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08/24/10, 5:42 PM
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#31
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Piston Honda
Gnome Mage
Moonglade (EU)
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Yes the good old AB spam I had back in BT was really something. I have trouble seeing however how mana adept in any form close to the currrent would supply any balancing like the old burn cycle. Some people have posted ideas of having mana adept increase damage the lower your mana goes to aproach what arcane used to be like. The problem with this is that it would turn your manabar into a big obstacle. Starting way below your top dps would mean arcane terrible at bursting. Well unless raids started waiting or mages to drain their pool to a certain percent before starting fights but the logistics of something like that would just be painfull.
In short I believe mana adept is the right way around atm, but the tools to make it fun seem to be lacking. Perhaps adding some talent similar to improved scorch would help. If there was a free spell that dealt decent damage arcane could gravitate more towards a playstye revolving around pouring mana into costy burst at the oportune moment and using more free filler spells when it isn´t the oportune moment. But I guess wishing for a brand new spell at this point is just dreaming, not to mention that that big burn spell isnt really there either. A channeled arcane beam of some sort would be fun though. (No not like AM, that fires volleys. I´m talking about a proper beam. Or possibly more like laser blasts that make the sound the moonraker laser in goldeneye did.) Yes, a free channeled spell a bit like drain soul but with a more arcane feel offcourse and then a big thick ray blast costing a lot to mix into the rotations. You hearing this santa?
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Plopp plopp kaboom! This is an intelligent signature.
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08/24/10, 6:42 PM
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#32
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Don Flamenco
Blood Elf Mage
Steamwheedle Cartel (EU)
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Originally Posted by Skallewag
I have trouble seeing however how mana adept in any form close to the currrent would supply any balancing like the old burn cycle.
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It's not too late to scrap Mana Adept in fairness. Had the promised various other talents and skills that tied into mana been implemented it might have been more difficult, but as it stands, Mana Adept could be scrapped and replaced with minimal disruption for Arcane. There is nothing in Arcane that props up, or works with this mastery that wasn't already present before it existed - it's easily replaced with something entirely different.
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08/24/10, 7:51 PM
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#33
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Piston Honda
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While I would love to see an arcane proc or talent that mixes up the rotation (multi-target barrage would be quite interesting), I'm not particularly optimistic that any drastic changes will happen before Cataclysm is released.
To the end of providing at least some management of mana (and the ability to even influence the "mana adept" mastery), I think there is a lot of balancing of mana costs and damages that needs to be done. In particular, Arcane needs a burn cycle - on live, it doesn't really have one. As Logix pointed out above, there really isn't a selection of reliable cycles. On live, short of just AB Spam, the highest DPS cycle is sustainable indefinitely, once you include the Mana regen buffs, Evocation and Mana Gems.
Arcane needs at least the following cycles for Mana management to be meaningful:
1) A main cycle. Should be sustainable for a minimum of 10-15 minutes once regen buffs/Evocation/Mana gems are included.
2) A "regen" cycle. Should allow you to regen mana. I see this a doing less dps at 100% of the mana adept bonus than the main cycle at, say, 50% of the bonus.
3) A "burn" cycle. Definitely not sustainable - even with Regen buffs and Mana gem this should make you go OOM in less than 2 minutes (the evocation cooldown). It also needs to do enough damage so you want to use it as often as possible - it needs to do more damage at 50% of of the mana adept buff than then main cycle does at 100% of the buff, for example.
Currently, Arcane has a regen cycle - ABx1, AM. It also has a main cycle. It has at least 3 cycles in between the two. It doesn't have a "burn" cycle - AB Spam uses tons of mana, but does only a little bit more damage.
My suggestion to help modify the cycles would be to change Arcane Blast. Make the initial damage lower, but increase the damage buff and mana cost. Stacking the AB debuff to 4 would give you a nice fat chunk of damage when you cast AB/MBAM, but would make you go OOM quickly.
Obviously, the exact numbers would be subject to tweaking and balancing.
