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September 08, 2010, 12:51:20 AM

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Mages and Cataclysm  (Read 690 times)

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The preview is out

Quote
New Mage Spells

Flame Orb (available at level 81): Inspired by Prince Taldaram’s abilities in Ahn'kahet and Icecrown Citadel, this spell allows the mage to cast a flaming orb that travels in front in a straight line, sending beams that cause fire damage to passing targets. Once it’s cast, the mage is free to begin casting other spells as the Flame Orb travels. While the spell will be useful to any spec, Fire mages will have talents that improve it, possibly causing the Flame Orb to explode when it reaches its destination.

Time Warp (level 83): Grants a passive Haste effect much like Bloodlust or Heroism to party or raid members. It also temporarily increases the mage's own movement speed. Time Warp will be exclusive with Bloodlust and Heroism, meaning you can’t benefit from both if you’ve got the Exhaustion debuff, though the movement-speed increase will still work even when under the effects of Exhaustion.

Wall of Fog (level 85): Creates a line of frost in front of the mage, 30 yards from end to end. Enemies who cross the line are snared and take damage. The mana cost will be designed to make Wall of Fog efficient against groups, not individuals. This spell is intended to give mages a way to help control the battlefield, whether the mage is damaging incoming enemies (Blizzard can be channeled on top of Wall of Fog) or protecting a flag in a Battleground. 10-second duration. 30-second cooldown.

Changes to Abilities and Mechanics

In addition to introducing new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.


    * Arcane Missiles is being redesigned to become a proc-based spell. Whenever the mage does damage with any spell, there is a chance for Arcane Missiles to become available, similar to how the warrior’s Overpower works. The damage and mana cost of this spell will be reworked to make it very desirable to use when available. This change should make gameplay more dynamic for the mage, particularly at low levels.

    * We are planning to remove spells that don't have a clear purpose. Amplify Magic, Dampen Magic, Fire Ward, and Frost Ward are being removed from the game, and we may remove more.

    * The ability to conjure food and water will not become available until higher levels (likely around level 40), as we're making changes to ensure mages generally won’t run out of mana at lower levels. Once mages learn how to conjure food and water, the conjured item will restore both health and mana.

    * Scorch will provide a damage bonus to the mage's fire spells. Our goal is for Scorch to be part of the mage's rotation and a useful damage-dealing ability, even if someone else is supplying the group with the spell Critical Strike debuff. Scorch will provide the mage with more specific benefits, which can also be improved through talents.


New Talents and Talent Changes


    * Arcane Focus will now return mana for each spell that fails to hit your target, including Arcane Missiles that fail to launch. We want Arcane mages to have several talents that play off of how much mana the character has and give the player enough tools to manage mana.

    * The talent Playing with Fire will reduce the cooldown of Blast Wave when hit by a melee attack, instead of its current effect.

    * Pyromaniac will grant Haste when three or more targets are getting damaged by the effects of your damage-over-time (DoT) fire spells.

    * The Burnout talent will allow mages to cast spells using health when they run out of mana.


Mastery Passive Talent Tree Bonuses

Arcane
Spell damage
Spell Haste
Mana Adept

Fire
Spell damage
Spell Crit
Ignite

Frost
Spell damage
Spell Crit damage
Deathfrost

Mana Adept: Arcane will deal damage based how much mana the mage has. For example, Arcane mages will do much more damage at 100% mana than at 50% mana. If they begin to get low on mana, they will likely want to use an ability or mechanic to bring their mana up to increase their damage.

Ignite: All direct-damage fire spells will add a damage-over-time (DoT) component when cast. The flavor will be similar to how Fireball works; however, the DoT component will be much stronger.

Deathfrost: Casting Frostbolt places a buff on the mage that increases the damage for all frost, fire, and arcane spells. The only damage spell that won't be affected by this buff is Frostbolt.

What say you?



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a.k.a Kel S'jet
   
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I like it. Sounds like good times.

It amazes me that some mages are actually crying, "Aww, we have to cast Bloodlust now? Waaaah."



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  So raid utility = qq?  If mages had Bloodlust in SWP, they wouldn't have gotten dumped.  Also, consider that you can now do the Time Warp then pop all of your buffs perfectly.



