Arcane Brilliance: MoP talent calculator changes for mages, part 2

If you missed part one, what were you thinking? We talked about the updated Mists of Pandaria talents and even made some disparaging comments about warlocks. It was super fun -- you should go check it out. But hurry up about it.
Because we have new spells to discuss.
Like that one up there in the picture. It's rad.
Arcane spells
This is a brand new spell, and it's by far the single biggest game-changer for arcane mages in the new calculator. You pick it up if you spec arcane at level 10, alongside good old Arcane Blast, and it changes how that spell works, along with every other major arcane nuke.Arcane Charge An Arcane Charge, generated by Arcane Blast and Arcane Missiles, and consumed by Arcane Barrage. Stacks up to 4 times (Passive).
Basically, each cast of Arcane Blast or Arcane Missiles will generate a charge, which will work in much the same way that Arcane Blast's stacking debuff works now. Each charge will increase Arcane Blasts's damage by 25% and its mana cost by 150%. This stacks to four, and the damage stacks 25% with each charge and the mana stacks 150% with each charge. This is similar to how Arcane Blast works now.
The first real change is in how this spell affects and is affected by Arcane Missiles. Arcane Missiles is a spell without a real purpose right now. But in Mists of Pandaria, it looks like the spell will be reintegrated into our rotations as a full-fledged second button to push. The spell will still be a channeled proc from your other damage spells, but now, it's a proc you might actually look forward to getting. Why? The answer is twofold:
- It will preserve your Arcane Charge stack or generate a charge if you haven't yet reached your full stack.
- It benefits from the 25% per stack damage buff, just like Arcane Blast. But unlike Arcane Blast, it won't cost you any extra mana. Even at full stack, Arcane Missiles will still be free.
And Arcane Barrage is basically reborn with this expansion. It serves several purposes, the first of which is still mobility damage. It will also serve as the release valve for your Arcane Charge stack, as casting it will consume all charges. It still benefits from the buff, though, and in a truly fantastic way.
Arcane Barrage gets the 25% stacking damage buff, but each charge also allows it to strike an additional target. That means that at full stack, you get a spell that resets the stacking buff, can be cast instantly and on the move, hits for a bundle of extra damage, and streaks out like the wrath of an angry arcane god at five enemies. That's a lot of awesomesauce packed into one very tasty-sounding spell.
So playing an arcane mage will no longer be anything even remotely resembling one-button proposition. Arcane Blast spam appears to be a thing of the past. Will it still be the backbone of our rotations? Yes, but now you'll also be weaving in Arcane Missiles whenever you can and looking for the perfect opportunities to reset your stack with what may potentially be the single best-looking spell in the game. I mean, Arcane Barrage is already unreasonably pretty. Close your eyes and picture that sparkly ball of kickass as it appears in the game right now.
Now imagine there are five of those.
Fire spells
With Hot Streak gone from the game, its effect is essentially being rolled into Pyroblast itself. You'll still get to hurl a giant flaming boulder at any warlock you see, but now the spell itself comes with an undefined chance to be instant and mana-free. This will proc off of all your direct damage spells, and I imagine it'll trigger at a similar rate to the way Hot Streak operates now.
At level 24, all fire mages will get Critical Mass, which is a passive buff to the crit chance of Fireball, Frostfire Bolt, Pyroblast, and Scorch. It will multiply your chances to crit with all of those spells by 1.3. So it's a boring, passive buff that might as well be folded into the tooltips for each of those spells, which is exactly the sort of spell I thought we were trying to do away with in this expansion.
Inferno Blast has changed since its previous iteration, too. It is still a souped-up version of Fire Blast, what with the instant cast and instant damage and the spreading of DoT effects and whatnot. It now spreads Combustion, Ignite, Pyroblast, and Flamestrike DoTs to up to five additional targets. It also still provides the 10% chance your other damage spells will cause your next Inferno Blast to apply a 2-second stun to your target.
And yes, you read that right, Flamestrike is back as a baseline spell for all specs at level 70. We were wondering where it went, and apparently it was right there all along in front of our eyes, just like Rachel Leigh Cook in glasses. All hot and sexy and we never noticed until she took those glasses off and put on a dress.