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08/24/10, 9:52 PM
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#34
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Piston Honda
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Originally Posted by Shaewyn
Currently, Arcane has a regen cycle - ABx1, AM. It also has a main cycle. It has at least 3 cycles in between the two. It doesn't have a "burn" cycle - AB Spam uses tons of mana, but does only a little bit more damage.
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This is no longer accurate in Cataclysm.
As I showed in this thread (post #420), there is no reliable cycle that will exist below ABx2 (and that was with the 100% chance to proc MBAM on a ABr, without that, even the ABx2 cycle will no longer be reliable).
Since AM is now a proc, and ABr is now a 5 sec cooldown, you, in fact, can only use ABx3ABr and ABx4ABr as your only two reliable cycles (given even a modicum of haste).
I stress the phrase reliable cycles since that is the entire point of having a tool. As I stated later on in that same thread, the entire idea behind "mana management", imho, should revolve around using the right tools at the right times.
The mage should be busy worrying about which tool to use at what time and for what purpose, and not be busy worrying about getting his tools to even work in the first place.
This is why basing cycles off of the uncertainty born out of an AM proc just wont work in my mind. What's the point of controlling your mana or altering your cycles when you are still a slave to the RNG-gods? Whats worse is that unlike the RNG of fire (hot streak), Arcane mages don't even have any method to alter the RNG of MBAM. I.e. its not like you can gear or glyph in a certain way to increase your chance to proc MBAM (not that I am advocating doing this, just pointing out that not only is RNG for Arcane mana mangement or cycle management bad, in my mind, but RNG which you can't even influence just makes it worse).
Currently, Arcane mages have just 2 reliable cycles (both of whose existence scales negatively with haste). Which is the reason I mentioned in my previous post in this thread that its all well and good saying "mana management will be born from altering cycles to play with Mana Adept" but that idea comes crashing down when you realize that you don't really have a choice of reliable cycles to alter in the first place.
Your other point though does make sense, i.e. the delta between the "burn" rotation and the "regular" rotation should be significant enough to be clearly noticeable (which, as you correctly pointed out, is not really the case right now). While a valid point, I do feel that it is a little further along in the discussion from where we are right now. Right now we are still trying to figure out the basics. Numerical balancing of cycles (and through extension, producing the payoffs like you mentioned) will come later imho, when Blizzard starts its "numbers balancing pass" on the classes.
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08/24/10, 10:59 PM
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#35
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Piston Honda
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Apologies - I should have specified that Arcane has a regen cycle on live. You are absolutely correct that this cycle does not exist in beta as AM itself is the proc, not MBAM, and AB-ABarr doesn't work because of ABarr's cooldown.
I do think that the basics of the arcane rotation/talent tree need to be rethought. Having a proc that is required, and not just desired, can break a rotation. Can you imagine if fireball could only be cast after a scorch crit? It would break the fire rotation entirely. My fear is that, like WotLK, we might not get that arcane redesign until patch 4.1. In the interim, what can we do to adapt arcane to have meaningful rotation choices?
As for what to do with AM... What if AM didn't consume the AB stacks? Or, what if AM itself added to the AB stack? That way you would be expecting to use ABarr to drop the AB stack, and AM would be a desired addition that didn't break the rotation if it didn't proc. (would depend on ABarr cooldown)
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08/24/10, 11:56 PM
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#36
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Piston Honda
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Originally Posted by Ghostcrawler
I can't comment easily on too many of these specific issues because the talent trees you have access to are fairly out of date compared to the ones we're working with.
However, at the stage we're at, it is very helpful to discuss builds like this -- what are the talents you have to give up but don't want to, which are the talents you don't want to get but have to, and so on. (source)
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Maybe some hope for Arcane? Although he wasn't directly referring to mages. I thought maybe we should give it another build or two before we totally freak out.
But, then he gave some potential insight on the Arcane rotation via Ret pallies:

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Originally Posted by Ghostcrawler
It seems to me you are saying there are these abilities that sometimes grant you a charge of Holy Power, but that in order to get Holy Power as fast as possible you need to get lucky several times, so therefore the abilities should just always give you Holy Power.
