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

I trust you're all knee-deep in patch 4.3 by now, snatching up sparkly new gear from the new dungeons, raid, and Darkmoon Faires and such, and then promptly transmogrifying that gear to look like something you wore five years ago.
Last week, we talked about the baseline abilities that all mages will be learning. If you skipped it for some reason, kill a warlock as penance (I'm not sure how that could be considered a punishment, but just stay with me here), go read part one, then come back and resume the conversation with us this week.
This time around, we'll be going over all of the spec-specific abilities. Depending upon which specialization you select at level 10, you'll begin picking up a few unique spells along the way in addition to those that every mage learns. These will be the abilities that give your spec its flavor.
Fire mage abilities
Level 10: Fireball As we go through these, you'll notice a bit of uniformity at each level. 10 is where all three specs get their primary nuke. For fire mages, it's going to be Fireball. The spell works the same as it always has, only now you won't see anybody but fire mages using it.
Level 12: Pyroblast Just two levels later, fire mages get the second main spell in their rotations, the devastating Pyroblast. Since Hot Streak appears to be going the way of the dodo in this expansion, a version of its functionality is being rolled into the Pyroblast spell itself. Any crits you get from any of your direct damage spells will now have a chance to trigger an instant, mana-free Pyroblast. What that chance will be is anyone's guess.
Level 54: Inferno Blast Now this is ostensibly a new ability, though again, it seems to be more a conglomeration of lost talents than something entirely new. It'll be a souped-up version of Fire Blast, replacing that spell in the fire mage spellbook. It essentially combines Fire Blast with Impact, spreading your DoTs to other nearby targets and adding a 2-second stun.
Level 62: Combustion This sounds more like a conventional DoT effect now, doing substantial initial damage instantly, then providing additional damage over the next 10 seconds. That DoT's damage will apparently be based upon the fire damage effects already on the target, which will potentially be Pyroblast, Living Bomb, Ignite, and maybe Flame Orb. The spell works on a 45-second cooldown, so it should be up far more often than it is currently.
Level 77: Flame Orb Each spec will get their own orb spell in MoP, but fire's version is basically the same as it is now, only with the explosion effect of Fire Power rolled into the spell.
Level 80: Mastery: Ignite Level 80 is when each spec will get its mastery ability. In fire's case, it's Ignite. It will function pretty much as it does now, with one key difference: You no longer need to crit with your spells to trigger the effect. Holy crap. That's right, any direct damage fire spells you land on an enemy will trigger Ignite, causing your target to burn for 40% of the spell's damage over the next 4 seconds. So unless I'm missing something here, once you hit level 80, you will have Ignite up on your target pretty much constantly.
That means a lot of things. It means more consistent damage. It means less reliance on crits. It means Combustion will work better more often. It means you can be less selective about when you choose to spread your DoTs with Inferno Blast, because Ignite will almost always be up.
What has been our major complaint with fire throughout this expansion? Too streaky. Too reliant on chance. Too much dependance on RNG. I believe this new version of Ignite will go a long way toward normalizing fire's damage. The streaky nature of the spec will still be there with Pyroblast and perhaps in waiting for the perfect Ignite to trigger Combustion, but everything else should work more often, be more reliable, and do more consistent damage.
Arcane mage abilities
Level 10: Arcane Blast Some key changes to arcane's major nuke here. Arcane Blast's stacking buff will now apply to all arcane spells, and the buff will now be dispelled only by Arcane Barrage. This should solve arcane's major problem: Arcane Blast spam. With both Arcane Missiles and Arcane Barrage having meaningful spots in the rotation, we go from one-button boringsauce to a solid three-spell stew. Mmmm ... tasty. One other nice change: The range of Arcane Blast is going up to 40 yards, bringing it in line with the other specs' primary nukes.
Level 12: Arcane Barrage And just two levels later, arcane mages will get the second part of their three-spell rotations. It'll still look awesome, only now it'll be viable.
Level 54: Arcane Missiles OK, I'm incredibly curious about how this will end up working. No mention is made of how the spell will be triggered. Does that mean we will be able to chain cast it? No mana cost and low damage means this spell will likely be used as a mana management spell, though it will probably be a decent damage option at full Arcane Blast stacks. I envision a mana conservation rotation of Arcane Blast to four stacks, then alternating Arcane Missiles and Arcane Blast until mana reaches a burn threshold. Missile Barrage's speedy missiles effect will be rolled into this spell, which is how it should be.
Level 62: Arcane Power This is relatively unchanged, only it will come standard with a 90-second cooldown.
Level 77: Arcane Orb The difference between this orb spell and those for fire and frost is that arcane's orb will damage all nearby targets over the course of its travels, not just the closest one. Other than that, it functions similarly to Flame Orb, but in what I assume will be a much more blueish hue.
Level 80: Mastery: Mana Adept No differences here. Arcane mages will still be playing the mana management meta-game in MoP, but this time around they'll have a few more spells woven into the rotation a bit more often.
