Arcane Brilliance: The Class Balance Q&A -- more Q's than A's for mages

So just a heads up in case you haven't seen it somewhere else: The latest build on the PTR is tagged as a release candidate, which means patch 4.3 is imminent. I'm expecting it some time in the next few weeks. I wouldn't be at all surprised to be eating turkey and pie while queuing for the Raid Finder. Although, disclaimer: I eat turkey and pie for every meal. In other news, my heart just stopped. No worries, though. That also happens every meal. It's nothing a good chest compression or two can't fix. Look for a mage patch prep column right here next week.
Now, on to the business at hand. On Wednesday, the developers allowed us to pick their brains with all of our most burning questions about our classes. The mage community asked some good ones, and some of them even got answered. And though the answers given are perhaps not as definitive as you or I may have preferred, there's still a great deal of enlightening information to be gleaned from what the developers did share. And no, my own question -- "If I turn a warlock into a sheep, then hit him with a Pyroblast, then add a bit of mint and some red potatoes, what should I serve for dessert?" -- wasn't answered. Though I think we all know the answer to that question is "pie."
Before you go much farther, I'd recommend reading the full transcript of mage-specific questions and answers. It's some pretty good stuff. For the purposes of brevity, I will be condensing each of the answers given into shorter, more tightly wrapped nuggets of information, then discussing each of those nuggets with slightly less brevity.
DPS vs. utility
After patch 5.0, frost will no longer have to sacrifice DPS for utility. One of the most intriguing aspects of the talent revamp Blizzard has planned for Mists of Pandaria is that by making every major spec ability baseline and making most of the talent choices utility-based, it's hopefully laid the groundwork for true equality between the DPS specs. With proper balancing, there's no reason any of the three mage specs should be able to eclipse the other two in terms of PVE potential. As the developers state, the only difference should be in which spell you're using to do the damage.
This is an oversimplification, but what I'm picturing is something like this:
Fire's main nuke will be Fireball. Frost's will be Frostbolt, and Arcane's will be Arcane Blast. None of the other specs will have access to any of those spells. There will be other parts of the rotation for each spec, to be sure, but under this new model, all of those spells will be spec-specific abilities that the other specs don't get to use. Spec specializations that increase school damage, like Fire Specialization, will no longer exist. This should make balancing very simple. Each spec's main rotations will be balanced so that in equal gear, mages of equal skill level will be doing equal damage under equal conditions.
Any outliers, like Scorch, which is currently spec-specific but will become a talent available to all classes at level 45 in 5.0, will be equally viable for all specs. With no Fire Specialization making it more attractive to fire mages than arcane or frost mages, anyone who selects it will benefit as much from it as anybody else. And since the other two talents in that tier are also movement-based DPS spells, Blizzard should be able to balance those talents against each other, so that there is no discernible DPS advantage to be gained by selecting one or the other.
Basically, if implemented perfectly, this new model should allow all of our choices (all six of them) to be entirely based upon playstyle preference, as opposed to gaining a damage-potential edge. That means that no longer will frost be the PVP and utility spec, and no longer will fire be the AOE spec, or arcane the spec you have to take because your raid leader insists upon it. Frost will simply be the spec you take because you like frost spells. Or because you think the rotation is more fun to use. Or because you like your warlock bits served cold.
Will things actually work out this way? I think there's a fair chance that they will. It's a solid groundwork Blizzard's got laid here. It's radically different from what we're used to and will definitely have its detractors, but going forward, I think it provides a healthy base to build from. It should be relatively simple to balance and allow more freedom in spec-selection than we've ever had before.
Arcane interests
Arcane's rotation will be getting more interesting in 5.0. Though the developers stated that they want to keep the mana management aspect of the spec mostly intact, they do plan to add more spells to the arcane rotation. Most notably, they plan to make Arcane Barrage a necessary part of the repertoire. I'm pretty sure I have asked for that in this very column approximately 832 times; I didn't go back and count, but that number seems accurate. Arcane Barrage is a very cool spell. It's instant, on a short cooldown, allows for added mobility, and looks sweet-ass. It needs to be a big part of the rotation.
