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
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Reader Comments (Page 2 of 4)
Lionssoul Feb 18th 2012 8:25PM
Mage runes of sexyness. FTW
Shade Feb 18th 2012 9:15PM
There's no way Invocation is going to make it to live.
*Fight begins*
1. AB spam to ~40% mana*
2. Evocation to full, getting the +20% spell damage buff
3. AB spam to 85% mana
4. Instant portion of Evocation to return to 100% mana
5. Repeat 3 and 4 until the SP buff is about to run out
6. Return to step 1
Insert Arcane Power and other cooldowns as appropriate, ensuring they're up for burn phases. You'll optimally be finishing step 2 right as the burn phase begins.
*Sometimes less, based on how much Mana Gem ends up returning
sidhebane Feb 18th 2012 9:31PM
you forgot one step.
1) Invocate at full mana for 6 seconds
2) Fight begins with you at +20% damage
deymorin Feb 19th 2012 8:12AM
How do you know that this isn't what they had in mind when they designed the talent? Burn and recover feels more interesting (to me anyways) than burn and wait. Make a proc effect that doesn't reset stacks and is more damage than AB, and/or some kind of "finisher" that does a lot of damage and resets stacks and this looks like fun to me. If it ends up OP, then adjust spell damages, not the rotation/priority.
Imnick Feb 19th 2012 10:12AM
You have also failed to note that Arcane Missiles actually seems to do more damage than Arcane Blast at the moment, so you'd use that every time it procced.
Mondi Feb 18th 2012 9:21PM
What are the odds we'll get to keep glyph of evocation with the new invocation talent? All that self healing is pretty damn overpowered if it doesn't have a cooldown.
Chris Rester Feb 18th 2012 9:28PM
I'm betting the runes ARE stackable, considering the other two talents give 30% increased spellpower and a single rune only gives 15%.
Nivella Feb 18th 2012 9:38PM
But... the cooldown is a lot shorter than the duration. You can easily keep that rune under your feet full time unless the fight is extremely movement driven. On an standing still fight that is a constant, passive, 15% spell damage increase as long as you refresh it once a minute.
gymboy91 Feb 18th 2012 9:59PM
There was a blue post a day or so ago saying that the runes are not stackable...again this may all change but that is what they say now
http://wow.joystiq.com/2012/02/17/today-in-wow/
Pyromelter Feb 18th 2012 10:28PM
"You can easily keep that rune under your feet full time unless the fight is extremely movement driven."
Here is my prediction: If somehow these runes of power make it live, you are going to have a massive amount of qq, because honestly, standing in a small circle on the floor is seriously the least fun thing I've ever done in ~20 some odd years of playing every kind of mage imaginable in every kind of rpg imaginable.
Movement driven or not, it's just a horrible mechanic. It's one thing if a boss or two have a "stand in this for a buff!" mechanic, like a couple of bosses in ulduar, hodir and the iron council. It's another thing entirely when your entire dps is predicated on standing in a damn small circle on the ground all the time.
I seriously cannot impart on you guys my contempt for this type of a game mechanic. It was so bad in Rift, the devs over there actually got rid of it; wow should take a hint and dump that talent in the dustbin of history.
Noyou Feb 18th 2012 11:31PM
For PvE and soloing an elite or tough mob, they will be great. You can easily move between the two discs and recast as needed. For PvP it won't be as good, but still at times, when you can get away with standing still for a few seconds, it's not bad.
Sarabande Feb 19th 2012 3:45AM
Actually, in the Forum discussion on MoP talents, I believe Kaivax (Blue) stated in a post that two Runes of Power will not stack. Also, if you cast a third, the first one will disapper.
Pyromelter Feb 18th 2012 9:48PM
Rune of power... no, please god no. Rift tried a similar mechanic with something called "ground of power." It sucked. You were basically forced to stand in it at all times, and if you couldn't, you were nerfed heavily. It's basically just about the least fun mechanic I've ever played in playing a spell caster in my entire life.
Incanter's shield looks like it might be perfectly utilized for heroic encounters where there is a ton of raid damage going out, and you can constantly be hitting that for damage prevention as well as a damage boost. Invocation looks neat, will just have to see how it plays.
But that rune of power, I'm flashing back to my rift pyromancer and placing that damn thing down every where I went. Having to stand in a ground buff sucks, it just sucks, the suckitude is beyond anything I can possibly even describe to you guys. I hope that talent gets taken out back and shot, stabbed, burned, nuked, destroyed, burnt to ashes, and then molecularly deconstructed to it can never infect the great game of wow.
gymboy91 Feb 18th 2012 10:03PM
I don't know...haven't played with it but I liked that it was something I only had to worry about every minute or so, but I agree any big movement fight would really gimp you...but talents are going to be able to be moved around out of combat so that'll help :)
and luckily there are 2 other options that anyone who really doesn't like the rune can choose from...so it seems that Blizz may have done a good job with this tier :D
Pyromelter Feb 18th 2012 10:31PM
The shield thing looks pretty good to me. You're just gonna have to trust me gym, you're going to hate seeing those little runes on the ground if you spend any time with them. It's also completely useless in regards to any kind of solo questing, plus when you're on the move clearing easy trash from dungeons.... I'm just shaking my head here. There's so many ways that the "stand in your ground buff" thing sucks.
byronius_prime Feb 19th 2012 5:12AM
But why?! I want runic stuff! Please don't take it..! :(
It seems to me it's niche is fights a la Ultraxion, where you can't really be moving around. Of course, all 90 LVL talents are awesome for such a fight, but I'd prefer Rune of Power, because magic circle.
Paul Feb 19th 2012 6:37AM
I'm with byronius_prime on this.
This Talent system, on a whole, is based on making the player decide what is best at any given time.
We have to remember, this isn't going to work like the current talent system. This isn't a 'choose once and foget about it until the developers tinker with your abilities in the next content patch' system, it's a 'looks at what you have to do for this boss and pick what is best for you' system.
Better yet, if you don't like Rune of Power, the other two work well enough that you aren't a big pile of suck for not choosing the best ability for any given encounter.
byronius_prime's example was Ultraxion, for example, however, note that you receive a lot of damage during that fight. Incanter's shield will work just fine. The decision there actually comes down to +15% 100% of the time or +30%
Pyromelter Feb 20th 2012 6:15AM
Someone can correct me on this if in wrong, but there is only one fight I can ever remember standing absolutely still on, and that was patchwerk. Even fights where you are relatively stationary, you end up scooting a little bit here or there.
Here's my guess: invocation for soloing and possibly more stationary type fights. Incanters shield for pvp and most other boss fights, including probably every heroic fight. The rune of power for the very rare occasion you'll be nuking with virtually no movement. Also this adds another ground effect to the ever growing list of ground effects.
Frankly I just hope they think of something different to put in there. I will say the rest of the mage talents appear to be shaping up into some interesting choices
Imnick Feb 21st 2012 1:38PM
"Someone can correct me on this if in wrong, but there is only one fight I can ever remember standing absolutely still on, and that was patchwerk."
Not up to Ultraxion yet? 0:
You don't need to move on Madness or Spine either if you pick a good spot to start in, except during times when you aren't actually doing any damage anyway.
Artificial Feb 18th 2012 11:46PM
"...because there is a God, and he very clearly loves mages."
Yes, yes she does. ;)