Arcane Brilliance: Mage wishlist, late 2011 edition
Every week, WoW Insider brings you Arcane Brilliance for arcane, fire and frost mages. And by "every week," I of course mean "every week when I'm home, have access to the internet, and do not find my time entirely monopolized by my day job." Which, as you may or may not have noticed, did not include last week.
We have some things to discuss today, most notably the recently posted mage class feedback thread on the official forums. It's always interesting to see how mages respond when given an actual, legitimate forum to air their grievances with the promise of actually being heard by the developers in charge of designing our class. I have some thoughts, and if you'll indulge me, I'd like to share them with you.
But let me get this out of the way first and foremost: I love the tier 13 mage set. That's it up there in the picture. So steampunk, but in a good way. I love the goggles, the quilted armor, the gnomishness of it. I can tell you right now that I'll be transmogrifying back to this set for many tiers to come.
If you haven't checked it out yet, I suggest you visit the official site and take a look at that mage tier 13 preview and visual retrospective. It's really kind of cool to see all of our past tier sets in one place, though I have to feel bad for the poor lone Undead mage in his tier 9 gear, surrounded by all of those Humans. I can feel the racial tension from here.
Ah ... perfection.
Every week, Arcane Brilliance teleports you inside the wonderful world of mages and then hurls a Fireball in your face. Start out with our recent beginner's guide to being a mage, then check out our three-part State of the Mage columns on arcane, fire and frost. Don't forget to look at some of the addons your mage should probably be using.
We have some things to discuss today, most notably the recently posted mage class feedback thread on the official forums. It's always interesting to see how mages respond when given an actual, legitimate forum to air their grievances with the promise of actually being heard by the developers in charge of designing our class. I have some thoughts, and if you'll indulge me, I'd like to share them with you.
But let me get this out of the way first and foremost: I love the tier 13 mage set. That's it up there in the picture. So steampunk, but in a good way. I love the goggles, the quilted armor, the gnomishness of it. I can tell you right now that I'll be transmogrifying back to this set for many tiers to come.
If you haven't checked it out yet, I suggest you visit the official site and take a look at that mage tier 13 preview and visual retrospective. It's really kind of cool to see all of our past tier sets in one place, though I have to feel bad for the poor lone Undead mage in his tier 9 gear, surrounded by all of those Humans. I can feel the racial tension from here.

See? That right there is a recipe for trouble. Frost Nova and Blink, Undead mage! Frost Nova and Blink! Oh wait ... they can do that, too.
Anyway, reading through the already massive mage feedback thread has inspired me to add my own two cents, in the form of a column. I'd like to think at least some of the developers peruse this column from time to time, then turn away, shaking their heads sadly, lamenting the time they wasted perusing it.
Overall, I feel like the mage class is in a relatively good place right now. We have three raid-viable specs, one still-dominant PVP spec, and each spec features a distinctive and (depending on personal taste) fun playstyle. We have a legendary staff to strive for. We have the ability to kill warlocks in a reasonably fair fight whenever the opportunity arises. Also, we are still mages, and we can still hurl Pyroblasts, summon Blizzards, and conjure tasty baked goods with a waggle of our wizardly wands. You can take the mage out of Awesometown, but you can't take the Awesometown out of the mage, is what I always say.
Still, as so very many of you have pointed out in mostly reasonable, non-whiny tones over in the class feedback thread, there is always room for improvement. Below you'll find my short list of concerns, wishes, and fond dreams for the mage class, handily organized by spec.
Arcane issues
Arcane Barrage A once-proud spell is currently pretty useless and has been for some time. It has no place in arcane's rotation and serves only as a filler spell during movement phases and as an emergency mana conservation reset for Arcane Blast, used with ridiculous infrequency and at the cost of DPS. It has gone from a spell you relished using to a spell you only use when you must, and even then with regret. It is the specialization spell for an entire spec. It deserves better.
Rotation While I personally enjoy the Mana Adept meta-game, arcane's rotation is admittedly monotone. I think we'd all like to see a teensy bit more variety here. Arcane Blast spam with the occasional Arcane Missiles thrown in as a stack reset is just too simplistic for a major spec rotation. The solution, I think, lies with Arcane Barrage. Make it an interesting and dynamic part of the rotation again, and you tweak things enough to make the rotation intriguing again. And while we're talking about this, I want to see that whole moving Arcane Missiles thing you teased us with as a tier 12 bonus needs to be a baseline mobility addition for arcane. It's needed and would be incredibly fun.