Frost mage abilities
Level 10: Frostbolt the only real change hear appears to be a buff to Frostbolt's snare effect, which will go from 40% to 50%.
Level 12: Summon Water Elemental Instead of a second damage spell, frost mages get their big blue buddy. So we don't get lonely.
Level 54: Brain Freeze So Fireballs for frost mages are no more. Brain Freeze now only grants an instant, mana-free Frostfire Bolt, giving that spell its one and only place in our endgame rotations. It'll trigger more often, too, as it no longer is tied to chilling effects, just any direct damage spell.
Level 62: Icy Veins Unchanged. The cooldown on this needs to drop, though.
Level 77: Frost Orb Frost's flavor of orb spell is Flame Orb with one significant wrinkle: a snare effect. It slows its targets by 40% for 2 seconds, refreshing (I assume) every second while Frost Orb is still targeting them.
Level 80: Mastery: Frostburn This is unchanged. It passively increases the damage of all of your spells against frozen targets by 5%. Now we just need a replacement for Fingers of Frost so that we'll have a few more frozen targets to do extra damage to and we'll be good.
Next week, I intend to tackle the actual talents -- all 18 of them -- and how they've changed since we talked about them lo those many weeks ago after BlizzCon. If you want to peruse a perfectly fantastic list of our new abilities compiled together in a level flow chart, I'd direct you to reader Shade's fantastic blog post here. It's a pretty impressive piece of work, and I'm thankful he pointed me toward it, so I'll do the same for you guys.
How do we feel about our spec abilities, mages? I think I'd describe my own state of mind as "mildly encouraged." Or maybe "caffeine-addled." Probably an unhealthy combination of both.
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance






Reader Comments (Page 1 of 3)
Nornus Dec 3rd 2011 6:13PM
Archmage Pants, I must ask: Are you in favor of transmogging to the T8 chestpiece, aka the one that is not a robe? I made a point to burn some JP and buy this, so I can indeed see the rest of my gear. I'm wearing shoes?! Whoa.
Pyromelter Dec 3rd 2011 8:41PM
What is the gender of your toon? If it's male, t8 is probably your best option for a non-robe set.
If it's female, you should be looking at black mageweave set, or something similar:
http://www.wowhead.com/transmog-set=1127
(just use the vest instead of the robe).
But why anyone would use anything outside of the t2, t7, or t10 sets is beyond me. T2 and T7 are the most "magey" IMO, especially T7, which is similar to what Kel'Thuzad wears and is about as close to dalaran-magey as you can get imo. T2 has the same flavor with a more classic look. T10 I mention simply if you want a more elven-mage look, as the T10 set is what Blood Queen Lana'Thel is wearing.
For pure aesthetics, the other 2 sets I would recommend are the T11 set (especially for fire mages), and the T6 for a more arcane look. As Archmage Pants describe it, the T6 set makes you look like Tempest Keep (not coincidentally it's called the Tempest Regalia).
Imnick Dec 3rd 2011 9:28PM
"But why anyone would use anything outside of the t2, t7, or t10 sets is beyond me."
I don't know, maybe they have different stylistic tastes than you?
I think T2 and most of T7 (especially the hat) look awful.
Pyromelter Dec 3rd 2011 11:04PM
"I think T2 and most of T7 (especially the hat) look awful."
Complete blasphemy. It's obvious what set you are going to be sporting:
http://www.wowhead.com/itemset=670
Imnick Dec 4th 2011 12:13AM
Well at the moment I'm partial to http://www.wowhead.com/itemset=662#.
It goes quite well with my staff, which unfortunately can't be transmogrified
Thinking of T10 later though, that one at least we can agree looks good
Kylenne Dec 4th 2011 2:49AM
@Pyro: Fashion is extremely subjective, and not every mage wants to look "Dalaran-y". I'm a mage, goddammit. If I don't look like I got spit out of RuPaul's Dragulator, I don't feel like I'm doing it right. I'm a Blood Mage by RP and theme, and the flashier the better as far as I'm concerned. T7 is boring and plain to me. I happen to love the Tempest Regalia for its balls out ostentatiousness. It was the very first outfit I wore on patch day, along with my Staff of the Redeemer, and I got a ton of compliments. I've since switched to T4 with my Frostscythe of Ahune.
Tirisfal Regalia is a gorgeous and understated set, on the opposite end of the spectrum, and I'm using the hood for my Sunreaver set (which is a work in progress). T12 is also incredibly appropriate for a Blood Mage, and I plan on keeping it in void storage for the future. I've been wearing it since the summer and I'm just tired of it now, but it's definitely going to be a top outfit some time from now.
tbh, mages have an embarassment of riches when it comes to ready-to-wear looks. Most of our tier looks great, we have very few "oh jesus what is that?" tiers. It's not like we're hunters. :P
Pyromelter Dec 4th 2011 10:12AM
Sometimes I wonder if you guys even read what the hell I'm writing, or if you just skip over the stuff you don't wanna see. Kylenne, I actually mentioned the T6 gear in my first reply. As well as the black mageweave rupaul set. And even the t11, which isn't magey at all but is certainly striking.
