 |
09/08/10, 3:14 AM
|
#106
|
|
Glass Joe
Tauren Warrior
Forscherliga (EU)
|
Originally Posted by Logix
...
Arcane Tree Primary concerns:
...
- No way to interact with Arcane's mastery (No real mana management to be done):
While Mana Adept is good, there is currently no way to actually manage your mana. Using mana gem and evoc on cooldown does not an interesting and dynamic gameplay make. Arcanists would much prefer a dynamic way to manage their mana. Take note, mana management through rotations is currently not possible, since Arcane's rotation is static due to AM being a proc and ABr having a cooldown. Couple this with the lack of any new mana management tools/options, Arcane has no way to interact with it's mana management mastery.
...
|
Hi, this seems to be a point many mages are concerned about. However depending on the balancing of mana regeneration I don't see a problem here.
I would think you have the following options rotation wise:
- Extreme high burn cycle with cooldowns => will be followed by the use of Evocation.
- High burn cycle with stacking AB to 4
- Balanced mana / damage cycles (varying the stack size between 2 and 3)
- Mana reg cycles with 2 stacks of AB, supported by the use of AM (which will be up pretty often) and the occasional Arcane Concentration proc. If you are really in need of mana and / or mana adept has such a high impact, there would may even be the choice of casting an off school spell.
Maybe it will also be an option to switch between balanced cycles and burn-reg rotations depending on the encounters.
I can not play in beta however, so this is all theoretical.
On mana adept
I would be glad to see mana adept becoming available at level 10 (like Druids eclipse is I think), to have enough time to get used to that pretty active and spec defining mechanic.
Oh and mastery should only add bonus damage at high mana, thus mana adapt could be balanced to apply a feelable penalty even at low levels (to even care about it), but reward you if you mastered it at high levels.
The damage influence curve should then be not linear but something like:
0 damage at 0 mana, 50% damage at 50% mana, 100% damage at 70% mana and then granting a damage bonus factoring in mastery rating.
Another idea would be to let the damage penalty have a mechanic that it will only be triggered if mana regeneration is not active for a defined time frame. Thus you could try to avoid the penalty all together by switching to a mana reg rotation.
|
|
|
|
|
09/08/10, 10:23 AM
|
#107
|
|
Glass Joe
Human Mage
Die Nachtwache (EU)
|
I'd really add the "lack of breadth" as a variation to "depth" to the list. Comparing Arcane to other dps speccs clearly indicates that 4 "theoretical" (school)spells of which 2 should not be cast under optimal conditions (barrage, Arcane explosion) are somewhat lacking. Most dps rotations involve more than 4 different spells on single target.
While one could create a variety of effects basing on different numbers of ABlast in combination with ABarr, I think this might render it overcomplicated. I'd clearly vote for more offensive (damaging)spells in the arcane school.
For the "BC style": I have been playing arcane since Vanilla and I found playing it in BC quite fun. However, I am not sure if this kind of style fits in into the "new", more interwoven style of play. Spamming one button, even if decisions had to be made every cast, is somewhat unimaginative, though I loved the "faster! faster!" feel the old AB had.
On mana adept: I'm not sure if giving mana adept at 10 would be the right thing to do. You don't have anything to burn mana with (AB becomes available at 34) and in most cases mana will regen pretty quickly out of combat. If one thing happened, then it would be massive QQ from other lowie classes that arcane mages own that much because they do 12% more damage with "that instant" most times.
|
|
|
|
|
09/08/10, 2:09 PM
|
#108
|
|
Piston Honda
Human Mage
Ravencrest (EU)
|
I have been arcane mainspec ever since SCC. I never disliked Arcane as much, as when playing it in the Cata-beta. It simply isn't fun for me to play the spec in it's current state. No matter what you do, you always feel like it is going downhill during a fight (fire gives me the opposite feeling, which leaves a far more enjoyable feeling when you just killed a hard boss). In short fights the spec feels overpowered - in longer fights the spec feels like a burden. "My guild whipe a lot - should I spec arcane to top the meters?"
I really lack the arcane specific tools to control my mana in different and skilled ways with the current mastery - "managing mana like the other specs but pick mage armor" is boring. This is simply lack of design with the added Mana Adept mastery.
