Arcane Brilliance: Blinking into the Mists of Pandaria talent calculator, part 1

OK, we'd better get started. Lots to talk about and not much time or space with which to discuss it. I assume you've all had a chance to fiddle with the Mists of Pandaria talent calculator Blizzard just put on the official site? If not, go look, then come back.
It's interesting stuff. It's important, I think, that I stress that even though this is an official, Blizzard-sponsored reveal, all of this information is pre-pre-pre-alpha stuff, and it absolutely will change substantially before any of it goes live. So don't get married to the mechanics of any of these talents and skills as they're presented here. Don't squint too hard at the specific numbers, either. This is being presented so we can mull it over and give constructive feedback, and so that we can get a more detailed sense of the direction MoP's major talent overhaul will be taking our beloved mage class.
So let's get busy mulling.
Baseline mage abilties
First and foremost, we get our first real look at what the baseline mage abilities will be. These are the spells we'll all be getting as we level, regardless of spec. You'll notice some very interesting inclusions and some even more interesting omissions. Here's the list, with some brief commentary:
Level 1 Frostfire Bolt Our first spec-agnostic ability, and holy fusgesticks, it's going to be Frostfire Bolt. So no matter what kind of mage you want to be, you're going to start out hurling the old slushball as your first primary nuke. Such a pretty spell, it'll be good to see it have some relevance, even if it ends up only mattering for the first 10 levels. Largely unchanged, this spell is still a 3-second nuke that does frost and fire damage and applies a 40% snare.
Level 3 Frost Nova We get our always-handy AoE root spell early, which is nice for the solo playstyle of leveling. Like most of these baseline spells, this spell is essentially unchanged.
Level 5 Fire Blast Here's our high-mana, instant-damage mouth punch spell. So even by level 5, we've got a good set of damage options in our repertoire.
Level 7 Blink Always good to know that even early on, we'll be able to cast this spell in a time of need and hold our breath to see if it actually goes off as planned. 75% of the time it works every time.
Level 8 Counterspell Our first interrupt, far earlier than we really need an interrupt. Not that I'm complaining, mind you.
Level 9 Evocation Again, unless our mana regen at low levels gets nerfed unexpectedly in the new expansion, this is quite a bit earlier in the game than we'll be in the market for a quick mana return ability. At this point, sitting and eating for 6 seconds is about as effective.
Level 14 Polymorph After spending a few levels gaining spec-specific spells, we get one of our signature abilities. Frankly, I'd like to see our main CC spell swap places with Counterspell or Evocation in the leveling process, but in the end, I suppose it doesn't matter all that much.
Level 17 Shatter Holy crap, guys. We're all getting Shatter. It still triples crit chance against frozen targets, which for non-frost mages means targets affected by Frost-Nova, which means we'll all have a fantastic reason to get close to our enemies, root them with Frost Nova, and then pound them with something powerful. Frost mages will still benefit most from this ability, both because they have ranged options in their normal rotation for freezing enemies and because Shatter will add 20% extra damage to Frostbolt's base. This is extremely interesting, and I'm sure we'll see some forthcoming tweaks and rebalances as arcane and fire mages adjust to the inclusion of Shatter combos to their rotations.
Edit: Shatter will triple crit chance, not damage. I'm terribly sorry. I was tired and travel-lagged when I wrote this, but yuck.
Level 17 Teleport spells Also at level 17, we get almost all of our teleport spells, without having to travel to the locations to learn them, apparently. Interestingly, we get Teleport: Theramore here, but not Teleport: Stonard. Why? Well clearly Blizzard has made its talent calculator with a clear Alliance bias, just like everything else in this game blah blah nerdrage nerdrage. Also, no reagent in the tooltip? Looks like Santa really does answer prayers.
Level 18 Cone of Cold In the incarnation of the MoP talents revealed at BlizzCon, this was a talent. Now it's a baseline spell. Which is good, I guess, because while it's a good spell, it made a boring talent.
Level 22 Arcane Explosion Here's arcane's current AoE spell. Thankfully, with the removal of the extra spec damage masteries, arcane will no longer be limited to this as its only real AoE option. This will simply become the AoE spell every spec uses when they need an instant multi-target damage burst at close range.
Level 24 Improved Blink So this is a baseline now? Nice. Everybody's a bit more mobile. I'm all for spreading fun talents around, and Improved Blink has always been a good time.
Level 26 Ice Block Nothing really different here. Still a fantastic self defense spell, baseline as it should be.
Level 28 Ice Lance And this is pretty much intact too. With Shatter being available to all specs, maybe this'll see some use outside of frost specs.
Level 29 Remove Curse Good, good. We can start helping our parties by removing curses at level 29. Now if only we could convince every mage to use it ...
