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Posts with tag arcane-blast

Ghostcrawler announces Mage changes for next patch

Mages, your changes for the next patch are out, and there's good news for the Arcane among you -- GC says they're buffing the spec to bring it up to par with the rest of the Mage options. On the other hand, they're being careful about PvP, so Arcane Barrage is getting closely examined -- you might want to Iceblock it whenever you can to avoid aggro on that one from the devs.

The full list of changes is after the break, but here's a quick summary: Evocation cooldown reduced to four minutes, with Arcane Flows also reducing the cooldown even further. Arcane Blast got an overhaul -- will now increase the damage of your next Arcane spell by 30%, or you can stack it, for a higher mana charge. So you can use it to buff Barrage, or use it as it is now, just upping the Blast and mana costs every time. Interesting.

Elemental Precision lost the Elemental and will work on all spells, and Improved Blizzard got a slight nerf, with the snaring effect percentage reduced. Actually, that's most of the changes right there, but for those of you at work unable to see the forums, they're pasted after the break anyway. I don't play a Mage but it looks like you guys got off easy -- Arcane is the real winners, but even Frost and Fire got that Precision buff.

Update: GC explains the Blast change better than I can.

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Filed under: Mage, Patches, Analysis / Opinion, Blizzard, Buffs

Arcane Brilliance: Post-patch madness



Each week Arcane Brilliance shows you what happens when Mages stop being polite and start being real. This week, Arcane Barrage gets all up in Living Bomb's face, and fireworks ensue when Hot Streak hooks up with Combustion. Can Netherwind Presence and Missile Barrage learn to live together? Will Arcane Blast come to terms with the fact that it got raped? Will Deep Freeze finally reveal that it has Aids? Find out in this week's Arcane Brilliance.

Anyone else's head spinning like that chick in The Exorcist? I'm not saying I need a priest to come and cast patch 3.0.2 out of my body or anything, I'm just saying that holy crap. That was a lot of stuff, all at once. Even though I've been playing the beta, and constantly scanning this site and various others for information to prepare myself for all that was changing when the patch finally went live, it was still overwhelming to log in when my server finally came back up late Tuesday night and see how crazy everything had gotten. To be quite honest, I'm still adjusting.

In a ton of ways, what we're logging into today is an entirely different game than the one we logged into five days ago, even though our levels are still the same, we're still doing the same quests, and playing the same end-game content. Our mounts are still there, but in a different place. The bosses we're fighting still look the same, but are now way easier to kill. Many of our talents have the same names, but now do completely different things. Spells that were previously good are now bad, and some that were useless on Monday are perfectly serviceable today.

With the information overload we've all been presented with, I have found it best to focus on one or two things at a time, instead of attempting any sort of larger view. I look at each change as I notice it, rather than trying to address them all at once, purely out of fear of my head exploding. If you missed them in all the chaos, Arcane Brilliance did a two-part preview of the major changes, and you can find those here and here. After the jump, I'll go over some of the sparkly newness I've noticed but haven't covered yet in this space, both documented changes that managed to surprise me as well as those that flew a bit more under-the-radar.

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Filed under: Mage, Patches, Analysis / Opinion, Tips, Expansions, Features, Raiding, Bosses, Classes, Talents, Buffs, Enchants, (Mage) Arcane Brilliance, Wrath of the Lich King, Inscription

Arcane Brilliance: Preparing your Mage for patch 3.0.2, part 1



Each week Arcane Brilliance patches itself with new Mage content. These weekly patches are always full of buffs, and never any nerfs. They never contain any changes made for the sake of class balance. There are no bug fixes; because Arcane Brilliance has no bugs (or at least no bugs that can't be retroactively called "features"). This week, the patch notes read as follows:

Mage:
  • New spell: Polymorph: Corpse - 1% of base mana, instant cast, 50 yard range, transforms the target into a corpse, making it dead. While dead, the corpse cannot attack or cast spells. Lasts however long it takes for the target's ghost to run back to their corpse.
  • Mages can now equip plate armor.
  • Mana no longer goes down when casting, it instead goes up.
Next week, I'll complain about this patch. It's totally not powerful enough. Also, Warlocks are OP.

All signs point to this coming Tuesday being the day patch 3.0.2 arrives and turns the game on its head. Up will be down, left will be right, dogs and cats will live together, mass hysteria will ensue. We need to prepare for this coming insanity, if only so that we're able to give snarky answers to the many questions that will pop up in trade chat after we all log back in. I expect lots of "LOL WUT HAPPEN TO MY TALENTS?" and the occasional "I used my mount and it disappeared! Bug?"

This week will be the first of two columns in which we'll go over the changes most important to Mages that we can expect come Tuesday. We'll begin with general changes, and move on to the altered trainable spells. The second part will appear Monday, and will cover the three talent trees and review the many changes we'll find there. Jump on past the break and we'll get started.