Finally, Combustion appears to be undergoing some tweaks. You will no longer be able to cast it on anything not already affected by at least one of your other DoT effects active on that target. The cooldown is staying at 45 seconds, but apparently Living Bomb will no longer have anything at all to do with Combustion. It won't add to Combustion's damage, it won't answer any of Combustion's texts, and it certainly won't cosign on Combustion's new apartment.
Frost spells
Frost only has a couple of tweaks to mention, one to Fingers of Frost and one to Brain Freeze.
The changed elements to Fingers of Frost include that it now has a different chance to proc from Frostbolt (20%) than it does from Frozen Orb (50%), any freezing effects that fail due to target immunity will now automatically grant you a charge, and you can now stack charges up to three instead of two.
Brain Freeze is still Brain Freeze, but now it only procs from your talented bomb spells. That means whichever talent you choose at level 75, whether it be Arcane Bomb, Frost Bomb, or Living Bomb, will be your only means of triggering Brain Freeze, which you'll pick up two levels later at level 77. We'll have to wait and see how big that proc chance ends up being before we know whether or not Brain Freeze will still manage to be a relevant part of our rotations.
Class spells
Other general spell changes include:
- Shatter now doubles your critical strike chance of all spells on frozen targets plus an additional 25%.
- Remove Curse now removes all curses present on a target. 8-second cooldown.
- Frost Armor now increases spellcasting speed by 5% in addition to previous snare effect. No longer provides physical damage reduction.
- Molten Armor now increases spell critical strike chance by 5% and reduces the duration of all harmful physical effects by 25%. No longer deals damage to attackers.
- Mage Armor now increases your mastery by 5 and reduces the duration of all harmful magic effects by 35%. No longer provides mana regen.
- Flamestrike now has a 12-second cooldown.
- Arcane Brilliance now increases spellpower by 10% but no longer grants additional mana.
I'm out of space, but what do we think, mages?
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance, Mists of Pandaria






Reader Comments (Page 1 of 2)
diabloelmo Mar 3rd 2012 8:38PM
I'm an Arcane Mage, and I'm loving the look of the new way our spells work. Actually having a spell priority instead of the boring-as-hell one button spam rotation we have now would make the class a great deal more interesting to play.
Also having all three armour spells useful to all specs seems like an interesting way to go, making us pick and choose the armour for the situation instead of always having one up depending on your spec.
Naryn Mar 4th 2012 4:16AM
The only problem I have with the mage tree now, and I had a lot before, is the 3 second cast time on each of our armours, In my opinion they should just be stances similar to Hunter's but with a 3 second cast you really won't be wanting to swap very often.
If they took the armours off of the GCD, swapping armours would become part of the GCD, take arcane for instance, you might want to use Frost Armour when getting up to 4 stacks, and then swap back to Molten Armour for the Crit when you want to use Arcane Barrage, but none of that will happen when the armours have a cast time.
Though that is a minor gripe I have with the talents / spells now, I have to say the mage tree went from being my least to my favourite tree though
Pyromelter Mar 4th 2012 6:58AM
"you might want to use Frost Armour when getting up to 4 stacks, and then swap back to Molten Armour for the Crit when you want to use Arcane Barrage, but none of that will happen when the armours have a cast time."
stance dancing? please, no. I'm marginally okay with this for warriors and druids where there are significant huge tangible changes in the actual spells they can cast, but as a simple buff, this will just make things unnecessarily complicated for a dps rotation.
Imnick Mar 4th 2012 11:32AM
I may be wrong but I am pretty sure the new armour spells have a cast time, so there will be no stance dancing here
Nina Katarina Mar 5th 2012 9:16AM
A lot of encounters are designed with lulls in the fight, where you can't do much of anything until the boss is targetable again. Maybe a quick 3-second armor change will be the way to milk more damage out of the encounter. Do you want to sacrifice those seconds when, say, you've got a Chimaeron-like hit debuff, for the promise of more crit in the last phase? It'll be interesting to add that choice in.
anthony.bartilucci Mar 3rd 2012 8:40PM
Overall seems like it will be interesting to try out the specs. I can't imagine the 90 point talent staying as is. All 3 just seem a little OP in their current state.
rayden54 Mar 4th 2012 9:04AM
Critical Mass is the sort of TALENT they're trying to do away with. It's the boring non-choice that clutters up the trees right now, but there's no reason they can't be rolled in the spec passives.
shatnerstorm2 Mar 4th 2012 12:25PM
Yeah, I don't see any reason why Critical Mass shouldn't be there, especially with how reliant fire is on crit. I don't see much reason to complain about boring/no-brainer spec passives, since now they're just given to us - the talent decisions that are actually interesting will be ours to make.
