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New changes to the treesFollow

#1 Sep 18 2008 at 1:11 PM Rating: Decent
Quote:
Arcane

* Arcane Blast: Now each time you cast Arcane Blast, the damage is increased by 15% (down from 25%) and mana cost is increased by 30% (down from 75%).
* Arcane Brilliance: Now affects the raid.
* Focus Magic reworked: Now increases the target's chance to critically hit with all spells by 3%. When the target critically hits the caster's chance to critically hit with spells is increased by 3% for 10 sec.
* Improved Arcane Missles renamed to Arcane Stability: Reduces the pushback suffered from damaging attacks while casting Arcane Missiles and Arcane Blast by 20/40/60/80/100%. (Tier 1)

Fire

* Flamestrike: Mana cost reduced. Now has a 2 sec cast time (down from 3 sec).

Frost

* Fingers of Frost: Now gives your Chill effects a 7/15% (uop from 5/10% on any frost spell) chance to grant you the Fingers of Frost effect.
* Frozen Core: Now reduces damage taken by all spells (instead of just fire and frost).
* Ice Shards: Reduced to 3 points from 5. Now increases the critical strike damage bonus of your Frost spells by 33/66/100%.
* Shatter: Reduced to 3 points from 5. Now increases the critical strike chance of all your spells against frozen targets by 17/34/50%.


I like the changes to frost :P more % chance for Finger of Frost :D
#2 Sep 18 2008 at 2:02 PM Rating: Default
arcane stability is overpowered. they've really concentrated on adding aoe power to fire for raids. even with the crit added to blizzard, can anyone say that frost is a superior aoe school anymore? certainly not damage-wise.

focus magic really seems like the first rough attempt to give mages a passive raid buff. it would be better implemented as an aura instead of this bug-prone and complicated afterthought. what truly sends my blood pressure through the roof is that amplify/dampen magic remain the most useless spells in the game since wow came out. combining those two into a single offensive/defensive effect still remains the one thing i most want to see. and i would much much rather have that than yet *another* tiny boost in someone's damage.
#3 Sep 18 2008 at 7:34 PM Rating: Excellent
how is it OP, basically the same thing, but including AB.
#4 Sep 18 2008 at 9:03 PM Rating: Default
efficient high dps made uninterruptable by damage? it's not overpowered for arcane missiles because you pay the mana for AM upfront allowing others to counterspell or stun you and you lose the cost. so for a spell where you have no risk until it's actually completed...

there are various pushback resistance talents, but none of them are a guarantee and pushback as a mechanic is being toned down quite severely already. there is the set bonus from tier4, but should we equate equipment rewards with talent points which are gained merely by leveling up? and to have immunity to pushback without spending equipment slots...

i dunno. maybe it won't stand out too much compared to various things comming in wotlk like tanks who can deal dps.
#5 Sep 18 2008 at 11:29 PM Rating: Excellent
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LaFey wrote:
so for a spell where you have no risk until it's actually completed...


Ah, but there IS risk. In PvP, you get your arcane school locked out, you lose many of your tools. Sheep, blink and CS, just to name a few. With the change, sure you don't lose any cast time to push back, but that's not a massive issue anyway in PvP. I mean, how often to you stand around spamming ABs in a fight? In PvE, however, any fight with an AoE basically screwed arcane.

Besides, I doubt standing still to cast will be something you do often in PvP as arcane anyway. That's what Arcane Barrage is for.

Edited, Sep 19th 2008 1:25am by Poldaran
#6 Sep 19 2008 at 2:28 AM Rating: Default
the possibility of counterspell is not more dangerous for arcane than any other school. certainly not more dangerous for AB than for AM considering their cast and channel times. since only one class has counter spell (which requires that it hit the target during their cast or channel to have any effect unless you have the talents), the danger of having a school locked out is relatively minor, and not a reason to worry about casting spells. stuns, fears, interrupt effects -- every class has something like this, and these DO function differently for cast spells compared to channeled spells. in terms of mana loss and also damage caused. it's true that channeled spells begin to deal damage sooner, but you don't pay mana in chunks as you channel, it's all paid up front.

