines of Arcane Blast becoming a either an instant buff [ie. Arcane Power or Presence of Mind]. Here is how it would work; When you would activate it your Arcane Missiles will hit up to 3 extra MoBs. Once Arcane Missiles are finish casting the buff is used up, CD may vary [1 minute CD].The buff could also have a duration of say 30 Sec.s for multipliable proc.s
Or they could change Arcane Blast into a channel and have the targeted mob begin to explode causing aoe damage for the period of the channeled time. Also it would still benefit from the Arcane Blast buffs. With this they could choose how they did with paladins a special cast proc so you would have to choose Arcane Missiles or Arcane Blast. I think that would be nice to have the ability to choose an aoe affect or a single target given the type of fight you maybe in at the moment.
Myth_Link Apr 10th 2011 6:25AM
The way i see it, Arcane Missiles, could be an awesome fit for some kind of Cone targeted spell. Like that Flaming dragon head, firemages got.
Arcanica Apr 13th 2011 7:55AM
I think the 4.1 updates on the way for the arcane spec are going to give a very large boost to our dps. They're cutting arcane blast casting time down to 2 sec from 2.35. As it currently stands my haste rating cuts me to 2.01 sec. This alone is going to allow me to reforge basically all of my gear out of haste into mastery/crit (depending on preference). And haste will be a non-problem because forging into it would cause OOM problems.
I do very much concur with the usefulness of arcane missiles. All its doing is acting as a c-c-c-combo breaker.
Great article, great work.