The rotation is designed around 3 Crusader Strikes. Sometimes it takes fewer than that and you get to use Templar's Verdict sooner. You're not balanced around a maximum efficiency that is dependent on the stars randomly aligning. You're balanced around average efficiency that corresponds to the averages generated by the appropriate random numbers.
I think there is some tension between Exorcism potentially generating Holy Power such that you're not sure what to do when you have 3 charges -- use the Templar's Verdict and potentially waste the Exorcism Holy Power, or use the Exorcism and delay the next Templar's Verdict -- but that seems like an isolated problem (and perhaps not even a major one) and not a reason to make Holy Power generation more consistent. Consistency is what we're trying to downplay in the Ret rotation because it doesn't allow great players to outperform merely good ones.(source)
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Well.... damn.
Last edited by aikiwoce : 08/25/10 at 1:06 AM.
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08/25/10, 2:31 AM
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#37
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Don Flamenco
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Aikiwoce I wouldn't get too concerned about what he is saying for ret pallies as the whole context of the pally discussion is around there being free GCD's in the rotation. Given that context what he is saying takes on a whole new meaning and I would be very reluctant to compare Ret goals to Arcane given the different philosophies between melee and caster design shown by that thread.
On a totally different note however I finally realised what had been concerning me most about AM becomming a proc, especially for lower mana rotations.
It is the interaction between the proc and latency. Specifically the fact that when chopping a rotation short for mana consumption you must decide your breaker spell in advance. However Missile barrage procs on cast completion so for a short, low haste rotation of AB AB <Breaker> you need to decide during the second AB cast if you want to hit Arcane Missiles or Arcane Barrage. This isn't a problem on live because you can just mash Arcane missiles and if you get a lucky proc well groovy you go faster. However with Arcane Missiles only activating on a proc you can't do this safely without either writing a complex macro, risking clipping your Missile barrage or loosing 1/2 a second or more each rotation waiting to determine if you can Missile barrage or Arcane Barrage.
Currently
AB - AB - AM casts fine
AB - mbarproc AB Cast Mbar works fine
AB - AB - mbarproc - Cast mbar works fine
Under the new cata model
AB - AB - AM won't work so you must hit Arcane barrage
AB mbarproc AB Caste Mbar works fine
AB - AB - mbarproc ...
What do you cast, given that many many raider will have bad latency of 200+ms one way they must assume that they won't proc and cast Arcane Barrage possibly wasting a MBar proc or they must mash the AM button, hope they get lucky and if not wait 1/2 a second to determine if you should instead cast Arcane Barrage.
This is a moderate dps loss in the first case and a potentially crippling one in the second as you basically are slowing down your roatation by about 15% and not casting continuously is a massive dps loss for any caster.
This makes it even harder for players (especially those on 200+ms connections) to show skill.
Basically the change to AM as a proc is causing all sorts of trouble all over the place.
Last edited by Ellyh : 08/25/10 at 2:36 AM.
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08/25/10, 9:14 AM
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#38
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Glass Joe
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Another thing that should at least be mentioned is the fact that as it stands the arcane masteries don't really work together as they are currently structured, spell haste and mana adept just don't seem like they will play well together. There is an inherent trade off to haste value in that you do more damage but burn through mana quicker, which is fine currently. In WotLK this works because our final goal is to burn as hard as needed at all mana levels to maximize damage output without completely running dry. Once our damage starts scaling based on our mana level we are much more likely to concern ourselves with dpm issues as well dps. Once this starts to happen the haste and spell crit/spell power relative values will start to shift, likely lowering the relative value of haste. Unless there is some very gentle scaling with mana adept it is quite possible that haste will not even be a good stat for arcane mages to stack. There have been a lot of comments about how our current selection of spells and talents don't currently work together well with mana adept, but it should just be pointed out that even the other arcane masteries don't either.
It is an interesting idea, but I am not sure it wouldn't be easier to just replace the mana adept mastery entirely or at least completely revamp the functionality. Even if they can tweak the numbers of our damage spells and mana regen, revamp the talents, and get the arcane tool set working together such that mana adept is both interesting and fun you will still run into the situation where an arcane mage with a pocket druid will be flat out superior to one without said innervates. At that point would we be overpowered with a druid or underpowered without one? We ran into this situation before with disc priests and arcane mages and Blizzard seemed to want to try and avoid this in the future.
