Mage
by Vanafindiel | 08/05/2010 03:38:45![]() Alrighty! Mage time! Thoughts, feelings, regrets, loves, losses, fireball crits? I noticed that our 81-85 abilities aren't in game yet, I'm quite sad about this because I really wanted to see our Fog spell :D I also notice that some of our masteries aren't yet working? Unless I've missed something. Currently I'm fire and there's no Flashburn debuff on the target, if there is one. [ Post edited by Vanafindiel ] |
by Ghostcrawler | 01/07/2010 18:58:07![]()
Shatter has been a lot of things. At the moment it is double crit chance vs. frozen targets for 1 point and triple crit chance vs. frozen for 2 points. I'll try to update some of the other concerns and make corrections when I get some time. Ghostcrawler Lead Systems Designer |
by Kalgan | 29/07/2010 19:38:48![]()
So, making the pet not self-expire while simultaneously not making it or the mage less powerful means it also needs to be easier to keep alive? Strange logic imo. =] |
by Kalgan | 29/07/2010 20:55:06![]()
The post-death cooldown will definitely be lowered to around 2 min, the intent is definitely that after it dies you're waiting a somewhat similar amount of time before it's up again as you would have under the old scheme. On another note, the revamped Fire tree should be in the beta sometime early next week. There will be some slight changes in the next beta patch (today/tomorrow), but don't put much stock in them... some of those changes have been changed in other ways, and many more things will have changed the build early next week. ...fixed name. :0 |
by Kalgan | 29/07/2010 22:44:01![]()
Don't get me wrong, I totally get the issues and there are more changes coming soon... just thought I'd point out how odd it is that a theoretical buff to a spell can end up being interpreted as a nerf. Again, I totally get why, and it's not an unexpected outcome from the change. It's just curiously odd. |
by Kalgan | 30/07/2010 01:58:51![]()
Fire is getting plenty of new. The changes you'll see in the beta early next week (again, not the today/tomorrow build) are very meaningful. |
by Kalgan | 30/07/2010 05:51:37![]()
Yep, that's the intent (the having optional choices part... not the FFB part). [ Post edited by Kalgan ] |
by Kalgan | 30/07/2010 06:13:06![]() Quick preview of upcoming fire changes (talents are from left to right, *denotes a change to the talent): Tier 1: *Master of Elements: now 2 ranks at 15/30% Burning Soul *Incineration: removed *Improved Fire Blast: moved from tier 2 Tier 2: Ignite *Fire Power: Increases the damage of your Fire spells by 1/2/3% and gives your Flame Orb a 33/66/100% chance to explode at the end of its duration. Blazing Speed Impact (no useful raid utility yet... awesome ideas welcome) Tier 3: *Cauterize (new, 2 ranks): You have a 50/100%% chance that an attack which would otherwise kill you will instead bring you to 40% of your maximum health. However, you will burn for 12% of your maximum health every second for the next 4 sec. This effect cannot occur more than once per minute. *Blast Wave: A wave of flame radiates outward from the target location, damaging all enemies caught within the blast for X Fire damage and are slowed by 75% for 3 sec. Cooldown 15s. *Molten Shields (new 1 rank, Blazing Speed is a prereq): Reduces the global cooldown of your Mage Ward spell by 1.5 sec and your Mage Ward triggers the Blazing Speed effect when it dissipates from absorbing damage. *Improved Scorch: Reduces the mana cost of your Scorch spell by 50/100% Tier 4: Pyromaniac Combustion *Hot Streak (the instant Pyroblast no longer costs mana) *Firestarter (new, 1 rank): Your Molten Armor allows you to cast the Scorch spell while moving instead of reducing the chance you are critically hit. Tier 5: Improved Flamestrike Dragon's Breath Molten Fury Tier 6: *Critical Mass: Your Pyroblast and Scorch spells have a 33/66/100% chance to cause your target to be vulnerable to spell damage, increasing spell critical strike chance against that target by 5% and lasts 30 sec. Tier 7: Living Bomb Edit: forgot change to Blast Wave cooldown (now 15s, down from 30). [ Post edited by Kalgan ] |
by Kalgan | 30/07/2010 21:11:15![]()
...worth noting that the same is true of Reactive Barrier. |
by Kalgan | 30/07/2010 21:34:39![]()
There's a reasonable chance a talent like this ends up being better in practical use than in theorycraft. It could end up needing a little something extra, or a redesign, but I'm willing to let it ride for a while to see how it actually plays out. For anyone remembering the times they've died because they stayed a tick too long in the fire, this talent probably would have kept them going... at least until their next mistake. ;] [ Post edited by Kalgan ] |
by Kalgan | 10/09/2010 05:43:56![]()
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). |
by Kalgan | 10/09/2010 05:45:00![]()
In the next beta build combustion's instant damage is guaranteed to crit. Not only does this mean ignite is guaranteed to be instantly re-applied but also that you have a shot at a hot streak to re-apply pyro. There are also a variety of tweaks to the core damage spells to try to bring the dps of the 3 specs more in line with each other. [ Post edited by Kalgan ] |
by Kalgan | 10/09/2010 23:16:02![]()
Yep, this. That's the theory, at least. |
by Kalgan | 10/09/2010 23:17:24![]()
Honestly I find that to be more of a theorycraft argument. The reality is that arc missiles and arc barrage are available often enough to give a reasonable degree of control over AB stacks. |
by Kalgan | 14/09/2010 05:08:00![]()
I think that's more accurate. Generally speaking, the approach is something along the lines of... Evocation and mana gem are available at the start so you burn some mana quickly, use gem and dps cooldowns, burn more down to 40%, evoc back to 100%, play conservatively until mana cooldowns are available, burn more, then come back up and play conservatively, then nearing the end of the fight you try to time your burn down once again to match the end of the fight. |
by Kalgan | 14/09/2010 05:14:06![]()
Yeah, that. My gut says it'll be very hard for players to perfectly optimize their fights since optimal behavior will be different from fight to fight and further vary based on mastery level, but most players will (hopefully) be able to use general guidelines to get reasonable results from the spec. [ Post edited by Kalgan ] |



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