As promised, here's a revised sticky to replace the old one. If you got strangely attached to the other one, then I'm sorry (I haven't deleted it, just unstickied and locked) but I hope I can make you giggle like a girl again with this one.
Important Changes:
Originally Posted by MMO-Champion
Mage (Forums)
- Item - Mage T14 2P Bonus - New: Increases the damage done by your Arcane Barrage spell by 15%, increases the damage done by your Pyroblast spell by 5%, and increases the damage done by your Ice Lance spell by 5%.
- Item - Mage T14 4P Bonus - New: Increases the damage bonus of Arcane Power by an additional 15%, reduces the cooldown of Icy Veins by 45%, and reduces the cooldown of Combustion by 20%.
Baseline
Talents
- Frostfire Bolt now slows the target for 8 sec, down from 9 sec.
- Mage Armor now increases your Mastery by 2717 at Level 90.
- Polymorph (All versions) now has a 30 yards range, down from 35 yards.
- Slow Fall no longer requires a reagent.
Frost
- Invocation now reduces the cooldown of Evocation to 10 sec.
- Scorch now costs 0.1% of Base Mana.
- Temporal Shield isn't on the global cooldown.
Arcane
- Brain Freeze now causes your next Frostfire Bolt to be instant cast, cost no mana, deal 25% additional damage, and act as if your target were frozen for 15 sec.
- Fingers of Frost no has a 12% chance to proc from Frozen Orb hits, down from 20%. Now also has a 4% chance to proc from Blizzard ticks. Now has a 9% chance to proc from Scorch, up from 8%.
- Frostbolt now snares for 8 sec, down from 9 sec.
- Mastery: Frostburn now scales from 150% of Spell Power, down from 250% of SP. Now also increases the damage done by your Water Elemental by 150% of your Spell Power.
Fire
- Arcane Charge now also works with Arcane Explosion.
- Slow now increases casting time by 50% on creatures and 25% on players.
Minor Glyphs
- Combustion base damage has been increased by 30%. No longer affected by Flamestrike effects on the target.
- Inferno Blast no longer affects Flamestrike effects. Now affects enemy targets within 10 yards, up from 8 yards.
- Pyroblast now requires single-target direct damage Fire spells to proc.
Major Glyphs
- Glyph of Arcane Language - Your Arcane Brilliance spell allows you to comprehend your allies' racial languages.
- Glyph of Combustion now increases the direct damage of Combustion as well.
Streams:
Mage Leveling and Panda Mage
Videos:
Nord Productions
*Credit to Frah*
Fire mage gameplay
http://www.youtube.com/watch?v=OEq782pscXU
Arcane mage gameplay
http://www.youtube.com/watch?v=c8HHb64jgB0
Frost mage gameplay
http://www.youtube.com/watch?v=23NZU08TIgs
Mage Glyphs
http://www.youtube.com/watch?v=FFuE_3FgsEs
Mage Talents
http://www.youtube.com/watch?v=KdMvVEKNtg8
Patch 1
http://www.youtube.com/watch?v=oAVHUAwj4kQ
Tier 1 talent analysis (raiding) + missed info video
http://www.youtube.com/watch?v=Ip2pEaY4Pao
http://www.youtube.com/watch?v=GU3a-MMJ_vk
Tier 2 talent analysis (raiding)
http://www.youtube.com/watch?v=NadFg4rEE-M
Tier 3 talent analysis (raiding)
http://www.youtube.com/watch?v=9TAFofkruH4
Tier 4 talent analysis (raiding)
http://www.youtube.com/watch?v=nOjGlJAppHQ
Swizzle Mini-Blog:
Okay, first Mini-Blog entry, and it's going to focus on Fire and Frost (I can't get Arcane on my Mage and I haven't been able to copy another over either). First off, I want to explain that I do NOT want Fire to return to its iteration from the end of WotLK...just felt like getting that out of the way.