Fire issues
RNG I've mentioned this several times before now and will continue to bring it up until it becomes less of a glaring issue. In a game where your ability to consistently produce numbers dictates your usefulness as a DPS raider, any spec where your numbers can vary so drastically from fight to fight based purely upon your luck with random number generation is an unacceptable liability. Fire has been far too dependent on stringing together good dice rolls for too long.
Single-target DPS Fire has by far the best multi-target rotation among mages but has fallen behind when fighting a lone boss. I'd like to see the AOE stay fun and powerful but perhaps some single-target functionality get added to some of the many, many AOE talents in the tree. I don't need fire to be dominant again, just competitive. It's such a well-designed spec, from the top of the tree to its roots; it's sad indeed to see it fall into such disuse.
Frost issues
DPS Period. Higher DPS needs to happen across the board for this spec. It's close now, and raid-viable in the right hands, but arcane is too often better, even in the wrong hands. The spec has such a fun, priority-based rotation that it's just a shame to see it shut out of most high-level raids. Just a bit of DPS tweaking could change all of that and need not upset the PVP apple cart if done right. A return to power for the PVE-only damage component of Deep Freeze would be a good place to start.
Water Elemental This is one of the defining aspects of the spec, but too often now it's necessary to simply place our big blue buddies on passive and macro their attacks into our own. Allowing them to operate on their own almost always ends in tragedy, complete with big, blue tears. Better AI scripts are imperative, as are easier ways to control the dummy on the fly when need be. Oh, and can we please just have the option to rename our elementals again? Only this time, without having to trick the game into allowing us to do it.
Random desires
Anyway, reading through the already massive mage feedback thread has inspired me to add my own two cents, in the form of a column. I'd like to think at least some of the developers peruse this column from time to time, then turn away, shaking their heads sadly, lamenting the time they wasted perusing it.
Overall, I feel like the mage class is in a relatively good place right now. We have three raid-viable specs, one still-dominant PVP spec, and each spec features a distinctive and (depending on personal taste) fun playstyle. We have a legendary staff to strive for. We have the ability to kill warlocks in a reasonably fair fight whenever the opportunity arises. Also, we are still mages, and we can still hurl Pyroblasts, summon Blizzards, and conjure tasty baked goods with a waggle of our wizardly wands. You can take the mage out of Awesometown, but you can't take the Awesometown out of the mage, is what I always say.
Still, as so very many of you have pointed out in mostly reasonable, non-whiny tones over in the class feedback thread, there is always room for improvement. Below you'll find my short list of concerns, wishes, and fond dreams for the mage class, handily organized by spec.
Arcane issues
Arcane Barrage A once-proud spell is currently pretty useless and has been for some time. It has no place in arcane's rotation and serves only as a filler spell during movement phases and as an emergency mana conservation reset for Arcane Blast, used with ridiculous infrequency and at the cost of DPS. It has gone from a spell you relished using to a spell you only use when you must, and even then with regret. It is the specialization spell for an entire spec. It deserves better.
Rotation While I personally enjoy the Mana Adept meta-game, arcane's rotation is admittedly monotone. I think we'd all like to see a teensy bit more variety here. Arcane Blast spam with the occasional Arcane Missiles thrown in as a stack reset is just too simplistic for a major spec rotation. The solution, I think, lies with Arcane Barrage. Make it an interesting and dynamic part of the rotation again, and you tweak things enough to make the rotation intriguing again. And while we're talking about this, I want to see that whole moving Arcane Missiles thing you teased us with as a tier 12 bonus needs to be a baseline mobility addition for arcane. It's needed and would be incredibly fun.
Fire issues
RNG I've mentioned this several times before now and will continue to bring it up until it becomes less of a glaring issue. In a game where your ability to consistently produce numbers dictates your usefulness as a DPS raider, any spec where your numbers can vary so drastically from fight to fight based purely upon your luck with random number generation is an unacceptable liability. Fire has been far too dependent on stringing together good dice rolls for too long.
Single-target DPS Fire has by far the best multi-target rotation among mages but has fallen behind when fighting a lone boss. I'd like to see the AOE stay fun and powerful but perhaps some single-target functionality get added to some of the many, many AOE talents in the tree. I don't need fire to be dominant again, just competitive. It's such a well-designed spec, from the top of the tree to its roots; it's sad indeed to see it fall into such disuse.
Frost issues
DPS Period. Higher DPS needs to happen across the board for this spec. It's close now, and raid-viable in the right hands, but arcane is too often better, even in the wrong hands. The spec has such a fun, priority-based rotation that it's just a shame to see it shut out of most high-level raids. Just a bit of DPS tweaking could change all of that and need not upset the PVP apple cart if done right. A return to power for the PVE-only damage component of Deep Freeze would be a good place to start.
