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 5 of 6)
Bellajtok Oct 29th 2011 4:36PM
Archmage Pants, I'd like to thank you for writing such a positive column. Even when I'm not playing my mage, your columns always cheer me up about the state of WoW. It's a quality that far too many WoW players are lacking. On behalf of all optimists, I thank you.
Fierna Oct 29th 2011 4:36PM
let's not forget the importance that is the announcement that Pandarens will be able to be mages.
Opkier Oct 29th 2011 5:07PM
I can't but help and look at other classes talents and go "huh, I think the mage tree is unfinished and completely thrown together". I mean, has anyone see the awesomeness of the Warlock's tree? I don't even have a warlock, and I'd be tempted to delete an 85 alt to roll one. Heck, the Deathknight, Warrior, and Priests trees feel very polished in comparisons to ours. Rogue is another one that feels very unpolished to me.
Rolly Oct 29th 2011 5:16PM
Talents are going to have to change for mages a lot IMO to make them even remotely interesting.
Level 90 talents are embarassingly bad.
crystallinegirl Oct 29th 2011 5:25PM
I am EXTREMELY disappointed in the Level 90 talents. I mean - really? You're going to take away two spells I already have and make me level to get one of them back? What's the point? They said we'd get "New, overpowered-feeling talents" and I don't see ANY of those. Tweaks to polymorph - AWESOME. Frostjaw? That's kind of cool. But don't take away my stuff and then say "Hey, now you get this cool thing!" and give it back.
Praying those are placeholders. Because as it stands....I'm going to have to level to get my current rotation back, and it pisses me off.
Akawaka Oct 29th 2011 5:27PM
I am going to be Mr. Positive here, but I cannot wait for these changes to happen, so much so no matter how much I want to just cannot level my lovely lil female Worgen (also need to get her some pretty heirloom outfits ;p).
I mean starting out with frostfire bolt as your first spell and making the three specs even more icy and fiery (Arcane NEVER interested in me, Mages are lords of Fire and Ice only in my mind with arcane forces used to manipulate said spheres ;p) sounds sweet to me. Plus this means I can be a Frost Mage with uber cool Dragons Breath or a Fire Mage with Ring of Frost? Oh man.....
Also for anyone concerned with Whorelocks getting better talents listen carefully to Blizz's show at Blizzcon they specifically said they want to make the two more and more distinct to each other. Locks becoming Tank-ish and Mages becoming more Glass Cannony and the talent options reflect this for me. I love they are aware the two classes want to be more and more different from one another. I see the Mage with these talents becoming more like that slippery eel zipping away long enough to blast you with an electric slap to the face. Locks I believe do not the same flavour or feel which is great to me. Plus they cannot use Frost magic and be smooth as ice, those poor Demon addicted saps lol
Though man do I wish Mages could get a unique summonable mount......:(
crystallinegirl Oct 29th 2011 8:12PM
All mages currently get Ring of Frost...
Sinthar Oct 31st 2011 10:48AM
"Locks becoming Tank-ish and Mages becoming more Glass Cannony"
The trouble with this is that in the past the net effect of this type of action was mages became glass peeshooters not cannons as one DPS cannot be much better than another dps as that would contravene the 'bring the player' ethos. This lead to mages being more fragile, but not doing more damage to compensate. Hopefully that will not happen again, but I fear it may do so.
jrc2687 Oct 29th 2011 6:02PM
ive looked over the new specs over and over again trying to look at it positivly. but i feel like i have even less choice than what we have now. for pve i assume the minmaxer will lock u in to 3,2,1,3,2,3 or something to that manner. i know that will change over time. the other question is WoW devs arent dumb so these talents are usually worked around upcoming mechanics. so what kind of fights are we in for where slow is or ice barrier are optional?
zeratul Oct 31st 2011 8:37AM
Frostjaw, (its an extra root and also silence).
Cauterize (extra live per minute while coldsnap its one extra life every 8 minutes if you ever get to use ib).
Arcane flows (increase survivality and dps by evocating while avoiding aoe, while not worrying of moving will make lose a long cast).
Ice barrier, it doesnt even feel like a choice.
Sheeps are tough... im gonna take double sheeps because that means that i can survive dungeon wipes (if mobs are kiteable).
Slow (but i hope that casting speed becomes 30% not 50) also its very usesful to aoutrun guys in dungeons and pvp, dragon breath seems tempting as a interrupt for healing casters, but slow seems like a more usable skill also its spammeable, so it doesnt matter if they dispel the effect, just recast it).
Nerdling Nov 1st 2011 8:03AM
Poor article. Seems to have totally missed that Frostjaw is a reworked DF so DF as it is is gone. Instead we have Lockjaw which has the advantage that the target doesn't have to first frozen but is now a cast instead of instant. Not sure if we'll have Counterspell or top nevermind spellsteal by the sounds of things.
The CoC talent is our only way to get CoC it's not like Improved CoC which improves a base spell. Yes I'm sure, if your chek other classes talent tress you'll see where they have talents which uprade baseline spells such as our choices with Poly. Since the CoC talent doesn't mention anything about uprading/modifying CoC you have to assume it's gone.
