Arcane Brilliance: Mage's guide to patch 4.2

Every week, WoW Insider brings you Arcane Brilliance for arcane, fire and frost mages. This week we're taking a quick break from our look at the state of the three mage specs to deal with the impending release of patch 4.2. Yes, I know it has only been one column, and we're already taking a break. Honestly, why do you always have to point things like that out? Sheesh.
So with patch 4.2 dropping at any moment (all signs now point to the 28th of this very month), I figure we'd better just sit down, look deeply into one another's eyes, and discuss our future. You see, we're going places, you and I ... more specifically, we're going into the Firelands, to kill Ragnaros and his buddies. We're looking for increasingly elaborately decorated dresses to wear, and one very impressive magical staff. I just want to make sure that we're both prepared for what we will find there, for the challenges we'll be facing, and for the changes we will be experiencing before we start the journey. We'll have deeper voices, hair where we didn't have hair before ... no wait, that was what happened when we started middle school. This is pretty similar, actually, only with fewer pimples and slightly more Fireballs.
What's changing
Crowd control is 100% less likely to get you killed. This is a general change, applying to everybody with a crowd control ability, and boy is it a welcome one. You remember all of those times you were asked to sheep pull a group and so you did, casting sheep on that healer mob then watching as the tank failed to pick up the whole group until it was too late, and then dying in a pile of blood and viscera? Good times. Well no more! Now, when you cast Polymorph on somebody before the group has been pulled, you no longer generate any threat. The mob you sheeped will not attack you when the spell expires or is broken, and his buddies will no longer come charging toward you with the intention of breaking you in twain. This allows you to better plan out the crowd control strategy before a pull, coordinate who is doing what to whom and fix any mistakes prior to everyone dying horribly. It also helps ensure that the tank can easily pull the mob the way they want to, without worrying too much about stealing back aggro or breaking your late sheep with an AOE attack.
This will, quite simply, make everything about pulling multi-mob groups easier on everybody. I am a fan of this change.
Spell interrupts won't interrupt you quite as much as they used to. This one's pretty minor, but worth mentioning. Currently, if you get hit with a silence or interrupt that knocks out a particular school of magic, dual-school spells like Frostfire Bolt would also be knocked out. This is no longer true. If somebody knocks out your ability to use fire or frost spells, you'll still be able to cast Frostfire Bolt. Unfortunately, the converse is still in place. If somebody manages to interrupt you with a school-specific interrupt while using Frostfire Bolt, you'll be locked out of both frost and fire spells, just like now.
Arcane Blast is being nerfed. But it's okay. As we discussed last week, arcane's damage is eclipsing fire's right now, in current gear. Fast forward a couple of weeks, when top arcane mages will all be suiting up in shiny new tier 12 gear -- without a nerf, the disparity would be much larger. Arcane scales so incredibly well with intellect that this nerf, which is a 5% damage reduction to our major nuke, is really just a minor balance tweak to keep our top two PVE specs competitive with each other as our gear improves. It'll be alright. I promise.
Pyroblast does a buttload of damage, no matter what. I guess the Hot Streak version of Pyroblast wasn't doing quite as much damage as regular flavor Pyroblast. Now they both do the same. Either way, you're hurling a giant flaming boulder at that warlock's face. It's going to hurt.
Spellsteal is getting nerfed, but it could have been much, much worse. I'm not even kidding. The spell needed a bit of nerf. It was being spammed and abused in PVP in ways that Blizzard simply couldn't ignore, so they nerfed it. Only when they first nerfed Spellsteal, they basically tied it up, drug it out back, and shot it in the mouth. Spellsteal nerf version 1.0 was a full on slap in the proverbial face, and there was much whining on the forums. It was pretty ugly. I myself lobbied for a different sort of change in this very space not long ago, and because the class designers totally read Arcane Brilliance with an almost religious zeal and do whatever I suggest without exception, the nature of the Spellsteal nerf was soon reworked. Cough.
Now, instead of a completely unacceptable 6 second cooldown on the spell, Blizzard has opted for a 100% increase in mana cost. Basically, if you want to spam Spellsteal, you still can, right up until the point where you burn through all of your mana and die in embarrassing fashion. By making Spellsteal spam a cost/benefit mechanic, they left the usage of this signature mage spell in our hands, and I trust us to make the right decisions.
