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Battle for Azeroth Community Opinions: Class Changes and State of Mages
26.03.2018 um 19:10
Welcome back to the Battle for Azeroth Community Opinions series. This series will span the Battle for Azeroth Alpha and will cover multiple topics. We will focus on a specific topic every week and for this week, we've decided to delve into the Mage specs! Let us know what you think of this type of article in the comments.
Make sure to check out the Mage Discord,
Hall of the Guardians
We've invited some members of the community to give their thoughts and opinions on the current state of the Mage specs on Alpha including, but not limited to some of the following topics:
New and replaced spells and talents
Losing artifact traits and legendaries
Feedback from Legion
The current state on Alpha
Please remember that these are opinions. You may not agree with the opinions stated in this article and you are welcome to your own opinion to the state of the class and spec. Please feel free to leave any feedback regarding this type of article in the comments.
Battle for Azeroth is currently in Alpha and things are subject to change at any point.
Make sure to check out our
comprehensive list of class changes
which is updated after every build. Here are the State of the Class articles we've done so far:
State of Druids
State of Paladins
State of Shamans
State of Warlocks
State of Warriors
For each 0 mana you spend, you have a 1% chance to gain Clearcasting, making your next Arcane Missiles free.
Name changed from Arcane Missiles to Clearcasting
Now requires Level 12, down from 14
Launches bolts of arcane energy at the enemy target, causing (157.3%80% of Spell power) Arcane damage.
Damage increased by 60% per Arcane ChargeEach Arcane Charge increases damage done by 30%.
Consumes all Arcane Charges.
Cost changed from 0.5% of base mana to None
Blasts the target with energy, dealing (232.804%55% of Spell power) Arcane damage.
Damage increased by 60% per Arcane Charge and mana cost by 100%, and reduces cast time by 8%.
Mana cost increased by 125% per Arcane Charge.
Generates 1 Arcane Charge
Causes an explosion of magic around the caster, dealing (90.75%60% of Spell power) Arcane damage to all enemies within 10 yards.
Damage increased by 60% per Arcane Charge.
Mana cost increased by 100%per Arcane Charge.
Generates 1 Arcane Charge if any targets are hit.
Launches five waves of Arcane Missiles at the enemy over 22.50 sec, causing a total of 53.603%50% of Spell power)] Arcane damage.
Damage increased by 60% per Arcane Charge.
Each damaging spell cast has a 0% chance to activate Arcane Missiles. Chance doubled for Arcane Blast. Limit 3 charges.
Generates 1 Arcane Charge.
Cost changed from None to 18.0% of base mana
Shields you for 1 min, absorbing * 1 * (1 + Versatility)] damage, reducing magicalmagic damage taken by 15%, and reducing the duration of all harmful Magic effects against you by 25%.
Arcane Missiles deals an additional 12% damage per Arcane Charge.
Words of Power
Grants 1% increased chance to trigger Arcane Missiles per 20% of your mana you have unspent.
While you are above 80% mana, Arcane Missiles fires 2 additional missiles.
Tier 1 Talent
When you gain your third Arcane Charge, the cost of your next Arcane Blast or Arcane Missiles is reduced by 100%.
Tier 1 Talent
Launches an Arcane Orb forward from your position, traveling up to 40 yards, dealing (605%120% of Spell power) Arcane damage to enemies it passes through.
Grants 1 Arcane Charge when cast and every time it deals damage.
Places a Nether Tempest on the target which deals (68.244%17.061% of Spell power) Arcane damage over 12 sec to the target and 5.687%1.125% of Spell power) * 12 / 1] to all enemies within 10 yards. Limit 1 target.
Damage increased by 60% per Arcane Charge.
Pulses arcane energy around the target enemy or ally, dealing (205.7%30% of Spell power) Arcane damage to all enemies within 8 yards, and knocking them upward. A primary enemy target will take 100% increased damage.
Arcane Blast's cast time is reduced by 5% for each Arcane Charge.5 sec after Evocation ends, you gain its effect again.
Each wave of Arcane Missiles deals 14 more damage than the previous one.
Each wave of Arcane Missiles deals 14 more damage than the previous one.
, author of the
Arcane guide on Altered Time
, maintainer of the Arcane APL and part-time contributor to the Mage module in SimC.