The developers also mentioned that they've been toying with the idea of a moving Arcane Missiles but haven't yet figured out how to make it work. This is another concept I'm fully in favor of. Barring the addition of any new arcane spells, the arcane spec has three spells that should be a big part of the regular rotation: Arcane Blast, Arcane Barrage, and Arcane Missiles. Those are the spec's signature spells. And right now, Arcane Missiles is just a spell you use during your conservation phase to dump Arcane Blast stacks. It needs to be something more than that, and allowing it to be cast on the move would be just about the perfect solution.
A few additional spells
The MoP mage talent tree could use some additional spells. The specific issue asked about was the three spells offered at level 90, which are all spells we get now at much lower levels. Blast Wave, Dragon's Breath, and Slow are all good spells, but as the cap talent? It seemed as if every other class was getting access to something entirely new at level 90, but mages were getting old news.
The developers agreed that the tree could use an infusion of new spells. I'm not worried. This expansion is still a long way off, and the trees we saw at Blizzcon were still in their infancy. Let's see how things look in six months.
Cold, hard choices
Having to choose between Cone of Cold and Ring of Frost is apparently a good thing. The claim is that frost currently has too many CC options, and by removing two core frost CC abilities from the spec and forcing us to choose between them as talents, we free up design space for Blizzard to add new and interesting CC abilities later on.
This goes along with the concept of spec equality that the new talent design seems to be striving for. By equalizing the CC abilities between the specs, the developers effectively remove the whole concept that spec A is the utility spec, or spec B is the PVP spec, or spec C has to sacrifice DPS for control. They take frost's CC options, put them on the same level as arcane and fire (and comparable, I would assume, to the other classes), and spread out the extras as talent choices. The frost mage who now has to choose between Cone of Cold and Ring of Frost feels like he's lost something, but the frost mage who suddenly finds that he's doing the same amount of DPS as the arcane mage feels like he's gained something.
Equality, people. That's what they're trying to do here. For better and for worse, everything will be completely different when the expansion hits. If designed properly, the specs will still feel unique but will do roughly equal damage. By removing some of our choices, the design team will in reality have give us a freedom that we've never really had before: the freedom to choose which spec we want to play based on which spec we want to play.
Everything else aside, you have to admit that would be nice.
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance






Reader Comments (Page 1 of 4)
Crispn Nov 12th 2011 4:13PM
With scorch as a anybody talent I don't see arcane missiles getting to be cast on the move. Blizz can easily make the case that if arcane wants to move and cast, they should pick up scorch.
Titusx Nov 12th 2011 4:26PM
They should make Arcane Speced mages hurl blue fire spells. Arcane Fire!
I don't play mage but that would be really cool.
Bapo Nov 12th 2011 6:57PM
You warlocks and your multi colored fire needs... sheesh!
;)
Revynn Nov 12th 2011 9:09PM
It did always annoy me that the spell effect for AB is almost non-existent. AB needs to be some sort of laser beam thing.
Sarabande Nov 12th 2011 5:14PM
I just hope this doesn't bring about too much homogenization. But then, I've ALWAYS played as I've wanted to so it's never been an issue for me. It's the mages around me who change specs every patch to suite whatever they felt was the "best."
They seem to be making too much of the current talents into "everyone can have one" talent. Fire, for example, loses Blast Wave, Dragon's Breath, Scorch, and Cauterize. And LB becomes available for everyone. I was glad to hear that the overall rotation mechanics (combustion, ignite, hot-streak) will remain in place, I hope that it, and other specs, don't lose what makes each feel unique and play differently.
