Arcane Brilliance: MoP talent calculator changes for mages, part 1

No time to talk. We need to focus. A whole lot of ground to cover, guys. The Mists of Pandaria talent calculator has been updated, and all sorts of craziness be jumpin' off, yo. We've got entirely new abilities, we've got fresh takes on traditional favorites, and we've got substantial retoolings of the root mechanics of whole specs. Let's dive right in.
Talent changes
Talent tier 1 has stayed the same as the last go round, but tier 2 has a brand new ability in it, as well as a reworking of Blazing Speed that should make it a far more attractive choice.
Temporal Shield (New ability) Envelops you in a temporal shield for 4 seconds. Damage taken while shielded will be undone over 6 seconds. Not on the global cooldown. (3% base mana, Instant Cast, 25-second cooldown)
Blazing Speed Suppresses movement slowing effects and increases your movement speed by 150% for 1.50 seconds. May only be activated after taking a melee or spell hit greater than 2% of your total health. This spell may be cast while a cast time spell is in progress. (Instant cast, 25-second cooldown)
I'm not completely sold on Temporal Shield, though it does indeed sound intriguing. I absolutely cannot wait to test it when the beta arrives. We need to know more, because the wording is unclear, but as I read it, this provides you with a damage shield that lasts 4 seconds. It's not stated how much incoming damage this will absorb, and indeed, the tooltip doesn't actually say any damage will be absorbed. Any damage taken during the 4 seconds the shield is active will then be refunded to us over the next 6 seconds. My best-case scenario reading of this is that this spell will protect us from some or all incoming damage for 4 seconds, then heal us for 6 more seconds. Somehow I have trouble believing that's the reality, though.
The Blazing Speed change is interesting. It'll grant us a lightning-quick 150% speed increase instead of 50%, but it'll only last a second and a half. Plus, it'll be triggerable instead of a proc, but only after taking a spell or melee hit that does 2% of our max health or more, it's off the global cooldown, and it can be activated even during a spellcast. It'll be a powerful escape maneuver to use when Blink isn't available or just when we need to move a long way in a short amount of time. I'm not sure 1.5 seconds is quite long enough, but we also don't know how often the ability will be available (is there an internal cooldown? How long after the damage is taken can we still activate the ability?).
The middle tiers
Tier 3 is relatively untouched, though Ring of Frost seems to have traded its 3-second "coalesce" time for a 1.5-second cast time. Tier 4, though, has some changes. Greater Invisibility is much improved, retaining all its original stealthy goodness, but adding in a 90% damage reduction while active and for 3 seconds after being broken. That's a very powerful damage mitigation and avoidance ability right there, guys. Cauterize will no longer require a heal to prevent it from eventually killing you, as its life-saving effect will bring you to 50% health and then only burn you for 40% over the next 6 seconds. And Cold Snap is also being given a healing component; when activated, it restores 20% of your max health in addition to finishing the cooldown on Ice Block, Frost Nova, and Cone of Cold. ... Because frost mages were just too easy to kill, I think we can all agree.
We should probably discuss tier 5 a little bit, too. Living Bomb looks pretty much the same as it did before, but the other two bomb spells have evolved a bit. Frost Bomb still does essentially the same thing it did in previous iterations of this talent calculator, placing a ticking frost bomb on your target that explodes after 6 seconds, doing damage to nearby targets and slowing them, but now the countdown on that bomb and the cooldown of the spell are both reduced by haste. Arcane Bomb has seen a full overhaul.
So instead of that weird jumping-from-target-to-target thing it had going on in the old talent calculator, it now stays put but pulses damage out with every tick to another randomly selected nearby target. And 50% is a sizable chunk of damage to deal to that secondary enemy. I still feel like this is the weakest of the three bomb talents, but it's moving closer to what I want, which is a pulsing Arcane Explosion I can throw onto a mob, then watch that mob run around blowing up its friends.Arcane Bomb Places an Arcane Bomb on the target which deals 3,060 Arcane damage over 12 seconds. Each time Arcane Bomb deals damage, an additional 50% of that damage is also dealt to a random target within 10 yards. (40-yard range, Instant Cast, 2% base mana)
The interesting stuff
The final tier has some really interesting stuff in it.
Invocation Your Evocation no longer has a cooldown, but you no longer have any base mana regeneration. Completing an Evocate causes you to deal 20% increased spell damage for 30 seconds.
Rune of Power Places a Rune of Power on the ground, which lasts for 1 minute. While standing in your rune of power, your mana regeneration is increased by 100% and your spell damage is increased by 15%. Only 2 Runes of Power can be placed at one time. Replaces Evocation. (30-yard range, 1.5-second cast, 10-second cooldown)
Incanter's Shield Absorbs damage, converting the damage into mana, up to a maximum of 30% of your maximum mana. Lasts 8 seconds. When your Incanter's Shield is destroyed, you gain 30% increased spellpower for 15 seconds. (Instant Cast, 25-second cooldown)
So Invocation makes your Evocation into a cooldown-free ability you can simply activate whenever you need mana back and can afford to stop dealing damage for 6 seconds. You can trigger it whenever you need a quick mana burst, because it gives you 15% of your mana back instantly, but if you complete the 6-second channeling, you also gain a 20% spellpower boost.