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Filed under: Mage, Patches, Analysis / Opinion, Features, Guides, Classes, Talents, (Mage) Arcane Brilliance, Wrath of the Lich King

Mage mana costs to be slashed across the board

So Mages. Do you think you spend way too much mana to cast your spells? If you answered yes, here's some good news: The dev team agrees.

However, says Ghostcrawler, they didn't want to reduce the cooldown on Evocation anymore, nor did they want to make Mage Armor so powerful that other Mage armors were no longer worth using. Thus, they simply lowered the mana cost on Fireball, Frostbolt, Frostfire Bolt, Arcane Blast, Arcane Missiles, and Arcane Explosion.

Of course, we still won't know exactly how much until the next build hits the Beta servers, but it seems like it's got to be good news if it's anything of a significant cost reduction. Of course, some Mages are still hoping for a more active mana regeneration mechanic such as the Warlock's Life Tap, but in the meantime, hopefully this reduction is enough to make a difference.

[Thanks to VyseV1 for the heads up!]

Filed under: Mage, News items, Expansions, Wrath of the Lich King

Arcane Brilliance: The state of the Mage



This week, Arcane Brilliance would like to address all Mages everywhere, from level 1 to level 80, in a spirit of optimism and brotherhood. We only have a little over six weeks left before the release of Wrath, and we need to come together as one Mage...one freakish, mutant Mage with a million arms and legs and wands sticking out all over the place...one giant, horrific ball of flesh, cloth, and silly hats that could hurl a Pyroblast roughly the size of a planet. Let's do it! I'm pretty sure if we all stand facing each other like so...and then blink at the same time...oh sweet mother of all that is good and pure...that's awful...just...just nevermind. We'll clean that up later.


My fellow Azerothians...

We've been through a lot these past four years and change. There was the great respeccing crisis of Molten Core. A string of Blink mishaps. The table-ninjaing scandal of '07. We've Fireballed our way through the scourge invasion, the rise of the silithid, the opening of the Dark Portal. We've killed Ragnaros, Kel-Thuzad, Nefarian, Onyxia, Illidan, and on like 14 separate occasions, Kael'thas Sunstrider. We've emerged unscathed from the bloody, neverending Southshore/Tarren Mill conflict (though countless questgivers and flight masters were lost), and moved on to more organized, focused wars in the various battlegrounds. These were battles with a clear purpose, an attainable goal, and with the notable exception of Warsong Gulch, a firm timetable for troop removal.

Fortunately, throughout all of these conflicts, the economy has remained strong. Seriously, have you seen the price of Runecloth lately?

So now, my fellow Mages, it is time for us to look closely at the state of our glorious class. We know where we've been, and where we are now. We're fully aware of our past, and we know where we want to be as the future rushes toward us. Let's take a constructive look at our unresolved concerns, and try to foretell our place in the coming expansion. Follow me through the break, won't you?

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Filed under: Mage, Analysis / Opinion, Blizzard, Economy, PvP, Expansions, Features, Raiding, Classes, Talents, (Mage) Arcane Brilliance, Wrath of the Lich King

Mage changes in beta build 8962



Ok Mages. Are you sitting down? We finally got our nerf. We sort of knew it was coming, but that doesn't make it suck any less. We got a few buffs, too, but the one major nerf was a whopper. It won't affect everyone, just Mages like me who had fallen in love with the new Arcane tree. This nerf, if it stands, almost singlehandedly kills the whole tree, at least as a stand-alone spec.

Here it is:

  • Arcane Blast changed. Each time you cast Arcane Blast, the damage is increased by 15% and mana cost is increased by 300% (used to be 25% damage and 75% mana cost)
Soak that in for a second. I really, really hope that's a typo. I went onto the beta this morning and spammed Arcane Blast on a training dummy for a bit. After 4 casts, I was suffering a 1200% increase in the mana cost of the spell, while only gaining a 60% increase in damage. The fourth spellcast was costing 2970 mana and doing about 3k damage per cast, fully talented and spell damaged out. That's about 1 point of damage per mana point, making it so ridiculously inefficient that only the first cast is worth the cost, and then only barely.

I'm praying that the 300% number is supposed to be 30%, and will be fixed. 30% sounds about right to me. With the nerf to the damage buff, that kind of mana cost reduction would work, though they could probably go as far as 50% and I wouldn't freak out. But to reduce the damage and make the mana cost so incredibly prohibitive? Just...wow.

You can find the full list of changes after the jump.

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Filed under: Mage, Patches, Analysis / Opinion, Cheats, Expansions, Classes, Talents, Buffs, Wrath of the Lich King

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