Yes, and I love more than one!
Yes, but only Invocation.
Yes, but only Rune of Power.
Yes, but only Incanter's Ward.
No, I loathe all three!
I'm actually neutral on the talents, so I can't say one way or another.
When it takes 8-10s to get the buff reapplied, all the while doing reduced damage (as you're moving AND without the buff), there's nothing fun or interesting about that. I'm not lazy—I'll do whatever I have to do to keep that buff up, but I don't have to enjoy its poor design while I'm doing it.
And be honest, you know you aren't thinking to yourself every minute, "Boy, I love applying this stupid maintenance buff every minute! I'd MUCH rather be doing this than DPSing!"
This is the difference I see:
The priest and paladin 90 talents (DPS spec) both provide means to handle situations: patchwerk, spread AoE, stacked AoE for instance.
The mage 90 talents make situations more difficult to handle: they either make you hard-cast, hold you in place, or require you to take damage.
As a comparison with a pure class, the lock talents (which I think are far from the best talents) are still of the first category: They give you means to handle taking damage (note, this is different than requiring damage to be taken), movement, or AoE.
The rogue talents (which have had to have numerous fixes) are also of the first category: They give means to handle lack of melee uptime, fast target switching, and patchwerk.
No other class has a 90 row that make situations more difficult to handle. Right now it looks like mages have to choose between the least of 3 evils, not the best of 3 boons.
Last edited by voidspark; 2013-06-15 at 12:51 PM.
---------- Post added 2013-06-15 at 09:04 AM ----------
No other class has ANY tier that is "Choose the worst of three evils".
In a way, our Bomb tier is somewhat of the same.
Pokemon X FC: 1435-4739-8696 Trainer name: Evershade.
FC Sharing Thread: http://www.mmo-champion.com/threads/...h-gen-FC-codes
If they give us a DPS ability (e.g., Paladin, Hunter, Priest, Shaman, etc), they'd have to drop it to 5-10%, depending on how much of our DPS it will do.
These little things is what makes a good mage, which these forums seem to lack.
You LEARN to overcome little problems, and make them work..
Every dps class has some sort of maintenance buff.. weather it takes 1 gcd and lasts 15s, or takes 2 sec and lasts 1 min...
Not directed towards anyone specifically, but I'm REALLY starting to get annoying with all the ignorance on these forums lately.
But I actually agree with spaace, regardless of not being able to use dbm for anima font, even on animus you don't have to move so much that you'd have to delay an evo more than a few seconds, if you are even a few tenths of a second in when you get targeted, finish and blink, not hard
I have two rules for the mage forum.
1. Flowers and Sunshine.
2. READ THE STICKIES!
I have only cleared Heroic Jin'Rokh, as yet, but I've also noticed that I have to watch and pray to see that Evo actually GIVES the buff, and all this while planning where to dash during Lightning Storm, tossing out as much DPS as I possibly can, and trying to contribute.
I can't yet imagine what it must be like to participate in an encounter where you can't finish your two-second Evo cast, let alone keeping up your DPS with the buff.
My hat is off to everyone who has accomplished this feat!
"Never underestimate the depth of stupidity." Robert Heinlein
I honestly can't tell if you're being serious or not. How you worded everything and you just saying "OH DBM MAKES UP FOR BUGS, ROP, AND IW" makes YOU seem like the ignorant one here.
Dislike them all as l00 talents, but I'd like to see Incanter's Ward as a re-designed Mana Shield, i.e. base-lined. Invocation is good. RoP is ok. None of them are fitting as level 90 talents. I agree with those who think we require a warlock-esque remake.
What they should simply do is make the current level 75 talents base spells for their respective specs, move the current level 90 talents to the level 75 tier, make them cooldowns, increase all other spell damage accordingly and give us new level 90 talents.
New level 75 talents
Since the Mage Bombs are now base abilities for their respective spells, and new level 90 talents have been implemented, the old level 90 talents are now the level 75 talents and turned into cooldowns instead of requirements.
2 min cooldown
Succesfully completing an Evocation cast causes you to deal 15% additional damage for 20 seconds.
For fights with moving.
Rune of Power
1.5 sec cast
2 min cooldown
Place a Rune of Power on the ground, which lasts for 20 seconds. While standing in your Rune of Power, your mana regeneration is increased by 75% and your spell damage is increased by 15%.
For fights without moving.
Remains unchanged. Never used it. No idea how good it works in PVP. Not gonna touch it.
New level 90 talents
The new level 90 talents for making Mages awesome again.
Empower your armor, making you assume a pure Arcane/Fire/Frost form. Mana regeneration is turned off while this is active. Lasts uncil cancelled.
As it turn of mana regeneration, if would be smart to use one of the level 75 talents after having had Empower Armor active for some time.
Empower your Mage Armor, reducing the duration of harmful effects used against you by an additional 25% and allowing you to stack one additional Arcane Charge at no additional cost. Also reduces the increased mana cost per Arcane Charge by 20%.