Spaming AB with either ABar or procced AM to reset added mana cost is not new - only the restriction on when you can cast AM - leaves me with a feelign of fewer personal choices and less room to feel awesome for playing it well. Talents like Improved Mana Gem and Invocation doesn't make the class more fun - would I use my gem or interrrupt more with those talents? No. In fact I just get annoyed, whenever someone steals my interrupt or I need to use a healthstone. Fewer skills to use - not any (improved) ampl/dampen magic and no Icy Veins (Maybe add a talent to make Mirror Images become a new arcane cooldown - I loved the Quad Core idea from Tier10).
Just Arcane Explosion and no synergies (unless you count PoM+Flamestrike) with any other AoE spell from the other trees? Compared to fire this is a joke. I admit I like the arcane being the prismatic tree where spells from other schools also becomes useful in a new way - the old Spell Power talent helped enforcing this. A counterspelled arcane mage do what?
What I liek better is Torment the Weak being something only arcane mages would spec (would probably place it deeper in the tree (deeper than slow) myself). Incanter's Absorption combined with Nether Vortex and harder mobs actually made me cast mana shield while soloing. I'm actually using my mage armor as arcane now (feel forced to do it though - a talent that reduced the mana cost of shield and armors to something insignificant would be nice).
Looking back over the years the part about arcane I always hated the most was the fact that you had to spend more than 1 conjured water and more than 30 sec drinking to get full mana. The thing I liked the most about arcane is when you managed to go oom the exact second the boss died knowing that you did all you could. How about a talent that restores your mana to full if you have less than 10% mana left, when leaving combat (maybe added utility to the arcane spell Invisibility?). Would make the Mana Adept mastery feel less annoying when you are speedpulling an instance with a good group - currently you kind of hope another dps die so you can get mana to full before next pull 
|
|
|
|
|
09/08/10, 3:07 PM
|
#109
|
|
Piston Honda
|
Originally Posted by GronkerLonker
I would think you have the following options rotation wise: - Extreme high burn cycle with cooldowns => will be followed by the use of Evocation.
- High burn cycle with stacking AB to 4
- Balanced mana / damage cycles (varying the stack size between 2 and 3)
- Mana reg cycles with 2 stacks of AB, supported by the use of AM (which will be up pretty often) and the occasional Arcane Concentration proc. If you are really in need of mana and / or mana adept has such a high impact, there would may even be the choice of casting an off school spell.
|
While it has been listed before in numerous places, I will give you the cliff-notes version of why your ideas do not work for Arcane in Cataclysm. - In cataclysm, AM is a proc and ABr is a 5 second cooldown. As shown in this thread (post #420), these two changes reduce the number of reliable Arcane cycles to just ABx3 and ABx4. Essentially, the ABx2 rotation that you are proposing to be the "mana regen" one, does not exist as a reliable cycle. It is also important to note, to cast ABx2AM, MBAM needs to have procced on the first AB (since you would be well into your AB3 cast if it procs on AB2), which does nothing but make the cycle even more unreliable.
- General consensus is that if Arcane is supposed to be about mana management, it should be in control of this management. This would mean that the entirety of mana management gameplay should not revolve around a single proc (MBAM) (and the unreliable cycles that it produces).
An example I like to use when illustrating this point is that its like saying "Frost mages are about freezing things" and then presenting a frost spec that has everything removed except for the old frostbite talent.
- There are many inherent problems with trying to base the entirety of arcane's mana management around a single proc, one of which is that it it makes it extremely difficult to distinguish between an unskilled player and one who just got unlucky. (as described in this thread, post #430, paragraph 2)
These are just a few of the points raised in these forums that try to explain why mana management through just cycle manipulation is not only not really possible, but also, not really a worthwhile engaging experience if taken alone. I suggest you read the rest of the posts in the thread I linked above, as well as the posts in this thread.
edit: spelling, grammar, etc
Last edited by Logix : 09/08/10 at 8:44 PM.
|
|
|
|
|
09/08/10, 10:55 PM
|
#110
|
|
Glass Joe
|
Well, there's another possibility for a mana regen cycle, similar to what the relatively new guy a page back (or in the general Mage Cata thread, I forget which atm) said: cast some sort of short off-school spell between 2xAB and ABar/AM. There's three possibilities that I can think of: - Flame Orb, particularly if you spec for the explosion (I believe Blizz has said that it's supposed to be a spell that every mage would want to cast on CD, or at least close enough to on CD).
