Arcane Brilliance: Blinking into the Mists of Pandaria talent calculator, the epic conclusion

This week, because they hate me, and because I actually had something written in advance for once, Blizzard went and stealth-updated the MoP talent calculator with no warning whatsoever. I submit that from here on out, Blizzard needs to give me at least a week's notice before it makes significant changes to the game or any of its future versions. I think it's only fair, since mages are getting the ability to Alter Time, that we get just a little bit of a jump on the future. I have deadlines to meet, people! Work with me here.
The good news is that the majority of the changes appear to have been made to the part of the talent calculator we haven't discussed yet: the actual talents. If you missed them, here are the first two parts of this discussion:
And now, if you click the link below, you'll magically teleport to part three. No, I won't port you to Org. Stop asking.
In most cases, I'm not going to link these talents to their current versions. In most cases, they're changing so dramatically that to link them as they are now only seems to add confusion.
Level 15 tier
The major change here from previous iterations of these talents is that the level 15 talents have swapped places with the level 45 talents. This used to be a selection of stuns and snares, but now it's a collection of moving DPS options.
Presence of Mind This spell is largely the same as it's always been. The cooldown has been shortened to 1.25 minutes, and for the wait, you get to cast a single spell instantly. This allows for anything from an extra instant Pyroblast to an emergency Mana Gem refill, to an instant sheep.
Scorch This one's more straightforward. It allows any spec a moving cast-time spell to spam whenever movement is required in a fight. It's never going to be the most powerful movement rotation in the game, but it's nice to a have a go-to movement DPS button to spam while running from point A to point B.
Ice Flows I'm not sure why Blizzard felt the need to switch this spell from arcane to ice, but it still performs the same function. It renders the next two spells cast within 8 seconds to be castable while moving. It doesn't make them instant, just Scorch-like in that you can be running around like a crazy person while you launch them off. The ability to queue this one up while casting another spell is a nice touch.
Level 30 tier
Mana Shield Still a great way to avoid a bit of incoming damage and get rid of unwanted mana, this spell now integrates the nifty knockback mechanic currently provided by Incanter's Absorption.
Blazing Speed This is now a button you can actually push, though it can only be used in the aftermath of a movement-impairing effect. It has a 1-minute cooldown, but this will provide a great escape/mobility mechanism, giving you a 50% speed burst and removing any effects that might be slowing or stopping you. Should be handy in certain PvE fights and really handy in every PvP fight ever.
Ice Barrier This is still Ice Barrier. It still negates a buttload of incoming mage murder, eliminates spell pushback while it's up, and just generally frustrates the hell out of enemy warlocks. To sweeten the deal, the cooldown is being shortened to a brisk 20 seconds.
Level 45 tier
Ring of Frost This still works about the same. It's an AoE freeze that you cast on a specific geographical area. The time the ring takes to coalesce is going down from 3 seconds to 2.5.
Ice Ward This will be, for all intents and purposes, a new ability. It no longer actually wards much of anything. Instead, after you cast it (20-second cooldown), the next time an enemy strikes you, the ward will freeze every enemy within 10 yards in place for the next 5 seconds. Sounds like a perfect spell to pair with a timely Blink to safety, if you ask me.
Frostjaw A single target silence/root, this will be a very nice CC spell. The effects will last 8 seconds against NPCs and half that long against players.
Level 60 tier
Greater Invisibility It's just like Invisibility, only greater. It still makes you see-through and reduces threat, only now it also removes two DoT effects (suck it, warlocks!) and it works instantly.
Cauterize This will still save you from a killing blow, bringing you to 50% of your max health, and it will still apply a powerful DoT that will remove 60% of your max health over the next 6 seconds (killing you if you don't get get a heal or otherwise prevent said death). The nice new addition to this talent is that it will also remove any snares on your mage when it triggers.
Cold Snap This resets the cooldown on three very useful frost spells, Summon Water Elemental, Frost Nova, and Ice Block. So for most mages, you'll be getting a second Ice Block, and for frost mages, that's probably also what you'll be using your Cold Snap for, unless your stupid elemental bites it prematurely. Oh, and this spell will also give you back 10% of your max mana, which yay!
