ZD,
Hope this email finds you well. Here were some of my thoughts leading on from our last conversation.
We could potentially connect the secondary resource, "Time" to the Arcanist. It would serve a pure 'utility' function and would have spells that allow the Arcanist to shore up his weaknesses, e.g. AoE Battlefield control. Plus, it would allow for a better mapping of the "mana management game" since the generation of the Time resource would be directly caused by the expenditure of mana.
To this effect, take a look over these efforts and tell me what you think.
At the top level (and with some extra 'lore flair'), we have a core transitional mechanic:
Gift of Nozdromu
Passive
For every damaging spell cast which costs mana, you gain the equivalent amount of Time.
This serves as the main method to generate the Time resource. With it, there can be a slew of things that the Arcanist can accomplish. Some can just be "Arcanified" versions of existing mage spells and utility, and some can add deeper gameplay. (take note my friend, Time 'costs' associated with these spells are relative and not absolute).
[ED NOTE: Logix was a big fan of Mage lore in WoW itself, and we would have a TON of conversations just about the direction of mages from a Lore standpoint. He saw the shift of Magekind in WoW away from Malygos and the Blue Dragonflight towards Nozdromu and the Bronze. He argued that this is represented in the Mage class not only gaining more abilities that manipulate time, but also as a natural conclusion from the Great Mana War against Malygos in Wrath].
Here are some basic examples of Replacements:
Slow
10 Time
Instant
Slows time around a target, reducing casting, movement, attack speed and the rate of effect of any harmful or beneficial effects by 60% for 15 seconds. Can only be cast on one target at a time.
You know I have never liked Slow's rather simple, one dimensional nature. It needs to be something more than just a snare or a tongues effect. Having it interact with Buffs and Debuffs would be an interesting mechanic, forcing the Arcanist to not only have more power, but an actual decision making aspect to the spells use, after all, you could end up slowing down a friendly Warlock's DoTs too, much to her chagrin.
Wave of Slow (Replaces Cone of Cold)
25 Time
1.5 sec cast
Slows down all enemies within X yards in front of the Mage, reducing casting, movement and attack speed by 50% for 10 seconds.
Chronoform (Replaces Ice Block)
Instant
Phases the mage in time, making him immune to all physical effects but preventing him from interacting with the physical world or causing any damage. Non damaging abilities can still be used. Also makes the Mage vulnerable to magical attacks which cause double damage. Holy Magic causes triple damage.
Drains 1 Time per second.
Chronoform serves a specific purpose. While I am not overly excited about a 'form' spell (you know my issues with shadowform), I see this to potentially add something a little more dynamic in its risk/reward payoff matrix.
Chronoprism Shield
10 Time
Channeled
Requires Chronoform
Reduces magical damage taken by 80% as long as the mage channels the spell. The mage can move at a 50% speed penalty while channeling this spell. Drains 10 Time per second for every second spent channeling. This shield reduces the damage of all schools of magic except for Holy magic.
I like the interaction something like this would add to the game as a whole. Giving priests a reason to turn to Holy magic from time to time (and putting the fire back in the eyes of Paladins).
[
ED NOTE: He really had a thing for Holy Magic. He argued that it just was not used enough and he felt the game was letting itself down by letting an entire school of magic go to 'waste' as he put it. He also really didn't like what the Paladin archetype had become in WoW. He felt the Paladin class had lost its "Holy Warrior" roots and always found interesting ways to try to get them back up to "strength".]
Chronoshift (replaces Blink)
25 Time
Instant
15 sec cooldown
Shifts the Mage forward in time and space, removing any stuns or bonds. If cast again within 4 seconds, will send the Mage back to his original location.
Timelock (Replaces Deep Freeze)
20 Time
1.5 second cast
can be cast on allies or enemies
Locks the target in time for 10 seconds. All effects currently on the target are paused and all subsequent effects will apply when the target comes out of Timelock. Healing effects on enemies will apply with magnified effect when the duration ends. Damage effects on allies will apply with magnified effect.
I understand the need They want to fill with making Deep Freeze baseline, but I do not agree with the execution.
With a little effort, the same effect can be achieved but with a more interesting gameplay. Now true ZD, I can see you thinking "But Shatter?", but shatter doesn't really play a big role for Arcane anyway, except for more damage. The entire point of the exercise is to get Arcane away from its "just damage" single minded mentality.
Timeloop
25 Time
Instant
3 min cooldown
Places a friendly target in a timeloop for 10 seconds. If the target dies within that time, it will instantly be brought back in time with the same health and resources to the moment the timeloop was applied.
A much needed "help out an ally" spell for mages. We are mages after all, helping out allies should be one of our traits, especially if we can do it in a non-healer way. There is more to magic than just damage and healing my friend.
Save Time
10 Time
Instant
toggleable ability
Increases the cast time of spells by X%. Any spell cast during this period will gain you a stack of Saved Time. Maximum of 10 stacks.
Use Time
10 Time
Instant
Convert your stacks of Saved Time, decreasing the cast time of your spells by X%. The number of spells benefiting from this effect depends on the number of stacks of Saved Time converted.
One defining quality of Arcane is its ability to shift its potential damage at will, focusing it into specific moments of a fight. These two spells will evolve that playstyle, allowing the Arcanist the ability to effectively diminish his potential by essentially 'banking haste', only to use it later on elsewhere, but at will.
But I would surmise that this mechanic needs to be dynamic enough to let the Arcanist use it outside of just "burn" phases. I would think that its use could be numerous, like gaining a higher AB stack faster or "gaming" the stacks during movement (by gaining "Saved Time" stacks using ABr, which essentially is unaffected).
This could also help Arcanist mobility, essentially allowing him to "get back up and fighting" quicker after a period of heavy movement.
[
ED NOTE: I personally really liked this particular idea of his. He wanted to evolve Arcane's playstyle going forward and build upon the strength the spec had in 'shifting its damage' around into different moments of the fight]
And to round up the transition, we have the Time to Mana conversion.
Chronobeam
10 Time
Channeled
Blasts the target with a beam of time, slowing its movement, cast time and attack speed by 8% every second up to a maximum of 60%. Drains 10 Time and regenerates 10 Mana for every second the Mage channels this spell.
After the beam ends, the effects slowly dissapates from the target.
An evocation-esque ability that's slightly more interesting. It needs a target to work, but also needs you to have spent the mana to gain the Time resource in the first place. Plus, it has an interesting PvP side effect.