- Early Frosted FrB (shortest cast with a decent coefficient, though you're also sacrificing some sort of more general purpose talent)
- Scorch, regular FrB, or FBlast, depending on how much Haste you have, if you have to move, and how you've spec'd.
Of course, if you need more mana but don't want to swap Armors and can't wait for the CD for Gem or Evo, then another possibility would be to cast a longer spell like Fireball or FFB.
While I'm not saying that we should just manage with what Blizz has dealt Arcane so far, and I agree that this "solution" is counter-intuitive to the +% Arcane Damage specialization, I'm just pointing out that there are a few options for making AB2 reliable. This is assuming, though, that "reliable" means "not standing around doing nothing while waiting for a CD".
|
|
|
|
|
09/08/10, 11:39 PM
|
#111
|
|
Piston Honda
|
Originally Posted by Sphendule1001
While I'm not saying that we should just manage with what Blizz has dealt Arcane so far, and I agree that this "solution" is counter-intuitive to the +% Arcane Damage specialization, I'm just pointing out that there are a few options for making AB2 reliable. This is assuming, though, that "reliable" means "not standing around doing nothing while waiting for a CD".
|
'Reliable' really means exactly that, reliable. As in, something you can do without having to depend on a particular proc, cooldown or some external effect to do what you intend it to. It is important for a spec about "mana management" to have reliable tools to manage its mana with, just like its important for a spec about "freezing things" to have reliable tools with which to freeze things with.
As far as using off school spells as 'fillers' in a mana conserve rotation, I don't see that working very well. As you mentioned, one of the biggest hurdles is the +school damage passives. Besides the rather extreme DPS loss, it will be hard to balance base spells so that they are useful for Arcane whilst simultaneously not being too overpowered when buffed from their respective schools.
And that's just from a 'mechanics' standpoint. We aren't even going into the somewhat pervasive belief of many mages that an arcane mage should be casting arcane spells.
Personally, I don't really mind arcane mages casting off school spells (I am in the minority), but only as long as the mechanics of how it is pulled off is elegant.
But even all this isn't the real issue.
The point of contention isn't about making ABx2 a reliable mana conserve rotation, the point is that a school whose main focus is 'mana management' should have an entire toolbox full of options with which to exercise management. Having a mana conserve rotation, then, will just be one tool of a robust toolbox.
I believe it was Tyrian who captured this idea well in this post (found on page 2 of this very thread, post# 27):
Originally Posted by Tyrian
Swiftmend is one small part of the Druid toolset. The difference between that and Arcane is, Druids have a bunch of other cool healing tools in their toolset which add depth. People like Swiftmend because it's a fun spell - but also because it's one tool of many which a Resto Druid can choose how and when to use.
If The Resto Druid healbox consisted only of Rejuvination, Swiftmend and Healing Touch - people wouldn't like Swiftmend so much. They'd complain that Swiftmend is a very frustrating mechanic, as it's the only way to get heals off on targets between two extremes (Slow small Rejuv heals VS Slow big Healing Touch heals). Comments would include how boring it is to use this proc religiously on cooldown with little choice. The sentiment would be, "Why can't I have other fun tools to manage my healing? Too much of my gameplay depends on mindless use of this proc, that's boring!"
|
A spec about mana management should definitely have a mana conserve rotation, however, that shouldn't be the only thing it has. It needs a robust toolbox, just like all specs that are about 'X' have a robust toolbox with which they interact with 'X'.
(e.g. Frost has multiple different ways to freeze things, and multiple different things that it can do when something is frozen. Fire has multiple mechanics to play with concerning its dots, it can spread them, it can combine them, it can buff itself with them, etc).
|
|
|
|
|
09/09/10, 4:59 AM
|
#112
|
|
Glass Joe
Tauren Warrior
Forscherliga (EU)
|
I definitely aggree on your point, that it is not sufficient to have just a mana reg rotation as mana management tool if it is supposed to be the core mechanic of your spec (my detailed post to what I think about the arcane mage can be read here: http://elitistjerks.com/f23/t27839-t...2/#post1740310).
That is however, why I quoted exactly your point that: Mana reg rotations are not possible.
(you may see by this quote, that I read the rest of the posts in this thread, I will however read the thread you posted as soon as possible).
However I think I noticed my failure (due to unfamiliarity with cast time based classes), after AB -> ABarr -> AB you would only have a 0.64 chance that AM procced, as you can not wait for the execution of your 2nd AB, I was thinking in cooldowns there, not in cast times.
