OK, my comments. I'll expand on this for the review I'm keeping on my site.
Arcane
General comments: Raid synergy added, major improvements to defensive/utility talents, very powerful tree. Loss in toned-down Missile Barrage more than compensated for by +10% damage from Improved Scorch.
Arcane Blast change: DPM improvement, DPS increase based on damage now instead of cast time reduction. Spell has just been completely retooled from a mana dump (though it's still that to some degree) into a perfect filler for an Arcane Barrage rotation, and the Arcane tree has been retooled away from prismatic casting.
Deedre, I didn't make a specific bet on this, but if you're ever in Seattle, I owe you a beer.
Arcane Subtlety, Arcane Fortitude, Magic Absorption, Arcane Shielding, Improved Blink, Prismatic Cloak, Arcane Empowerment: Sensible improvements to all these talents. Invisibility can now be talented to be completely instant. All good stuff.
Focus Magic: This raises the potential problem of being a required talent, in the very same slot where Blizzard deliberately removed Evocation to prevent it from being a required talent. Really nice utility, but providing 50 spells with 150 extra spell power is so far beyond the other 11-pointers it's not even funny.
Arcane Potency: Now you can put +30% crit on that POM Pyro! That's gonna upset some people.
Arcane Flows: Minimum AP DPS increase goes from 2.5% to 3.75%. Plus, you know, that POM crit Pyroblast or whatever you want to throw out is now available more often. Kinda makes Ice Floes smell a little stale...
Missile Barrage: Haste reduced from 233% to 100%, and now procs on Arcane Blast instead of Arcane Barrage. Your question now is: Do I burn mana with Arcane Blast spam and AM on procs, or do I go for mana efficiency by alternating Blast with Barrage?
Fire
General Comments: Well, they improved a lot of weak talents, no doubt about it. Unfortunately, Fire's single-target DPS is now
even worse than it was in the previous iteration of the talents! Burnout is now cheaper, in terms of mana, but no better in terms of DPS, which means you're still better off with an Arcane/Fire hybrid build...and to top it off, it just lost 5% DPS from the Improved Scorch change, while Arcane and Frost gained 10%. Unless WotLK raids are stuffed to the damned gills with AOE, a deep Fire build is now less viable for raiding than it has been since Molten Core. PvP-wise, though, it sure seems to be a hell of a lot better.
Improved Fire Blast, Incineration, Pyroblast, Blast Wave, Empowered Fireball: Good changes to talents that could use improvement. Incineration
badly needs a new name.
Burning Determination: Seems good. I think. I don't PvP.
World In Flames: A more sensible version of this talent. Not spectacular, but doesn't need to be.
Impact: Neutral change, I think. More useful to have Incineration accessible than Impact.
Improved Scorch: If this were a deep talent, we could say that Fire is taking on a role as a debuffing/AOE tree. Since it's shallow enough for hybrid and elementalist builds to grab it, it's kind of a kick in the family jewels for Fire, as it loses 15% damage relative to Arcane and Frost (it goes down 5, they go up 10). Including this change and Earth & Moon, Arcane gains 16.6% damage in debuffs it didn't have before. Including this change, CttB, and Frozen Rune Weapon, Frost gains 27.05% in multipliers it didn't have before. On the subject of Frozen Rune Weapon, its value to DK builds just went up 10% from this change as well.
Fiery Payback: I like this one. I like it a lot. I mean, I'm not a PvPer, but still, with 70% interrupt protection, a 1.5 second Pyroblast without a cooldown, and with Living Bomb ticking away in the meantime, is going to make people hurt. Problem? Ripe for abuse in PvE, if you can get your health down below the threshold.
Firestarter: They're really laying the AOE role on super-thick here. But, it works, it makes Flamestrike a bit more useful. Any Blast Wave/Dragon's Breath combo has almost a 70% chance to get a Flamestrike follow-up, and with Hot Streak, it's not unlikely to crit all targets in that situation.
Burnout: Sorry, folks, nothing to see here. At this point, with the lost damage from Improved Scorch, this talent really needs to give at least 75% crit damage bonus increase to make Fire even remotely competitive, and I'm not sure without doing the numbers that even that'll do the trick.
