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 2 of 2)
Lhivera Mar 3rd 2012 9:36PM
Worth noting that the Brain Freeze proc chance is normalized, so that regardless of which bomb you select, you should wind up with a similar number of procs per minute.
Frostfirst Mar 3rd 2012 9:39PM
Shatter has actually lost power since currently fully talented it Triples crit percentage.
Jebediah54 Mar 3rd 2012 9:47PM
It's value will decrease when you get to 25% crit and above. Anywhere below that at it will be much better than it is now. Right now if you had 15% crit you'd have a 45% crit chance but with the new shatter you'd have 55%. The first tier or two it will be much more valuable.
Imnick Mar 3rd 2012 9:39PM
I don't honestly think there's much question that Brain Freeze will still be part of Frost's rotation, why would it still be included otherwise?
If they didn't want you casting it they would have just binned it.
Nate Mar 3rd 2012 11:04PM
Yes, but the goals Blizzard has for class design and the reality of class design can be two very different things.
Imnick Mar 3rd 2012 10:59PM
The beauty of instant cast spells that usually have a cast time is that unless they do no damage at all they are usually always going to be worth casting as they do as much damage as a spell designed with a cast time :P
Boobah Mar 4th 2012 1:53PM
It's worth pointing out, though, that Brain Freeze has been an exception to this; Frostfire Bolt was added to Brain Freeze because Fireball had gone from an OK DPS boost, to breaking even, to actually being a DPS loss as gear improved during Wrath.
On the other hand, Frostfire is unlikely to suffer that fate since it actually will take advantage of Frost synergies. But it isn't something to completely discount, either.
Ralethisolur Mar 3rd 2012 11:59PM
Honestly I have thought for a couple months now that something like this for arcane would be coming. Next time you are in Dragon Soul, find a blue dragon and watch it for a while they use a spell called Arcane missile barrage.
Orrine Mar 4th 2012 12:03AM
I'll have to play Arcane to make an opinion. For now ithe rotation seems a little bit less dull, but still... Probably on live with burn-save cycle it will be quite fun.
Galdwynn Mar 4th 2012 3:15AM
Over/Under on how long the new lock columnist last is set at 5.5 weeks before Mr. Belt runs him/her out of town.
Señor Archmage Pants hasn't been challenged recently. I like a one-shot Pyroblast! to a lock's face as much as the next mage. However, wouldn't multiple Pyroblast!s to a lock's face, neck, torso, arms, hands, legs, and feet be more satisfying? We just need a lock to be able to stand up that long.
In all seriousness I wish the best to the new warlock columnist and hope for nonstop barbs in both directions. Just don't expect C. Belt to back down. Go Mages!
Snuzzle Mar 4th 2012 11:55AM
Now granted, I don't play Arcane much, but it seems they've made the proc more expensive. 150% per stack, and it stacks up four times... that's 600% cost at a full four stack. Plus our mana pools will be smaller and won't grow at all during MOP (once we hit level 90 that is). This seems like a wee bit of a problem to me, but again, I am not a Master of Arcane.
Imnick Mar 4th 2012 1:17PM
Arcane Blast actually has a 150% mana increase cost on live servers right at this very moment!
It sounds a lot, but I believe it's actually multiplicative rather than additive, so it's around 505% rather than 600%
But either way, it's not an increase to mana costs!
Boobah Mar 4th 2012 2:04PM
It is if you assume that 333 gear is your 'default' 85 mana supply.
I have no idea how realistic that is; it might be the equivalent of 346 or 359 gear. Either way, it's going to be a smaller mana pool than anyone kitted out even in 5-man gear is used to.
Of course, that means that Arcane is (and to a lesser degree, other mages, too) going to have to deal with really managing their mana again, and that's something that's only going to get more important as you gain more mastery, instead of something you start worrying about less as your mana pool expands.
Jebediah54 Mar 4th 2012 7:54PM
It's really not that big of a deal if you take into account the new level 90 talents. With no cooldown on evocation, it's like it doesn't even matter.
mark Mar 25th 2012 10:05PM
sidenote on the evocation non CD
if it stays like it is atm its going to be odd
15% mana + 45% over 6 sec
so you cast and wait 2 sec (1.5 sec GCD so might as well) and get 30% from 2
or full is 60% from 6
50% more mana/sec from doing a partial cast
and assuming arc mastery stays the same the fact its best used half way will be even better because itll keep you more topped off and more mastery bonus
having a spell thats best half used is a bit odd tbh - and badly designed
Vortigern Mar 5th 2012 8:46AM
Ok, so how will the changes in the fire tree affect PvP? I'm wondering because fire is in a really good place for PvP at the moment and I wouldn't like to see that changing!
Seems like with instant Pyroblast being a random proc and having to cast flamestrike might complicate things for fire in PvP. Then again if the instant pyros proc often enough it shouldn't be a problem. And combustion being on a 45 sec cd will help with the low damage we output whilst waiting for the current 2 min cd to reset!
Any thoughts?
Meiji Mar 5th 2012 2:24PM
Assuming mage armor is going to be a 5% boost to mastery instead of just 5?
nieboh Mar 5th 2012 11:06PM
With my gear reforged and gemmed to my arcane spec, my Mastery is 18.18. If that goes up by 5 it will be 23.18. If it goes up 5% it will be 19.09. I hope your assumption is wrong. Note that it says "increases mastery" and not "increases mastery rating".
Evelinda Mar 5th 2012 11:51PM
Looks like I'll be speccing my mage back to arcane. Hooray!