However whether an AB -> ABarr -> AB -> AB -> ABarr / AM rotation works as reg rotation or not only depends on balancing I think.
And then there is the much stated off school spell if need be.
To conclude:
While maybe not really funny, it could at least work. I didn't say anything more
As was pointed out by several other posters, that the suggestion of completely new mechanics is not very helpful at this time of the beta, I just tried to figure out how to get along with the given tools.
Another suggestion:
Thinking about your idea of casting off school spells if the mechanics were implemented nicely, ABarr could at least apply a buff, that lets the next Frostbolt return some mana, so you would always have the decision to break the AB Buff with AM for maximum damage or with ABarr to regain mana and in the low mana rotation you would have a valid choice to cast after the second AB.
Edit:
Ok read the post from Logix and figured out I didn't look at haste here, that is some other new thing I'll have to learn about.
|
|
|
|
|
09/09/10, 5:23 AM
|
#113
|
|
Glass Joe
Human Mage
Bloodhoof (EU)
|
What I am afraid of with mana management that instead of having clear moments when to use your conservative rotation and burst rotation, it will be turned into one simplified rotation. This could even happen if you add new abilities to arcane and make AM more reliable. Here is an example:
Conservative rotation = 2x AB > AM, Burn rotation = 4x AB > AM
with this you actually have adept your rotation based on your mana pool and at what stage of the encounter. But there is a high risk of it turning into this:
One rotation= 3x AB > AM
PS: I made a seperate topic about arcane on the beta forums that can be found here. I put a lott of the sugestions about the arcane in this topic.
|
|
|
|
|
09/09/10, 3:25 PM
|
#114
|
|
Don Flamenco
Blood Elf Mage
Steamwheedle Cartel (EU)
|
I know the numbers passes aren't quite there yet, but are 85 mages finding Flame Orb is still worth casting in the single target rotation, even with the -25% damage for Arcane? I know there was some talk of speccing into Fire for Fire Power for +3% Fire damage and a Flame Orb explosion, but this seems a bit much for a spell that can be cast only once a minute.
|
|
|
|
|
09/09/10, 8:21 PM
|
#115
|
|
Von Kaiser
|
If that end's up being the case, I hope they swap fire power out with some other talent. I really hate the idea of min/maxing those last two points when there's quite a few more interesting choices left in the arcane tree.
|
|
|
|
|
09/09/10, 8:32 PM
|
#116
|
|
Piston Honda
|
Woe to thee who see us come. In other words, a new build is out.
Here are the Arcane changes.
Arcane- Arcane Blast now has its damage increased by 20% each time you cast Arcane Blast. Up from 15%.
- Arcane Missiles now deals its damage every 0.75 sec over 2.25 sec instead of every 1 sec over 3 sec. Base damage reduced accordingly.
- Focus Magic is now a Tier 6 talent, up from Tier 4.
- Missile Barrage is now a 2 Ranks talent, down from 3 Ranks. Now causes your Arcane Missiles spell to fire its missles every 0.5/0.6 sec. (Old - 0.5/0.65/0.8sec)
- Improved Arcane Explosion *New* - Reduces the global cooldown of your Arcane Explosion spell by 0.25/0.50 sec and reduces the threat generated by 40/80%.
|
Thoughts.
The AM and MBAM changes won't have any effect for Arcane mages, you will still cast AMs at 0.5 second intervals in the end. The change is just a tweak to non-Arcane mage leveling.
quick edit: Just to note, that while the AM changes this build will have no effect on Arcane mages' gameplay, the reduction of base damage will naturally make AM hit for less, even for arcane mages. The buff to AB is probably their way to offset this damage loss.
I am unsettled by the Arcane Explosion change. It seems like Blizzard wants to push Arcane mages into melee range to AoE, making Arcane Mages they only ranged caster that needs to do so on a regular basis. While the threat reduction will, to some extent, prevent us pulling, it does little to nothing concerning cleave like effects that we will have to eat.
Remember, even Demo locks have options for reliable ranged AoE. First, they have a pretty adequate set of ranged AoE options, since their spec gives them both fire and shadow %dmg modifiers. Couple that with a pet who bladestorms, they are more then adequately equipped as far as ranged AoE is concerned. However, if they really do want to go into melee, they have abilities that make them, essentially, an uncritable plate wearing monster (Demon form), protecting them from the cleaves and so on. Keeping this in mind, I do not know why Blizzard wants arcane mages to run into melee range to AoE. Its too counter-intuitive.
