Thinking about it and while continuously playing Fire, I've always felt like it needed at least one more cooldown. Frost has Icy Veins, Arcane has Arcane Power, but Fire just has Combustion, which feels more like an integral part of the rotation rather than an actual cooldown. You could argue PoM, but any specc can get that (and again, PoM is as much a part of the rotation as Combustion is). Hell, I actually feel like Frost and Arcane could use some more too.
So, I'd like to see what people can come up with for a new cooldown that Fire could have (or Frost/Arcane if you'd prefer to make one for those!). I've actually got a few in mind, so I'll kick it off. (I'm also using some names from previous talents that I do miss )
PS: Feel free to use variables like X and Y if you don't know what a specific number should be.
(Please note that this thread is mostly for fun, but also to share ideas of some cool cooldowns you can think of. Remember, it is NOT limited to Fire only, so feel free to make one up for the entire class, or for a specific specc)
Fiery Payback
90 second (1.5 minute) cooldown
Requires Fire specialization
Causes your next X (~2-3) Fireballs, Frostfire Bolts, Scorches, and Pyroblasts to critically hit, but deal 25% less damage. Ignite will be calculated disregarding the 25% penalty.
- The penalty is more or less to keep the spell the same in both PvP and PvE, while also being a bit balanced for PvP.
- It's a small damage loss for 2-3 guaranteed criticals though, especially when setting up a Combustion and getting at LEAST one free Pyroblast at full damage out of it.
- It's not that strong of a cooldown, so I kept it at 90 seconds to let you choose if you want to use it with Combustions or to use when you're tired of seeing nothing but Fireball.
Molten Fury
180 second (3 minute) cooldown
Requires Fire specialization
For the next 10 seconds, Ignite will calculate an additional 20% of the spell's damage. This increased Ignite can also be used for Combustions.
- Essentially for a time you want to have one gigantic Combustion.
- I was thinking of increasing the cooldown further as we don't have any offensive cooldowns past 3 minutes.
- You may be thinking it's OP in PvP, but it only lasts 10s and both it, as well as Ignite and Combustion, can be dispelled off.
Fanning the Flames
120 second (2 minute) cooldown
Requires Fire specialization
For the next 10 seconds, all non-periodic spells deal 50% additional damage as a DoT that can also be spread to 3 (4 if glyphed) nearby targets via Inferno Blast at half damage. All direct damage spells deal 25% less damage, and Ignite calculates as if the spells were their normal, 100%, values.
- A unique cooldown that works similarly to how Disc Priests crit nowadays, except instead of heals and bubbles, it's damage and DoTs.
- This would affect all of the following spells: Fireball, Frostfire Bolt, Scorch, Inferno Blast, Pyroblast [Initial], Combustion [Initial], Flamestrike [Initial], Arcane Explosion, Ice Lance, and Cone of Cold.
-- This would NOT affect: Blizzard, Ignite, Pyroblast [DoT], Combustion [DoT], Flamestrike [Ground Effect], any Mage Bomb (including Living Bomb [Explosion] and Frost Bomb, despite being non-periodic), Frost Nova, and Dragon's Breath. Fanning the Flames also doesn't affect Mirror Image spells.
- How the DoT works: Similarly to Ignite, if you cast a bunch of Fireballs or Scorches or whatever, FtF would stack. The difference though is it would have two categories that all the spells would fall under. All spells except Pyroblast would be labeled as "Fanning the Flames", while Pyroblast would become "Fanning the Flames (Pyroblast)" and have a slightly different (and more alarming) icon than its weaker (debatable, depending on what you cast) brother. The reason for the split is for PvP reasons and to tell healers "Hey, this Mage just cast an FtF Pyroblast on your ally. You better dispel them".
Edit: Thought of some other things, but not necessarily cooldowns
Sub-Zero
Passive
Requires Frost specialization
When used on targets permanently immune to stuns (such as most Raid Bosses), Deep Freeze will now deal X damage instead.
- The spell that started the PvE/PvP split trends.
- I think I speak for everyone when I say that no one misses Deep Freezing Raid Bosses for a bazillion damage. Don't you guys want it back?
*Xerath's Embrace
**Toggleable Ability
10 second cooldown
Requires Arcane specialization
Removes the cooldown of Arcane Barrage, subsequent Arcane Barrage casts deal X% additional damage and can stack up to 3 times, but deals 75% less damage against Players. (Glyphed version only: Casting Arcane Barrage without any stacks deals 25% less damage) Lasts until cancelled or any damaging spell except for Arcane Barrage is cast.
*- Name could use tweaking, as it would obviously require permission from Riot (To those who don't know who Xerath is: http://tinyurl.com/c36bevz)
- Works like Moonkin's Lunar Shower in the sense that when you're on the move, this is the spell to use.
- Gives Arcane Mages their much needed mobility spell when they know they can't preserve their Arcane Charges (should they need/want to).
**- This could also become a Glyph instead of a toggleable ability, seeing as how Arcane suffers from lack of good Major choices.
**-- The first hit being reduced makes the Glyph a choice. Do you want a mobile spell, or lose 25% damage on your Arcane Charged Barrages? It's impossible to get a Cleave Barrage without the penalty because the penalty is instantly back when you cast anything but Arcane Barrage. Without the penalty, this would be an instant go-to glyph for PvE Arcane (and the -75% damage against players makes it so Arcane isn't a newly OP spec in PvP).
- This is a personal point, but DAMMAT, SOMEONE NEEDS TO CONNECT WoW'S ARCANE MAGES TO LoL'S XERATH SOMEHOW BECAUSE THEY BOTH PLAY NEARLY IDENTICAL (immobile casters with Arcane spells and Arcane Barrage being awesome and pretty).
[Edit] Here's another!
*Great Balls of Fire
120 second (2 minute) cooldown)
Requires Fire Specialization
Your Fireballs gain a significant power boost, as well as a size boost, increasing it's damage by ~50% and size by 200% for the next 30 seconds or 5 Fireballs. (Whichever comes first)
*- Name could probably use a tweak.
- Cooldowns aren't just about damage, healing, or utility. They can be for fun as well. The size boost lets people actually see them. These increased Fireballs would also require a graphic or color change to make them appear different from Pyroblasts.
- This cooldown wouldn't be used for Combustion in any way, as Pyroblast would still beat it on DPET.
-- Even doubling Fireball's damage wouldn't make it Combustion-worthy.
- I originally had it at a 15s duration, but then I realized "what happens if you suddenly get lucky and got a bunch of Pyros?". I decided to double the duration and add a spell limit instead, making almost sure that you will get off all 5 Fireballs, unless you're incredibly lucky ("unlucky?") all of a sudden.
- This is meant purely to increase Fireball's DPET over the course of a fight, as it's pathetically low and a huge cause of why Fire can be the lowest spec on a fight (or the highest).
- Very unlikely to even affect PvP, since no one casts Fireball there. If this made them cast Fireball, that's what Blizzard wants, right? Us to cast more immobile spells?
[Edit] Here's our raid utility:
Mana Well
120 second (2 minute) cooldown
Creates a well filled with Mana Gems. Players in your party or raid may click the well to create a Mana Gem.
Mana Gem: Restores 10% of your maximum mana. 2 minute cooldown. 3 charges.
- Warlocks have Soul Well. Why can't we have Mana Well?
- It's not all that powerful, and you could even nerf it to restore 5% mana if it was too strong.
- There's already plenty of ways raids can restore mana. A Mage won't make or break your raid similar to how a Warlock doesn't either.
So what would you like to see? Any of these? Maybe something you came up with?