Water Elemental This is one of the defining aspects of the spec, but too often now it's necessary to simply place our big blue buddies on passive and macro their attacks into our own. Allowing them to operate on their own almost always ends in tragedy, complete with big, blue tears. Better AI scripts are imperative, as are easier ways to control the dummy on the fly when need be. Oh, and can we please just have the option to rename our elementals again? Only this time, without having to trick the game into allowing us to do it.
Random desires
- Portals to more places. I'm trying and failing to come up with a justification for this that doesn't stink of greed. I just want more. Badly.
- Mage armor duration should just be forever. Having to recast these makes no sense anymore. There's simply no valid argument against this.
- Evocation while moving. I want to be able to channel this on the go. Standing still and waiting for mana is the opposite of a good time.
- I want Mana Gems to stack to more than three. Preferably, I want them to just be infinite. No charges. Just a cooldown. I don't care if they have to keep taking up a spot in my inventory, but having to recast them between every fight is just an unnecessary quality-of-life inconvenience that belongs in the past.
- A return to relevance for Frostfire Bolt. Such a pretty spell, almost entirely wasted.
Ah ... perfection.
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance







Reader Comments (Page 1 of 5)
Earl Sep 17th 2011 6:11PM
One thought to entertain about Deep Freeze is how novel it behaves: it's the only Spell in our icebook that works so differently based upon nature of encounter. Every other spell we have is always a package deal of chill/snare AND damage: and perhaps we ought learn from this.
If Frost's damage for PVP needs to stay where it is for PVP balance, we also have to recognize that Frost's snares, slows, et al may also have to do the same - and that PVE balance would be rewarded for treating OTHER spells similarly to Deep Freeze.
Namely: Deep Freeze tries to stun, and upon seeing "Immune", hits for some ridiculous amount immediately after. Why, in a sense, shouldn't Frostbolt hit for some damage, try to apply a chill, and upon realizing that the chilled mob isn't actually going to be slowed by the chill, inflict a smidge more damage to compensate?
The exact mechanics behind how the spells understand "what do I hurt and what do I slow" are not something I'm privy to - but essentially, I'm just saying Frost could do to have more of its chilling spells behave like Deep Freezes that strike a delicate balance between doing more damage some of the time and less damage other parts of the time, based upon how much or how little good those chills would do. Blizz would likely be able to discern how best to implement something like this, if they felt it a good idea.
Bellajtok Sep 17th 2011 7:05PM
Hmmm... I like it. I like it a lot. Hopefully we'll get more such spells in the next expansion.
ikkewow Sep 18th 2011 10:31AM
I love it. Only 1 thing: with all the immune's thrown at your screen, it could become pretty annoying. :P
vocenoctum Sep 17th 2011 6:11PM
I'm mixed on the mage armors. I don't care if they're unlimited duration or whatnot, but I'd sort of like them to either be tailored to the spec more, or I'd like them to be more dynamic. Not sure how to do it exactly, but I'd just like them to mean something.
And I still want arcane missiles while moving.
Brett Porter Sep 18th 2011 2:16PM
I think Armor spells should be stances with a 1/2 second CD like for hunters. Give it a small mana cost if you have to, but that would be much better.
Imnick Sep 17th 2011 6:13PM
Give Frost the 5% crit debuff back
It's hard enough to justify playing the spec anyway, but as it's almost unviable without both the 5% crit debuff and the 5% crit buff it's astounding that it provides neither, when another spec of the same class does and it used to in Wrath
Bellajtok Sep 17th 2011 7:10PM
Yeah. This is the problem I've seen cited way too often for not wanting a Frost Mage. Our buff just doesn't play well with others. I thought it was awesome when I first rolled my mage. Then I rolled my Resto Druid and realized I had a 100% uptime on Replenishment as soon as I got Lifebloom. Meanwhile, Arcane provides an unusually rare 3% damage boost. In any raid size, even if your mage is doing 10% less damage in Arcane than in Frost, the buff is still more than worth it. Now, if Shatter applied for anyone attacking a target frozen by us...
Kylenne Sep 17th 2011 11:08PM
That's the biggest reason why I can't go Frost even though I love it and pull comparable (if not better) damage than I do as Arcane. Replenishment, in a word, sucks. Way too many classes bring it to a raid already, and it's been nerfed so much it really doesn't make a difference in normal encounters.
Meanwhile, Arcane has arguably one of the best raid buffs in the game. A buff only shared by a spec that's the redheaded stepchild of this expansion, one that tons of people are actively avoiding. So that seals the deal for me. :| If it wasn't for that damn 5%, my raid leader would let me go Frost. But it's just too important for progression.