Focus magic as a tier 6 talent seems a bit 'meh' if I am to be honest. I mean it is ok, and will be mandatory, but I would have hoped for something more substantial so deep in the tree.
One thing that is clear to me with this build, is that our "mana management" and other "gameplay" issues are not going to be rectified before release. The "mage has no AoE" issues were brought up at the very same time as our other, more important issues were, and even though the solution to the AoE issue is not very good, the fact that there is some change means that Blizzard did in fact sit down and think about how to fix arcane, but decided against addressing the other issues at this time.
The best we can hope for, in my humble opinion, is to get something going after Cataclysm ships. Barring that, there is always next expansion.
Edit for addition:
Another set of interesting information was also present in the latest build. The set bonuses for the first set of Cataclysm mage tier gear:
Mage
- Item - Mage T11 2P Bonus - Increases the critical strike chance of Arcane Missiles, Ice Lance, and Pyroblast by 5%.
- Item - Mage T11 4P Bonus - Reduces the cast time of Arcane Blast, Fireball, Frostfire Bolt, and Frostbolt by 10%.
|
Pretty straightforward.
The increased haste to Arcane blast doesn't help making higher DPM cycles more reliable though, essentially pushing Arcane further into a straight and static ABx4 MBAM rotation.
Last edited by Logix : 09/09/10 at 9:15 PM.
|
|
|
|
|
09/09/10, 9:12 PM
|
#117
|
|
Von Kaiser
|
One thing that is clear to me with this build, is that our "mana management" and other "gameplay" issues are not going to be rectified before release. The "mage has no AoE" issues were brought up at the very same time as our other, more important issues were, and even though the solution to the AoE issue is not very good, the fact that there is some change means that Blizzard did in fact sit down and think about how to fix arcane, but decided against addressing the other issues at this time.
The best we can hope for, in my humble opinion, is to get something going after Cataclysm ships. Barring that, there is always next expansion.
|
This is pretty pessimistic considering there is most likely a good two months left of beta still. I agree with your sentiment on arcane explosion though.
|
|
|
|
|
09/09/10, 9:22 PM
|
#118
|
|
Piston Honda
|
Originally Posted by Gleeful
This is pretty pessimistic considering there is most likely a good two months left of beta still. I agree with your sentiment on arcane explosion though.
|
I wouldn't call it pessimistic.
Its just an opinion based on how previous betas have progressed. When things like item set bonuses and numbers balancing starts, its nigh on impossible to get any meaningful changes (at least of the scope that Arcane needs) done.
From a production standpoint, it makes sense. You don't want to have to do balancing when the basic, shippable version of a spec/class is not in place. It also makes sense that they don't want to have to do a last minute rework of a spec.
The most they can do now is the small tweaks to abilities (which, by looking at the patch notes, is exactly what they seem to be doing. Increasing ability ranges here or decreasing talent points there, increasing damage here or decreasing proc chances there).
But yea, I wouldn't be pessimistic about mages right now, since, even if the Arcane spec doesn't shape up, the Fire and Frost specs are looking positively awesome. So its not like our class is broken or anything.
|
|
|
|
|
09/09/10, 10:15 PM
|
#119
|
|
Piston Honda
|
Looks like another pass at glyphs. MMO-C is probably holding them back for tomorrow. Here's the only one for Arcane that jumped right out at me:
Arcane Power - While Arcane Power is active the global cooldown of your Blink, Mana Shield, and Mirror Image is reduced to zero.
Not earth-shattering, but not as weird as removing the drawback of Arcane Power.
|
|
|
|
|
09/09/10, 11:52 PM
|
#120
|
|
Glass Joe
|
Kalgan clarifies:
It goes a little beyond that, as the arcane blast debuff only affects arcane blast. Essentially, arcane blast is the highest sustained dps (but unsustainable in terms of mana), followed by arcane barrage, followed by arcane missiles (which is very close to arc barrage in dps, and free of course).
So, from the standpoint of a boss fight arcane is less about a constant rotation, and more about optimizing your mana bar to the fight you're involved in (with a little rng in the mix).
|
Source: World of Warcraft: Cataclysm Beta - (English) Forums -> Mage
|
|
|
|
|
|