Arcane Brilliance: A preliminary look at the Pandaria talent tree for mages

A quick recap for those of you who have limited internet access and choose (understandably) to use each of your precious online moments reading this column each week, but otherwise ignore the internet completely:
Blizzard announced a new expansion for World of Warcraft. It has pandas. The WoW online community appears to be simultaneously overjoyed, mildly excited, meh, and borderline suicidal. Monks are the new class, and they will be able to tank while drunk, which makes them pretty much identical to every other tank I know. Most importantly, though, the design team plans to throw our current talent system into a virtual wood chipper, pick up the pieces that come out of the other side, and mash them together into a completely new, singular talent tree for each class.
The three distinct mage trees will survive, but the majority of the school-specific talents and spells we have now are slated to become baseline abilities that we'll gain as we level (automatically -- no more going to a mage trainer). Ability customization once Mists of Pandaria hits will exist as six talent choices available regardless of spec, one choice between three talents every 15 experience levels. Talent specs as we have known them since the game began in 2004 will cease to exist once patch 5.0 hits, and I expect that to occur in less than a year.
A necessary disclaimer before we begin in earnest: Though Blizzard appears to already be remarkably deep into development of this forthcoming expansion, these talent builds will likely change substantially by the time they ever go live. We're still far enough from the release of MoP that this new talent philosophy might not even survive the extensive testing process intact. The specifics of the talents themselves will undoubtedly change as we move forward. So take everything we discuss here with the appropriate amount of salt grains. It's all conjecture based on a very preliminary mock-up of the mage talent tree that Blizzard happened to have ready for the BlizzCon announcement. As such, we won't be putting much (if any) stock in specific values like damage, mana cost, etc., as those values will absolutely be changing.
Even having said all that, I still feel like there are some important things we can learn from this new talent setup about the direction the designers have in mind for our class. Let's glean what we can, shall we?

Our first choice is a selection of three frost spells, all related to crowd control. This first is Ring of Frost, which apparently has made the journey to Pandaria unscathed. It still conjures an AOE freeze ring that you place on the ground in front of the Hot Topic and then sit back and see how many warlocks wander into it. Always effective, never boring, it's Ring of Frost, 68 levels earlier than we're used to.
Choice two is an upgraded version of Cone of Cold. It's a mash-up of normal Cone of Cold as it exists now and Improved Cone of Cold, a frontal cone damage spell that also roots and snares those who find themselves caught in its radius.
Choice three is an entirely new spell called Frostjaw. It sounds like something you'd catch from eating tainted snow cones made under unsanitary conditions, but in reality it's a powerful-sounding, single-target silence/root that lasts 8 seconds on mobs and 4 on other players.
All of these spells sound like they will have multiple PVP and PVE root/silence/snare applications for any kind of mage. Choosing which one you want at this early stage of the leveling progression will be a matter of personal preference. I see no clear frontrunner, no "best" option that every mage will feel required to take. And that, above all, seems to be Blizzard's goal with these new talent trees: the ability to truly customize some aspect of your character's abilities. Six times. Over the course of 90 levels. Everything else will be exactly the same, but six of your abilities stand a pretty good chance of being different from the other fire mage in your raid.
But never mind that -- at least at this point in the talent tree, the designers have successfully cobbled together three CC abilities to choose between that are all useful, but different enough that picking one and giving up the others will feel light a choice with actual weight.

The theme here seems to be ways to avoid becoming a steaming puddle of mage when things go badly. The first choice is an upgrade to what I assume will be our standard mage ability, Invisibility. At least I hope it will be standard. Right? Blizzard? Anyone? Sigh. You're going to make this the only version of Invisibility mages can get, aren't you? Dammit.
Oh well, this version, Greater Invisibility, is instant (no fade time), reduces all threat, and removes up to two DOT effects. That's worth using. With the drastically reduced importance of managing threat, the current version of Invisibility isn't good for very much in PVE. The additional DOT removal will help, but I still see this as being a mostly PVP ability.
Cauterize is the second option, and it still functions as a get out of jail free card, staving off certain death but applying a powerful DOT effect to the mage in question. The nice thing is that the effectiveness of the death-staving-off has been increased to restoring you to 60% of your health pool, while the effectiveness of the powerful DOT has been reduced to removing 40% of your health pool over the next 6 seconds. So this talent will save you without also potentially killing you now, which is nice. Too bad you'll never be able to couple this with Greater Invisibility.
The MoP version of Cold Snap is actually a more limited ability than it is now. Instead of refreshing every cooldown-based frost spell, it now only finishes the cooldowns on three very specific spells: Ice Block, Frost Nova, and Water Elemental. So you potentially get access to an extra cast of one of two survival spells in Ice Block or Frost Nova, or the ability to restore a downed Water Elemental.
I want every single one of those spells for entirely different reasons. I could see a min-maxers justifying Cold Snap for the simple reason that restoring a dead Water Elemental would be a DPS increase. For me, the clear PVE choice is Cauterize, since it's essentially a passive extra life, and everybody knows that a dead mage does terrible DPS.