Level 75 tier
Sickly Polymorph Ah, the sheep tier. Here's the spot where you unlock the true potential of your Polymorph spell, in one of three fun varieties. The sickly variety cuts the heal effect applied to your sheep target down to 10% of its usual healiness. So this should allow you to sheep something without restoring all of its health, which could definitely have its uses, though most of the uses I'm thinking of occur in PvP.
Heavy Polymorph This one works identically to the way Improved Polymorph works currently. It gives you a 3-second idiot buffer when somebody smacks your sheep target.
Double Polymorph I'm not sure anything you say could prevent me from selecting this as my sheep talent at this tier. Just the idea of being able to sheep two targets at once makes me all tingly. And they've even gone and improved it since BlizzCon, raising the duration of the second sheep from 50% of normal to 75%. So sexy.
Level 90 tier
OK, now here's where things get really interesting. Remember how the mage community pretty much universally felt Living Bomb should remain a fire-only spell? Well that still hasn't happened. It's still available to every mage at this tier, but now you actually have to choose it over Arcane Bomb and Frost Bomb. Why, of all things, is this a choice? Do we really want frost mages running around with Arcane Bomb? Fire Mages with Frost Bomb? Basically, these are essentially three generic bomb spells that perform slightly differently from one another. You can pick whichever you want, and your spec doesn't matter one bit. They might as well have called them Random Jumpy Bomb, DoT Bomb, and Slow Bomb. The sphere of magic they belong to is really just cosmetic. Still ... interesting.
Arcane Bomb This one does some solid instant initial damage and then applies a powerful DoT to a single target, but with the caveat that it can and will jump at any time from the intended target to any valid enemy target within 15 yards. So yeah. Not sure I see very many people taking this one as it stands right now.
Living Bomb Unchanged. It still DoTs up a single target, then blows up after 12 seconds. Still good, still Living Bomb. Only now you have to select it.
Frost Bomb This one intrigues me. It's essentially a time bomb. You stick it to some unsuspecting warlock's back as he wanders into the 30 Seconds to Mars concert. Five seconds later, the Frost Bomb goes off, doing substantial damage to every warlock within 10 yards, and applying a potent 70% slow affect to them for the next 4 seconds. Suddenly, Jared Leto wonders why all the weepy hand-wringing and Dad-hating is happening in slow motion.
So what's the verdict, mages? Remember, the whole point of all this advance information is so that we can provide constructive feedback. Like the changes or hate them -- just don't keep silent about them. Let the designers know what they need to do.
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance, Mists of Pandaria






Reader Comments (Page 1 of 3)
Vaidyam Dec 10th 2011 1:16PM
Some suggestions:
- Arcane Vortex
Targets in a cone in front of the caster take 1499 arcane damage, and their sequence of movement is reversed in time for 3 seconds.
(If fire spec can have Dragon’s Breath, why couldn’t arcane spec have an Arcane Vortex, and frost spec have Improved Cone of Cold?)
- Quick Invisibility
Instantly makes the caster invisible for 3 seconds. 30 second cooldown.
- Improved Arcane Blast
The first blast no longer deals damage, but blinks all targets forward 12 yards. 1 minute cooldown.
- Slippery Blizzard
Causes all targets to slide to the edge of effect. 1 minute cooldown.
- Improved Slow Fall
Within a 10 yard radius, slows caster and all friendly party or raid members falling speed for 30 seconds (having a “feathers” AoE graphic).
Mike Dec 10th 2011 1:33PM
- Improved Arcane Blast
Can you imagine the HELL this would play in PvE?
- Slippery Blizzard
"New and improved Blizzard! Now gives your enemies the opportunity to escape it quicker!" I can see the appeal of a slippery surface as an untapped effect of ice, though. You've given me entrancing visions of making warlocks helplessly slide into the abyss in Eye of the Storm.
Not flawless ideas, but you're thinkin' and I like that!