Impact's spreading of Living Bomb is a little easier to control now. Basically, when you hit something with Impact in an attempt to spread Living Bomb to additional targets, you'll now have an easier time predicting which additional targets it'll spread to. Firstly, it'll only spread to two additional targets. Secondly, it'll no longer migrate off of your primary Living Bomb target. If your Impact target is the same as your Living Bomb target, your Living Bomb will stay put on that target. This isn't so much a change as a bug fix. Now if only we could figure out Ignite Munching.
Deep Freeze and Ring of Frost now share diminishing returns. Which kind of sucks. I understand why they're doing it, but still. Essentially, this is a nerf on frost mage control in PVP. Admittedly, frost mage control in PVP was pretty awesome. Still is, even after this nerf, really. I haven't been PVPing much in this expansion, and I'm sure I'd feel more strongly about this if I did, but any nerf hurts. This one serves to limit frost's almost unrivaled ability to lock opposing players down. Again, I understand. Sort of.
Time to start hunting down Dragonwrath, Tarecgosa's Rest. Get your guild psyched up for the new content, because there's a legendary staff to be earned, and you need a strong progression raid to help you work toward getting it. But here's the thing: even if you're in an awesome guild, you're going to need to prove your worth to be awarded this staff. Look for an upcoming column in which I detail how to make sure you're considered the best candidate to receive this staff once your guild manages to earn it. A quick primer:
- Be the most reliable DPS in the guild. Notice I didn't say "be the top DPS on the charts." Be on time. Do your job. Be there on raid nights. Do excellent DPS. Be consistent and trustworthy.
- Don't be a douche.
- That's it, really.
Why it's changing
I've tried my best to explain what is changing and what I think of the changes. Sadly, I am but a lone man, on the fringes of polite society, typing madly away on these columns alone in my basement, sustained by the moans of the dying warlocks chained to the walls around me. I do not work for Blizzard, I do not design this game, and thus I have no special insight into the reasoning and logic behind the changes I write about.
Thankfully Lead Systems Designer Greg "Ghostcrawler" Street does. And even more thankfully, he sees value in explaining said changes to us as a player base in as much detail as he can. In case you missed it, here's a reprinting of his explanation of the mage changes as posted on Thursday. There's a lot of interesting stuff in the article, and you should all go read it if you haven't yet done so.
Ghostcrawler:- We changed the way interrupts interact with spell schools. Our intent when we created dual school spells (like Mind Spike being Frost and Shadow) was to allow players locked out of one school to still have something to cast, and we now have the technology to deliver on that design. However, we maintained the rule that being interrupted while casting a dual-school spell will lock you out of both schools because we didn't want players to only use those spells as a way of avoiding interruption.
- We removed the threat caused by buffs or crowd control because we wanted to make communication and coordination easier in dungeons, especially among strangers using Dungeon Finder. We want the challenge of a dungeon encounter to be the encounter mechanics, not marking targets. We also think this change will be a quality of life improvement for tanks, who inherited a lot of the responsibility for explaining fights, marking targets and otherwise setting the pace.
- We nerfed Arcane Blast because Arcane's damage was too high in PvE. We wanted Arcane to be competitive with Fire, especially given that Fire tends to perform better on fights with movement or multiple targets. However, it looked like many Fire mages were begrudgingly respeccing to Arcane, which wasn't the intent. We wanted Arcane to be competitive, not the only serious mage spec for PvE. (See Frost vs. Unholy note above.)
- We originally tried nerfing Spellsteal's cooldown, but that made it feel really random (for both sides) since the mage had no control over which spell was stolen. We instead nerfed the mana cost to encourage tactical use of Spellsteal and discourage spamming. We'd still like to try a model where dispels have a long cooldown but remove everything, but that is too big a change for now.
- We added the diminishing returns to Deep Freeze and Ring of Frost (after earlier trying some different nerfs) to tone down Frost mage control, especially in the mid and lower tiers of PvP when dispels can't be assured.
I have my quibbles with things contained in that post, but I'll save them for another day and another column. Overall, I'm just grateful for the insight. I'd like to see a whole lot more of this sort of open dialogue going forward.
So what do you think, mages? We know what's changing, and we know why. Are we ready for the Firelands?