I've always loved played my spec (fire, if you couldn't tell) and have never loved it more than I do during Cataclysm when it FELT different. We were all about DoTs, AoEs, and even the RNG element made if feel different. We were crit dependent. But when it hit right and we were able to get off a great Combustion, it felt awesome. Plus the rotation is varied enough to keep me very interested. It is unpredictable, and when the crits aren't proccing often, it's not as fun but it makes the ones that ARE great even better . . . and they happen with enough frequency that in the end, it probably evens out - but that's what makes it exciting, to me anyway. While the arcane mages didn't have the variety, when they hit hard, they hit VERY hard and I'm guessing that's what made it fun.
The few times I go into a battleground, I do so, still as fire (with a few talent points moved around). Yes, I'm Fire/Fire, because I love the way it plays. I die quickly and can't snare and frustrate the opponents as frost can, but I'm the one with the living bomb. I'm the one that can hit them with disabling AoEs over and over (well, when cooldowns are available). I'm not GOOD at pvp but bringing the tools of the spec that I love makes it fun on the occasions that I feel like doing pvp.
I imagine that if I liked playing frost, I'd do it no matter what because I liked what it was capable of, not because its spells were blue rather than orange. I now recommend it for people who want the survivability and snare potential, especially for pvp.
I understand that, for the competitive raider, thing have to be more "equal" but I think that has more to do with player behavior / reaction than the overall design. As Christian pointed out in past columns, the damage output between the three spec, while different, probably wasn't different enough to handicap one spec over another. It's just that people want to be the "best" and raid leaders see what the top raiders on this or that server spec as, and insist that that's what everyone do. This is the sort of thing that's caused them to re-evaluate the current system in the first place.
I just hope that each spec doesn't become the same with different color spells. I like that each spec FEEL different (or I imagine it does . . . I only play fire), with different advantages (and even disadvantages) that each one brings. Perhaps there should have been more fights where the survivability/snares of frost would have made it an advantageous spec . . . I don't know.
I hope the next expansion keeps my spec (and all mage specs) unique and fun. I don't want them to be so interchangeable that the choice doesn't matter. It SHOULD matter. It should feel different and play differently. We shouldn't all have the same spells. (the main nuke doesn't matter . . . I never use frostbolt now anyway, and haven't had use for Arcane Blast . . . well . . . ever).
I guess it's natural to worry about the unknown. But I hope it will be not only good but better than we have, not worse. I want to keep loving playing my mage and keep loving the spec that I've played for years. During Wrath, I loved playing both my mage AND Warlock. But something happened . . . and I can't even put my finger on it, but I don't really enjoy playing my lock much anymore since Cataclysm. She's relegated to mostly picking flowers. I don't want to feel that way about my FAVORITE class.
Skarlette Nov 13th 2011 2:38PM
I agree with EVERYTHING you said, about the fire spec love, about using it in PVP (on those rare occasions that I PVP) even though it's not supposed to be the PVP spec, about not enjoying my warlock alt as much in Cataclysm for some undefinable reason...everything.
I've been fire since vanilla--even raided MC and BWL as fire, gimpy though I was, because I loved it that much and I was in a casual/understanding/cool guild. I briefly flirted with an arcane spec during ICC because everyone told me I should, but it just wasn't the same, and I never got the feel for it.
I'm now fighting fire with fire in the Firelands (could I use the word "fire" more times in that sentence? Oops, I just did...) and loving my spec as much as ever. I love the AOE, I love the explosions, I love the waves of flame setting my enemies ablaze... Fire for life!
Snuzzle Nov 14th 2011 4:13AM
I agree, but I'm frost. Because I love the control. I don't care if I do slightly less DPS because of it. I love that feeling of being "untouchable". I can go out, gather up 15 mobs, and AOE them down without them ever even breathing on me and I like it. Of course, it only works on melee, but it's still fun and what ttracted me to the spec (and the class even) to begin with.
If they remove the majority of the control from frost, it's like removing the durability from bear or the hots from restos. It's what defines the spec, and while I'll be glad to see frost finally be truly raid viable, if it's at the cost of my control, I'll be sadly shelving my mage.