Vaidyam Dec 10th 2011 2:36PM
I would really love Quick Invisibility! I would be fun to see mages popping in and out of view. It would go along with the “slippery glass cannon” model. And invisibility would get used whole a lot more, and make gameplay much more interesting!
Awesome Dec 10th 2011 10:22PM
I really like that Improved Slow Fall idea seems cool.
Andrew Dec 11th 2011 8:37PM
The reason your concept for Arcane Vortex cannot work is that it would require a ridiculous amount of work by the servers. As thy currently work, Alter Time and the hourglass mechanic on Murozond tell the servers to take a snapshot of your current location, status and condition and to revert you back to that single saved moment at the spell's end or on demand, respectively. Your Arcane Vortex would require the servers to maintain a constantly updating three-second history of every action by every character in the world just in case a mage casts this, so it can revert the target to the appropriate conditions.
Imnick Dec 10th 2011 1:22PM
I like the new bombs although it does seem a bit weird to make them talents.
Arcane Bomb seems like the single target iteration, Living Bomb the aoe one and Frost Bomb the PvP verion.
If Arcane Bomb inflicts its instant damage every time it jumps it could also be better than Living Bomb for cleave fights.
Boobah Dec 10th 2011 7:42PM
If Arcane Bomb fails to apply the instant damage every time it jumps, it's useless. You may as well take Living Bomb, do the same damage single-target, and more damage on multiple targets. Unless it's worth spamming for the initial damage, which is a whole 'nother kind of broken.
It's worth pointing out, though, that Living Bomb's explosion was nerfed; in addition to only being able to dot three targets, the boom only hits three targets, too; massive AOE situations might call for the Ice Bomb, since it will hit everything in its range, and can explode every five seconds instead of Living Bomb's twelve or so between explosion sets.
Tran Dec 10th 2011 1:27PM
My understanding of Ice Ward is that it isn't actually a self target spell. You CAN put it on yourself, but you also can put it on a tank or healer for delicious frostiness
Pyromelter Dec 10th 2011 7:07PM
Oooh, that spell becomes very interesting indeed. Toss that think on your friendly neighborhood death knight attacking a back line casters in Alterac Valley, and watch hilarity ensue. Fun times fun times
Boobah Dec 10th 2011 7:43PM
The tooltip claims a 40 yard range...
Paul Dec 10th 2011 1:38PM
Arcane Flows was changed to Ice Flows because many players expressed a gripe with being forced to take on a spell that doesn't "fit" their spec, which for Living Bomb, was very easy to understand.
Vaidyam Dec 10th 2011 1:48PM
They should just give Scorch to the fire spec. Arcane has Arcane Barrage for moving, and everybody has Ice Lance for moving. There's a big open space there for something better.
Opkier Dec 10th 2011 1:55PM
So, new revision, and it's starting to shape up, but here some of my... thoughts.
Tier 1: This tier is looking fairly solid, although the numbers could be adjusted further. It's a really hard call to take either PoM or Ice Flows when you are able to use scorch 100% of the time (not that you're going to move 100% of the time, but I think the CD's on these two could be lowered to about 45 seconds or so. A minute and a half is pretty damn long).
Tier 2: Looking over all the mana %'s all spells got, and the way Mage Armor now works, I'm still leery on Mage Shield. It's nice that all mages will get the chance to have a knock back, but until I see our new mana pools at 90, and what regen we're talking about then, I'm holding my breath. CD on Blazing Speed could use a small reduction, considering all mages get Improved Blink, these two will work great hand in hand.
Tier 3: More situational choices to be made. Do I need to lock out a group of people for a bit, slow em down, or lock one down? Nice to see RoF with a smaller CD.
Tier 4: Cold Snap still is weak compared to Cauterize or Greater Invis. Only thing that rubs me the wrong way with GI is the 5 minute CD (regular Invis is up to 5).
Tier 5: Yuck. I like the concept of this tree, but I have a hard time seeing anyone taking Sickly Polymorph. If we're talking PvP, why oh why would you CC someone at low health? I'm sure someone is going to use it for Rated BG's, maybe, but why take that when you can use Heavy Polymorph, or heck, Double Polymorph 2 people out of the fight for 9 and 6.75 seconds?