my original argument was that since AM has such a long channel time, and even the fact of it being channeled makes it quite reasonable to allow a talent for pushback immunity. it's still vulnerable to other means of spell disruption anyway.

i guess i really don't care that much about one little nice talent shallow in the arcane tree, but i still insist that it's overpowered even if it's not the MOST overpowered talent to take a turn on the test server.
#7 Sep 19 2008 at 2:39 AM Rating: Excellent
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LaFey wrote:
the possibility of counterspell is not more dangerous for arcane than any other school. certainly not more dangerous for AB than for AM considering their cast and channel times. since only one class has counter spell (which requires that it hit the target during their cast or channel to have any effect unless you have the talents), the danger of having a school locked out is relatively minor, and not a reason to worry about casting spells.


There are several classes with interrupt effects that are similar to CS. Kick, pummel and shield bash(I know that one's not likely to be used) as well as deadly throw with the PvP gloves will do it. And I disagree. Having a chance to lose the ability to blink in a moment when it comes off of cooldown is a great reason not to cast arcane spells on that rogue or warrior.

Either the opening of arcane to interrupts justifies AM and AB being on the talent or it doesn't. But the mana cost being upfront on AM doesn't really factor in from a PvP perspective, IMO. Especially since AM isn't a spell you'll be casting all that often except in specific conditions(which avoid the whole issue).
#8 Sep 19 2008 at 6:44 AM Rating: Good


LaFey wrote:
efficient high dps made uninterruptable by damage? it's not overpowered for arcane missiles because you pay the mana for AM upfront allowing others to counterspell or stun you and you lose the cost. so for a spell where you have no risk until it's actually completed...

there are various pushback resistance talents, but none of them are a guarantee and pushback as a mechanic is being toned down quite severely already. there is the set bonus from tier4, but should we equate equipment rewards with talent points which are gained merely by leveling up? and to have immunity to pushback without spending equipment slots...

i dunno. maybe it won't stand out too much compared to various things comming in wotlk like tanks who can deal dps.



I lost you when you said 'efficient.'


And don't forget about spelllock by warlocks and I believe there are a few others, bash by druids maybe?

a CS/Poly/Blink is far better than using AB/AM.
#9 Sep 21 2008 at 5:08 PM Rating: Good
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Arcane Blast's mana cost is indeed increased 300%, not 30%, per debuff.
#10 Sep 22 2008 at 7:40 AM Rating: Good
Well I guess that is one way to make a spell useless.
#11 Sep 22 2008 at 8:28 PM Rating: Decent
Quote:
Arcane Blast's mana cost is indeed increased 300%, not 30%, per debuff.


a typo? in my tooltip? is it more likely than i think?!

well. i guess that's solves the whole problem, huh.
#12 Sep 22 2008 at 11:53 PM Rating: Good
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LaFey wrote:
Quote:
Arcane Blast's mana cost is indeed increased 300%, not 30%, per debuff.


a typo? in my tooltip? is it more likely than i think?!

well. i guess that's solves the whole problem, huh.


Heh, you (or whoever you copy/pasted from) probably READ 300%, but typed 30%, because the subconscious couldn't handle the shock ;-)

tbh, I thought it was a mistake when I first saw it as well, but it appears to be confirmed ... I can only guess they're stretching the penalty to the limit to get some benchmark figures of the spell in it's worst state, then they'll rectify it.

Or maybe I'm just transferring my Titan's Grip hopes and wishes onto Arcane Blast as well (*holding thumbs for both scenarios very tightly*), cos they surely can't leave both in this condition - They'll never be used.
#13 Sep 24 2008 at 12:52 PM Rating: Decent
Update!!:
More changes, not very significant though except for Arcane Blasts mana cost
Quote:
Arcane

* Arcane Blast - Mana cost increased on each cast changed to 200% down from 300%.

Fire

* Improved Scorch - Now only affects your damaging Scorch spells.