Arcane’s playstyle and shortcomings that persisted throughout Legion has lead to a rather extensive rework of the specialization and several of its core abilities. I will attempt to discuss these changes to the best of my ability, but it should be noted that Arcane is still very much in flux at the time of this writing. Numbers tuning is all over the place, as it is with most classes, but talent design and balance is still in its nascent stage, with one of our L100 talents remaining entirely unimplemented.
Spells that generate and that are modified by Arcane Charges have changed quite a bit.
no longer build Arcane Charges, nor receive the damage bonus or mana cost increase per stack.
is therefore left as the sole baseline generator of Arcane Charges.
are negatively impacted by these changes in AoE situations. Lacking an AoE option to rebuild charges, the “
, repeat” rotation is no longer feasible. Even worse, what was once the primary source of damage for multiple targets,
, practically loses all relevance due to how weak it is, and its unsustainability on higher target counts. On the other hand,
actually benefits when removed from its interaction with Arcane Charges. Whereas in Legion, a player would often be forced to sit on procs until reaching 4 Arcane Charges, in Battle for Azeroth it can be used immediately. This prevents the player from being punished for having good RNG and allows missiles to feel more smoothly integrated into the rotation.
itself has also been reworked from a proc ability with max stacks akin to
to an on demand ability with substantial mana cost. To compensate for its mana cost, a new proc called
has been added that will allow
to be cast for free. A notable side effect of this change is that
receives a massive buff, as the player can effectively trade mana for mobility, which can provide some interesting gameplay decisions in identifying what’s more important at a particular moment: raw damage output or survivability.
Unfortunately, its damage is very low at this time. In Legion,
procs provided a substantial amount of single-target damage and boasted a very high damage per execute time, making it a very high priority action, while simultaneously serving as a means to limit the overly mana negative rotation. In Battle for Azeroth, the current implementation of
would be valued solely for its ability to regulate mana consumption. The spell is still undergoing a lot of changes on alpha, including multiple adjustments to channel time and damage, so this is something that is still clearly a target for tuning.
Mana Consumption and the Overpowered Paradox
One of the more noticeable changes in Battle for Azeroth is the overall rate of mana consumption is drastically lower. The mana cost penalty applied to
by each Arcane Charge has been reduced, which means that the typical 4x
is closer to mana neutral depending on
luck. This makes mana expenditure less volatile, allowing some room for error and the ability to “float” at a given mana level for a period of time. This should be good news for
users who were concerned about losing their safety blankets.
However, the nature of Arcane’s mana consumption is still largely the same as it was in Legion, adhering to rigid timings to synchronize it between
will again be a mainstay and continue to be difficult to separate from Arcane. The damage increase is strong, and the mana cost reduction enables burn phases to be entered at any mana level, thereby increasing DPS outside of
by allowing more mana to be safely spent. The redesigned Temporal Flux has not been implemented at this stage, so we don’t know exactly how it works or how it will match up to
In fact, it needs to be stated that reconciling what appears to be Blizzard’s intentions for Arcane with the existence of
is a difficult endeavor. It seems that mana, as both a thematic device and gameplay element, is meant to be of great importance and central to the specialization.
all but removes mana from the equation entirely, however, confining Arcane to a playstyle based around strict cooldown timings and hopefully not hitting zero mana in between. The talent in its current form is therefore antithetical to the presumed objectives for Arcane.
With respect to talents as a whole, there was very little variation in talent selection in Legion.
was an option for single-target, and
was mostly preference. These were likely the only considerations an Arcane Mage had regarding talents in a raid environment. More viable options in the major offensive tiers going forward, combined with reigning in the effects of the more powerful talents, would be welcome changes.
Arcane has received two new talents in its level 15 tier,
appears to be the stronger option of the two, lessening the effect of Arcane Charge on mana cost. With the low damage of
, however, it is difficult opting not to spend a
. Perhaps on more hectic, high mobility encounters where micro-adjustments occur more frequently than
procs, it would be worth trading DPS for mobility.
adds additional projectiles to
above 80% mana, incentivizing the player to float above that threshold. While more powerful than its Legion cousin, Words of Power, it has one drawback that talent did not: it becomes useless below the mana threshold. This may prove overly restrictive on rotations, as there is very little room for any excess mana expenditure, either by error or the appearance of a new priority target that has to be quickly dealt with.
Other tiers also continue to suffer from imbalance.