I don't want to be "that guy" who threatens to quit whenever a change I don't like comes my way, but I just don't think the devs understand how much some frost mages love the utility. If I wanted to melt faces I'd go fire. I want to freeze, control, and shatter. I want to be a frost mage.
Bellajtok Nov 12th 2011 5:22PM
I went back and counted. I came up with 835. But I was a bit tired toward the end, so don't put to much trust in that number.
AngrySlob Nov 12th 2011 5:41PM
With Improved Scorch and Arcane Flows now available to Arcane, as well as Living Bomb, I'm starting to think having Arcane Missiles castable on the move is getting a little greedy.
Argojax Nov 12th 2011 6:16PM
Only one of them will be available to the Arcane Mage... but let's see, Arcane's options on that tier are:
1.) PoM (No mana, 1 spell as instant)
2.) Scorch (2500 mana, as many as you'd like)
3.) Arcane Flows (3850 mana, two moving spells)
Given arcane's mana management game it pretty much is a no brainer to take Scorch. Why spend more mana on a spell just to make them mobile. After all we're talking about fights where you have to keep moving (like Green Mixture phase in Heroic Shadowfang) not ones where you need to move just a slight bit.
This highlights one of the problems with Mana Adept... Blizz has to make the talents all the same mana cost or utility or not there's a DPS impact for mages specifically.
AngrySlob Nov 12th 2011 7:03PM
Doesn't that mean EACH Scorch will cost X mana?
...and yes thankyou for clarifying the choice between IS and AF, I didn't make that clear.
gymboy91 Nov 12th 2011 7:13PM
Well I think the beauty of having fewer talents that can be swapped between fights is that you could choose Scorch for a "Green Mixture"-like boss, but then you could change it to Arcane Flows for the next boss where you only have to move every 45s or so (w/e the CD is) and want to continue spamming your main nuke (which would do more dmg). Or you could even choose PoM to fire off that big, free, and instant! Pyroblast if you don't have to do much moving (or move every once in a while)
I think this is one of the tiers that they designed really well; some fights you will want one talent and for others you have more of a choice, but you can choose what fits your style better :)
Argojax Nov 12th 2011 7:33PM
@gymboy91: No offense, but I really don't want to have to keep swapping my talents from fight to fight. I'm happy to HAVE that option, but I don't want it to be a requirement... I mean if they make it so you have to do that, what is the point of having the talent choices, just give the three spells baseline and they'll ONLY get used when they need to be.
@AngrySlob: Yes each scorch costs X mana, but Mana Adept states All Damage is increased based on mana, so the question becomes does the addition of only two (assuming) full stacked Arcane Blasts do more damage for the extra mana cost then you'd get out of filling that whole movement phase with Scorch spam.
Sarabande Nov 12th 2011 10:54PM
"@gymboy91: No offense, but I really don't want to have to keep swapping my talents from fight to fight. I'm happy to HAVE that option, but I don't want it to be a requirement... I mean if they make it so you have to do that, what is the point of having the talent choices, just give the three spells baseline and they'll ONLY get used when they need to be."
My thoughts exactly. You're making the "requirements" that much more tiresome. At least now, if you have a cookie cutter build as some do, you just do it once. Now you have to do it from fight to fight? Doesn't make it sound interesting. As he said above, just have the spells available and have to USE them in the fights correctly. It doesn't make you really have a "choice." It just make you make the "RIGHT CHOICE" per fight. Having to alter your rotation per situation is more interesting, IMO.