Heii Mar 3rd 2012 9:10PM
Of all my 85s, my mage is probably the highest on my list of overall MoP completeness.
And I'm curious if they'll tweak the armor numbers, if only a bit. 5(%) across the board might make some armors underwhelming to some specs.
And the topic of Arcane; still hesitant about that. While I love the changes, I don't think it'll have a super-huge change on the 'rotation'. Except we can know chain-cast Arcane Missiles if it can still proc off itself during regen phases if we didn't grab Invocation.
...
Speaking of, do you think we could use Ice Flows as well as Evocate for mana on the move?
Sunaseni Mar 3rd 2012 9:22PM
I think that's the point. The goal may be that each spec uses its own armor due to synergies, but if we're forced to use another (for example, Mage armor in PVP as Frost or Fire to lower magic duration), we won't entirely lose a buff. It seems that Frost may also prefer Molten Armor due to crit pulling double duty until the cap of 37.5%. I'm waiting to see how the numbers shake out.
Jebediah54 Mar 3rd 2012 9:34PM
I think the armor spells are currently set up to be good for their respective specs in PvE situations (at least from a Cata perspective). The part that will be intriguing is that all three of them will have different uses in PvP.
As for the rotation, it will become more of a priority system than it is now. It seems like a ABar when charges are at 4 > AM > AB which is very different than AB > all, except AM when you need mana.
The Ice Flows thing is something I've wondered about myself, but I think Evocation on the move just feels wrong.
Imnick Mar 3rd 2012 9:54PM
Whenever a fight mechanic lets you cast on the move it also lets you evocate on the move, and a ban on chanelled spells would not let you cast Arcane Missiles on the move which is set to become a very important spell
Honestly I'm slightly confused as to why people think it won't be possible when there's no precedent for channeled spells not being affected by "cast while moving" effects
rblackuk Mar 3rd 2012 9:21PM
When is the new Warlock columnist's article being posted?
Shandeigh Mar 3rd 2012 10:21PM
The Warlock columnist has been sheeped. As is right and proper.
Nate Mar 3rd 2012 9:31PM
Just to clarify, Pyroblast still only procs off direct damage critical strikes. So crit will continue to increase Pyroblast opportunities (albeit not as much as it does now), and crit will undoubtedly remain fire's top "green" stat.
Michael Mar 3rd 2012 9:32PM
My couple of thoughts:
I really don't like how the new combustion is going to work. Basically, we're going to have flame strike with a cast time, and pyroblast with a cast time that we can combust from. One castable required for combust is enough, I think getting all the DOTs up for it in the span of a four second window, while still ensuring that you have the appropriate impact even UP makes combust more annoying.
I would much rather see all of the "bomb" talents returned to the trees, and combust go back to it's current state.
I think, while their goal of making each spec more unique is definitely one they should strive for...they're not there yet. Looking through the class wide spell list...there are too many fire/frost/arcane spells for my taste.
Also...I hate the effing change to static mana. With a burning passion.
Imnick Mar 3rd 2012 10:00PM
You are almost certainly not going to be hardcasting Pyroblast as Hot Streak still exists, so all you'd have to do is cast Flamestrike at some point, and honestly it is unlikely that the addition of a flamestrike DOT to Combustion will be worth the cast time outside of AOE situations where you would be casting flamestrike anyway.
Also you can cast it when ignite is present and ignite no longer procs exclusively from crits but from every fire spell you cast excluding Scorch so it's not like you actually have to do either, you'll just do more damage if you have Pyroblast up too.
With that in mind, Combustion has actually barely changed at all. The only difference is that Living Bomb is not affected and Impact does not require a proc (it seems pretty unlikely that you will be spamming Inferno Blast on cooldown).