As long as Arcane retains its burst-centric playstyle,
will be far and away the clear favorite in its tier, encounter permitting. This has not yet changed in Battle for Azeroth.
and Temporal Flux, for example, both directly involve burst phase damage output. While the former continues to enable and grossly empower bursts, the latter sounds like it would be only relevant in post-burst contexts, as the effect would be wasted otherwise if mana were not immediately “re-burned” after
. Again, as Temporal Flux has yet to be implemented, it cannot be confirmed how it will work or when it might prove useful.
’s only competition comes from
, not justified by how much better that talent is than the others, but simply by
being unviable for the situation. The iconic
seems poised to continue being a source of nostalgia instead of damage. Similarly,
remains the default choice in its tier, not by virtue of how powerful it is, but rather how underwhelming the other options are.
WIth Blizzard’s repeated allusions to moving away from the traditional “single-target, AoE, stun” organization of talents, some shuffling of abilities could be in order here. In particular, swapping
is of consideration. This would at least move closer towards rows of talents providing not wholly dissimilar functions, but still offer variations to gameplay. In other words,
all have an AoE focus, whereas
have a single-target focus. A mix between passive and active talents, as well as minor differences in efficacy for specific scenarios, all provide decisions for the player to make that are not completely binary. For example, when maximizing raw damage output where it is needed most, choosing between
for sustained AoE,
for cleaving off priority targets,
for burst AoE. Or, when electing to err on the side of safety rather than optimization, choosing the passive
over the active
does not fit well into this reorganization strategy and would likely need some kind of redesign itself.
Arcane’s relationship with its secondary stats remains troubled, with regard to Haste and Mastery especially. In Legion, Mastery was valued relative to Haste, meaning that a player wanted enough Mastery (mana) to support their Haste (mana use). While perhaps an interesting interaction from a mathematical standpoint, for gameplay it effectively punishes the player for getting better gear, as Haste will increase the cost of the overall rotation. The burden of this has been lessened by the reduction of the mana penalty per stack of Arcane Charge, but persists nonetheless, and will likely do so as long as mana regen does not scale with Haste.
On top of this, Mastery devalues further due to its loss of relevance in AoE. With the aforementioned changes to Arcane Charges,
no longer receives the damage buff per stack. As
only applies to abilities affected by Arcane Charge, usage of
is not incentivized by Mastery. In fact, some preliminary tests that we have done have shown a traditionally single-target rotation (spamming
) preferable to an AoE rotation (spamming
) on lower target counts.
Arcane will continue to go through a lot of iterations before reaching its eventual final state in Battle for Azeroth. While several of the current changes are most welcome and address some of the pain points that lingered throughout Legion, there are missteps therein, and some major flaws that remain unaddressed. The overall design of the specialization is very much a work in progress, and players invested in Arcane should be proactive in helping Blizzard coalesce these ideas from their nascent states into something concrete and enjoyable in Battle for Azeroth.
Effect #2 Apply Aura: Modifies Periodic Damage/Healing Done Value: 912%
Shields you for 1 min, absorbing * (1 + Versatility)] damage
Blasts the enemy for (188.8%47.2% of Spell power) Fire damage. Castable while casting other spells. Always deals a critical strike.
Throws a fiery ball that causes 236%59% of Spell power) Fire damage.
Scorches an enemy for (70.8%17.7% of Spell power) Fire damage. Castable while moving.
When you gain Heating Up, you have a 20% chance to instantly activate Hot Streak.
Former artifact ability
Throws a spread of 6 cinders that travel in an arc, each dealing (76.7%15% of Spell power) Fire damage to enemies it hits. Damage increased by 30% if the target is affected by your Ignite.
Fireball also applies Conflagration to the target, dealing an additional (20%6.6% of Spell power) Fire damage over 8 sec.
Enemies affected by either Conflagration or Ignite have a 10% chance to flare up and deal (45%6.75% of Spell power) Fire damage to nearby enemies.
Hurls a Phoenix that deals (100% of Spell power) Fire damage to the target and splashes (31.25% of Spell power) Fire damage to other nearby enemies. Always deals a critical strike.
Tier 4 Talent, former artifact ability
Consuming Hot Streak has a 15% chance to make your next non-instant Pyroblast cast within 15 sec deal 300% additional damage.
Maximum two charges.
Tier 7 Talent
Scorch deals 300% increased damage and is a guaranteed Critical Strike when the target is below 30% health.
Tier 1 Talent
Causes an explosion around yourself, dealing (118%45% of Spell power) Fire damage to all enemies within 8 yards, knocking them back,
and reducing movement speed by 70% for 4 sec.