The trade-off is that you lose your passive base mana regen, which is about 1% of your maximum mana per second. That's a relatively minor loss, really. Basically, this talent will give you some very interesting control over your mana and spellpower situations. You will have the ability to constantly make decisions that affect your damage output and mana levels in both positive and negative ways. I really, really like this idea. I could write a whole column on this one talent. No kidding.
Rune of Power sounds crazy, too. It lets you place up to two little circles of awesomesauce on the ground anywhere within 30 yards. We don't know exactly how large these circles will be, but I'm assuming small. When you stand on one of your runes -- which only last 1 minute before needing to be reapplied -- you gain a 100% mana regen boost and a 15% spell damage boost. This talent will replace Evocation in your spellbook, but you won't be needing it. I plan to place my Rune of Power directly on top of a warlock's head, so that I can just stand on him while I unravel his very being. It doesn't sound like these runes will stack, or else I'd put two runes on his head.
And Incanter's Shield is essentially a reverse Mana Shield with added benefits. It's both a defense and an offense, and unless I'm mistaken, it sounds as if it'll actually scale with the size of your mana pool. It absorbs damage and converts that damage into sweet, sweet mana for you to use to convert your enemy's health into less health. The damage absorbed is 30% of your maximum mana, hence the scaling, and once the shield is destroyed, you get a fat 30% spellpower bonus for the next 15 seconds. The spell itself is on a 25-second cooldown and is an instant cast, meaning that unless you're taking way more damage than you should be taking considering the fact that you are a mage and are thus constructed entirely of damp tissue paper, your shield should be either up and giving you mana back or down and giving you spellpower pretty much constantly, and sometimes it should even be giving you both mana and spellpower at the same time ... because there is a God, and he very clearly loves mages.
Join me in deranged anticipation
I'm not even sure what to do with most of this information. We wanted more things to get excited about with the mage class in the coming expansion, and this talent update has pretty much locked me in a state of deranged anticipation for the next, however long it takes Blizzard to release the pandas.
And the crazy thing is that here we are, 1,500 words in, and we haven't even gotten to the freaking spell changes. These are just the talents. And I glossed over a lot of them. Come back next week and we'll discuss everything else.
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance, Mists of Pandaria






Reader Comments (Page 1 of 4)
jangel66 Feb 18th 2012 6:20PM
i think thta first ones absorbs for 4 sec and then we take that damage over the next 6 seconds
Paul Feb 19th 2012 6:03AM
I disagree, I don't think absorbs any damage, instead, I think it remembers what damage you took during that 4 sec duration, then heals you for it over 6 seconds. What isn't clear to me is when the healing starts. I suspect it's after the 4 seconds.
Temporal shield will essentially undo all the damage you take from Cauterize, and the ability that nearly killed you if you have good timing, but better than that, it's an ability that helps your healers.
matthew Feb 19th 2012 4:45PM
No, no, I actually agree. That's what I thought when I read it.
Pop the shield
Take 60,000 damage in 4 seconds...but the shield absorbs it and you don't get hit at all.
For the next 6 seconds, you take 10,000 damage per second. It's like a damage loan...don't worry about it for the time being, but then you gotta make some payments...
Blackdemon Feb 20th 2012 9:05AM
I'm with Paul on this one. I think the shield won't absorb any damage at all during it's duration. You'll take the damage but at the end get a HoT that heals you back up for the amount of damage taken during the duration of the shield.
I expect it's possible to die during this if you take too much damage before the healing kicks in. This will be useful if you know you're about to take a large hit that shouldn't kill you.
Holfax Feb 18th 2012 6:21PM
Actually, Temporal Shield sounds like it doesn't protect you from any damage. If you take X damage from a hit during the 4 seconds it is up, you take X damage and get an effective HoT that heals you X health over 6 seconds (maybe X/6 health per second for 6 seconds). So you can still die when Temporal Shield is up...but if you don't die, any damage taken is healed up in 6 seconds.
Imnick Feb 18th 2012 6:30PM
Use it after Cauterise to make it do no damage at all.
Noyou Feb 18th 2012 6:33PM
I think that is exactly it, if you take 40k dmg in 4 seconds while it is up, you get healed 40k over 6 seconds when it ends. Provided you are still alive. It sounds good on paper but then when it ends and you are still taking all kinds of damage, not sure it's going to hold up. It sounds like it may be useful in PvE though as a help to healers who may be focused on the tank.