Living Bomb: If you didn't have to get past Burnout to get it, this would now be pretty cool. The mana burn boosts its damage nicely and adds some anti-caster utility.
Frost
General Comments: Fewer changes, including some expected. However, the Frost tree, which previously seemed so cleanly focused, now feels rather confused. On the upside, Frost gains another 10% DPS from Improved Scorch.
Frozen Core: WTF? Seriously,
WTF? Look at Prismatic Cloak! Look at Survival Instincts!
Shattered Barrier: Is this in addition to Shatter Shield? Or does it replace it? Either way, it presents a problem: unlike Shatter Shield's freeze effect, your Frost Nova deals damage. You don't always want to be dealing AOE damage when your shield breaks.
Fingers of Frost: First, this talent will make every man over 40 remember his last prostate exam.
Very unfortunate. We all knew a Winter's Grasp nerf was coming. We also knew that an intermittent +2% melee/ranged hit proc was not useful; they'd need to cap their hit anyway. The $64,000 question on this is: can we cheat the way we do with normal Freezes, and get a Frostbolt/Ice Lance Shatter combo off on the target? Or will it actually consume the effect on the Frostbolt? If the latter happens to be the case, then Frost has gained exactly zero interactivity in its DPS process compared with TBC.
Brain Freeze: Again, WTF? When do I
ever, in my
entire life as a deep Frost Mage, want to cast a Fireball,
even if it's free? I don't
need a free Fireball, I have arguably the most efficient caster spec in the game! If I
wanted to cast a Fireball,
which I don't, I could
afford to cast a Fireball! It's like I'm driving a Lexus, and they said, "Hey, you can borrow my '89 Le Sabre this weekend if you want, and I'll pay for the gas!" Thank you, my beater-driving friend, but
no.
Improved Water Elemental: OK, people are upset at the lost extra health/mana. I get that. But, look at the change to Fel Synergy, at the talents pushing Imp/Felhunter use in deep Destro/Affliction specs, and what I think we're getting is some base AOE damage avoidance a la Hunter pets, some base resistance with level, built-in survivability stuff like that. So maybe the extra health is superfluous. Mana...well, we'll just have to wait and see. Hopefully they'll improve mana scaling. Or maybe the Stats-o-Rama gear we're seeing from the beta is the solution, and the current 30% intellect it inherits from us will be enough because we'll have a royal boatload of Intellect. The replacement effect regenerates 36% of the entire raid's health over 60 seconds. It's a potentially massive and incredibly cheap HOT...and completely superfluous. Utility, yes. This utility, no.
Chilled to the Bone: Seriously, if I'm this deep in Frost, I'm not casting Frostfire Bolt. I'm just not. Still, thanks for the bone, it'll come in a tiny bit handy on immunity fights.
Deep Freeze: Well, now, this
is an interesting buff.
Or is it? Let's look at something here. Pretend I have 1800 damage and am specced deep Frost:
Frostbolt 16: 2599.5 avg dmg / 2.5 sec = 1039.8
Deep Freeze 4: 2196 avg dmg / 1.5 sec = 1464
That's counting Empowered Frostbolt and Chilled to the Bone, the only two damage-increasing effects that will affect Frostbolt and not Chilled to the Bone.
The problem? If my target is Frozen, then one of three things has happened:
1) I've nova'd the target. Deep Freeze is actually useful in this case.
2) Frostbite proc. My next Frostbolt is 1.5 seconds away from casting. No sense interrupting that cast unless the target can take a serious pounding; otherwise, my planned Shatter Combo is likely to finish it off.
3) Prostate Exa- I mean, Fingers of Frost proc. Same deal -- I'm about to release a Frostbolt, and even if I can sneak in a second Frost spell on the proc, I can only do it with Frostbolt, not with a 1.5 sec cast.
They
almost gave us an alternate nuke to use on a Freeze proc, but it just doesn't work (unless, of course, it has a ridiculously high coefficient).
Regarding a post on Deep Freeze:
Originally Posted by nathanbp
Also, Deep Freeze seems to have been changed so the target is no longer considered frozen while stunned. Or am I misremembering how it worked at one point?
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The tooltip text never specified that the target was frozen, but it still behaved as a freeze. So there's no particular reason to expect, until testing tells us otherwise, that the freeze effect is gone.