Broad Class Concerns:
PvE
- Mages are too homogenized currently - maintain lv90s, cast bomb, filler, unleash procs while burning cds,
- Lv90 talents provide more restrictions than anything, don't bring much to the class and are generally unfun to use,
- Lv75 talents feel like a third leg - they are mandatory to all specs, but aren't tied in with the specs and aren't different enough from each other,
- Lack of group/raid utility - others bring healing, battle res, knockbacks, unique throughput/defensive cooldowns, warlock portals, but mages can only save 20 gold on food for others,
- Glyph of Evocation should've been made baseline ages ago - almost everyone uses it.
PvP
- All specs became reliant on Deep Freeze burst, while Arcane can't utilize it as efficiently,
- Blastwave w/knockback to Mana Shield knockback to no knockback isn't fun,
- Lack of group utility, only peeling with CC,
- Glyph of Evocation should've been made baseline ages ago - almost everyone uses it.
Arcane:
PvE
- Non-existent mobility that makes the spec devoid of fun, time for AM on the move at least?
- Lack of use for Arcane Barrage apart from ABarr AOE and losing stacks, it could be a go to spell while moving if it didn't trigger a cd, at least when cast with no charges,
- Mastery forces multidotting, which isn't really a mage thing,
- Mastery feels counterintuitive - impossible to have 100% damage output,
- Invocation shouldn't cut mana regen by half, Evocation consuming stacks is bad enough,
- RoP is too restrictive,
- Awkward AOE - multidot, stand in melee or specifically time rotation for cleave.
PvP
- Has literally nothing going for it compared to other mage specs - only Slow, which is not enough
- Has to rely on Frostjaw to use Deep Freeze,
- No mobile damage and heavily punished by movement and interruption/CC as charges expire - thus completely shut down and useless if focused,
- Too fragile, could benefit from passive mana shielding - reducing incoming damage by %, depending on % of mana left
Fire:
PvE
- Too much reliance on cooldown lineup for Combustion set up,
- Too RNG dependent,
- Mastery is strictly tertiary as it directly depends on crit and haste, thus everything depends on crit, which makes RNG affect overall damage by a great margin,
- Pyromaniac restricts target-switching, makes Frost Bomb an inferior choice and generally sucks,
- Negligible AOE despite having a proper AOE rotation available,
- Glyph of Infernal Blast is annoying to constantly swap, because it's very situational and not satisfying,
- Combustion glyph is mandatory.
- PoM is above the competition.
PvP
- Too affected by dispels - needs some protection
- Depends too heavily on Deep Freeze burst,
- Combustion periodic damage is completely useless due to multiple resilience applications and dispels
- No Blastwave, no knockback,
- No good Fire glyphs,
- Has to rely on Frostjaw to use Deep Freeze.
Frost:
PvE
- Water Elemental is useless, boring and annoying,
- Haste cap restricts spec scaling,
- Icy Veins glyph is mandatory,
- Frostbolt stacking debuff restricts target switching and generally sucks,
- Glyph of Water Elemental should be baseline.
PvP
- Water Elemental is useless, boring and annoying,
- Glyph of Water Elemental should be baseline,
- New mastery looks to be too PVE-oriented, which questions Frost PVP viability,
- Frostbolt is too weak.