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 3 of 4)
Arrohon Feb 19th 2012 9:06AM
Ghostcrawler isn't a girl! :/
Grailwatcher Feb 18th 2012 11:52PM
"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."
If only mana pools weren't static based on level right? I can't believe you even typed that out let alone how it got past any QA checks before being posted.
Covil Feb 18th 2012 11:56PM
Mana pools AREN'T static, especially at level cap...
Jebediah54 Feb 19th 2012 1:56AM
@Covil
They will be in Mists, Intellect will no longer increase mana pool size.
Pyromelter Feb 19th 2012 2:26AM
based on the fact that every spell seems to be ~1-2% of base mana (versus 14-33% which a lot of spells cost now), I would say the plan now is to not scale mana with intellect.
Grailwatcher Feb 19th 2012 12:05AM
they are in MoP. It's been stated many times. The lack of actual knowledge on these comments and articles of late is very disappointing
Noyou Feb 19th 2012 12:31AM
The information is changing and will keep changing until MoP comes out. Then it is going to change after that. You can make a point without insulting the intelligence of others :) IF you think you are God's gift to WoW then submit your write up for consideration.
Grailwatcher Feb 19th 2012 12:54AM
The information about mana pools has stayed consistent since blizzcon. If the article is about the current talent calculator, then it would go without saying the information it is based on should be on current KNOWN information as well (i.e. mana pools will be static based on level). Anything less than that is just spreading misinformation at worst or happily ignoring information at best. Also, in no part of either of my comments did i claim to have Omnipotence or be all-knowing, merely that there has been a notably decreased appearance of intelligent comments of late. My opinion, while clearly not the same as yours is still my right to give, just as yours is.
Khirsah Feb 19th 2012 6:03AM
Repeat after me:
"The most recent information is that mana pools will be static based on level in MoP."
See? It is possible to make a valid point and not be a douchebag.
Also, unless Christian is at your house with a gun to your head, there is nothing to stop you from going to another site where you won't be so "disappointed" in either the writers or the commenters.
We'll try to get along without you.
Grailwatcher Feb 19th 2012 1:21PM
I see you yet again have to use insults to get your point across. Bravo on showing me the true way to do it. I'll make sure i heed your advice from now on.
dmberreth Feb 19th 2012 3:46AM
This is more of the direction I want to see happen with a LOT of the talents we get, for all classes - or at least the level 90 talents.
I can see clear thought plans here behind all three.
Have an encounter where you need to be mobile a lot? Take Invocation. Your six seconds of no DPS are made up for by 30 seconds of 20% more damage. Mages will be pre-buffing on the pull with this.
Will your encounter be mostly stationary? Rune of Power, no doubt. Stand and nuke.
Incanter's Shields looks, to me, to be mostly PvP-based. Which isn't bad either.
The thing is, you should be able to take any of these talents and perform quite well (Shield might be far more situational). You do not HAVE to have the exact right talents just to play the average, enjoyable game. But if you want to be the guy who re-talents and carries three sets of gear for each encounter for that extra 2% DPS on a Hard-mode? Hey, we got you covered too.
Revnah Feb 19th 2012 4:58AM
Hmph. Apparently they're determined to leave Living Bomb as a talent at the disposal of every mage. I don't know - it is THE signature (top-tier) ability of fire mages, and now it's supposed to be available to every pesky frost and arcane mage? Hmph, hmph.
I love the new talents otherwise, and this revamp even better!
think1x8x2 Feb 19th 2012 6:26AM
Nobody's even commented on the greatest thing ever! ARCANE CHARGE! Arcane is going to be (at least) a four-button rotation, with a Bomb, ABlast and Amissiles building up charge and Abarr clearing the stack. So spitting out as many powered-up, free Arcane Missiles will be an important DPS component of the rotation, not just something you do to conserve mana (so machine gun magic missiles will actually HIT!). I know this article was focused on the talents, but I'm so excited about the prospect of a more dynamic Arcane rotation, ESPECIALLY coupled with the new lvl 90 talents... couldn't contain myself.
Also- fire Mastery should make getting glorious Combustions a bit easier, no?
Great time to be a mage! (Though, blasphemy though it may be to say so, warlocks have gotten some SERIOUS love in the MoP talent calc...)
Ylspeth Feb 19th 2012 11:30AM
I agree. Arcane Charge looks wonderful! I might just go back to arcane in MoP. :)
simey38 Feb 19th 2012 6:36AM
Looking very exciting so far, loving the changes they've made. Looking forward to seeing what makes it into the beta and how it all works out in playable form.
Dark Feb 19th 2012 8:37AM
Arcane mages really need to read up on things like the new 'Arcane charge' before assuming any talents will be difficult to use. It won't be the current burn and conserve phases we have now, but something new and exciting (for me anyway). It'll change how we play and even have a buffed AOE as long as it stays how it's set now.
These new talent changes have given even more freedom of choice (which we severely lacked when they first came out) and it's made it a lot more interesting. A few of them even stack well together (Temporal shield and Cauterize for example) but still not making compulsory.
There's still some work that could be done, but this is proving they are listening and putting thought into it.
bloodedblade Feb 19th 2012 9:17AM
A small area to stand to increase your power that is a pain to use while soloing and rushing through an easy dungeon? Welcome to the world of totems
btbarnsley Feb 19th 2012 11:43AM
Temporal Shield: Where does the idea of healing come from? The way I read it is that it TIME SHIFTS the damage. For 4 seconds, you'll be shielded from incoming damage. Then for 6 seconds, that shielded damage will be undone over 6 seconds. If you take 240 damage over 4 seconds (60 dmg/sec), then after the shield drops you'd take 240 damage over 6 seconds instead (40 dmg/sec). So, if the healers are super busy keeping the tank alive, hit Temporal Shift to save your yourself and after 4 seconds, the healers have 6 seconds to save you.
Imnick Feb 19th 2012 8:17PM
Reversing the damage over 6 seconds = Healing
Imnick Feb 19th 2012 8:18PM
As in, the idea is that it doesn't block any damage at all, but any damage you take during those 4 seconds is healed in the following 6
That's how I understood it anyway, seems much more likely than adding another cauterise.