Range changed from 40 yd range to None
Dealing Fire damage to targets within 8 yards of you refills your Blazing Barrier for 40% of the damage dealt.Casting Blink ignites a Blazing Barrier around you.
Your Fireball and Pyroblast spells always deals a critical strike when the target is above 90% health.
Flamestrike leaves behind a patch of flames which burns enemies within it for 29.5%6% of Spell power)] Fire damage over 8 sec.
The target becomes a Living Bomb, taking (118%24% of Spell power) Fire damage over 4 sec, and then exploding to deal an additional (94.4%14% of Spell power) Fire damage to the target and all other enemies within 10 yards.
Other enemies hit by this explosion also become a Living Bomb, but this effect cannot spread further.
Calls down a meteor which lands at the target location after until cancelled, dealing (1298%260% of Spell power) Fire damage, split evenly between all targets within 8 yards, and burns the ground, dealing 0 Fire damage over 10 sec to all enemies in the area.
Ignite damage from Fireball is increased by 5%, and Fireball deals an additional 23169 damage when it critically strikes.
This section was written by
Fire Mage has traditionally been thought of as a spec that starts off slow, scales well with crit, and ends up towards the end of an expansion as a DPS monster. The redesign of
changes, and introduction of mechanics like
over the last couple expansions all have worked to address this issue and in Legion they finally ended up with a spec that wasn’t chained to crit stacking over multiple tiers to be successful. In addition to this, Legion Fire has probably the most well rounded kit of the mage specs. It has a fairly engaging single target rotation that doesn’t fall into
spam due to bad RNG, a unique AoE mechanic, an AoE rotation that has some choice in how you execute it, and a talent tree that provides at least one or two choices per row that allows mages to tailor their DPS to the situation at hand. While there have been some minor issue that cropped up over the course of the expansion, there really isn’t anything major like Frost Mages “when do I care about mastery” or Arcane Mages “When do I ever care about mastery / why is my AoE rotation
spam ad nauseam / more problems covered in the Arcane section”. So going into Battle for Azeroth there are not the same kinds of complaints to be addressed. Instead, it is mostly minor things like fixing some of the outlier talents and niche gameplay problems.
While most of the talent tree is solid, there are a few tiers that didn’t fit into the mold Blizzard seems to be going for in Battle for Azeroth with rows being flavours of AoE/Utility/Cooldowns etc. The tier 15 row is one example they have changed already to better fit into this paradigm. The old passive talent Conflagration has been removed and replaced with
's effect now named
. The row is now a single target damage row that lets you focus on early fight burst (
), sustained DPS over a fight (
), or execute damage (
). Other changes to talents include the removal of Controlled Burn in favor of our current artifact power
, and the replacing of Cinderstorm with
's effect, now named
and stacking to two charges.
While I think these changes do a good job of replacing underused (Cinderstorm) or fairly passive (Conflagration) talents, there are some concerns that remain.
falls into a very awkward position without
. Without the extra range and damage from the helm the talent is both a liability as it is asking you go into melee range to use, and just not worth it to cast from a damage standpoint unless you’re fighting 5+ targets. You end up talenting into something that is a weaker
and a bigger liability. I think that at minimum the range from
needs to be added to the effect, and possibly some of the damage amplification as well if it is intended to be used at a lower than 5 target count (or beat
at all). A final sore spot that exists I think is
still being in the tree.
is easily the most forgettable effect across all three mage specs, and it being in competition with
, which are very heavy AoE talents, doesn’t fit the theme of an AoE centric row. I think a solution to this would actually be to take conflagration and move it into the place of
, replacing it entirely. This maintains the passive nature of the talent slot, but better fits the theme of an AoE talent row. Besides these problems and the standard caveat of tuning being required, Fire talents stand to remain solid.
Core Rotation Mechanical Complaint
If the core Fire rotation has one problem, it’s a niche one; but when that niche is encountered it’s a large problem. Fire right now has an artificial travel time cap on its core spells of 0.75s. This means that no matter what, your spells will hit (and potentially crit) in that time frame. So at most haste levels, you get some time to see if a spell crit and react accordingly. In past expansions the GCD cap was 1.0s, so you ALWAYS have 0.25s to react to a crit occuring. In Legion, the minimum GCD was lowered to 0.75s from 1.0s. This means that at high haste levels you can get to a point where you have <0.25s to react to a spell hitting, critting/not critting, and doing the correct follow up. This isn’t normally a problem but in Nighthold with spell effects like
proc and Elisande and Gul'dan's
buffs, the situation was encountered throughout the entire tier. Without a hard minimum on the reaction time given to a player the rotation devolves into a guessing game of “did it crit” and effectively breaks the flow of the rotation. This should probably be fixed, or else any source of large haste gains will continuously risk putting fire mages back into this position.