Tier 6: Really curious about Arcane Bomb. Honestly, going to wait to see this one in Beta. The discritption leaves it lacking on what behavior it actually performs.
Artificial Dec 10th 2011 2:48PM
"...but until I see our new mana pools at 90..."
You're aware that Mana Shield has no casting cost, right? If you're concerned about mana, Mana Shield is a better choice, since you only pay for it if you take damage (unlike Ice Barrier which sucks down your mana at casting time whether you end up needing it or not) and it costs less mana to boot. The only disadvantage is that it doesn't block as much. But if conserving mana is your concern, Mana Shield currently is and will continue to be the more mana-friendly alternative.
danny.stout723 Dec 10th 2011 5:02PM
With sickly polymorph, you could essentially use polymorph to interrupt a healer without worrying about refilling his own health immediately. Obviously, CS or even FJ might be a better choice, but imagine chaining all 3 together. PvP isn't really my cup of tea, so I doubt I would pick it up, but it does have it's [limited] uses.
Rangen Dec 10th 2011 2:34PM
Forgive me if I misunderstood Archmage Pants, but I believe that I may have found a small error in your article. You describe cauterize as healing the mage for 50% health, then damaging them for 60%. However (again unless I misread the tooltip), it says it damages you for 10% of your health every 1.5 seconds for 6 seconds, so in reality this would leave you with 10% health even after the damage is dealt without healing.
Sappermentti Dec 10th 2011 6:45PM
Exactly what i was wondering about aswell. So taking that into account, this should be pretty significant improvement for it in pve enviroment, in situations where we can tell that the big-bad-boss-aoe isn't going to hit you for the next 6 seconds and save us the need to pop Ice Block.
Cody Dec 10th 2011 2:41PM
Tier 1: I like that they give us 3 different options that all do the same thing, though ice flows seems a little less nice compared to scorch, seeing as how ice flows has a cooldown and scorch has none of that silliness.
Tier 2: Mana shield? Meh, although the built in knockback is nice. Blazing speed? Meh, although it gives us something to use other than blink. Ice barrier? M-OH HELL YEAH!!!
Tier 3: It's weird to see ring of frost here but interesting nonetheless. Ice ward seems like it could be interesting if you're being swamped by things trying to poke you. I like frostjaw the most out of all of these though. It gives magi a second silence which is just ludicrous.
Tier 4: I like greater invisibility, like a lot. Instant fade, dot removal, all in one spell? Yes, please. Cauterize has never really appealed to me. I just don't know why. I mean....I like the spell since it's a sort of cheat death but I've just never really liked it. I like that cold snap gives back mana now, though.
Tier 5: Sickly polymorph is pretty neat, especially for pvp and soloing in the world when you need a breather from mobs. Heavy and double are just awesome. Seriously, two polymorphs? Yes, please.
Tier 6: I'm not sure what's going on here. Hopefully, the bombs will scale with damage from their respective specs, otherwise I can see arcane being used for boss fights, living being used for aoe and frost being used for pvp/soloing.
Overall, I like how our talents are shaping up. I think we've got some neat tools and hopefully we'll see some more changes that make us even better.
gymboy91 Dec 10th 2011 3:11PM
Ice Flows allows you to continue casting your full-powered main nuke instead of going to scorch which will (I assume) do significantly less damage
to make up for the damage difference, you can move with scorch at any time, but have a CD on ice flows so you can't always spam your main nuke
that is just how I understood it anyways...sorry if I read it wrong :(
Cody Dec 10th 2011 3:25PM
D'oh, I meant to mention that :x
But yeah, the main situation I'm thinking of would be if you need to move across a large area. You can get off however many scorches in that time versus only two of your main nuke. While it might not be a massive increase over how much damage you would do with your main nuke, I still feel like scorch would be a better choice for that kind of situation. Especially if it's a fight with frequent movement where ice flows might be on cooldown.
Of course, if I'm remembering this right, they also said that we would be able to change talents like we change glyphs now so I don't suppose it matters that much, anyway.