07/27/08, 6:19 PM
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#1
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Sledgehammer Emeritus
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Infraction for Talbain: General Idiocy
Post: [Mage] WotLK Talent Preview / Discussion
User: Talbain
Infraction: General Idiocy
Points: 1
Administrative Note:
Message to User:
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This is the biggest and stupidest quote-split we've ever had on these forums. Grats!
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Original Post:

Originally Posted by Searix
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Well let's try and fix some of these, hmm? I agree with your assessments for the most part, and well, am always suggesting new stuff. So I'm bored, let's get started!
Arcane:
Tier 1:
Arcane Subtlety: 5/10 spell penetration needs to scale.
Improved Arcane Missiles: Still a frivelous talent. Definately needs to be less talents, another spell added to it, or something
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Arcane Subtlety - Increases spell penetration per level. .5/1 per level.
Imp Arcane Missiles - Becomes:
Improved Arcanics
Arcane spells now have a 33/66/100% chance to avoid interruption while casting, and increases the range of your Arcane spells by 2/4/6 yards.
Tier 2:
Wand Specialization: Other classes are losing their's, why do we have ours? No one's specced this since the dawn of time
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Becomes:
Arcane Spirit
Identical to Spirit Tap. Links with the Tier 3 "Student of the Mind" talent. 2 Ranks.
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Tier 4: Improved Mana shield: Instead of eating 3200 mana with one mana shield, it eats 2640 mana. Joy.
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Becomes:
Mana Weaving
Decreases the mana lost per point of damage taken when Mana Shield is active by 25/50% and increases your health by 100% of mana lost.
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Tier 5: Improved Blink: We already typically blink to avoid damage. Up until 4 seconds is already the safe point. Something needs to change
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Improved Blink
Reduces the cooldown of Blink by 5/10 seconds.
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Tier 8: Arcane Flows: Just a weird talent, it should also reduce Icy veins cooldown, and should be -1 minute.
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It currently has two ranks, the second rank being one minute. So your wish already came true on this one. Still doesn't affect Icy Veins, though I don't feel it should.
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Tier 9: Slow: Still is useless in pve, still is worthless against 99% of 2's/3's healers (priest/druid). Instant Cleanse and Shapeshift respectively neuter this hard.
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Add this part to the end of Slow:
Whenever Slow would otherwise be dispelled, its duration is instead cut in half. So Slow is now undispellable, but its duration can now be reduced to nothing by dispelling. I don't know how to make this useful for PvE. I don't honestly think it's possible. It'd have to be a completely different spell in my mind.
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Tier 10: Missile Barrage/ArBa stop syncing when you get haste, which is counter-intuitive with a spell haste talent one tier earlier.
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I dunno, I think Missile Barrage is fine as is, so you'd have to give more specific examples about what's wrong with it.
Fire:
Tier 8: Fiery Payback: Where to begin with this one, Molten armor does less than 1% of a person's health, 20% more of <1% is still <1%. The resist mechanic of this is dumb, are we supposed to stack resists? How many damage classes do we fight in arena that uses instant up front nukes? Now take that and ask yourself how many of those will be fully resisted. Worthless talent.
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Re-work of Fiery Payback:
Whenever you are critically hit, 25% of the damage dealt is returned to the target. 3 second cooldown.
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Tier 10: Burnout: This along with Playing with Fire, this tree has to be hands down the best dps spec in the GAME or what's the point of these talented penalties.
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This talent should basically just burn 1% of the target's total mana (or more... I'd like more). Increase the critical strike damage bonus to that of Ice Shards.
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Tier 11: What in the world is with this worthless talent. No damage + putting impact on DR. This in addition to a god-awful amount of mana.
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Living Bomb
Targeted spell, 35 yard range.
The target becomes a Living Bomb, dealing 750 damage every second for 6 seconds to all targets within 10 yards. The target then explodes, dealing 1500 damage to all targets within 20 yards and knocking all affected targets back 5-10 yards. 30 second/1 minute cooldown.
Frost:
In general: Way to many 5 point talents
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Same with the Arcane tree really.
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Tier 3: Improved Blizzard: The reason no one takes this is because blizzard takes 2-3 seconds from when you cast it for it to actually do damage/snare.
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Reduce it to one rank and it's fine.
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Tier 5: Frozen Core: #fire/frost damage dealers: Next to 0. Barring PMR, where you're always on the mage anyways so you take next to no frost damage.
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Frozen Core:
Your Frost spells have a 50/100% chance to resist spell pushback and you take 3/6% less damage from Frost spells. Burning Soul in the Fire tree should receive a similar upgrade.
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Improved Cone of Cold: Cone of Cold costs way to much mana for way to little damage.
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Increases the damage done by 15/25/35% and decreases the mana cost by 15/25/35%.
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Tier 9: Improved Water Elemental: Do i need to post videos of rogues 2 shotting my pet? The number of bosses that have aoe that one shots my pet? What's 30% more health going to do? This pet has NO resist to spells, and little armor, in addition to horrendous base health.
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Improved Elemental - Your Water Elemental is now permanent, however it may only be summoned once every minute. 1 Rank
Tier 11: Deep Freeze: This talent irks me the most. This is ANOTHER talent that is DIRECTLY countered by Druids and Priests? Are you telling me a non brain dead druid/priest won't instantly break my freeze if they see me casting deep freeze?
Blizzard still has a long way to go with mages in wrath.
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Deep Freeze becomes:
Chains of Ice
Chains of Ice freezes a target to the ground for 4 seconds. During those 4 seconds, the target may not cast spells or use abilities on themselves. This ability does not affect abilities which make the target invulnerable or otherwise immune to damage. 30 second cooldown.
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