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
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Reader Comments (Page 2 of 4)
SamLowry Nov 13th 2011 1:55AM
Adorable? I was thinking more like "Oh Mama...."
Argojax Nov 12th 2011 6:08PM
As someone who has always preferred Frost but played Arcane for DPS, I support a lot of these changes, however, I am concerned that things like Living Bomb being removed from Fire, for example, just waters down the individual specs. For instance, one of the issues right now is that Arcane has no ranged AOE. Instead of solving that issue, we're getting access to another's school's ranged AOE. Arcane has little mobility, so we'll be able to choose another school's mobility spell. I'm sure Blizz will balance these items accordingly so that Living Bomb does the same damage across all three specs, that's not my worry. My worry is that basically the specs lose their individual flavors at least during certain encounters or phases... I mean if a mage is casting Scorch on the move regardless of the spec, or is Living Bombing/Flamestriking/Blizzarding during AOE... what's the point of the specs at all at that point?
Prissa Nov 12th 2011 6:58PM
I know what you mean. For some reason I've never had too much of an issue mixing frost and fire (probably coz of frostfire bolt and them being opposite ends of the same spectrum) but arcane using fire for instance just feels inherently wrong. I do feel sad that those awesome flavourful spells like living bomb and cone of cold, which used to be trademark of a spec, will just be for whoever.
That said, if ends justify the means, I'm happy to have all the specs at equal levels.
Pyromelter Nov 12th 2011 7:04PM
I kind of agree... it seems very weird that an arcane mage, which is always about raw damage and never any dots or passive damage, would get access to a fire aoe dot spell. Very weird.
gymboy91 Nov 12th 2011 7:19PM
That one fight in Stonecore where you need a DoT to break you out of the stun came to mind when they said all specs will get Living Bomb...I always switched to fire just for that fight even though I sucked at it haha...I did better dps since I wasn't stunned all the time lol
But I think that it is good for all specs to have a DoT for fights like that, but I wish it wasn't just Living Bomb...maybe they could make Living Bomb work slightly different for each spec or make a different DoT for frost/arcane?
Just a thought
Paul Nov 13th 2011 12:33PM
I suspect that there will still be a role advantage to each spec.
The obvious roles that I see are AOE, static and movement. Each spec will still be "best in role", but the difference will be smaller.
For example,
AOE - Fire will still be king, especially with AOE/cleave situations which last longer than 10 secs. Arcane will still be better in short AOE fights (IF they have 4x AB debuff), and Frost will still be more reliable, consistant, but less than both in their suited roles.
Hopefully frost will become the movement spec (it has more instant casts after all).
However, despite all this, I just want creative measures to be made for all three specs. Arcane can be really interesting if the debuff was fully embraced as a resource mechanic that affected every Arcane DPS spell, but in a unique way. Likewise with fire and it's DOTs and Frost with it's chills, but with Scorch and Living Bomb being changed as they are, I do share your doubts, but I'm just not convinced by them yet.
Moonraker Nov 12th 2011 6:07PM
This general comment is more concerning for me than the class specific details as it seems to imply a move to hybrid type play style for all classes;
"Hybrid classes may become more popular due to the lack of a hybrid tax and increased utility they bring, but steps will be taken to make sure the pure DPS classes don't vanish."
I fail to see what the Devs can do other than continue to define the single class roll (higher dps/ heals etc though often hybrid outgun pure especially in higher end raiding) over hybrid classes, or, give pure DPS classes similar abilities, which blurs the edges of classes and moves away from what many magi like, which is doing a single thing well.
redderTheEmoDK Nov 12th 2011 6:13PM
I am very disappointed in the arcane changes.
I don't want a complicated rotation to distract me from whatever twitch dance mechanics I am forced to endure (e.g. Cataclysm.) The simpler the rotation, the better. Being a successful mage in these raids has a lot less to do with how good a mage you are and more with your skill in the boss-specific mechanics.
If Blizzard is getting away from the PvE, PvP and one nobody plays design, they why not have a spec that is designed for people who enjoy 180 APM twitchfests and another for people who are properly medicated and/or do not desire such a frenetic play style.
Pyromelter Nov 12th 2011 6:46PM
"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."
This is a great point, and something that I feel needed to happen. I've mentioned this a few times (mostly on this blog column), but the solution to the frost dps buff and pvp nerf was simply to remove all of the different crazy CC's and defensive capabilities of frost, and transfer that power into dps. I think even a die hard mage would admit that frost has simply had too much utility for far too long in terms of pvp, which is why blizzard could never really up their damage (because we would have been pvp gods, which mages were for a short time at level 80 when 4.01 patch dropped).
Now that blizzard is ostensibly nerfing frost control, they hopefully will be free to increase their damage and dps, as frost control will (hopefully) be toned down to a more balanced level, meaning frost mages can do meaningful damage and not be overpowered in PvP.