So here we have three abilities that add damage potential during movement phases. The first is Presence of Mind, which remains largely untouched. Every 90 seconds, it'll make a spell that normally requires a cast time instant. That means one extra Pyroblast, Arcane Blast, Frostfire Bolt, or Frostbolt that can be cast on the move or just because.
Scorch provides a spammable movement spell, but it will, of course, be most effective in the hands of a fire mage. I'm assuming they'll still have abilities that make their fire spells more effective? I feel like I'm assuming a lot of things, and as we all know, assuming makes an ass out of u and ming. So you'll take this one if you're a fire mage or if you just want a baseline movement spam spell to switch to whenever you have to hike up your skirts and stagger drunkenly from one place to another during a fight. We'll see how the DPS for non-fire mages on this spell shakes out, which will determine if anybody but fire mages will even consider this an option.
Arcane Flows is more intriguing. It provides you the ability to cast two spells every 45 seconds on the move that you wouldn't ordinarily be able to cast on the move. I like the cut of this talent's jib. At first glance, it'll be my clear choice at this tier, simply because I have always wanted to cast an Arcane Missiles on the move. That may not be the best use of this spell, but I don't care.

OK, remember when I said that Blizzard's goal was to provide three equally viable choices at each tier with no clear frontrunner "best" talent that everybody would pick? Well, this tier ignores that goal. Because everybody and their mom will will be picking Ice Barrier here. Granted, there are some tweaks to the other two abilities offered here to make them seem more appealing: Mana Shield also knocks enemies back when it goes away, and Blazing Speed is now a triggerable root/snare-breaker.
But every non-frost mage has coveted the incredibly powerful damage-absorbing, penalty-free awesomesauce that is Ice Barrier for years, and we're not going to pass up the ability to take it now. Especially not for Mana Shield. I don't care how many enemies you throw back, Mana Shield -- I will never, ever, allow you to drain my mana pool again. Stop asking.
Blazing Speed is better, as a triggerable speed-increase and movement-imparing effect removal spell, and I can see some PVP mages staring longingly at it as they click on Ice Barrier anyway.

When these new talents were announced, this was the slide that drew my attention most completely. Three new flavors of Polymorph? Yes, please. Double Polymorph? As in two? Oh Blizzard, you shouldn't have. I'm not kidding, you probably shouldn't have.
Sickly Polymorph is intriguing too, though. My polymorphed targets will regenerate life at 10% of the normal speed? I assume that means they'll regenerate health more quickly than usual, but only 10% as quickly as normally polymorphed targets. My only question is this: Will that 10% be slow enough that I can out-DPS it in between sheep casts? Because that will mean that, barring outside interference, any mage could kill any enemy, given a long enough time in which to alternate damage spells and Polymorphs, without ever having to worry about getting hit, ever. That can't be right. Can it? My guess is that this won't survive testing intact.
Heavy Polymorph works like the current Improved Polymorph, adding a stun buffer to your sheep target anytime some fool breaks your Polymorph. It's a known quantity.
But Double Polymorph ... yum. Now, granted, your second sheep target will only be sheeped for half the duration of your primary sheep target, but holy crap. If I'm reading this right, I'll be able to cast Polymorph on two seperate targets at once, and the only limitation is that I'll have to refresh my second Polymorph twice as often? I'm so excited about that prospect I can't even type straight. I have to go back and edit literally every word in this paragraph now. Some of my original phrases didn't even make sense as strings of cogent thought. At one point, I typed the following sentence:
"Cats double polymprho on two warlcoks at same? I will yes." What does that even mean?
Anyway, I know what I'll be picking at this tier.

I guess the theme of this tier is "spells that fire mages used to have and Slow." Blast wave still does big damage and slows multiple targets. It's still targetable, and it's still powerful.
Dragon's Breath still packs a wallop, still damages enemies in a cone in front of the caster, still looks cool, and still disorients anybody caught in its blast.
Slow is still Slow.
Two of these spells are AOE damage spells with a CC component that I assume will be more effective for fire mages than for anybody else. The other spell is a single-target, spammable snare and attack speed reduction.
I anticipate that PVE mages will choose between Dragon's Breath and Blast Wave. PVP mages will choose between all three, but a large majority of them will probably take Slow.
So what do we think, mages? I've rambled on for far too long, but I'm anxious to hear your reaction to this upcoming talent setup. Try to keep the panda hate to a minimum.
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance, Mists of Pandaria