Level 32 Slow Fall Slow Fall still slows falls. No mention of a reagent, which is good.
Level 34 Frost Armor Our first armor spell doesn't show up until level 34, and it's of the frost variety. Why so late? Why do we need Evocation so early and not this? Important note: All of our armor spells now have a 3-second cast time. I assume this is to make on-the-fly armor-spell-switching more trouble than it's worth.
Level 36 Burning Soul Now this is good. We now have a baseline spell pushback reduction ability. About time.
Level 38 Conjure Refreshment Pie!
Level 42 Portal spells A whole crapload of them at once. It's a plethora of portals.
Level 43 Improved Counterspell Ooh, so one of our most potent PvP spells is going to become baseline. I mean every spec can get it right now too, but only if they talent into the arcane tree. This is another instance of Blizzard making good on its intention to make every spec start on equal footing in both PvE and PvE. We all get to silence with our main interrupt spell, just like God intended.
Level 47 Mirror Image This seems early, but that's probably just that I still think of this as Wrath's cap talent. It still works the same way, which is to say not nearly as well as you want it to.
Level 49 Living Bomb Yeesh. Well I guess now we know when we'll all be picking up this formerly signature fire spell. Hey, it's a powerful DoT spell, and I'm happy to have it, no matter what kind of mage I choose to play. Having this in every mage's rotation is a pretty massive game-changer. I'm interested to see how it factors in after the dust settles.
Level 52 Teleport and Portal: Stonard And now the Horde gets their small-town teleport and portal spells. This is about the right level for the zone, too, which probably explains the otherwise inexplicable disparity in when each faction gets their mid-range quest hub teleport spells.
Level 52 Blizzard Oh, and at the same time, we get one of our best ranged AoE spells. And apparently, it'll also be our only ranged AoE spell, since Flamestrike is apparently missing. I suppose if both spells were spec-agnostic, they'd be a bit redundant, and making Flamestrike a fire spec-specific spell might also be kind of a waste. So now we'll all be relying on Blizzard at range and Arcane Explosion point blank. Interesting.
Level 56 Invisibility We all get the baseline of this ability, which fades us out over 3 seconds, and we can all choose to make the spell instant and add DoT removal functionality to it by selecting the Greater Invisibility talent at level 60.
Level 58 Mage Armor Our second armor spell is completely changed. It no longer has anything to do with mana regen. Instead, it reduces the duration of all harmful magical effects on your mage by 25%. This will come in extremely handy in PvP and PvE, and I assume we'll be switching pretty liberally between this and the other armor spells, depending on the attacks being used in a given fight.
Level 60 Polymorph: everything but sheep Remember when this was the level cap? Me neither. After MoP drops, level 60 will be the level at which your mage gets a bunch of cosmetic alterations to your Polymorph spell. Yep, that includes all the ones you shelled out a bunch of gold and/or time to obtain, from Black Cat to Turtle. And oh hey! Polymorph: Turkey! So that's where that spell's been hiding all this time. I kept expecting it to be a Thanksgiving seasonal item or something.
Level 62 Teleport: Shattrath And just in time for our anachronistic trip back in the game's chronology to Outland, we get the port spell to deliver us to the main city therein and promptly forget all about five levels later.
Level 64 Spellsteal This is still, as of right now, a powerful and fun dispel and steal mechanic that you can spam at the cost of an exorbitant amount of mana. This is one I worry about, though. Blizzard has talked too much about reworking dispel mechanics. I'm hoping it doesnt add a cooldown, but I'm definitely not holding my breath.
Level 66 Portal: Shattrath Can't see this spell getting used a whole lot. I just can't.
Level 66 Deep Freeze But this one ... yes. Again, frost mages will get a whole lot more opportunities to use this one, but I'm excited about the possibility of my arcane or fire mage being able to Frost Nova some warlock, pump a couple of Ice Lances into him, take him right to the point of breaking free, then freeze him completely with Deep Freeze and resume blasting him mercilessly with my most powerful nuke for the next five seconds with triple crit chance from Shatter until he explodes into tiny smoking chunks of sadness. I think I just peed a little.
Level 68 Conjure Mana Gem Nothing changed here but the level.
Level 71 Teleport: Dalaran Level-appropriate.
Level 72 Ritual of Refreshment More pie! For everyone! And again, no reagent.
Level 74 Portal: Dalaran Yep. If I sound bored by the baseline abilities we're learning on this trip through Northrend, it's because snore.
Level 82 Time Warp We do pick up a couple of nice spec-specific abilities in the eight-level gap there, so at least we have something to look forward to as we enter the Cataclysm zones. Here we get our raid haste buff that we'll only get to use when a shaman's not around. It's also interesting to note that after level 80, we all stop getting any spec-specific spells. It's all baseline from here to 90.