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08/25/10, 10:20 AM
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#39
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Piston Honda
Gnome Mage
Antonidas (EU)
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Arcane Resource Sytem?
A suggestion for burn/manareg cycles would be to use a similar resource system like the moonkins do. Arcane Blast could stack something called Arcane Instability, which increased the damage and mana cost of arcane spells by xx% and reduces damage(?) and mana cost of non-arcane spells by yy%. Casting an Off-school spell would allow regeneration of mana but also reduce the amount of Arcane Instability. This would somehow remove burst, because damage builds up slower - on the other hand, we still have AP&Managem.
Do we need ranged AoE?
I tend to say yes. Fire AoE looks pretty fun to me and I am think of something along the line of ABar changing the Fire Orb into something like an Arcane cluster bomb, causing Arcane Explosion on all target in the vicinity (similar to the Ick/Krick ability)
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08/25/10, 11:30 AM
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#40
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Von Kaiser
Orc Warrior
Steamwheedle Cartel
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I had a different thought on Arcane's minor AoE problem. One of the major concerns with Arcane Explosion is that it puts you in melee range which dramatically lowers personal safety. I say add a talent that gives AE a stacking survivability buff when you cast it. "ArcaneTalentname, two points: Reduces all damage taken by 1(2)% for 5 seconds after casting Arcane Explosion. Stacks 5 times. Additionally, the mana cost of your Arcane Explosion is reduced by 10(20)%"
We already have a model for a caster who prefers to be in melee range for AoE in the Demo Lock, and hopefully the survival benefit would be enough so that we can do so safely. Not every spec has to work in the same way, and if the damage can be balanced with AE spam and the safety issues can be addressed, I don't see any reason why Arcane NEEDS ranged AoE, or needs ranged AoE that is as good as the other specs. If we have to cast Blizzard for 25% less AoE damage on the one fight out the entire expansion which requires AoE but requires max range too, then we'll take the hit, so long as we can be fine with Arcane Explosion spam for the rest of our AoE needs, in terms of damage, mana consumption, safety, and such. I think I'd probably be happier being different with our AoE than simply getting "spellfrost" damage on our blizzard to allow us to crib off Frost mages...
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08/25/10, 12:09 PM
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#41
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Von Kaiser
Human Mage
Defias Brotherhood (EU)
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Originally Posted by thebitterfig
I had a different thought on Arcane's minor AoE problem. One of the major concerns with Arcane Explosion is that it puts you in melee range which dramatically lowers personal safety. I say add a talent that gives AE a stacking survivability buff when you cast it. "ArcaneTalentname, two points: Reduces all damage taken by 1(2)% for 5 seconds after casting Arcane Explosion. Stacks 5 times. Additionally, the mana cost of your Arcane Explosion is reduced by 10(20)%"
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The same idea had occurred to me. The problem with a stacking defensive buff is that right at the beginning is probably when you are most vulnerable to being one-shotted (or at least becoming a serious burden on healers' mana), especially with the expected nerf to tanks' AoE threat. The defences of current melee range AoE damage dealers like rogues and warriors are already in place at the start, as they are designed around being toe-to-toe with the mobs. PVP considerations probably also come into play.
Also, it doesn't seem very 'magey' to me to be running in with the cutlery-wavers to do AoE damage at point blank range. Part of the flavour of playing a mage is, in my opinion at least, hurling damage from afar, and I don't particularly see that Arcane AoE should be any different.
A simple change would be the ability to burst Arcane Explosion from a target other than the caster. One way of making this more interesting might be to have it not damage the target itself, forcing you to switch around targets in order to even damage and threat. Another might be to require it to be cast on (and burst from) a friendly target (which might be the caster herself, tank, or melee).
Last edited by vukae : 08/25/10 at 12:20 PM.