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i like it, but.... how is fire ward and frost wards have no purpose?
I used them alot during VOAs and ICCs


   
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GC posted a clarification on a few issues. Fire & Frost Ward are not useless, but Blizzard is trying to reduce the number of required keybinds.

As expected, there was no mention of rank 1 frostbolt. I suspect mage pleas to add a replacement for it will be ignored.

4.0 will change the game quite a bit. It will once again be decision time: keep playing or quit. For WOTLK, the raid design kept me playing through the expansion, but it was just barely enough.


   

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I'm wondering what they'll do with Incanter's Absorption with the removal of fire/frost ward - just keep it tied to Mana Shield?  Sounds lame, unless mana shield is changed to a sort of passive togglable ability, like we suggested 4 years ago.

edit:  To clarify, I'm pretty excited about these changes.



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Quote
Deathfrost: Casting Frostbolt places a buff on the mage that increases the damage for all frost, fire, and arcane spells. The only damage spell that won't be affected by this buff is Frostbolt.

This is an interesting statement.
If deathfrost is deep within the frost tree, this is pratically useless no?

If it's not, this will be a good buff depending if the buff is duration or per next spell based.


   
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frost mastery meaning you'll need most of your talent points in frost to get this, no idea how many points exactly.
It's propably just to force ffb in to deep frost rotation, which is good.


   

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"* The Burnout talent will allow mages to cast spells using health when they run out of mana."

HA. awesome.



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  It's still not lifetap, QB, but I'm sure they could make it into a CD of sorts.  Or just make a life -> mana ratio (makes all that stam you're getting worth it, eh?).



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im wondering if the mage lust will be effected by sated?

also i have to disagree with dampen and amplify magic are useless buffs. amplify magic makes saurafang allot easier on the healers and dampen magic is one i always keep up in PVP other than that im exited from thease notes it sounds like fire might be a strong raiding spec again. * fingers crossed


   

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  It's still not lifetap, QB, but I'm sure they could make it into a CD of sorts.  Or just make a life -> mana ratio (makes all that stam you're getting worth it, eh?).

It's way beyond "close enough for me" ... and arguably better than lifetap IMO since there's no time wasted. I wish I could go back 5 years in time to vanilla/BC changing nothing but this talent just so I could roll on all of the warlocks stam gear and hear them weep.

If this goes live I may re-sub for this change alone. Not even joking. This solves so many of my firemage frustrations. No more gearing for mana, no more obsessively hawking/timing mana cooldowns, no more holding back on spells because of mana costs, no more optionless wanding, no more kamikaze AOE-bombing only to run OOM before getting killed standing in the group of mobs/players like a playmate in a penitentiary, no more sad requests in pvp to "stop healing me, let me die I'm OOM" ... you can stack stam in PvP, stack stam in PvE, and never go OOM - while specced fire! It's every fire mage's wet dream.




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"You know, its a human race. And you lost." - The Sleep-Talkin' Man
   
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Quote
 So raid utility = qq?  If mages had Bloodlust in SWP, they wouldn't have gotten dumped.  Also, consider that you can now do the Time Warp then pop all of your buffs perfectly.

Granted, I would have preferred getting some raid utility ability that wasn't already covered 99.9% of the time in 25-mans and doesn't stack in any way. But it's better than a poke in the eye.

It really seems like - for the first time - Blizzard is actually looking at the biggest complaints about the mage class...foremost in some peoples minds being boring PvE gameplay and no raid utility. They might not hit the mark 100%, but at least it seems like they're admitting they exist now.


« Last Edit: April 13, 2010, 04:06:53 PM by Bovinity »

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Jaw dropping damage
Blue bar vanishes quickly
Get in your corner
- The Mage Haiku, by Bovinity -
   
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The preview is out

'Time Warp will be exclusive with Bloodlust and Heroism, meaning you can’t benefit from both if you’ve got the Exhaustion debuff, though the movement-speed increase will still work even when under the effects of Exhaustion.'


Pretty sure Exhaustion=Sated just ally side so no you can't use one and then the other, you just get the movement increase.




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