As an aside since it was just recently done, making
trigger a GCD is a bit odd. The spell specifically can be used inside other casts so that the flow of the spec is maintained. Having a spell be used inside another cast, but then trigger a GCD inside that cast and force you to wait a moment after that cast finishes (and its own GCD is already over) is a bit odd. For most of the other mage cooldowns, it makes sense. For
, it does not.
On the lack of change and what that means for an expansion
It’s a good thing when the biggest complaints you have are “when I’m at insane haste levels things break down” and “maybe this talent is kind of boring.” Fire is very solid and that isn’t looking to change in Battle for Azeroth - but maybe no change isn’t the best thing for an expansion. It seems like the expansion is now about fixing existing problems and less adding exciting new content for that spec. For a spec like Fire this means nothing really big is happening. No real neat fancy spells, spell effects, procs, buffs, or anything really. If you liked Fire in Legion, you’ll keep liking it in Battle for Azeroth; but you might get a little bored of doing the same thing for another expansion and start hoping that the expansion after that will throw you a bone or some neat new toy to play with. Although who knows, maybe many of the unrevealed azerite traits will do just that.
Frostbolt has a 20% chance to explode on impact, dealing 40% additional damage to the target and all other enemies within 8 yds.
Now a Arcane/Fire spell
Your Water Elemental can now cast Water Jet, dealing (330.408%82.602% of Spell power) Frost damage to the target over 4 sec. The Mage's Frostbolts that hit the target while it is being blasted with icy water will grant a charge of Fingers of Frost.
Ice shards pelt the target area, dealing 57.915%12% of Spell power) * 8] Frost damage over 8 sec and reducing movement speed by 50% for 15 sec.
Frostbolt has a 15%25% chance to empower your next Flurry to be instant cast and deal 50% increased damage
Resets the cooldown of your Ice Barrier, Frost Nova, Cone of Cold, Ice Barrier, and Ice Block.
Targets in a cone in front of you take (180%37.5% of Spell power) Frost damage and have movement slowed by 70% for 5 sec.
Frostbolt has a 15% chance and Frozen Orb damage have a 12% chancehas a 10% to grant a charge of Fingers of Frost.
Fingers of Frost causes your next Ice Lance to deal damage as if the target were frozen.
Maximum 2 charges.
Unleash a flurry of ice, striking the target 3 times for a total of 178.191%38% of Spell power) * 3] Frost damage. Each hit reduces the target's movement speed by 70% for 1 sec.
Your Water Elemental can now cast Freeze:
Blasts enemies in a 8 yard radius with frost, freezing them in place for up to 8 sec. Damage caused may interrupt the effect.
Grants the Mage a charge of Fingers of Frost for each target successfully hit by Freeze
Launches a bolt of frost at the enemy, causing (204.75%60% of Spell power) Frost damage and slowing movement speed by 50% for 15 sec.
Launches an orb of swirling ice up to 40 yards forward which deals up to 30.771%10% of Spell power)] Frost damage to all enemies it passes through. Grants 1 charge of Fingers of Frost when it first damages an enemy.
Enemies damaged by the FrostFrozen Orb are slowed by 50% for 15 sec.
Shields you for 1 min, absorbing * 1 * (1 + Versatility)] damage
Quickly fling a shard of ice at the target, dealing (140.4%31% of Spell power) Frost damage. Ice Lance damage is tripled against frozen targets.
When you damage enemies with Frostbolt, 18.0% of the damage done is stored as an Iciclecast Frostbolt of Flurry, you gain an Icicle that stores Frost damage for 1 min.Also increases the damage done by your Water Elemental by 18.0%.
Casting Ice Lance causes anyall Icicles stored to begin launching at the target, Upeach dealing (0.1% of Spell power) Frost damage.
Up to 5 Icicles can be stored. Excess Icicles will automatically be launched. Any excess Icicles gained will be automatically launched.