Moorit Sep 17th 2011 6:15PM
For arcane rotation, one possibility I just thought of would be to add a minor DoT to Arcane Barrage. Or a debuff that makes either AB or AM hit harder. Basically, an extra thing to juggle in there.
And this may seem dumb, but one of the advantages to the half-hour duration on armors is that when mage armor starts to run out it reminds me to refresh focus magic too.
Jeff (Not that one ^ ) Sep 17th 2011 6:16PM
I play my mage as Frost. I don't do much raiding on her, but in dungeons, I tear faces apart as Frost. The biggest problem I have, though, is, like you mentioned, the elemental. If I want to Freeze/Deep Freeze and the elemental is off playing somewhere else, I'm waisting clicks. It's more a range thing, I guess. It'd be nice if Freeze's range matched the elemtal's water bolt (or vice versa, I don't care if the elemental has to stop and run closer).
dmrobertson2 Sep 17th 2011 6:16PM
I agree about FFB. to me its rather weird that to use it in a fire spec you need to GLyph it. Also to use it "well" in a frost spec, you must glyph it. So why not just make its effect the dot and damage boots instead of the slow effect that is wasted in both specs. Atleastat that point both FFB and Fire ball are the same. The stacking of the dot isnt something that is used very much in other spells, I would love to see that being its base effect, heck just lower the overall damage and make it stack to 5 to make it even more tastier. Then on the frost side of things have it benefit from a % of what your damage buff your Frostbolt gets, or make it where it procs Brainfreeze but have Brainfreeze only make fireballs instant.
Bellajtok Sep 17th 2011 6:16PM
Amen on the Water Elemental. Much as I love the little guy, I have no interest in him. He's no more interesting than my druid's Treants-nameless and faceless. And, and he also fails at attacking. Honestly, I'd be happy with an equivalent across-the-board bonus to our damage, with Freeze folded into our skillset, and the water elemental removed.
But that's only as it stands now. Make the pet AI work again. Let us name our elementals if we want. We're the only permanent pet-having spec to be unable to do so, after all. And give the poor little guy something else to make him interesting! A threat grab and a water-based Dispersion would be nice. Maybe turn into an Ice Elemental on cooldown? The possibilities are endless.
vocenoctum Sep 17th 2011 6:26PM
I assume you mean "have a pet without a name", since only hunters can name pets. Warlock pets are named on initial summon, Unholy DK pets have a random name each time you call them up, treants and spirit wolves aren't real pets.
Bellajtok Sep 17th 2011 7:03PM
I meant along the lines of "permanent pet with no unique name or means by which to change said name."
ConstantCraving Sep 17th 2011 8:00PM
Why do mages even need a permanent pet? I love Frost spec, but I hate having to use a permanent pet just to stay competitive. If I had wanted to have to use a permanent pet all the time, I would have rolled a lock.
NO MORE WATER ELEMENTALS!
vocenoctum Sep 17th 2011 8:25PM
I like the water elemental sometimes and dislike it other times. I'd like it if there was a way to play Frost without it for when I don't feel like using a pet.
When there was the glitch that allowed you to name it, I named it asap, but it's not a big deal to me that you can't name it anymore than my shaman's fire elemental or earth elemental get a name.
Kylenne Sep 17th 2011 11:15PM
Every time someone cries for the Water Elemental to go away, the RTS!Warcraft fan in me dies a little.
Fix him, yes. Give him a little personality, yes. Improve his AI, god yes. But please don't do away with one of the iconic Warcraft spells just because people can't figure out how to install silencing addons.
Paul Sep 18th 2011 6:13AM
I dislike the fact that, when soloing, you summong your Mirror Images to "tanks" for a moment, only to find that the mobs decide to go for your water elemental instead. Mirror Images should reduce the Water Elemental's threat as well.
cloudhopper013 Sep 17th 2011 6:18PM
I've always been a fan of the RNG that comes with Fire. It gives it much more flavor. You know, "playing with fire." I think that was actually the development goal. However I do agree that outright dependency on it is getting ridiculous - I suggest something along the lines of a talent that, after a certain amount of time or hits without crits (rhyming! :D) your crit chance increases by X increment for every non-periodic hit that doesn't crit until you DO crit.
Of course it would be worded much better than that.
Also, look at the helm of our T13 set. Now think of the phrase "screaming chicken head." Congratulations, you cannot unsee.
Prelimar Sep 17th 2011 6:25PM
exactly - me too! i think fire SHOULD be random and dangerous (to both the caster and the target). it feels right.