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08/25/10, 3:24 PM
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#42
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Bald Bull
Roywyn
Gnome Mage
No WoW Account (EU)
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Originally Posted by Venthos
We can't reliably use missiles early to break stacks because now the base spell is a proc. At least on live we can decide to use missiles early to break stacks if Barrage doesn't proc. We can slow down Blast casts to break it at 1 if we're really desperate, but that also means less chances to proc missiles, so that's compounding the damage loss.
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How about letting the Arcane Blast (De)buff also increase the chance to have Arcane Missiles proc, maybe at 5-10%/stack? This would still leave the random element in, but vastly reduces the chance of sitting at 3/4 stacks like a hot potato and still not getting a proc. Having a higher proc chance than the initial 40% on later casts would help a lot in there.
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08/25/10, 3:29 PM
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#43
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Glass Joe
Night Elf Rogue
Thunderlord
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Especially with the change to Blastwave, Arcane Explosion is now our only PBAoE - and instant, at that. I just don't see the benefit in changing it to a targeted or ranged AoE when we'll have Flamestrike, Blizzard, and Flame Orb. If ranged AoE becomes/stays a problem for arcane, then really the most simple solution would be a talent that converts one of the existing ranged spells to some kind of arcane damage (like Frost has to make Flame Orb > FrostFire Orb). Blizzard > Arcane Storm, for instance.
And my biggest concern with the current incarnation of the Arcane Mastery is that it really doesn't reward mana management - whether you do high / low consumption cycles or just figure out a happy middle ground that takes you low as soon as Evocate is ready, I don't think the mastery will be able to affect a difference. Besides just making you feel weaker the longer you fight, of course (which while purely psychological is still a powerful deterrent imo). I do like the goal they have for Arcane, and I hope some more beta pushes come out to show us if any iteration has been done on it.
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08/25/10, 7:06 PM
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#44
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Glass Joe
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Originally Posted by Roywyn
How about letting the Arcane Blast (De)buff also increase the chance to have Arcane Missiles proc, maybe at 5-10%/stack? This would still leave the random element in, but vastly reduces the chance of sitting at 3/4 stacks like a hot potato and still not getting a proc. Having a higher proc chance than the initial 40% on later casts would help a lot in there.
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That would be nice. However, we'd still be using three spells, and that would merely let us use our free spell more, almost taking away choice, as a free spell that already has good damage would always be prioritized above using Barrage, unless they tune it a lot higher than live, which probably isn't going to happen because of PvP. Though, with the health increases, maybe that isn't as unthinkable as it has been.
Either way, we'd still need the tools to manage our mana, and we'd still have a very low chance to break stacks early. I suppose increasing the chance for Missiles to proc would help us conserve Barrage for breaking stacks early, but the mechanic still feels hollow.
I do really think that they could infuse some life into the rotation by giving Arcane a reason to use non-Arcane spells, situationally or otherwise. Add some Frostbolts for more mana conservation, Fireballs for a middleground, and pure Blast for more burst. There's so much room there for an elegant and interesting rotation, but they seem pretty set on keeping each element locked to its tree, except for Frostfire, of course.
I do understand that some Arcane mages would be loathe to use non-Arcane spells, but sticking to that and sacrificing an interesting rotation seems like a shallow victory.
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08/25/10, 7:17 PM
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#45
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Glass Joe
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Originally Posted by Venthos
I do really think that they could infuse some life into the rotation by giving Arcane a reason to use non-Arcane spells, situationally or otherwise. Add some Frostbolts for more mana conservation, Fireballs for a middleground, and pure Blast for more burst. There's so much room there for an elegant and interesting rotation, but they seem pretty set on keeping each element locked to its tree, except for Frostfire, of course.
I do understand that some Arcane mages would be loathe to use non-Arcane spells, but sticking to that and sacrificing an interesting rotation seems like a shallow victory.
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It's not that I dislike casting non-Arcane spells due to the color of the graphic on the screen, but more that I would dislike the 25% damage hit I will take while casting non-Arcane spells due to Arcane Specialization.
Either a VERY convincing mechanic would be needed to encourage the casting of cross-school damage spells, or the Specialization bonus would need to be changed.
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