Level 85 Teleport and Portal: Tol Barad Aaaand I'm nodding off again.
Level 86 Molten Armor Here's the first spell we'll get after dinging in the new expansion. Gone is the damage component of this armor spell. A counterpoint to Mage Armor, the effect of Molten Armor in MoP will reduce the duration of all physical effects used against you by 25%.
Level 87 Alter Time OK, this one's entirely new and pretty exciting. It purports to send your mage back in time 4 seconds. You cast it, it takes a snapshot of your current condition, including health, mana, and any other effects on your mage at the time of casting, and then after 4 seconds pass, your mage reverts back to that snapshot condition. The only catch is that if you die during that 4-second window, the spell is cancelled.
So how will this spell end up being used? It has a lot of possibilities, and I'm sure the larger mage community will come up with even more as time goes on. It could be used as a preemptive defensive maneuver, for those times when you know you're just about to get a bunch of DoTs put on you or when you know you're about the get hit hard and will need an incoming heal. I see it being used to great effect in conjunction with Ice Block. I see it being used as a mana conservation tool, perhaps just prior to an arcane mage's burn phase. I see it as a powerful DPS increase tool, maybe 4 seconds from the end of a Time Warp's duration. Some really good potential there, and for those of us who were waiting for some new and exciting mage spells to coalesce in all this MoP talk, I'd say this is a pretty good start.
So there you have your new baseline, mages. Next week, we'll go more specifically into the various spec-specific spells and the changes that the talent tree has undergone since last we saw it. There's a lot to chew on here. I'm excited to see what you guys make of it.
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance






Reader Comments (Page 1 of 3)
Brock Nov 26th 2011 1:06PM
Wow. Alter time is such a cool and creative mechanic. Looking at it, Druid's symbiosis, and DK's AoE Deathgrip, there are some very creative abilities coming in Mists.
Scard Nov 26th 2011 2:43PM
/wave at Raid Leader
/cast Alter Time
/jump off really high cliff
/watch Raid Leader cry over your impending death
/wave at Raid Leader
/s "Whew, that was close"
/s "Who wants pie?"
Imnick Nov 26th 2011 1:11PM
Shatter increases CRITICAL STRIKE CHANCE by three times, not damage, right?
You've said damage both times you mentioned it.
People are going to cry enough about Arcane Mages with 60+% crit chance in PvP, Arcane Mages with triple damage would be absolutely insane.
Christian Belt Nov 26th 2011 6:02PM
Yeesh, I fixed it, but holy cow. Is there such a thing as too much pie? I firmly believe the answer is a hearty, pie-choked "no!" but after a blunder like that I have to wonder. Yeah, Shatter will work as it should, by tripling your crit chance, not your damage. Thanks for setting me straight. Now if you'll excuse me, I have an impending engagement with some leftover blackberry pie.
Imnick Nov 26th 2011 9:31PM
I can't really disagree with you about the pie, such a shame we summon cake now ):
Clairdeloop Nov 27th 2011 12:35PM
What kills me is that the icon for conjuring food is CLEARLY a pumpkin pie, but what ends up in my bags is pink cake. PIE > CAKE, dangit.
trefpoid Nov 26th 2011 1:14PM
Did I read something wrong or does Deep Freeze only stun in the MoP version, thus not triggering shatter and being pretty lame? Considering this, and not seeing FoF anywhere (though that might be an error) and Cone of Cold not freezing anymore (and I dunno if we have Pet Freeze either), it's gonna be pretty damn hard to get to shatter anything. We would have to get Frostjaw and freeze with that or with Frost Nova.. not liking the changes right now, but as you said, it's all pre-alpha. I hope we get some stuff back, Frost looks pretty nerfed right now.
Imnick Nov 26th 2011 1:32PM
FoF, Dual Crit Hot Streak and Arcane's Mana Regen all seem to be missing at the moment
Personally I expect all three of those become bonuses you receive just by picking your spec at level 10 and thus the talent calculator's don't display them, but Blizzard also said that a loot of stuff that is meant to be on there hasn't been posted up yet.
Paul Nov 26th 2011 2:47PM
Cone of Cold only froze targets when Glyphed, so there's every chance it will do that still.
While I agree that Fingers of Frost may be missing due to an oversight, I still look at Frostjaw and wonder. It's an 8 second freeze which has no indication of breaking on damage which, again, I consider to be an oversight. However, it might be by design. Every 20 seconds you have guaranteed burst moments, although it would make our Tier 1 talents to be choiceless for raiders.