Reader Comments (Page 1 of 6)
Old Man Franks Oct 29th 2011 2:15PM
If these talent trees go live as-is, I will be changing mains. And I've played a Mage for years. It's disgusting how little creativity there is here compared to other classes.
Andrew Oct 29th 2011 2:42PM
Especially if they don't rethink the spells they leave us here. We can't have an instant Ring of Frost still, but other classes have instant mass roots, instant mass pulls, instant mass knockbacks, instant mass kilts or something? There will have to be major work done here, or mages *will* become the weakest class in the expansion.
Imnick Oct 29th 2011 3:04PM
I wouldn't change main but I would be slightly upset
Pyromelter Oct 29th 2011 3:29PM
These talents are doubly bad, because not only are they lame, but the current Cata trees feel so well designed and fun, to go from those 3 beautiful trees to... this. Ugh.
The other reason it's really bad is that Cold Snap, good god. If it really only affects those 3 spells, I can't see anyone ever taking that talent. That will affect pvp mages for sure, but in a bigger way, that is a pretty damn massive nerf to PvE frost mages for dps, not being able to reset the CD's on Icy Veins and Deep Freeze.
I have to admit I'm extremely biased against the new talent system. Pretty much every RPG I've ever played, you get some points to play around with every time you level. Whether it's adding base stats, talent trees, even if it is a "fake" choice like adding 1% crit or haste or something, it still feels like a choice.
I mean, goodness, you get more "talent" choices when you play the single player starcraft II game. Maybe I'd like this system better if it were every 5 levels, or 10 levels, instead of every 15, but... I'm just imagining leveling. Other than the number by your name, it's like you won't have any indication when you level up.
LynMars Oct 29th 2011 3:35PM
Seriously, I don't think I've read a column yet going over the talent speculation that hasn't claimed that everyone else's talents look more interesting.
We know. X class is totally hated by Blizzard compared to all those other shiny classes everyone else plays. Sigh.
Artificial Oct 29th 2011 4:15PM
@Andrew: For crying out loud, mages already have more of that, including instants, than any other class. They don't need it in the talent tree when it's baseline for the class.
Pyromelter Oct 29th 2011 4:18PM
I dunno Lyn - Druids and Warlocks seem to be pretty okay with their talents. I think a large problem with all of the talents is that it gives the illusion of being "new," when the overall skill set isn't changing all that much. The same thing is happening with mages.
This is just my opinion, but it goes to what I said up there before, 1 talent choice every 15 levels just feels like a regression in RPG game design. To be even more frank, I wouldn't be surprised if blizz completely scraps this system, especially because it most definitely won't scale properly in 6.0 (a point that others have made in other places, too).
Christian Belt Oct 29th 2011 5:54PM
Well, good news! They won't. I'd be surprised if even the basic mechanic they've laid out here makes it to the live servers intact, let alone the specific talents as they've suggested them. It's OK to feel disappointed in what we've seen so far, but we still have a very long time and a boatload of rigorous testing between this unveil and patch 5.0. When the beta hits, we'll know more, and you can bet I'll be testing the crap out of this nonsense and giving feedback like crazy. Don't re-roll a warlock yet, everybody. In fact, don't re-roll a warlock. Ever. Better yet, locate the nearest warlock, and Double Polymorph him. Then blow him up. Both of him. I don't care if that makes no sense, make it happen.
Noyou Oct 29th 2011 8:09PM
I had a similar reaction to Old Man Franks when I read the talents last week. I have since warmed up a little and like Christian pointed out, many of these will change a few times before going live. My mage is not my main, but I played him more than any other toon this expac. Mostly, PvP and questing/grinding. Right now, I would say after I level my pally, I will probably be playing my hunter more in MoP. But who knows. It's a long time away, things will no doubt change and change again.
Philster043 Oct 29th 2011 7:24PM
By the way, NO, Druids are most definitely NOT okay with the current talents.
TonyMcS Oct 29th 2011 8:01PM
The most interesting thing is how people are pretending they had a choice up until now. The days of creating hybrids form trees are long gone and the current talent trees while easier to select, effectively could be loaded from wowpopular directly. Take a look at your own tree - you really needed to select all those talents and end up with the option of placing around 6 or so points that did little to differentiate you from any other mage of the same spec.
Assuming most of our previous talented spells and abilities are woven into our base spec, then the new "trees" actually appear to give us a little more choice and sometimes force a difficult decision.
You also have to appreciate that these talents can be easily changed apparently, so I expect to see a lot of mages swapping talents for particular situations and to ensure a spread of abilities when multiple mages are in the same group.
So it's not the end of the world ;-)
Skarn Oct 30th 2011 1:36AM
"If these talent trees go live as-is, I will be changing mains. And I've played a Mage for years. It's disgusting how little creativity there is here compared to other classes."