I'm not saying that the talent system is horrible, but if that's what it's going to be, it's not adding creativity, just making things more cumbersome. EJ or someone else will come up with the "perfect talent" set-up for every fight. Now, instead of people having to research just the fight mechanics and one "correct" spec, they will have to research the fight mechanics and MANY "correct" talent builds. Fun? Doesn't sound it to me. I actually hope the talents are more permanent than that . . . otherwise, what's the point? I really want the choices to matter, long term, not something you can just change in and out of every few fights. I already get tired in instances. If I have to do this, I may just forgo instances altogether. :P
Chance Nov 13th 2011 1:58AM
Wow... are you guys honestly complaining about being able to change talents on the fly? You know if you need your scorch spam for one fight but not the next you are by no means obligated to switch out the talent for something else. And as its been said in many boards and by the devs themselves most of the talent choices are utility/flavor talents and not straight up dps increases. Sure maybe you can spend a few hours using sims to find out that talent A will wind up giving you 5000 extra damage overall than talent B by the end of the fight, but if you're already playing like that then there's no difference to how it is now. Some talents in the "cookie cutter" builds are not of any use at all during some fights, while others not in the build are highly useful. Do you run to a trainer to respec in and out of improved counter spell for fights with interupts and others without? Do you put points into your improved AE for AoE fights and hearth away for the next fight that's single target?
I don't mean to be a dick but you seem to be complaining for the sake of complaining with no real foundation for your argument aside from change being scary. I personally like the idea that I can jump into a CoC talent for fights that requires frequent slows on multiple adds and RoF on fights that need a less frequent snare on multiple adds. I also like that each tier focuses on different mechanic aspects and no matter which talent I choose I can breath easy knowing that my damage won't suffer from not choosing the "optimal" talent for said fight being that the "sub-optimal" choice won't result in an insane decrease in dps like some choices we have do now. I also like that if I'm raiding with stubborn people that need that extra 2k overall damage I won't have to wait 20 minutes for them to hearth out, run back, then reallocate 40 talents for one fight. It hasn't happened yet, but apparently, given the complaining I see here, some people will do this if all of their abilities are not baselined into their specialization with no option to change it.
~sigh~
Sarabande Nov 13th 2011 3:37AM
I will probably stay with whatever I pick. I tend to do that . . . play the way I like. I keep the glyphs that I like for my spec, because I like them and because I feel they enhance my spec. I change out my spells and rotation and use utility spells as needed on the fly or when needed for the fight. But to say "OH hold on . . . it's so-and-so . . . lemme change out my talents" seem . . . weird. That's what rotations are for and having to vary from your set rotation for given fights and situations.
But from what I've seen of the community, that's not the way they play. It no longer is I "can" do this, but I "have to" do this. I don't understand making things into talents rather than having the spells available. It SEEMS like a wonderful freedom of choice but for many people, that's not what's going to happen. If it was, it would be great. It's just another hurdle they have to jump from fight to fight. It won't make things more creative - it will make things more complicated. It won't make you have to think more . . .it'll make you have to just remember what this or that site said to use for each fight. It doesn't add a fun and creative complexity . . .it adds a layer of needless one. It doesn't give "hard choices." Just more choices (usually already made for you by someone else) more often. If they want hard choices, they shouldn't make them so hard to change. Otherwise, we'll have people going from all having one big cookie that looks the same to many tiny cookies that, for every given situation, will all look the same.
It just sounds counter to what they said at Blizzcon about what they wanted to avoid with talents.
Sarabande Nov 13th 2011 3:43AM
wtb an edit button.
"If they want hard choices, they shouldn't make them so hard to change" should read
If they want hard choices they should make them harder to change.
My apologies. :)
P.S. . . . if you have a mage in the raid, why is anyone hearthing back? Just wondering.
sarah Nov 12th 2011 5:43PM
I'm the arcane mage in our guild, and the GM plays frost. Because he loves it. He's capable of other specs - he's the one who goes sky-high as Fire in Alys, because for some reason I completely and utterly suck at Fire + barrel rolls. I'm pretty sure he'll be happy about this.
And as Arcane, so am I. Again, I play it because I love it. I enjoy the mana-management minigame. My biggest problem is the lack of mobility, so gaining access to scorch on the move will be fantastic.
Udderpowered Nov 12th 2011 5:59PM
I know she's about to freeze my face off, but that gnome is adorable.
Orrine Nov 13th 2011 1:04AM
Actually, I think she's conjuring something tasty specially for you :)