However, my overview is that several of the classes, Mages in particular, do not seem to be showing their full Specification listings. I honestly expect to see something within Fire and Frost specifications which passively boosts DoTs (ala, a non scaling version of Flashburn) and for any spell with a chill or freeze effect to do more damage if the target is immune to the effect. I'm expecting to see 1-3 additional passives to each Mage spec the next time this is updated.
Ianmis Nov 26th 2011 5:02PM
Cone of Cold did not freeze from a glyph. It is a talent in the Frost tree. The only glyph for CoC is a damage increase.
Paul Nov 27th 2011 7:35AM
@Ianmis Thanks. For some reason I thought the CoC glyph was a major glyph (and therefore interesting), I forgot it was a prime glyph (i.e. where the "boring talents" went).
Since (hopefully) the Prime Glyphs are getting the chop, the CoC Glyph will allow the spell to freeze people in place then.
That's another thing I'm waiting for before I overanalyse the new Talent system. Glyphs are an extention of the system, and will be the main source of customising your spec come MoP. Hell, the reason why FoF is not shown as a Spec passive may very well be because it'll be the Frostbolt glyph.
Presumptuous, I know, but it's an interesting route.
Scuac Nov 29th 2011 2:58PM
I am really sad to see the current state of Deep Freeze, I am REALLY hoping that there will be a glyph that gives it back its damage component (but would that the be available to all specs? weird).
But there are a few things that were missed here, e.g. the different armors no longer have in the tooltip (last 30min or 1hr), does that mean we FINALLY get permanent armors?
And I know this is frost specific, but the MoP Brain Freeze seems OP, it now triggers with ANY damage spell (not only frost spells), AND it doesn't seem to have the restriction that FFB cannot trigger it. Imagine a series of insta-cast mana-free FFB that feed on themselves?
Bellajtok Nov 26th 2011 1:18PM
The key with Alter Time is- does it affect cooldowns? Because I really want to double Combustion my targets.
Imnick Nov 26th 2011 1:34PM
The tooltip says "Alter the fabric of time, causing the caster to return to their current location, health, mana, and conditions after 4 sec."
Conditions COULD mean ability cooldowns but it seems far more likely to just mean buffs and debuffs. Resetting your cooldowns would be a little bit too powerful for precisely the reason you just said!
Narayana Nov 26th 2011 2:59PM
Not really... Frost already has a very similar mechanic in cold snap. I think this spell is intended to give the same thing to all mages.
Imnick Nov 26th 2011 3:17PM
Frost's cooldowns were designed to interact with Cold Snap and their DPS adjusted accordingly.
Fire and Arcane's were not.
How balanced do you think two consecutive Combustions would really be? Let's not even start on the ability for mages to give themselves TWO CONSECUTIVE TIME WARPS.
Imnick Nov 26th 2011 3:18PM
But obviously in Combustion's case it is far more powerful because the cooldown's duration is not limited by the four second cap on Alter Time.
It also allows dual orbs, dual mirror images, and a silly amount of things.
It is vastly unlikely that it will reset cooldowns (again, reread the tooltip).
Zura Nov 26th 2011 4:14PM
So, you are throwing fire at a warlock. Hot streak! Pop trink, pop alter time, pyroblast, combustion, (move back in time 4 sec, where you still had a trinket popped and hot streak up), pyroblast again, combustion again! Since combustion combines all previous dots, ill assume it will do that with prior combustion as well, to make the DOT to end all DOTS. Maybe throw in a deep freeze before a pyroblast. Then, fire blast to spread Über Dot to all his friends at Hot Topic. (I may be borrowing part of this idea from one of Christian's best articles.) Please, blizz, make this happen!
Ianmis Nov 26th 2011 5:06PM
Hate to break it to you guys but the coolest thing about this spell will be the jumping off a cliff thing. It's not going to be near as cool as you think. Kinda like heroic leap, the dk copy spell and a host of other let down spells. ;)
Andrew Nov 26th 2011 5:08PM
I'm not sure where people are getting the idea of consecutive Time Warps/Heroisms/Hordelusts from if you take the current tooltip literally. If you were to cast Alter Time before triggering Time Warp, you would get about 3-4 seconds of the Time Warp effect before the AT triggered, taking away your Time Warp buff, your 10 minute debuff and resetting your cooldown. You wouldn't receive the full benefit of the TW/Hero and would have to waste GCDs to trigger Time Warp again.
From a pure-dps throughput perspective, this would be helpful to add 2-3 GCDs to a Heroism duration, depending on if AT wuold be on the GCD or not. Or as others have said, to allow doubled Arcane Powers and Combustions and, dare I say, quadrupled Deep Freezes.