With that done...I'm personally extremely upset with the current form of Fire on Beta. From a design perspective, I can see what Blizzard was shooting for. The spec FINALLY does feel less random, but it also become cumbersome and clunky to remove that randomness. While I was able to constantly line up Combustion with solid Ignites, I was only able to do so by basically ignoring half my spellbook. The biggest change I can name from previous expansions is that Pyroblast suddenly became our strongest DoT, even stronger than Living Bomb and Ignite barring enormous Mastery values (I'm going to address this issue in respect to both Frost and Fire). Flamestrike isn't even worth casting 90% of the time...it just does so little damage and contributes approximately 5-10% of Combustion damage. On that ground, for what it does, Flamestrike's cast time and cooldown are both too long. The simplest fix would be to fix the scaling (which they moved towards in the last build), but the cast time and CD on Flamestrike add clunkiness to the rotation.
Here's what I mean by that. Ignite now "rolls", but only procs form DD single target spells. It sounds great, but when you realize the duration is still 4 seconds, maintaining every debuff you need for Combustion becomes annoying. Not only do you need a strong Ignite (which you can only get from a Fireball or Pyroblast Critical Strike, Scorch actually lowers the damage done by Ignite so...yeah), but you need Pyroblast and Flamestrike, if you're gunning for perfection. However, having to place and cast Flamestrike only leaves you with 2 seconds on Ignite, and even though Combustion is not on the GCD currently, there are issues with the application of the debuff causing it to simply not register your Ignite on the target.
What I'm trying to say is that the mechanics work against eachother. The best thing to do would be reduce Flamestrike's cast time by 0.4 seconds...or my personal favorite: simply extend the duration of the Ignite debuff by 1 second while keeping the damage/DPS the same. Either change would guarantee better rolling and better fluidity in the spec, but the latter would give a better result overall for the spec (applying bombs and what not while maintaining Flamestrike and moving all hurt Ignite, as does the travel time of your other spells). PoM and Inferno Blast are REQUIRED to keep Ignite rolling while maintaining everything else the spec demands as well. There isn't really much skill involved with this feat, it simply isn't fun, and in a video game the user experience is tantamount.
Further...fuck Living Bomb. Sad to say, the spell has been left behind by the newer Bomb spells. The utility Frost Bomb brings and the ABSURD damage Nether Tempest brings make the old spell seem lackluster. Even when fully specced for Fire and glyphed with Inferno Blast, the AoE damage provided by LB is inferior to Nether Tempest. Here's a comparison: limiting myself to LBs target cap of 3 targets, LB dealt approx. 20 hits of damage over the duration of 3 of them whereas Nether Tempest did about 117 hits of damage. Granted, those hits were far weaker, but the accumulated damage was actually higher. Coupled with the average health of most AoE mobs in a boss fight, there would be no reason to ever NOT take Nether Tempest. All LB needs is an increase in damage to keep it inline, but it just seems bland in comparison since it does nothing for Combustion anymore.
Okay...on to Mastery. Out of the two specs I played, Fire's Mastery is too weak whereas it is too good for Frost. From what I could tell, the base Mastery for Frost has been raised again. On live, my gear gets me to 31% increased damage on Frozen targets. Carrying over the same gear to beta grants me 50% increased damage on Frozen targets, and that damage is quite ridiculous. This fact alone makes Frost feel far more bursty and balance plagued than it does on live, and this needs to change. Damage from the spec needs to move away from Ice Lance and into another spell, otherwise we're going to hear a lot of complaining and the spec will play far more RNG than Fire does currently. As for Fire's Mastery, it's simply too weak. The base damage is 17% burn which I could get to 29% with full Mastery buffs. I don't know how long it would take to get back up to the 40% we have now, but the damage just isn't there. Having my Pyroblast Crit for 81,000 feels muted when Ignite only goes up to 11,000 from it. Again, this is a simple numbers tweak, but they need to make sure the damage actually rolls, I hate seeing those "nice" Ignites disappear due to a weaker hit/crit after.
Discussion (you fill this in with your posts):

MMO-Champion
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