Well nubs, 5.2 is here and its time to take a seat and take a look at all that is changing, whether it be for the better or worse.
There are many, many changes to mages in 5.2 so instead of focusing on the small/trivial ones, I will focus primarily on the big game changers (at least according to me) and an overall 'who wins - who loses' analysis followed by a simple FAQ.
The Winners of 5.2
Frost Mages: With buffs to the main nukes as well as 'cleaning up' of the gameplay with the removal of targeting pet freeze (and through extension, the need for micro-ing the pet) during boss fights, Frost is looking very strong for 5.2.
What's better, is that all testing for Frost on the PTR was done without the t15 set bonus, meaning, Frost will actually turn out to perform stronger than it was on the PTR when the bug gets fixed!
All this, coupled with nerfs to the other specs means Frost is a clear winner in 5.2.
Blazing Speed: This was a talent I was keeping a close eye on personally throughout the PTR. I am quite satisfied with it where it is now. "Mobility through speed" sort of 'works' in the first tier, even though on some fights you would prefer PoM or Flows, but that's what makes it a good choice I think. Overall, I am more inclined to put the Blazing Speed changes in the winners list. God knows there were moments there where BS could have been a tragedy.
Fire and CM: Fire as a spec went relatively untouched this PTR. And while the last minute nerf to CM got everyone's heart pumping, the quick reversal means that at least the 'fun' aspect of gameplay is preserved. Fire is, yet gain, looking to be an extremely strong spec in 5.2, especially with gear. I am quite certain that a few weeks into the patch when people have shifted their gear weights to crit, firemages will be burning things down wholesale yet again.
The Losers of 5.2
Arcane: Its no secret that the nerf gods are coming down hard on the Arcane spec with 5.2, with an almost divine-esque fury this time. Being the mage spec that has the most change with 5.2, Arcane is in a 'not-so-good' place overall relative to the other specs. Within the spec, there are smaller wins and losses, though overall, I think Arcane lost the 5.2 race, mainly because it just is not good enough at any one thing to be picked over the other two specs, in almost any context right now.
I feel a much more deeper analysis of Arcane in 5.2 is required (I will work on that separately), but in a TLDR version:
Arcane's stack change is a win, if nothing but for the 'feels'. The invocation nerfs/change kills that variation of Arcane, so that is a loss. RoP being the only version of Arcane that is competitive is another loss (esp with thunder kings extreme movement). The wholesale throughput nerfs on top of the 'automatic nerfs' of losing scorch is another loss.
Couple these 'losses' with the already weak points of the spec, such as the fact that apart from DPS, Arcane doesn't actually bring anything else to the table. As far as burst is concerned, Frost can do better. AoE? Arcane gets handily trounced by Frost again. Single target? Fire wins. Control? Frost. etc etc Due to this and many other smaller losses. Arcane loses 5.2 in the general sense. The spec is still 'viable' if all you want to do is LFR. But then again, I sometimes raid LFR with a 0/0/0 spec spamming just FFBs and still make top 5, so that's some context for you.
Mages: Mages as a class (on the whole) are loosing in 5.2. Primarily due to an extension of the point I made above about Arcane, that being, that when a class doesn't really bring anything other than middling dps then there is a problem.
There is a lot of speculation about a next 'sunwell' event for mages, though I think those QQs are unwarranted now (they are saving a new 'sunwell' for 5.4). However, a grave design error is being brought to light with 5.2. People are realizing that if mages don't bring the zomgdeeps, they really don't bring anything at all. I suspect that part of the issue will get a lot of discussion and airtime in the coming weeks. But overall, with the nerfs to mages and the buffs to other classes plus the utility the other classes bring, all combined, will make 5.2 a rough time for mages.
The Level 90s: Now seen almost as a plague upon the class, the level 90 talents received some 'tweaks' but overall they were basically just 'watered down' and made even more 'maintenance-y' with 5.2. The real loss is the polarization of the level 90s. Frost and Fire mages will just default to Invocation (unless they can use IW all the time) and Arcane mages will just be forced to use RoP. They really aren't talent 'choices' anymore. That being said, in the recent tweet/interview it seems Blizzard has realized their error with the level 90s and they will be changed, just not this expo. Which means that this loss is going to stick with the class for at least the next year, which in itself is a loss.