Frost

* Deep Freeze - Damage reduced.
#14 Sep 24 2008 at 2:39 PM Rating: Decent
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Wow 200% instead of 300%. That makes it much more viable now.
/sarcastic
#15 Sep 24 2008 at 3:28 PM Rating: Good
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mgjr wrote:
Wow 200% instead of 300%. That makes it much more viable now.
/sarcastic


It's not meant to be viable as a spammed spell. It does, however, make a 2-3 cast more viable in a rotation. They want the first and second casts to be rewarding and the ones after that not so much. All they have to do to finalize the tweakage is buff its base damage or scalability so that it's excellent but unsustainable burst.
#16 Sep 24 2008 at 5:53 PM Rating: Decent
improved scorch only affecting scorch...? whoever's serving their coolaid might need to be called under investigation. as far as i'm concerned, if arcane can't have a spammable, efficient spell, then there's no need for the tree. the crippling lack of a serious bolt spell has always meant that arcane is merely a nerfed fire spec with one or two different nifty tricks. in the end, i'd be far happier if arcane was used as it was meant to be: the utility and efficiency tree.

they're trying, it seems, with talents like focus magic and improved blink, pom, prismatic cloak, slow.... to create a talent tree for mages that is not so much about damage, but about giving mages a brand of combat utility and surviveability that has so far been dominated by frost. so far... the utility has been so half-assed and situationally useful that it's not worth the talent points or the global cooldown to use. pure damage remains a more useful tool in the mages' belt.

at this point, i don't want yet another DD spell that i'll never EVER use. delete arcane blast if you aren't make it relevant, and give me something that will actually change how i play rather than wearing my #1 key into a nub.
#17 Sep 24 2008 at 6:08 PM Rating: Good
imp scorch is now freaking useless, gg.
#18 Sep 24 2008 at 6:39 PM Rating: Decent
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i do not understand the rationale behind imp scorch affecting only your damaging scorch spells, are they getting a bug whereby missed or partial resist scorches are applying the debuff? I did recall that the talent was made to give synergy to other schools of magic, I guess they think its OP.

I refer to my sig for the answer (-_-)
#19 Sep 24 2008 at 7:20 PM Rating: Good
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cancerous wrote:
i do not understand the rationale behind imp scorch affecting only your damaging scorch spells, are they getting a bug whereby missed or partial resist scorches are applying the debuff?


That's what I was assuming it meant, which means:



Quote:
imp scorch is now freaking useless, gg.


Is incorrect. Remains to be seen, though.
#20 Sep 25 2008 at 5:25 AM Rating: Decent
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Hang on. Does that change mean that the effect from imp scorch (+crit chance) affect only newly casts scorches? Or does it mean that the effect is only applied if your scorch actually hits.

Since the latter wouldn't really be much of a nerf.

Oh and please whack me if I'm missing out something totally obvious again.
#21 Sep 25 2008 at 6:00 AM Rating: Excellent
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Mozared wrote:
Hang on. Does that change mean that the effect from imp scorch (+crit chance) affect only newly casts scorches? Or does it mean that the effect is only applied if your scorch actually hits.

Since the latter wouldn't really be much of a nerf.


Yeah, I spent some time on the oboards last night, and the consensus seems to be that scorch was applying the debuff on the PTR/Beta server when scorch was fully resisted, which is a bug.
#22 Sep 25 2008 at 4:07 PM Rating: Excellent
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Poor wording.

The new thing about Imp Scorch simply means:

A Scorch that's totally resisted or absorbed (or reflected) will not put up Imp Scorch.
#23 Sep 25 2008 at 5:08 PM Rating: Good
oh, thank god.
#24 Sep 26 2008 at 5:31 PM Rating: Decent
Quote:
Poor wording.

The new thing about Imp Scorch simply means:

A Scorch that's totally resisted or absorbed (or reflected) will not put up Imp Scorch.


/smack -- you scared me.
#25 Sep 29 2008 at 3:48 PM Rating: Decent
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Arcane Missles is one of the few spells a Mage can actually use in PVP. Any spell with over a 2 sec cast time is almost useless if the enemy is after your ***. They will either slowly walk out of range, go around a corner, or of course find a way to just stun you. So no its not overpowered. Over powered is every other class against a mage LOL.
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