Apr 27th 2010 10:21AM @ Shade--
No, Paragon will leave their mages behind so they can give their innervates to some other, more valuable raid member and have a slightly slightly slightly slightly slightly (etc.) better chance at downing the boss.
Apr 13th 2010 2:13PM @qua--
I was with you until you used the term "High Fantasy." I do not think it means what you think it means.
(But yeah, the game is already brimming with sci-fi-esque elements, so one more won't make much difference.)
Will the time warp ability maybe work something like the timestop that one boss in Culling of Stratholme uses?
Aug 27th 2009 3:00PM If they allow night elf mages, I think they should also allow blood elf druids. They both make equally much (or little) sense in lore.
Aug 18th 2009 10:47AM Unfortunately, I think mages are stuck with the "slow, long casts" model, at least for now. Any fast/mobile casting that does real damage without a long setup is going to wind up being considered overpowered for PVP.
Aug 17th 2009 10:07PM The problem, for me, is that no matter how well I manage the mana I'm using, I still do dps that's inferior to a fire mage (or to some other classes, but that's another story). I used to assume the problem was my gear, but when I started reading around looking for tips on how to get competitive dps, the answer on every site I checked was unanimous: play fire or frostfire, not arcane.
With the calculations elsewhere in comments showing that a 4-stack of AB will cost 1400+ mana, not 650-ish, I doubt the mana management aspect will disappear completely. I just hope there will now be an adequate dps return for the skill and effort invested.
Aug 17th 2009 10:06PM I guess Arcane Missiles still does more damage than Arcane Barrage, but what about the time factor? Arcane Missiles is so slooooow compared to ABarr or MBarr; has anybody worked out whether it's worth spending the time on it, versus dumping off an Arcane Barrage and getting right back to work on the stack of Arcane Blasts?
Aug 17th 2009 9:55PM The reason I wanted Arcane to get buffed was because it's historically (at least since BC) been the one spec where you have to manage your mana and can maximize your performance based on your skill of throttling your output.
Maybe, but it was awfully frustrating to know that you could play your arcane rotation perfectly and still not do equal dps to a fire mage. I love the arcane spec, don't get me wrong--in fact, I've clung to it even after patch 3.2 hit. But when you get to a level where most of what you're doing is group work, suddenly it matters how much damage you do in comparison to the rest of the group.
Anyway, time will tell whether the tweaks stay this way. I doubt mana management will be completely eliminated from the spec playstyle.
Aug 14th 2009 3:02PM Yeah, I hear CC is used in Ulduar. (Not that I ever expect to actually get to Ulduar.) The OP was focusing more on 5-man instances, though.
Aug 9th 2009 4:46PM Apologies if this posts twice--I tried once and don't see it.
Even Blizzard now admits that being tops at AoE is "not a great niche for anybody." It's nice for solo questing--and we need all the help we can get in solo questing, since we're so killable--but in raids or instances, it's just not that exciting...or valued, TBH. I don't PVP, so can't speak to that end of it.
Aug 9th 2009 4:37PM Hmm. Mixed feelings here. The nerf sucks for fire mages, but I really enjoy playing arcane and just can't get into fire much at all, so I'm sort of relieved to think this might lighten the pressure to be Fire or FFB for raiding purposes.
On another note, I wonder if some future column might address an issue that I have seen coming up time and time again as I read through the archives here. Whenever there's a complaint about mages being underpowered, non-mage-playing commenters tend to respond with something like this:
"Mages should be happy that people want them for food, water, portals, and crowd control! That makes them special and valuable! Take pride in that, mages!"
(Pre-Mage Q&A, this often included some reference to being "AoE kings" as part of the consolation package as well, except now even Blizzard says that's "not a great niche for anybody. Sure, maybe our AoE skills can help the group mow down the trash mobs on the way to the boss faster, but there's a reason that stuff is called TRASH. It's because nobody takes it seriously. Bosses are where it's at for raids and instances.)
Do you think maybe sometime you could explain why it isn't satisfying to play an extremely fragile middling-dps character who's valued primarily for utility non-combat spells like food, water and portals? I don't even include CC, really; I haven't sheeped anything since Auchindoun. How is that supposed to be sufficient compensation for being the easiest class to kill?