It's possible that Greater Invisability is an upgrade or alternate Talent, just becuase of the name and because Arcane currently has Prismatic Claok which makes invisability instant.
Polymorph, you think reducing it's healing makes it too powerful? I had to laugh, your forgetting that Fear doesn't break immediately on damage, is as spamable as Polymorph but it doesn't heal Targets up at all. Even being able to cast this on two targets at once isn't as worthwhile as having 2 S&P's that can be used on multiple creature types.
Taking Icy Barrier, yea sure but Icy Barrier only becuases a really protection if you can glyph the improvement and there is no guantee that will will be able to do that and ofc no one not even Frost will be able to reduce the CD. Mana Shield might be the best option but all of the choices are very poor.
It's time for Mages to realise Blizzard doesn't want 2 Pure Cloth DPS and it's pretty obvious they decided Warlocks are the class they want to keep. Nothing but idiots will want to play a Mage if this preview like the Preview of the talent tress before Cata goes alive without some significant improvements.
All in all it's pretty Blind fanboy loyalty if you cant see that
Prelimar Oct 29th 2011 11:18PM
while i hate the hard, hard choices presented at each level of the tree here, i'm also keeping in mind that this is VERY early, and that all this might very well change by the time launch rolls around. so, in the meantime, i'm excited for the revamped trees, and the goal of abandoning the cookie-cutter mentality. i hope i'm not excited in vain.
trefpoid Oct 29th 2011 11:52PM
I just love the fact they lowered Ring of Frost's CD. I love throwing that in 5-mans to help the tank
SliceMessiah Oct 30th 2011 12:13AM
I hope stuff changes with our trees currently. I really love my Arcane Mage with her auto-Slow appending itself onto my Arcane Blasts, even in PvE. I can rip into stuff and kite super easily, especially with my Improved Blink... but from the way all this looks I feel like I'll be more pigeon-holed into being like every other mage out there. And I don't really get the entire line devoted to Polymorph tweaks. If it were a talent in a 51 point tree, I'd skip it. So when you boil it down to just these few options, why am I forced to pick one? I don't really see the utility it provides either. The slowed regen is moot, most times you sheep, it's a full health target prior to a pull, but even if not it's likely going to be sheeped for the full duration while you kill everything else. The stun version already exists, and is marginally useful in my experience with pugs where you don't necessarily trust someone not to think kill order is moon, skull, x, etc. And the double Polymorph... well I like being able to check one sheep timer as I dps, and juggling two might just get to be a pain in the ass. The point of redoing trees in Cata was supposed to be taking out these "I don't want any of this, but I kind of have to take it" talents, but to me, that Polymorph section is definitely one of them. Also, I'm really upset at the prospect of my Arcane Blasts no longer appending my Slow. Also my Blink haste. I just love those two things and I'll be really sad if I have to see them go.
undeadgoat Oct 30th 2011 1:34AM
"warlcoks" LOL. Let's call them that forever please?
Chebu Oct 30th 2011 2:16AM
Note that going gaga over Ice Barrier vs Mana Shield is not warranted.
Mana Shield has no cost to cast, but wastes 1 mana per damage, once very 12 seconds.
It will absorb 9582 damage a minute for 9582 mana + knockback.
Ice Barrier will absorb 7960 damage a minute for 6720 mana + no interruptions.
The no interruption part in a raid environment right now is negligible (as it is close to 100%) we will have to wait and see what actually makes it into the basic mage build from the erstwhile fire tree.
Lastly the mana shield requires 6 GCD's vs Ice Barrier's 1. This is the one BIG advantage that I see DPS wise.
One could say that you absorb more damage for less mana with Ice Barrier. Note, however that you pay the price up front - which means an immediate reduction in damage in every scenario except pull countdown. The mana shield drain is continuous throuout the fight.
Imnick Oct 30th 2011 11:21AM
I get spell pushback when evocating in a fair few encounters, I'd like Ice Barrier for that alone
GEZUS Oct 30th 2011 1:41PM
/yawn
I just hate the changes all around.
It has to be hard for Blizzard to try to make a 7 year old game fresh again using the same old mechanics in a different wrapper.
Time for Titan already.
Roldy Oct 30th 2011 10:47PM
For the PvE arcane raider I don't see a single talent amongst that garbage that excites me. CC is seldom used in raids. If I'm standing in the right spot and doing the right thing then I don't have a huge need for survivability talents either. Lacklustre fire specific talents also have no place in my toolkit, I'd rather throw instant cast ice lances on the run than scorch. Coldsnap with it's ridiculous 8 minute CD remains a joke.
When levelling alts I look forward to earning that next talent point so I can get that new ability I want or trick out another one. Assigning those talent points is what makes the ding worthwhile to me. This looks like a big step backward, truly disappointing.
Sinthar Oct 31st 2011 10:47AM
Erm....
For arcane yes there is not a whole lot - but Arcane Flows???? did you not read that one or just miss it? It is one of only a few new things in the whole tree! The ability to AM while repositioning is a nice boost to the arcane raiding mage.