Increases Blizzard's damage by 30% and its area of effect by 20%.
Deals (300%Launch a bolt of ice at the enemy, dealing (200% of Spell power) Shadowfrost damage and causes Brain Freeze.Frost damage and granting you Brain Freeze.
Now a Tier 4 talent, former artifact ability
Cast Time changed from 3 sec cast to 2.5 sec cast
Places a Frost Bomb on the target for 12 sec. Limit 1 target. Your Ice Lances that benefit from Shatter will trigger the release of a wave of freezing ice, dealing (184.275%50% of Spell power) Frost damage to the target and (115.128%25% of Spell power) Frost damage to all other enemies within 10 yards.
This talent has been temporarily frozen in a block of ice!
Tier 4 Talent
Frozen Orb makes Blizzard instant cast and increases its damage done by 35% for 12 sec.
Tier 6 Talent
Whenever you attempt to chill a target, you gain Bone Chilling, increasing Frostspell damage you deal by 0.5% for 8 sec, stacking up to 10 times.
Calls down a series of 7 icy comets on and around the target, each of which deals (152.1% of Spell power)that deals up to Frost damage to all enemies within 6 yds of its impact.impacts.
Tier 6 Talent
All of your chilling effects reducesreduce the target's movement speed by an additional 15%.
Increases your chance to generateFrostbolt grants you 20% more Fingers of Frost charges by 40%.and Brain Freeze.
Ice Barrier increases your armor by 100%200% while active, and Ice Block applies Ice Barrier to you when it fades.
Conjures a massive spike of ice, and merges your current Icicles into it. It impales your target, dealing (1755%400% of Spell power) damage plus all of the damage stored in your Icicles, and freezes the target in place for 4 sec. Damage may interrupt the freeze effect.
Requires 5 Icicles to cast.
Ice Lance no longer launches Icicles.
Makes your next Mage spell with a cast time shorter than 10 sec castable while moving. Unaffected by the global cooldown and castable while casting.Max 3 charges.
Causes a whirl of icy wind around the target enemy or ally, dealing 526.5%enemy, dealing Frost damage to the target and (50% of Spell power) Frost damage to all other enemies within 8 yards, and freezing them in place for 2 sec.A primary enemy target will take 100% increased damage.
Tier 1 Talent
You can no longer summon your Water Elemental, but Frostbolt, Ice Lance, Flurry, and Frozen Orb deal 25% increased damage. and Flurry deal 20% increased damage.
For the next 10 sec, you can channel a beam of icy power at an enemy, slowing movement by 50% and dealing (269.1%Channel an icy beam at the enemy for 5 sec, dealing (120% of Spell power) Frost damage every 1 sec and slowing movement by 60%. Each time Ray of Frost deals damage, its damage increases by 20%.and snare increases by 10%.
Generates 2 charges of Fingers of Frost over its duration.
Now requires Level 100, up from 15
Cooldown changed from 1 min cooldown to 1.25 min cooldown
Tier 7 Talent
Your Ice Lance and Icicles now deal 5% increased damage, and hit a second nearby target for 80% of their damage.
YourYour Ebonbolt and Glacial Spike also hitshit a second nearby target for 80% of its damage
Tier 6 Talent
Frostbolt has 5% additional critical strike chance, and deals 231 additional damage.139 additional damage.
Hey! My name is Norrinir, I’m a moderator of the Mage discord Hall of the Guardians, SimC developer and a Frost Mage theorycrafter.
Although Frost has issues in Legion, the core spells have clearly defined roles and work well in the rotation. The problems are mostly in the talents and the mechanics that glue all these spells together. Frost is currently known for its very basic rotation with high variance, a cookie cutter talent build that has zero active talents, and hugely lopsided secondary stats.
are purely random and since the only baseline spell (other than
) that is consistently available is
, the rotation is determined by a roll of the dice for the majority of the time. This leads to very frustrating situations where the Mage can cast over ten
s without getting
The other main issue is that
fight against each other. Using a
right after a
effect because the target is already frozen. Since the
buff cannot stack it must be used as soon as possible; otherwise the Mage risks wasting another one from the next
must be used as soon as possible or else there is a risk that the
effect is wasted because of
. The Mage is forced to choose between which effect is better to waste.
