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Posts with tag mana-shield

Arcane Brilliance: The mage survival guide, part 1

Every week, WoW Insider brings you Arcane Brilliance for arcane, fire and frost mages. This week and next, we look at the time-honored tradition of mages dying whenever something looks at them funny and discuss a few ways to break that tradition. Way #1: Stand next to the warlock, pull aggro, cast Frost Nova, then Blink away.

I'm just kidding; that's a terrible idea. Funny, but terrible. Only do it once, purely for the humor value, then concentrate on downing the boss. Okay, maybe twice.

If you've run a heroic in Cataclysm, you may have noticed something: Nobody's healing you. In Wrath, when I'd take my holy pally out for a spin, everybody got heals. I was healing the tank, the off tank, the off-off tank, the DPS, the other healers, the hunter's pet, the death knight's ghoul, the guy standing in the fire ... they all got heals. Now? Not so much.

These days, healers spend 75% of their time healing the tank and the other 25% praying that their mana bars will go back up. That leaves exactly 0% of their time to spend on keeping your mage alive.

We're on our own, guys. When you see your health bar start to drop in a Cataclysm heroic or raid, just know that it won't be going back up any time soon. Our survival as DPSers is squarely our own responsibility. And what's the first rule of magehood? That's right: Dead mages do terrible DPS. We need to stay alive, our raid needs us to stay alive, and the only way that's going to happen is if we do it ourselves.

"But Christian," you might be saying, "I'm a mage! I wear a dress into combat! A particularly vigorous sneeze could kill me." Those things are all true. But you do have a few tricks up your sleeve that can help stave off death, if not forever, then at least long enough to pump out a few thousand more points of damage before you port up to that last great mage table in the sky.

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Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance

Arcane Brilliance: Highly ineffective!



Each week Arcane Brilliance puts on its game face and comes to play. It always gives 110% and leaves everything on the field. In fact, you might say that Arcane Brilliance just wants it more than the other team. Or something.

I think we can all agree that the first few Mega Man games were awesome. In case you just moved here from rural Nepal, or were raised Amish, or just awoke from a thirty-year coma or something, let me tell you why. The graphics were astounding for the era, the music was and always will be some of the catchiest game music ever created, and the games were incredibly challenging and fun. The Mega Man series introduced us to an awesome gameplay concept: you start out as a small blue robot with a tiny little pea-shooter on his arm, but each time you kill one of the games multiple robotic bosses, you get to use its special weapon from that point on. You kill Crash Man, you get to use his bombs. Take out Quick Man, you get to use his sweet, sweet boomerangs. Metal Man lends you the use of his metal blades. Much like in WoW, each time you bested one of the game's bosses, you couldn't wait to see what new weapon would drop from him. You worked your way through each level, dying repeatedly, trying out new strategies, until you finally downed the boss and claimed your reward, and for the most part, the reward was worth the effort.

Except for Mega Man 2's Bubble Man. His weapon sucked. It was called the Bubble Lead, and it was terrible. This special weapon was a large ball that rolled along the ground really, really slowly, crushing the dreams of young gamers everywhere as it went. It was kind of powerful when it hit, but so cumbersome and difficult to use that nobody ever bothered. The first time you equipped it and tried it out, excited to see what your new weapon could do, you watched that big slow ball of disappointment roll across the screen, and you swore to never use it again. Then you got to the last boss and discovered that the Bubble Lead was the only weapon that could really damage it. Yes, Mega Man 2 is awesome, but it is also iron-clad proof that game designers in the 80's hated us.

Similarly there are several spells in World of Warcraft that also suck. Every class has a couple. And though Mages are otherwise awesome, even we have a couple of bona fide stinkers.

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Filed under: Mage, Analysis / Opinion, Features, Humor, Classes, Talents, Buffs, (Mage) Arcane Brilliance

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

Arcane Brilliance: Magery in 2.4

Every week, Arcane Brilliance endeavors to inform and entertain Mages everywhere, and also to brainwash non-Mag es into becoming Mages. This week we take a look at what's to come for the Mage class, even though last week we promised to write about newbie instances. The newbie instances aren't going anywhere, ok? We can write about them next week. Also, this is the last time we refer to ourselves in plural first person. We know we aren't part of a collective. We understand we are not Borg. We promise.

Is this whole "progressive patch" thing blowing anybody else's mind? Am I the only one? When the patch notes were first released, Mages everywhere let out a massive, unequivocated "Meh." There were no significant changes for anybody, really, much less the wizarding community at large. As it turned out, Blizzard was holding out on us. Each build of the patch brings a few new nuggets of change, slightly like when Wendy's switched from chicken nuggets constituted of several differently colored kinds of ultra-processed chicken product to all-white kinds of ultra-processed chicken product. Though we've gotten nothing as drastic as what may or may not be happening to Shamans and Warlocks, some of these changes could prove to be significant.

It's important, I suppose, that I stress yet again that none of these changes are guaranteed to see the light of the live servers, and that future nerfs/buffs could be rolling down the pipe. By the time I finish writing this, chances are it will be out of date. And the way things have been going, if we Mages see something hit the notes that we don't like, all we have to do is unite and QQ the living crap out of the official forums. You never know what it'll get you.

After the jump, rampant speculation!

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Filed under: Mage, Patches, PvP, Classes, Talents, (Mage) Arcane Brilliance, Battlegrounds, Arena

Back in the Day: The week after the TBC launch


What was going on in World of Warcraft this time last year? Back in the Day looks into the past of WoW Insider and brings back posts notable, controversial and sometimes humorous reflecting the state of the game one year ago this week.

For the week of January 20 - 26, 2007:

The Burning Crusade had gone live just the week before and the race to have the first level 60 Draenei and Blood Elf was on. In less than four days posts were flying across message boards to claim the title of being the first. This feat is either impressive or pathetic depending on your point of view. Either way, the thrill is gone since the pre-60 increased leveling rate introduced in Patch 2.3 made it easier than ever to level up a new toon in no time at all.

Debates raged over two new issues brought on by the expansion: should the Draenei heal-over-time racial ability be usable by Draenei Priests in Shadowform and should Blizzard increase the spawn rate of quest mobs in Hellfire Peninsula to deal with the influx of half the player base after the same target?

For the first, Draenei Priests felt it was unfair to be cut off from Gift of the Naaru due to their spec choice while priests of other races didn't think it was right for blueberries to get a heal in Shadowform when no one else did. Blizzard didn't back down on this and kept the ability disabled for Draenei Priests shifting into the dark side.

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Filed under: Hunter, Mage, Priest, Analysis / Opinion, Blizzard, Add-Ons, Expansions, Draenei, The Burning Crusade, Back In The Day

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