Never ever!!! That would have an influence to our rotation.
TacTican, your suggestions look nice although one wont see daylight:
Glyph of Guided Missiles - Your Arcane Missiles now ignore line-of-sight restrictions.
I guess it will be too OP for Arena, so will never happen, as Blizz seems to scale everything back and forth around PvP.
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Let me clarify that statement a little. As the game progressed, players got better and better. The novelty began to wear off. in a desperate attempt to give the players something new and challenging the developers turned to the classes and the specs. As humans often do, I think they panicked a little and over compensated. Along came mastery and silly meta-game class specs. Do more damage based on mana! Watch that crit slot machine and get that perfect ignite! It was a mistake that several of the classes suffered from, but mages especially.
I am not against changes to the class, right now I'd welcome them. However, they must address the stupid level of complexity that has accumulated since Wrath. I think the devs acknowledge this and that is most likely why there are buffs in the works for nearly all of our AOE spells. Our AOE rotation (urgh, when did that become a THING??) Had gotten crazy complicated for the pathetic damage it did.
I DON'T think the class should go back to spamming one nuke all fight like vanilla and BC. I just want specs that are fairly reliable, have a reasonably tight delta between worst and best players, and are FUN.
Let Reason Prevail
Something I heard yesterday was that apparently if you're a Human, the BiS weapon as Fire is the Spirit Crit Sword from Jin'rohk.
[For those who don't know, Humans get a +1% Expertise bonus when wielding a Sword]
Kinda sucks we have an HPal and he gets first dibs on Spirit gear (well, over a Mage he would), but should two drop from heroic, or get 2 TF ones, I'm curious if I should bother going for it.
(I felt that making a new thread for one item seemed dumb, and I looked but couldn't find BiS lists that included the sword for Humans specifically. MrRobot says it is, but only by a few points, and, well, I usually take AMR with a grain of salt after how terrible it was during Cataclysm)
Last edited by Polarthief; 2013-04-16 at 02:09 PM.
I was actually just thinking about a topic like this. Good to see the discussion has already started (though it seems to be going all over the place by page 6).
I will post back here some thoughts, both my own and collected from some of the best mages I know. But yes, overall I think its time to start prepping, at least mentally, for the next beta.
The goal, imho, would be that by the end of this exercise, the mage community should be able to clearly articulate:
1. The problem.
Be it the problem with the class, the problem with a spec, or the problem with mages in a specific environment (pvp, pve, raids, arena, etc etc). The key phrase is "clearly articulate". Many times, change is bogged down since people aren't specific or terse enough in explaining the issue they are experiencing or observing. How can something be fixed or bettered when no one can nail down the issue in the first place?
The first step is to be crystal clear about the problem. If you cannot explain the problem to a non-mage, you probably haven't understood or grasped it well enough yourself to satisfy this requirement.
2. Remote solutions
By 'remote solutions' I don't mean solutions of the form "Increase Arcane Blast's damage by 3.4%" for example, I mean solutions that are more interested in showing which direction should be taken, and less interested in mentioning specifics, e.g. a good remote solution could be "Re-introduce the ability and/or tool for the Arcane spec to handily convert Mana into Damage, i.e. bring back some form of the "Burn phase".
Ideally, remote solutions are ideas and directions you think something should go in. This way, we allow for Blizz to come up with unique and more rounded out precise solutions (precise solutions, imho, are the other form of solutions, ones that target a very specific quantity or quality.
This would probably be a good thread for mages to sit down in and really dig deep about what, ideally, they want from the class and/or a spec. What is the true nature of the Arcane spec? Is it about manipulating time and space? Is it about mana management? What is the core of the spec? What is the identity? What is it for Fire? And Frost? Mages should be able to clearly articulate these ideals. Answering these types of questions will help.
I think, if mages start with these things, you should be well on your way to ensuring that when the time comes (next beta), people have their sh!t together to take on the storm head on.
I too will post my thoughts. There are many
Last edited by zomgDPS; 2013-04-18 at 03:38 PM.
I will probably disagree with zomgDPS' conclusions (though I'll consider his arguments on their own merit), but this I agree with : clarity of reasoning is paramount. And yes, that means there should be some reasoning.
While we're on the topic of preliminary guidelines, please for the love of all that is loveable, do not state what is in the end your opinion as a fact ("I think such and such points are problematic because..." vs "This shit is garbage, period"). It's damaging to your credibility and does not serve your argument.
So my ideas for mage changes like many others revolve around the 90 talents. I really think they could be good CD's or fun spells that become rotational but are not new fillers (though I do have an idea for this as well in talents).
90 talents: Leave Incanter's as is, buff passive to 10% flat or maintain the passive while ability is on cd (removes some of the skill of it but reduces some of the pains with the spell).
Empower Mage Armor: 1 minute cd 20 second duration Empower's your current mage armor, granting you the effects of each mage armor and doubling your active armor's offensive bonus.
Rune change scaling rates, make xmin cd (2-3minutes) 10 second duration, conjure a rune of power for 10 seconds that spawns at your location and spans 10 yards. While inside your rune you gain 40% spell damage and 10% of your highest secondary stat (haste crit mastery)
Really for these I see potential and obvious number tweaking but the ability to give mage's another damage cd. Just my two cents for those. Incanter's would probably need tweaked to be balanced along the other abilities I presented.
For more rotational abilities I gained some inspiration from D3 wizard class and just playing my mage in general
Meteor Summon a meteor to crash down at your targets location, causing X fire damage. Any hostile target hit by the blast will be subject to 5% extra damage from the mage for 7 seconds. 20 second cooldown Glyph: Allows your Meteor to be casted at a location instead of a target.
Mage Beam combine fire arcane and frost magic to launch a powerful beam in front of you for 3 seconds dealing X Arc/fire/frost damage to any hostile target caught in it's path. 25 second cooldown.
Piercing Ring Conjure a jagged ice circle around your current target lasting 6 seconds. Any spells you cast will empower the Ring increasing the damage it will deal. After 6 seconds it will collapse on your target dealing 50% of the damage done during the duration to be instantly done to the target, and another 25% over 10 seconds. 45 second Cooldown. (It needs a better name)
The main point of these spells are to give a more fun mix up to the mage rotations, adding another spell to add some dynamic function. Also I feel these spells will add a great visual component to the mage class that feels lacking, especially when you see Ele shams... (stupid elemental blast). I feel these abilities can also grant a strong "minor" cd to the class to be used semi - rotationally.
These are just my two cents really just think that they'd be fun. I'm no expert on numbers so obviously they all need tuning, but mechanically I feel they all add some interesting dynamic components.
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