Good catch Archmage, good catch. Let's hope it works out to our benefit in MoP.
Argojax Nov 12th 2011 7:39PM
This is the part of the changes that I'm most happy about. I agree it was a long time coming. I'm happy to select Ice Barrier as a talent and even Ring of Frost. Hopefully this also means they can bring back some of the power of these individual spells as well (i.e. bring back RoF damage)
Andrew Nov 12th 2011 11:03PM
Oh, Pyromelter, why did ya have to bring up 4.01? Bittersweet, man. Bitter. Sweet.
I still have dreams about one-shotting paladins and death knights from full health, after which I painfully wake up and realize those weren't dreams, they were memories. :_(
ersiusp Nov 12th 2011 6:48PM
2 of the 3 warrior level 90 abilities are existing abilities. All 3 of the rogue ones are recycled. This is just off the top of my head, there may be more.
Pyromelter Nov 12th 2011 6:52PM
other classes may have room for complaints, but mages got pretty much nothing in that first pass of talent trees. The polymorph thing was the only thing that was new/different. Pretty sure every class got more than just one new thing in their entire trees. Mages are getting a lot of things taken away and then given back, more than most (except for feral druids who are getting a lot taken away).
Argojax Nov 12th 2011 7:44PM
Yeah I think the only other new thing we got was Frostjaw in the 15 tier.
And, I will say that the issue for mages is particularly egregious when you consider that our level 85 'new' spell was a level 60 shaman spell. I would say the last truly cool new toy we got was Mirror Images.
Pyromelter Nov 12th 2011 9:28PM
I wouldn't say that aggro. Combustion, frostfirebolt, deep freeze, permanent water elemental, the thing where the freeze spell gives you 2 stacks of FoF, scorch on the move and free scorch, a very fun and engaging fire aoe rotation (where before mages would just spam blizzard or lay down 3 layers of flamestrike then blizzard). Most of these changes were in 3.01 or 4.01, so it wasn't necessarily the xpac but the change in the game itself. You could argue mages didn't get anything interesting from 81-85, and I would agree, but mages in general have gotten a lot of fun toys over the past couple of years.
Pyromelter Nov 12th 2011 6:49PM
sorry, not "all" frost cc's and defenses, but some of them (so they could increase frost dps without making them OP in pvp).
gymboy91 Nov 12th 2011 7:00PM
So I saw this question on the Q&A and thought about how this would affect arcane mages...
"Whicker asked:
How do you plan on balancing healer mana management in MoP? I for one enjoyed the beginning of Cata when healing was a little more challenging but now Disc and Druids barely have any worries while shamans and Holy priests have a little harder time.
Watcher answered:
We agree. It's a nearly-unavoidable consequence of gear scaling under our current system. Fresh level 85s in mostly quest gear need to have enough mana and regen to be able to set foot in dungeons and sustain a healing rotation for a couple of minutes in the face of reasonable incoming damage. But then a healer in Heroic Firelands gear now has nearly double the stats of a healer fresh out of Uldum questing, and the mana cost of that healer's spells is unchanged, often resulting in a large mana surplus.
Our current plan for Mists is for Intellect to no longer directly increase the size of player mana pools. We intend for our mana-based DPS and Tank classes to be entirely self-reliant regardless of mana pool, so the gameplay impact for those players will be nil. For healers, Spirit will remain as the pure regen stat, and healers after multiple tiers of raid progression will clearly have far more mana at their disposal, but there will be more of an inherent tradeoff between regen and throughput stats. A healer with amazing regen will have amazing regen because of a choice to focus their stats in that direction."
So I know this was about healers, but casters benefit from increased mana pools...and I think that this would affect arcane mages the most since their mastery deals so much with mana percentage...
If we (arcane mages) won't be "increasing" our mana pool as we get more intellect, how do you see this affecting our mastery/rotation??
Again I know Blizzard probably has some way to work this, but I wanted your opinion on it.
TLDR: How will Intellect not increasing mana pool in MoP affect arcane mages' rotation/mastery?
Arrohon Nov 12th 2011 11:27PM
I can see them adding a passive ability to arcane mages that makes int give mana. Non-pally healing classes already have a spirit-hit conversion, so making a stat do something for only one spec shouldn't be too hard (considering it's something it already does)
leedm Nov 12th 2011 7:27PM
As an arcane mage (who actually chose to play arcane because I thought it sounded cool rather than because it was "the spec du jour") I actually enjoy the mana management. I also enjoy that, sometimes, I have to move so that I can't cast my main spell. Figuring out when that will be and allowing for it is fun. This also allows me the chance to let my lock friends the chance to believe that they have a hope of doing more damage than I do, since when I can stand still for a sec, I can fire off a blast that blows them and their eyeliner out of the water
Galohalt Nov 12th 2011 8:27PM
do gnomes ingame only have 4 fingers?