I've posted this on the official forums, but I was wondering what you folks here at mmo-champ thought about ways to fix arcane mages in PvP:
[quote]I've always preferred arcane for pvp (except the lolspec it was during S5) mainly because the damage is consistent rather than RNG (if you play without shatter like I do) you'll be consistently hitting harder (especially with cooldowns up) rather than spiking your damage, which can be good if you're playing with a partner with good lockdown who can help you get casts off (Rogue, pretty much). You'll have a number of the tools that frost still has (ring of frost, novas) etc while having fewer defenses. It's a mixed bag.
However, it's horribly un-competative in arena at the moment and I wanted to start a discussion about ways to fix this.
What are the problems?
- The knockback from incanter's absorbtion should be a cooldown, rather than RNG when your shield breaks. Don't get me wrong, I LOVE the talent and it's been incredibly useful in bgs and whatever, but in a controlled arena environment you might not always be wanting to knock your opponents back - especially since mana shield is your only defense.
- Arcane missiles should be much more rewarding. It really hits for peanuts and I don't understand why it's so weak at all. The fire tree is almost built around pyro procs in PvP, and brain freeze procs for frost can typically crit for 15k or so. When my missiles hit 3 times for 1k each, it's so horribly pathetic. Even talented it wouldn't be much improvement, and 4 talent points is a lot to ask to get a barely noticable damage improvement.
- More mobility for casts is needed. A change that is definetly needed for both PvE and PvP really. The chances of you managing to turret off 4 arcane blasts in a row is very slim, and while arcane barrage and presence of mind are nice, they're really not enough.
- More "tools" are needed. If you compare the trees, each one gets a number of "tools" to help pvp, but arcane gets the duff end of the deal, at least in my mind. Compared to a 5s stun from frost, a 5s disorient from fire etc., all arcane really has is polymorph stun - which is only really nice for opening, and the knockback from mana shield - which as I've mentioned, is not always as useful as it seems.
- More defenses are needed ? Possibly. This would be the tough one to decide. Arcane has always been a glass cannon spec, kill them or be killed, but this is more evident than ever in Cataclysm. Having trouble getting the casts off is one thing, but the only real "defenses" are 12s cooldown mana shield and I guess the 6% damage reduction from prismatic cloak. Compared to ice barrier & double block, cauterise etc, it really doesn't cut it.
What can be fixed ?
- Keep the damage absorbtion part of incanters absorbtion but separate the knockback, giving it a 25s cooldown. Seems in-line with other spec "tools" (dragon's breath, deep freeze) and gives a more reliable way to get away from melee.
- Buff the damage of arcane missiles and arcane barrage. Why not have them consume the damage increase of arcane blast debuff?. I really don't know how this would affect PvE, but in PvP it would reward you when you can get those arcane blast casts off, as well as give you a little bit more mobile damage, and more damage in general.
- Allow arcane missiles to be channelled while moving. A no-brainer really, and fixes some problems in PvE as well.
- Change flame orb to arcane orb (or similar) when specced arcane. I've seen this posted in other threads, and I've no idea why it hasn't been implemented yet. This could be the new "tool" that arcane gets as well, give it some kind of utility to help the spec - an aoe snare, something like that.
- Buff mana shield for arcane spec. For example, it doesn't drain mana, it absorbs more when specced arcane, etc. It's already very nice now for the damage increase but when you don't even live long enough to use the extra spellpower it doesn't really matter.
- Spell idea - Gravity Well. Taken shamelessly from High Priestess Azil, from Stonecore:
"Summons an area of crushing gravity. Any friendly or enemy units caught with 0 yards will be pulled towards the center. This spell deals persistent damage to all enemies within range, causing more damage the closer the target is to the center of the effect. Lasts 20 sec."
This would be a great utility tool for arcane only, it could be tweak to be as powerful/weak as needed but would just give something else to the spec to use in PvP. I'd really like to see this.