As for Imnick, well I had him pegged as a warlock, not a priest, but I knew I smelled a non-mage.
But yes Ky, mages do have some good choices. My only overall disagreement with is the t12 set. Wish I could wear that on my druid tbh, doesn't feel magey though. T10 vampire/san'layn look for your blood mage needs (there is even a red colored set of it).
Andrew Dec 4th 2011 11:49AM
If you want to see your trousers, just make your own outfit! There are so many cloth vests, shirts, jerkins and tunics that allow your lower appendages to breathe it seems a shame to not experiment a bit at what's possible.
Hensonite Dec 5th 2011 2:33AM
Another great way towards a unique outfit is questing lower level areas. You get achievement points towards Loremaster AND find lots of goodlooking pieces of soulbound equipment.
Talia Dec 5th 2011 3:46PM
I'm with Andrew here. Don't get too stuck on using the pre-formed sets! I dug through and came up with my own red & white "set" of random scattered pieces that look great together. I love it!
Imnick Dec 3rd 2011 6:19PM
I am guessing that Hot Streak, Fingers of Frost and Arcane's mana regeneration (currently tied to mage armour but won't be in MoP) all still exist and are passive bonuses you get for choosing your spec, like we have now, which is why they do not show up on the pane.
This is lent credence by the fact that Fingers of Frost is specifically mentioned by name on tooltips. They aren't gone, they just aren't visible due to the construction of the talent preview system.
Bellajtok Dec 3rd 2011 7:44PM
I certainly hope so. Improved Hot Streak also needs to come back- it's too important to how crit scales for it not to come back. Presumably, the chance for Hot Streak to proc will go down as we gain additional crit, just like it does now.
Kuro Majutsukai Dec 3rd 2011 8:15PM
Where is it mentioned in the tooltips? If you're talking about Frostfire Bolt, that tooltip is the current one, not the new one. Check the one on the talent calculator.
Opkier Dec 4th 2011 11:50AM
They feel like pre-Alpha, I'm going to have to wait til the next iteration.
Noyou Dec 3rd 2011 7:16PM
Knee deep in 4.3? Not really. Still waiting for the best part. The Darkmoon Faire. As a non raider and someone who doesn't really do a lot of dungeons, it's not what I thought it would be. I am however, totally looking forward to MoP, even though some of the mage changes have me a little concerned. Thanks for another splendid write up.
aelders5124 Dec 3rd 2011 7:28PM
How will ignite scale with mastery? Each point of mastery increases the DOT by x%?
Bellajtok Dec 3rd 2011 7:40PM
Probably. It might also increase the amount of time it ticks for, with breakpoints of extra ticks, but that would be much weaker.
Most likely, we'll see that mastery increases the percent of the initial crit that ignite uses. So with enough mastery, you could (hypothetically) get ignite to do all the damage of the original crit.
Paul Dec 4th 2011 5:51AM
Initially, it might be less than 40% as well. I still see an number of abilities here simply being ctrl+c ctrl+v of the currect versions of the spells. Ignite, Frostbolt and Arcane Missiles all feel like incomplete tooltips to me.
I suspect Fingers of Frost will be rolled into Frost Bolt (or maybe as a active buff from the Water Elemental), AM to have a mana cost and Ignite to start at 20-30%.
Bellajtok Dec 3rd 2011 7:34PM
Ignite no longer requires crits? Sorry, I just don't believe it. If that became true, it would become a massively overpowered ramp-up ability. Ignite as it works now acts as a "bank"- storing up the damage of each ignite refresh. This makes every activation of ignite useful, and means that you want to keep casting even after getting a really big ignite.
If ignite stops requiring crits yet still acts as a damage bank, it'll refresh and gain damage every time any of our spells hit... and that becomes ridiculous over the course of a boss fight. Ignite will never go live like that.
Disclaimer: the above is my realistic side speaking. My insane side wants it go live exactly like that and watch everything burn in infinite flame, spread to a thousand mobs.
Boobah Dec 3rd 2011 8:15PM
If you do 10k DPS from your direct damage then Ignite will (with base mastery) top out at 4k DPS. At that point you're pooling Ignite damage at the same rate it's trickling out. For simplicity, we'll assume you can do 10k just by spamming Fireball. Cast speed of 2.5 seconds, so each Fireball hits for an average of 25k, and then generates 25*0.4= 10k of Ignite, split into two 5k hits.
It takes a bit over ten seconds of spamming this 25k Fireball before you're spending Ignite as fast as you're generating it; more mastery doesn't change this figure, since the expenditure scales with generation.