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance
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Reader Comments (Page 2 of 3)
ahsanali Jun 18th 2011 6:47PM
Living bomb could never be on more than three targets. At present it gets spread out to three random targets and often off your primary target. With it moving to a new target as a new dot you lose the pop at the end on your original target. This change fixes this.
For lots of adds you want to get a good combustion up and then spread that with impact.
Covnam Jun 18th 2011 5:50PM
Since the staff doesn't have Spirit, while it may work or even be BiS for right now for any caster DPS, classes that don't use Spirit, like Mages, are really the best fit. I think it would be foolish for a guild to earn it for a class that would replace it pretty soon for a staff with spirit.
Since I'm not in a guild, I really hope that this staff stays in the game and long after Cata is done, I'll be able to assemble one like other players could once go and run older 60s content for other legendaries.
Kurash Jun 18th 2011 6:11PM
Hybrid casters can *use* spirit, if it's there, but it is the same as hit for them. Just because an item does not have spirit doesn't mean that doomkins, shadow priests and the occasional elemental shaman (who may or may not use a staff) can't make excellent use of it. For those classes, if it has spirit, fine. But if it doesn't, that tends to be fine too. I don't see how it would be replaced "pretty soon for a staff with spirit." I sure as hell wouldn't replace it on my balance druid if my guild decided I deserved it. (Which I don't!) :)
raven.quiet.storm Jun 18th 2011 10:24PM
he's talking about healers that REALLY want spirit because of the talents that give them regen during casting, which doesn't apply to dps casters. DPS casters don't have that ability so spirit is useless. So what he is saying is that HEALERS don't want the staff and shouldn't be competing for it. But Boomkins, Shadows, and all caster DPS ranged should want it.
Jeff Jun 18th 2011 6:09PM
"Be the most reliable DPS in the guild. Notice I didn't say "be the top DPS on the charts." Be on time. Do your job. Be there on raid nights. Do excellent DPS. Be consistent and trustworthy."
Could not agree more. I've seen a lot of casters, (Not in my guild mind you) who seem to think they deserve Dragonwrath purely on account of their leet deeps. I'm sorry, that's not the case. Not in any guild I want to be a part of anyway.
I'll take a caster who does above average DPS, shows up prepared and on time, and shows respect and a positive attitude over a jerk who does great DPS.
Telwar Jun 18th 2011 8:29PM
Precisely. I can't see giving this to someone who's going to run off to another guild once they get it.
Pyromelter Jun 18th 2011 8:33PM
In my experience, great dps'ers are the ones who show up prepared, on-time, show respect and have a positive attitude. I'll name a couple of semi-famous ones: Kripparian and Mihir - both share themselves online a great deal, and do it in a very friendly and helpful way. Both would fit the attributes you mentioned, and the overwhelming majority of chart-toppers that I've played with also fit those attributes.
I've seen a lot of dps hate out there, and I don't understand it. Are there a lot of chart-topping a-holes out there?
And also, why shouldn't a "leet dps" be first in line for Dragonwrath? When you show up for raids, eventually you gear up and improve your dps, so I would argue that high dps = reliably at raids to upgrade gear = should have a fair chance at first crack for it.
The only thing that I would feel is unfair is if the guild you were in, if the GM gave it to himself or his girlfriend or buddy, just because he's their buddy. The decision to give dragonwrath should be solely on merit.
~Pyro, still waiting to meet the mythical "jerk who does great dps"
Pyromelter Jun 18th 2011 8:40PM
Here is what I want to see:
Archmage Pant's Mage Holding that staff in his hands, 2-3 months from now, or however long it takes to get it. Never figured out his specific toon, but I know his main is an undead, unless he race-switched him.
I know you have a kid and all... but it's a legendary man. Legendary columnist needs a legendary staff. Make it so!
raven.quiet.storm Jun 18th 2011 10:20PM
""
Arcane Blast is being nerfed. But it's okay. As we discussed last week, arcane's damage is eclipsing fire's right now, in current gear. Fast forward a couple of weeks, when top arcane mages will all be suiting up in shiny new tier 12 gear -- without a nerf, the disparity would be much larger. Arcane scales so incredibly well with intellect that this nerf, which is a 5% damage reduction to our major nuke, is really just a minor balance tweak to keep our top two PVE specs competitive with each other as our gear improves. It'll be alright. I promise.