The "Meh's" of 5.2
Flameglow: Blizz had a great opportunity in 5.2. To really bring something new and unique to mages and alliviate the somewhat dearth of inspired talent choices, however, they went with the easy option instead. Flameglow is the definition of 'meh'. A true passive (in that, you don't even realize it exists) flameglow will just take up its spot in PvE bossfight talent lists (boss does lots of regular small dot damage, take flameglow, else dont) and nothing more. Some experimental PvP comps might try to see use of it against DoT heave cleaves, but other than that, flameglow will be overshadowed by Ice Barrier there too.
A passive damage reduction. Meh.
Removal of welly freeze on bosses: This is 'meh' mainly since there are positives and negatives that balance themselves out. The negatives? Spec identity. As they say, welly is now just "a dot with legs" on bosses. Frosties who identify with the elemental speak to this being a loss of spec identity, I agree.
However, there are benefits. First, it 'cleans up' the frost rotation since you now don't have to manage yet another cooldown as well as the other short cools frost has. This also allows makes the glyph of welly somewhat non-mandatory for bosses, again a good thing.
The issue isn't fixed, just delayed.
There are tons of smaller changes too, some straight buffs and some modifications, but nothing majorly game changing, e.g. PvP mages will still take Ice Barrier and be frost. RoF will still beat out competition in its tier, etc etc. In most all else, it will be business as usual.
FAQ
What spec is zomgdeeps!? What should I spec for 5.2?!?!
Depends.
If you are a 'server first' type raider, then you might have a problem (I'll address that later).
For everyone else, play what you feel most comfortable playing (i.e. the spec which you are most intimately familiar with). As a general rule, if you are haste heavy go frost, mastery stick to arcane and if crit, obviously, go fire. (n.b. if you are mastery-haste mix, go Frost. Arcane performs very poorly with the same mix).
In general, you will want to start accumulating crit gear as you make your way up the ilvls and then make the inevitable switch to fire. That will be your raidspec near the mid-end of this tier.
For the server first type raiders, you might want to consider alts and/or if you will be the only mage in the raid, I suggest you go fire anyway. Progression is going to be a b!tch and you will regularly be getting trampled by the locks and booms in your raid. Your real deeps isn't really going to kick in till much later in the tier (both with the tier bonus and better crit), but hopefully you can be an asset to your raid in some other way (like not standing in the fire, etc etc).
How to play Arcane?!?
Stack mastery go RoP.
Rotation is: AB AB AB AB (AMx2) ABr, rinse repeat (stand in your rune). Sneak a bomb in between the first and second AMs in order to get a chance at another AM proc. But other than that, that's it. Welcome to Arcane 5.2 'gameplay', enjoy your stay!
What is the best spec?
Still Fire, mostly.
This is not 'theoretical' 'best' mind you. At the time of this writing, we cannot accurately make that prediction (the tools we use are still being updated).
However, realistically its Fire. The performance 'bang-for-your-buck' per effort invested for Fire is just too damn high! (like rent). Fire also has a significant toolset (not as large as frost's) but can deal with enough situations (especially mobility) which will allow it to shine in 5.2.
Given that Fire also scales best as well as gear in this tier generally having a 'crit' slant in terms of available gear, means its a worthwhile gearing and spec investment to make tomorrow when the patch drops.
When should I go fire?!?!
ilvl 500+
505 to be sure and definitely by 510. Try to synchronize the switch with the acquisition of your set bonus(es) for maximum 'bang-for-your-buck'.
Now what?
Ask questions, critique, feedback and thoughts. In this thread. Go.
/discuss.
EDIT:
Alongside my review, Blizz put out their OWN review of mages in 5.2. I've added it to the OP now:
Sauce.Originally Posted by Blizzard Entertainment
My take? It is extremely void of any real insight. It feels they are just listing the changes they made with not much in terms of having any real window into what they were thinking.
Imho, it is a dud review. Mine is better.
You hear that Blizz? I'm better than you!!