Empower your Molten Armor, reducing all damage taken by an additional 6% and increasing the damage done by your damage over time spells by 100%.
Empower your Frost Armor, increasing your armor by 50% and gives all your damage dealing spells a 30% chance to deal 10% additional damage.
Summon Ally - Can't think of a catchy name so fast
3 min cooldown
Summon an Arcane Golem that will fight by your side for 30 seconds. This ally will deal melee damage to your target and inflict all enemies within 8 yards of your target with Arcane Resonance. Arcane Resonance increases your damage done to enemies inflicted with it by 10%. Arcane Resonance allows Arcane Barrage to hit all targets inflicted with it for 15% of its damage.
Arcane Resonance allows Arcane Barrage to hit additional targets on top of its own maximum of four targets (one per Arcane Charge). Let's say there are five targets: four will be hit with Arcane Barrage's effect and Arcane Resonance allows it to also hit that fifth target for 15% of the damage it would cause to your target.
Summon a flock of Phoenixes, swirling around your target dealing damage for 30 seconds. While these Phoenixes are attacking your target, your Fire spells will hit all targets within 8 yards of the target at reduced damage based on the amount of targets hit.
If your attacking two targets, you'd hit each target for 60% damage = 120%. Three targets would be hitting each target for 45% damage = 135%. Four targets would be hitting each target for 40% damage = 160%. Five targets would be hitting each target for 35% damage = 175%. Six targets would be hitting each target for 30% damage = 180%. Etc. As the amount of targets increases, your total damage dealt to them also increases.
Empower your Water Elemental, transforming his Waterbolt into Hydro Blast, increasing its damage done and hitting all enemies within 8 yards of your target for 30 seconds. Also lowers the cooldown of Freeze by 15 seconds.
Hydro Blast turns the Water Elemental into an AoE monster. Also, reducing the cooldown on Freeze allows the Mage to cast more Ice Lances for increased damage.
3 min cooldown
Increases your critical strike, haste and mastery by 10000 for 30 seconds.
For those that aren't interested in a fancy effect and just want a simple, easy to use spell.
Obviously, the values that I've put in here would have to be balanced out. These changes would make my Mage way more appealing. I would still be playing my Mage if I wasn't forced to keep a level 90 talent up so that I can actually deal my maximum damage output. They shouldn't be required to bring your output to your usual maximum. Talents should allow you to deal extra damage, on top of your usual maximum.
Never thought I'd quit my Mage, but I have. It's just too frustrating to either cast Evocation every minute, stand in the same spot for one minute or soak some hits before I can deal my maximum damage while questing.
Thank you Blizzard for ruining my favorite class. I'd rather not have any level 90 talents at all, then have to deal with what you've given me.
Last edited by Statix; 2013-06-15 at 06:26 PM.
Statix will suffice.
Now, I do like that design. I enjoy possibilities where I get to use all my experience as a caster, all my knowledge of a boss. I have written in the past of how I think the Rune of Power exemplifies what playing your mage well should be about. The problem is this: The talents never worked that way. The way the content currently is working (Animus is just one example), there is little to no possibility of planning ahead in many situations. Here's an exercise I think could be fun: Go into LFR, a part of your choice. Don't worry about dealing damage, just pick up a stopwatch. Time how many seconds in any encounter there are between events that could potentially make you have to move on normal or heroic difficulty. Not how much you actualy have to move. But how much POTENTIAL movement there is.
Believe me when I say its a lot. Sure, you'd have to be unlucky to get charged by Horridon every time. Or to have Lingering Gaze on you constantly. But it can happen. And thats where you get punished for events far outside your own control, and get punished more heavily then other classes. That is the whole reason they needed to bandaid-fix Invocation in a way that didn't feel like getting kicked in the balls constantly (not regarding the bug right now) - Blizzard accepted that the situation was so that playing with Rune just made you feel needlessly punished constantly. So they made it so that Invocation works as a, albeit tedious, bandaid.
Now, I'm the first to applaud any idea that makes us feel like playing a caster again. I've always thought mage wasn't about tanking stuff, but about chosing your footing carefully and then unleashing hellfire. I'm not one to whine about having to think how I play. But the level 90 talents just don't give us the tools for that now. They need to be changed in a way that removes the awkwardness of playing with them, especially their connection to mana-management. Make them be DPS-cooldowns of sorts. Make them cool in some way. But right now, they just don't work.
I dislike them a lot. I also dislike the level 75 talents. The whole mechanic feels like something from Warlocks and Frost Bomb is just needlessly clunky.
Hope they just BUFF us or something, just give us a passive skill that gives us 15% spell dmg and give us something useful for 90, just look at DK 90 talents, THOSE are useful and kinda fun
I put the laughter in manslaughter
Blood DK problems: to many ppl at daily place, cant pull 8packs *cries*
BF3>CoD Cola>Pepsi PC>Mac Xbox>PS3