In particular, the fact that
is totally unpredictable and
cannot be delayed without losing damage is very problematic with spells such as
, which benefit hugely from being affected by
. The extra damage gained from applying
outweighs the damage loss from wasted
s. In the extreme, this can lead to up to a third of all
procs being wasted while waiting for
So far, this hasn’t been addressed on alpha.
is fine as is, but
) should be more predictable. I believe that the best solution to the above problems is to move
to a charge system. The spell would have haste-reduced cooldown with 2 charges, and
would then act as a cooldown reduction.
The main advantage is that the cooldown on a charge gives an upper bound on the number of
s the Mage can cast before
is available. Additionally, because of the two charges, delaying
by a few casts is not punished; therefore the Mage can prioritize using
first and remove the problem of
. The Mage also has more information available which can be used to make more interesting decisions (such as when to delay
or which spell should be affected by
via Winter’s Chill).
Legion Frost Mages have a lot of awkward talents. Some talents are simply undertuned (
), some are annoying to use (
, Frost Bomb) and some are inconsequential (
There are also few talent tiers where the talents do not even compete against each other (such as
However, Battle for Azeroth has already done much to address these issues. Frost Bomb and
have been removed.
is now more interesting to use and competes with similar talents.
But while these changes are moving some talent tiers in the right direction, the level 90 tier remains problematic. The base kit of a Frost Mage is fairly bad at exploiting one extra target. The main AoE mechanic (
cooldown reduction via
) needs more than roughly three or four targets before it gets going.
therefore needs to be exceptionally strong to make up for this. Because of this, even with four targets, the damage gained from
is massive. This means that the other two talents also need to be very strong to remain competitive and they currently are not.
One option would be to move
to the baseline kit and introduce a new talent in its place. However, having uncontrollable baseline cleave can be annoying (for example breaking crowd control effects in PvP). Enabling
for a certain amount of time after casting AoE spell (such as
) would be an option, much like how Fury Warriors’
interacts with Rampage and Bloodthirst.
went from being too good at the start of the Legion to being almost useless right now. The core issue is that Icicles almost exclusively affect a filler spell, which is responsible only for relatively small part of the overall damage. For the mastery to be good, the effect needs to be extremely high, eventually leading to the situation where casting
is preferable to using
. The effect also isn’t valuable in AoE situations.
Battle for Azeroth started addressing these issues. The effect is no longer tied to
damage and Icicles are generated by
as well as
. Because of this, the weird interactions between Icicles and
have been fixed and since the effect is now spread over more spells it doesn’t have to be as powerful to be competitive. However, since
comes almost exclusively from
, Icicles might still be problematic depending on their tuning.
The reworked Icicles however still lack usefulness beyond two targets. Instead of trying to force an AoE effect on the Icicles themselves, I think having a secondary effect, such as increased
damage, would be far cleaner solution.
Infuses the target with brilliance, increasing their Intellect by 10% for 1 hour.
If target is in your party or raid, all party and raid members will be affected.
Blasts enemies within 12 yds of you for (17.91%4.4775% of Spell power) Frost damage and freezes them in place for 8 sec. Damage may interrupt the freeze effect.
Your mana regeneration is increased by 50%100%.
Transforms the enemy into a sheep, wandering around incapacitated for 50 sec1 min. While affected, the victim cannot take actions but will regenerate health very quickly. Damage will cancel the effect. Limit 1.
Only works on Beasts, Humanoids and Critters.
Steals a beneficial magic effect from the target. This effect lasts a maximum of 2 min.
Kleptomania: all beneficial magic effects from the target. These effects lasts a maximum of 2 min.
Deals 117%29.25% of Spell power) * 0.75] Frost damage to the target.
Creates 3 copies of you nearby for 40 sec, which cast spells and attack your enemies.
Places a Rune of Power on the ground for 10 sec which increases your spell damage by 40% while you stand within 8 yds. Max 2 charges.
Teleports you 20 yards forward, unless something is in the way. Unaffected by the global cooldown and castable while casting.
Cooldown changed from 15 sec recharge to 20 sec recharge
Arcane: Arcane Blast has a 20% chance to explode on impact, dealing 50%40% additional damage to the target and all other enemies within 8 yds.
Fire: Fireball has a 25% chance to explode on impact, dealing 50%40% additional damage to the target and all other enemies within 8 yds.
Frost: Frostbolt has a 20% chance to explode on impact, dealing 50%40% additional damage to the target and all other enemies within 8 yds.
Creates a portal, teleporting group members that use it to Dalaran in the Broken Isles.
Probably a placeholder
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