""
I STILL don't understand how making Arcane worse at single target balances things. Mages are switching, and while some are being pushed because their guild sees it as the flavor of the month (which isn't the smartest decision if the mage isn't comfortable), I think the most switches are coming from people that didn't WANT to be FORCED to play fire. But all that aside, there is still the main issue: If you want them competitive, give arcane something.
You want them to be competitive on single target damage, fine, but thats arcanes specialty. So you end up with this:
Mobility: Fire
Survivability: Fire
AoE: Fire
Single Target: Tie
How is that equal? I don't want Fire nerfed, far from it, I don't want everyone to play arcane, I love it and I'm fine being the only one. All I'm saying is this is unnecessary, I would love this nerf if it came with some other advantageous buff to arcanes lacking areas, but otherwise your just focusing on one of 4 categories. I want a difference so I'm fine if either one only wins 2 (and there are other areas but I feel those are the 4 that matter). I say, give Arcane an AoE (that doesn't throw mages into melee range of creatures that when they hit ONCE with a melee attack can cause an effect that wipes the raid ala Magmaw and Cho Gal), or give it mobility, or give it survivability. Not all three, I'm not asking to be the all powerful mage. I LOVE the competition, and I LOVE a good choice, but having an empty choice, or an entire guild that doesn't know mages but can tell you which spec to choose is not what we should have.
raven.quiet.storm Jun 18th 2011 10:20PM
though I understand the scaling argument, it makes a lot of sense, and I accept that if thats the only difference and still win single target.
Smore Jun 18th 2011 10:49PM
I'm currently wondering if there are any frost raiders out there.
I recently switched to frost from arcane for my questing spec and i've found it both massively easier and more enjoyable (questing-wise). My gear isn't great as this isn't my main but, depending on HS luck, it sometimes pulled more dps than fire. I've been maging for 6 years and never frost for anything other than that TK phoenix, so it's taking a while to get used to all the procs. I now go frost when doing zg (as za timed runs need that extra ~8% dps out of me). I now like frost a ton and am considering raiding as it sometimes.
So i'm wondering what the stat priority for frost is? After the crit cap that is.
Pyromelter Jun 19th 2011 9:08PM
Soft Crit cap is 33%, so you want crit to that level.
After that it's just haste.
Neither haste nor crit scale as well for frost as they do for fire or arcane, because of so many instants for frost, as well as that soft crit cap.
Josh Jun 19th 2011 7:48AM
An interesting mechanic for a legendary staff would be that, at least for full functionality, it required you to be in the guild that helped acquire the weapon. If you left the guild (or it disbanded or whatever) the staff basically was downgraded one level and you had to kill the end-boss/get to exalted (or something similar), again with your new guild to bring it back to legendary.
Jyetie Jun 19th 2011 8:06AM
Why?
To force guilds on people even moreso than they already are?
What if you raid in a group separate from your guild?
Tehlichblade Jun 19th 2011 11:21AM
Thank you for the warlock guide on how to get the staff, just sayin in advance for when you write the article:)
Josh Jun 19th 2011 11:53AM
Because the staff isn't the product of solo effort; it requires the dedication of a group of progression raiders, at least during the relevant tier. If you can manage to get this staff via pugging I'd love to see it. Anyway if the staff wasn't part of a guild run it wouldnt have a guild to be bound to, now would it.
scherbaddie Jun 20th 2011 1:55AM
Regular, organised, non-guild raid != PuG
Josh Jun 20th 2011 6:53AM
As I was saying, if it wasn't part of a guild run, how would the staff be bound to a guild anyway. I think a few of you guys are proud to be guild free...fine, but I would love to see a regular organized non-guild raid have the selflessness to help one member get the legendary...and then that member stay unguilded.... I just don't believe it's possible. Maybe a couple times in the 16 million player base but it's got to be so rare as to be practically non-existent. I'm talking at current tier levels of course and ones that take group effort like the mace from Ulduar.
Avelene Jun 20th 2011 4:41AM
" The spell needed a bit of nerf. "
O Mr. Belt, what have any mage done, that thou dost wag thy tongue in noise so rude against them? Alas, he is mad!
jdb388 Jun 21st 2011 1:46PM
So I was reading the stats on the new fireland loot, and I've got a serious concern with reaching the hit cap. I could have been reading wrong here, but it looked like none of the gear has ANY hit. With no talent to increase our haste I'm very concerned with mages being able to reach 14.5% hit.