I wouldn't be surprised if they actually buffed wizardry to 10% increased int, which will be reverted when we have scaled up with gear and do reasonable damage in 5.3.
(Not official changes...
Just... dreaming..)
CHANGES INCOMING:
MAGE:
New spells for Fire and Arcane:
Flame Orb - 40 yd range 1 minute cooldown 6% of base mana 1.5 sec cast
Launches a Flame Orb forward from the Mage's position, dealing 539 Fire damage every second to the closest enemy target for 15 secs.
Blazing speed is now a spell to all specs. On the talent tree spot there is a new spell: Floating Air - Everytime you do damage overtime you have a 35% of chance to proc Floating Air - You are avaible to cast while walking for 10 seconds. This effect has a 20 seconds of cooldown
Fire
Critcal mass increased to 1.7
Fireball critical chance increased by 30%
Frost
Water Elemental's damage increased by 22,3%
New glyph: Aqua Look - Your Water Elemental now looks like Lei Shi
Arcane
Arcane Blast damage increased by 20%
Arcane Missels proc chance increased by 35%
Arcane barrage damage increased by 20%
Mastery now also increases your mana regen by amount of mastery you have.
It's funny how ALL I ever seem to read is people complaining. Yes, Mages were a bit over-nerfed. Yes, they weren't buffed within 25 hours. Yes, it takes TIME (sound crazy) to assess the situation. It was clear that the buffs were coming, they aren't going to be big buffs, but more passive (being able to spread LB again possibly).
It wasn't Ghostcrawlers fault that all other classes and specs ended up being better DPS. In other words, I'm fairly confident he didn't sit in the development room and list out all the ways he could fuck mages over... People need to chill out and take deep breaths.
When Blizzard has to fix mistakes that were noted and quite heavily pointed out in Beta and PTR -after- a patch goes live, it indicates a severe problem with their testing team or just how little attention they pay to the PTR.
And given the shit-state that Mages are in at present (only Rogues have it worse), I don't blame anyone for getting mad.
Originally Posted by Marjane Satrapi
its not ez to solve this problem now.
one of the big issues are not only the single target damage, but also the aoe, mage atm as fire is real bad bad aoe, the only way to fix this will be put no cast time and double the damage on flamestrike and reduce the cd to 4sec, and let our living bomb be copy to 4 targets by impact.
for arcane let us cast seed of arcane, the same ideia of warlocks seed but could explode ranged arcane explosion, and a way of put nether tempest in all targets withing 10 yard for exemple.
What other classes/specs are being benched by your guild, Ataxus?
"Why do all supposed 'centrists' just sound like right wingers?"
"Also, can I just say that I think AOC would absolutely fucking annihilate Greene if Greene ever dared take an actual swing at her?" -- The state of the MMO-C circlejerk.
Mage in <Strawberry Puppy Kisses> on Area 52
Good news seems to be that there is a client patch today. Might mean more than just a server side buff.
Best melee class is rogue by a looooooooooooooooong shot, totaly op damage, 20% reduce raid CD they have it all
the only melee near op in aoe fights are unholy DK's that are abusing of the pestilance and keep dots all the time with trinkets and pots up.
Warlocks once again top ranged in single target, top in aoe, amazing raid utility
mage bottom single target and completely %"$% aoe, 0 in raid utility, flameglow is a lol with 6k reduce damage on hit its like 0 in heroic modes.
Mage: Nether Tempest, Living Bomb, Frost Bomb damage +40%.
We’re happy with the relative power of Arcane, Fire and Frost mages in PvE to each other, but all three specs are below where we want them. We were hoping that once groups got past the first few 5.2 raid encounters that benefit a lot from multi-dotting that we’d see mage DPS climb, but it’s not there yet. We don’t want to change rotations or force players to change specs, so we wanted a relatively passive change.
We decided to buff the bombs because it affects all three specs relatively similarly and is as close to a passive form of damage as mages have. Had we buffed the cast-time nukes, the risk is that mages would lose even more DPS on high movement or high multi-dot fights, which wasn’t our intent. If these buffs aren’t sufficient, we will happily make more, but we’d rather make a few buffs a few times in a row rather than over buff then have to nerf it back down.
Permission to LOL