Homeschool Feb 18th 2012 7:03PM
Calling it a Shield was probably the wrong move. It does sound very much like what you've described, a track and return effect. It'll be super effective if you know you're going to take some serious burst damage, both in PvE and PvP. As long as you can survive for 5 seconds, you're unlikely to die.
jthnrbns Feb 18th 2012 7:40PM
Exactly this.
simey38 Feb 19th 2012 6:36AM
I would have thought that the 6 second HoT gets applied the moment the damage is taken while the shield is up
detailbear Feb 20th 2012 2:58PM
I agree with @Homeschool on the name. "Damage Capacitor" seems like a better description: all those hit points you lose get stored in the spell and are fed back to you over time. That sounds more like a level 600 Engineering schematic, though, so maybe "Temporal Recovery"?
jangel66 Feb 18th 2012 6:23PM
and i to am beside myself waiting for mist to drop. I love the new talent tree's even if i go nuts trying to decided between them
Nate Feb 18th 2012 6:28PM
I'm disappointed about losing double sheep, but I am extremely excited for all of the other talents and abilities. The last tier's reworking of how we gain mana is really interesting, and I look forward to trying them out. I'm also more fond of the new Arcane Charge system than what we had before; I think it will make the arcane playstyle more interesting. Additionally, the return of Fingers of Frost to PvP has me greatly relieved (the previous MoP talent calculator had Fingers of Frost only coming from freezing-immune mobs) - it's a very important part of frost PvP, and I would hate to see it gone. I think what I enjoy the most, though, is the removal of each spec's "Arcane/Fire/Frost Specialization" passive that increases that particular school of magic's damage. With spells being balanced without these talents, they will be equally viable for all mages, giving us more versatility. My arcane mage can use Living Bomb, Flamestrike, and Blizzard to kill entire legions of Warlocks all at once, without being hindered by being arcane. Overall, I'm very impressed and am looking forward to Mists more than ever.
Skarn Feb 18th 2012 8:43PM
Maybe Double Polymorph will be one of your new glyphs?
Paul Feb 19th 2012 6:16AM
I hope so too. I'm really hoping that the Glyph system will FINALLY be applied in the way it was originally designed to work when we were first revealed about a year before Wrath was released.
Basically, we were originally going to be able to use Glyphs to alter spells, when we could only use one Glyph on each spell. The Glyph was designed to change *the way* a spell works, or add extra utility to it.
Basically, good-bye lame Prime Glyphs aka wherealltheboringtalentswent Glyphs, and hello TRUE character development control. Pleasepleasepleaseplease.
Imnick Feb 18th 2012 6:28PM
It sounds to me like Temporal Shield doesn't provide any damage reduction or mitigation at all, but once the duration expires it heals all the damage you took while the spells was up, which sounds quite nice.
It won't save you from a spell that would kill you but it will save the healers a headache healing you up after incoming damage that would bring you to low health.
Imnick Feb 18th 2012 6:32PM
Oh and you commented on Mana Shield scaling with your mana pool but seem to have forgotten that current MoP plans mean that intellect won't give you more mana, so your mana pool is not going to be increasing all that much!
Starlin Feb 18th 2012 6:38PM
Beta can't come soon enough. We need to get in there and really test this stuff out and give thoughtful feedback to the devs. That'll be our chance to iron out any wrinkles here.
Arrohon Feb 18th 2012 6:41PM
Scaling with mana really doesn't matter as Int won't give more mana anymore.
The way I'm thinking Temporal Shield is supposed to work is this: You cast it, you take 120k damage in the next 4 seconds, and then you are healed 20k every second for 6 seconds. Great for pvp when someone pops a CD, and you can survive long enough for it to benefit.
Andurial Feb 18th 2012 7:54PM
"And Cold Snap is also being given a healing component; when activated, it restores 20% of your max health in addition to finishing the cooldown on Ice Block, Frost Nova, and Cone of Cold. ... Because frost mages were just too easy to kill, I think we can all agree."
The swipe about the added 20% healing from Cold Snap somehow making Frost mages more OP is misplaced. If that change was being made to the current Cold Snap in the current talent system, I'd agree. However, given that most of the Frost mage survivability abilities are going into the talent system and becoming available to everyone, the Cold Snap change is an across-the-board survivability boost for everyone. All mages will have Ice Block, Frost Nova, and Cone of Cold. As such, anyone, not just a Frost mage, who takes Cold Snap from that tier will get a 20% heal and an extra Ice Block (since I doubt anyone would pop it for an extra frost nova or CoC) for added survivability in either PvE or PvP. Further, since Cold Snap no longer affects Deep Freeze or Frost Orb, there's no particular reason for a Frost mage to take it (other than for the extra Ice Block) over, say Cauterize, since it's now purely a survivability talent and adds no discernible DPS to Frost.