In a situation where you would want the tiny extra damage provided by Flamestrike to multiply it by spreading it to adds, you would already have Flamestrike down to AOE said adds, it is pretty much the same spell we are casting now.
The mana change... shouldn't really affect you at all? It's more a healing thing and all it means is that Arcane doesn't have the silly double-benefit from Intellect that it has at the moment.
Blizzard are going to balance you so that you don't have to worry about Mana anyway, hell there's even a talent that means Evocation has no cooldown at all.
Sarabande Mar 3rd 2012 11:24PM
I do agree with some of these points. I think putting each bomb back into each spec would allow for more synergy (for example, using it with Combustion again). I know I've posted this a few times before, here and in the official forums, but I think, if Arcane still works in MoP the way it does now, I think it would be interesting to give Arcane Bomb some mana regen with each tick, and with the final blast. Putting that into the arcane tree would give them not only a spell to apply DoTs but also one that works well with their mastery. Living Bomb, leaving it alone, having it work with Combustion and Impact, and making if fire only, would be just fine with me. Frost bomb is probably fine.
It looks like they're going in the right direction though, from the first set of talents/spells that they rolled out for MoP. I hope they do allow us to retain the uniqueness of our specs. Right now (in Cata), I think they work really well and many of the mages I talk to are anywhere from pretty happy to ecstatic about their current specs. (Mind you, many of them are not serious raiders though). I wouldn't mind not having them too drastically changed - just adding some new interesting spells would be great.
I just know that betw. Wrath and Cata, something happened to my Warlock and it's just not that fun to play. In Wrath, I was having a great time with Demo. I tried affliction as well in Cata, though I'm back to demo. (Not all that interested in Destruction - I have a proper fire mage already. :) ) But just saying that whatever tweaks they made, it just made me not want to play that toon all that much. I actually get TIRED when I play my lock for too long. (Though she IS a fantastic herbalist!! Poor Felguard looks bored to death most of the time . . . ) So, I'm hoping that they don't make tweaks that will make me lose interest in my mage.
The talents in general is getting more interesting and I'm glad they made many of the former MoP talents baseeline for class or specs. I'm not terribly interested in having Shatter (will we be expected to use some freezing spell even if we are not frost, just to get the extra crit?) and wouldn't mind if it went back to frost only.
One idea I've been posting about is being able to glyph in a spell (devs could choose 2 or 3 . . or even 1) from each tree, and you could choose to add one of those. If you are not interested in doing that, that same slot could be used to put in an extra major or prime glyph instead. Not sure how this would work for other classes but it might make Elementalist mages happy, while allowing more spells to be spec bound, allowing for better synergy within each spec. Flexibility without giving up synergy. I can see how this might be pretty difficult to balance around but it could be a fun mechanic. (This might also allow them to give each spec its own bomb but allow everyone to be able to switch it out with a glyph if they don't like what they got).
Pyromelter Mar 4th 2012 7:47AM
"You are almost certainly not going to be hardcasting Pyroblast"
Since the invention of hot streak, pyroblast has never been intended to be hard cast. However, there were certain encounters and certain times where, in cataclysm, fire mages had been hard-casting pyroblast. Sinestra maybe? I can't remember the specific encounter, but there were a couple where top dps'ers were fire mages who were hard-casting pyroblast.
Point being, encounter dynamics can dictate a different dps rotation, so I can see where a case of hardcasting pyroblast at least once at the beginning of an encounter might actually be a legit strategy.
Imnick Mar 4th 2012 11:31AM
That's a bit pedantic Pyromelter!
Hardcasting Pyroblast at the start of every encounter (if you start casting before the tank has pulled) is actually a DPS increase in every encounter in the current tier, and it's also sometimes a good idea to do it in Yor's black phase, and start casting it on Hagara seconds before her shield breaks.
BUT we weren't talking about these rare, specific situations!
He was implying that somehow it would be difficult to cast one /instant cast/ spell in the four second window of ignite (which was a silly thing to say anyway as Pyroblast is now ALWAYS going to apply ignite and refresh the duration)
That was why I brought up the fact that you aren't going to be hardcasting Pyroblast