Now that's just crazy talk! I'm no mage, but I've been a hunter for 7 evers. Blizzard could take their new talent system, completely wipe out the entire 6 tier talent tree and leave no customization beyond "which spec do I want to be, BM, Marks or Survival?" while allowing all the other classes delicious new talents and I would still not change my class. I love being a hunter. I would think you love being a mage, don't you? Don't start getting jealous of warlocks now! That's just not goodness.
By the way, the new spec system essentially gives you a bunch of spec-specific abilities like Explosive Shot & Black Arrow for Survival hunters or Fireball & Pyroblast for Fire mages. That's how picking a spec works in Mists. You pick your spec, you automatically get certain abilities that you need. Then the talents give you a few options to (hopefully/theoretically) make some meaningful choices. If Blizzard dropped the whole new talent options and went with just picking a spec then, uh, well it wouldn't actually be much different from talent specs right now. There's only about 2-4 points and 1-2 abilities that are actually CHOICES. The rest of it is "yes I want Chimera Shot" and "yes I do want Arcane Power." I know it SEEMS like less choice this way, but (if balanced right) it's actually MORE. (Then again, different specs might well have more choices than hunters. Maybe fire mages have more choice?)
Speaking of class specs: "Other than the number by your name, it's like you won't have any indication when you level up." Sure you do, Pyro! You get new abilities as you level plus new talents. You'll still get new spells, both passive and active, as you level in addition to the 6 levels of talents. Exactly how often is a good question that we just don't know yet. Personally, the illusion of "ooo, I get to put one talent point into getting 1% more crit, which has NO noticeable impact on my gameplay" is not at all compelling to me. This new system seems far more interesting.
Dragoniel Oct 30th 2011 4:59AM
Well, i dont know about you, but i see this tree as a direct nerf. Basically (as not frost) we are getting choices between our cornerstone abilities, without which we are useless in 1v1 pvp. I know blizz isnt balancing pvp around that, no need to scream at me. i will not play a mage in next expansion. Fire pvp is dead.
Sei Oct 31st 2011 2:44PM
The last time I remember having actual interesting choices in mage talents was BC.
PoM+AP+Pyro was still around with options to go either deep arcane or deep fire. Elemental specs for pve and pvp, Deep arcane +IV frostbolt builds for pve...
Even then though, there were certain specs that were just better, and certain talents you 'had' to take depending on your tree.
This new system, to me, gives the greatest flexibility we've seen in the game yet. You get everything you have to have, don't have to waste points on mandatory talents (about the most boring thing you can do), and actually get to make some decisions.
I'd love a system where we had the size and scope of Wrath talent trees, with every point being a dynamic, exciting choice...but the balancing issues on that would be a nightmare.
I think they can get there eventually, but for now, this will be a great, easier to balance start.
Long story short, I'm really looking forward to this change.
anarchistmeister Nov 3rd 2011 11:21AM
Looks like warlocks will own us this expansion. Their trees are looking infinitely more interesting. Lot's of survivability.
Imnick Oct 29th 2011 2:18PM
I can't help but be slightly disappointed at these talents, many of which seem to be making us choose between abilities that we can often already use all of in one spec.
Also Ice Barrier and Cauterise are attractive (I'll be sad at missing Improved Invisibility to outlive wipes more easily though) but every tier of this tree seems to be about movement or survivability, while every other class has at least ONE tier with some kind of damage related ability
Still, these are nowhere near the final version and I am sure they'll be more exciting by the time they hit MoP live
Artificial Oct 29th 2011 4:08PM
Mages have plenty of damage related abilities baseline. Being forced to go to your talents for damage abilities is *not* a virtue -- being envious of other classes because their talents are wasted on such things that ought to be baseline for a DPS class is silly.
Imnick Oct 29th 2011 4:21PM
Not really, just take warlocks as an example
Like us, they are a pure DPS spec, unlike us they get a choice of one of three interesting DPS cooldowns (actually, two of their tiers offer DPS utility as they can provide additional AOE on their filler spells with one choice).
None of these are essential baseline abilities that you cast to make damage and every warlock will have a cooldown that increases their DPS, it is the fact that they get a choice in how they do this that is interesting.
I agree with you that direct damage spells should not be talents! That would be silly.
But tiers that are helpful in that they directly increase your DPS rather than doing it indirectly via helping you move faster or live longer are things that other classes have and we don't, and they interest me far more than a choice of which barrier I want.
Orrine Oct 29th 2011 4:21PM
@Artificial
Now go and tell it to Warlocks who have more then a couple of damage-based brand new talents
Artificial Oct 29th 2011 4:30PM
@Orrine: You're making my point for me. :) Given how sucky their baseline is, yes, they'll be happy to have those talents. They'd be happier still if they didn't need them. But then they'd be mages...