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
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Reader Comments (Page 2 of 6)
dk Oct 29th 2011 2:20PM
While I'm waiting for the hunter guide to be dismissed by the writer, "it doesn't matter, you have to have skill. Can I say it again? Skill, ignore all this stuff." I'd like to say that the top tier seems also to be designed for world PVP; the choices made will be for those encounters when 'raiding' a town.
Udderpowered Oct 29th 2011 2:25PM
I think I remember someone bringing up the scorch/fire mage thing at blizzcon, and I beleive they said they'd make sure it was attractive to all 3 specs. Maybe it will do decent damage but not benefit from +fire buffs or something.
It's entirely possible I'm imagining things.
BigDonny09 Oct 29th 2011 2:27PM
As a pvp frost mage, I'm leaning toward this build:
Cone of Cold
Cold Snap
Arcane Flows
Ice Barrier
Double Polymorph
Slow
Pyromelter Oct 29th 2011 3:33PM
You'd really take CoC over Ring of Frost (for bg's) or Frostjaw for 1v1 or small arenas? Also, why take slow when frostbolt will still do the job for you? I'd imagine taking Dragon's Breath as your melee escape, and going RoF or Frostjaw depending on what kind of pvp you are doing.
Artificial Oct 29th 2011 4:25PM
I'd take CoC over RoF any day, although I'd take Frostjaw over either. Then I'd take Dragon's Breath as a kind of poor-man's CoC, but the long cooldown would make me really wish I could have CoC instead...
BigDonny09 Oct 29th 2011 4:33PM
Slow slows down attack and cast speed, frostbolt doesn't, what if i wanted to slow down a healer's cast speed when we are focusing a flag carrier? its also instant and spamable, so if i wanted to slow someone down i wouldn't have to cast and possibly get interrupted or let them get out of range before i get a frostbolt off
Pyromelter Oct 29th 2011 6:48PM
donny, good point regarding slow; maybe you're just much more experienced with it (because i apologize if i'm being ignorant here), aren't most pvp spells instant? hots and shields and holy shock and word of glory?
I'm guessing it would probably depend on your composition (assuming rated bg's), if you're job is to put that kind of debuff on a healer, then it would be a great talent. and then CoC would be good for escaping (if you're going slow over dragon's breath)
murabayashi.harukaze Oct 29th 2011 2:31PM
I really dislike having to choose either Blast Wave or Dragon's Breath. They both feel like spells I can't live without, and haven't had to before. The rest I can deal with, but I *really* hope that tier gets changed.
Revnah Oct 29th 2011 3:15PM
Don't forget that it'll be fairly easy to change around your talents. Some fights will call for a frontal-cone attack, others for an all-around thing like Blast Wave, and you can talent accordingly. You can still have both spells, just not at the same time! ;-)
Argojax Oct 29th 2011 3:53PM
I like the new talent system in concept, but I severely dislike our level 90 talents as they stand right now. I think part of that is because our 85 spell was such a let down as a recycled spell that the idea of losing those three spells from our book at 85 when 5.0 drops only to get them back again at 90 annoys me.
Skarlette Oct 29th 2011 4:53PM
THIS. The other tiers are interesting choices and I can deal with them, but choosing between Dragon's Breath and Blast Wave is like picking which of my hypothetical, non-existent children I want to save from a disaster.
Camero Oct 29th 2011 2:35PM
Mana Shield hasn't technically been improved. It's been merged with half of the Incanter's Absorption talent (tier 4 arcane), unless I'm misreading it, in which case disregard this comment :)
Paul Oct 29th 2011 5:00PM
2 out of 3 Mages consider it an improvement. It's not their fault that 90% of raiding Mages are the other 1, however, read last weeks article to understand how that is really OUR fault.
Aticus Oct 29th 2011 2:34PM
I'm really going to miss having Slow be applied to my AB Target automatically... plz don't take that away Blizzard!
In any case, my Mage usually survives wipes thanks to Greater Invisibility so I'll be taking that. I love laughing at the Hunter who forgot to Feign Death and and dance over the lock's body while I cast Mass Rez :)
Imnick Oct 29th 2011 2:40PM
While I love greater invisibility for that very reason, it's still easily possible to survive wipes with a 3 second invisibility ramp up
Greater Invisibility is an improvement to the Invisbility spell that I expect all mages will still have, I'd take cauterize over it any day of the week because that helps PREVENT wipes
I mean let's be honest, if one of us mages is somehow slain in battle the rest of the group might as well kill themselves and get it over with right away
Hih Oct 29th 2011 3:23PM
On the one hand, Greater Invis doesn't say that it replaces Invis like a couple of talents from other classes do, and it's called "Greater" implying that there is a "lesser" version too.
On the other hand, if all mages DO get "Lesser Invis", then that means the only good thing about GI is the instant effect and 2 dot removal. Cauterize becomes the clear and instant frontrunner.
Also, with slow being its own talent point, this means it's really unlikely that Arcane will auto-apply it to targets of AB. NOOOOOOOoOooOooOoooooOoOOoOOO!!!!!
gymboy91 Oct 29th 2011 4:37PM
I really hope they just merge "slow" into arcane blast's spell base effect...I enjoy questing as arcane but without the slow it will be much more difficult :( especially since we wouldn't have a chance to get slow until level 90 when we don't need to quest much anymore :(
...oh well...time to get used to frost...haha
With the other talents, I am super excited to have ice barrier in any spec and arcane flows looks like it will help arcane's mobility problems, but I am kinda underwhelmed with them as a whole compared to other classes...but things will change :D
Shade Oct 29th 2011 2:37PM
As implemented for mages, the new talent system has me split.
On the one hand, Blizzard said their design of mages in particular synergize incredibly well with the new system, and it gives me a small sense of pride when I think "Hey all you other classes, your talent structure is getting bent around to be more like us"
On the other hand, the only brand new ability we're offered is Frostjaw. Two of the three Polymorph variations are new, but still Polymorph. That means that Ring of Frost, Cone of Cold, Scorch, Mana Shield, and potentially Invisibility are being removed from our baseline toolbox and taking up spots which, for other classes, are occupied by brand new abilities.
I'm also a little concerned about how this will affect the "flavor" of our specs - for instance, Cauterize and Ice Barrier play very nice together, but both up to this point have been signature abilities of fire and frost respectively.
Final note: Mage armors weren't factored into this system. Do you think they'll be spec-locked, much like fireball/frostbolt/arcane blast will be?
Shade Oct 29th 2011 2:54PM
edit: Neglected to mention that arcane flows is basically a new ability too >< Too many things to think about!
Orrine Oct 29th 2011 3:28PM
Invisibility is not being removed. It's just a new flavor to kill Warlocks easier