How you can help Arcane Mages

#0 - Aug. 10, 2009, 5:09 p.m.
Blizzard Post
Here to give you your daily dose of Luph. <3

Q u o t e:
I'm not sure it's possible to get Arcane to within 5% or 1% of Fire, but if we get it close enough then players who just really love Arcane will still be able to play it without feeling they are making a bad mistake.


Did you guys completely forget about Naxxramas? I understand what you’re trying to get at here GC, but we’ve seen arcane and fire specs extremely competitive with one another once already this expansion. It wasn’t too long ago that arcane and fire were very close to one another. Don’t make this sound so difficult.

Well, at any rate let’s get to the butter of this post.

  • Scaling

    The major reason behind why arcane is falling behind is scaling. The living bomb change certainly hurts, but it is not the end-all-be-all of this situation.

    Arcane scales worse than fire with pretty much every stat (other than intellect). You look at the damage modifiers and coefficients behind each spec and the winner is obvious. But the most pronounced weakness is critical strike rating. Fire mages have high critical strike damage bonuses, sitting at a 245% multiplier between just burnout and ignite. Whereas arcane sits at 175% with just spell power on normal arcane spells, and 187.5% on arcane missiles (glyphed). This is pretty low when you consider most casters can talent up to a 200% multiplier. Furthermore, the critical strike component on hot streak makes critical strikes that much more valuable for fire mages.

    As you can see fire gets a lot more out of their crits than arcane does. It doesn’t help that the molten armor change made spirit scale with critical strike rating as well. I understand that just throwing some higher crit multipliers on arcane may not be the best route (pvp), but as with hot streak there are definitely ways to make crit more valuable.

  • Itemization

    Blizzard says they don’t want huge gear differences between similar specs. That makes sense, after all this expansion did homogenize a lot of gear. The problem is arcane still gears vastly different from fire. Arcane mages gear for haste because crit is such a poor stat for them. In addition, with maximum hit talents arcane only needs to gear for 7-8% hit rather than fire’s 13-14%. That is a massive difference in hit rating, and it frequently leaves the arcane mage in a tight spot for picking up gear. Frequently arcane has to give up hit talents (which also have a mana component to them) just so they aren’t overdoing the hit cap because there is just so much hit gear these days.

  • Arcane Barrage

    Arcane barrage had its coefficient nerfed by 10% because of pvp reasons. This (in conjunction with the AM glyph being introduced) ultimately dropped arcane barrage from the arcane mage’s standard rotation. But was this nerf necessary at all? Let’s consider pvp for a moment here. Arcane’s burst was already hit down significantly between the AP/PoM changes. A couple hundred extra damage on this spell wasn’t making the burst that much more powerful—and especially not now with everyone in higher stam/resil plus the damage nerf tacked onto resilience.

    Take the sweet nothings from Affix out of your ear for a moment and think about it. Reversing the coefficient nerf could potentially accomplish three things. Increase our scaling, our mobility (which is now much worse than fire with its multi-cast living bombs), and get our 51 point talent back into our main rotation.

  • Raid Utility

    I’ve hammered on this so many times before. Arcane is the only spec in the game other than Subtlety with no real talented raid utility. This is a huge problem, especially in 10-mans. Just because raid utility has been homogenized doesn’t mean the gaping imbalance doesn’t hurt.

    Ghostcrawler often talks about how people will play the spec they love regardless of a small increase in damage by taking up another spec. But this is so much harder to do when you don’t bring any raid utility. Raid utility is generally not a “small difference,” it’s something every raid considers—even the more casual ones. So when your damage is poor and you don’t bring any raid utility it becomes very difficult to justify recruiting this spec.

    I really don’t like having to dual spec fire so I can bring scorch every time the other mages aren’t present. Worse yet, I’ve been in guilds where I need to be fire just so I can stack up improved scorch faster. That’s just not cool. I would like to be arcane on every fight that isn’t some sort of whacky gimmick, so please give me something to work with here. Even something that isn’t the 5% crit debuff would go a long way for arcane mages.
  • #13 - Aug. 10, 2009, 7:01 p.m.
    Blizzard Post
    I think mana issues and talent tree bloat are quality of life issues. They are things we need to fix, but players would play Arcane without those changes if the damage was good.

    Raid utility would help, I agree.

    The problem with buffing Arcane's damage is that so many of the changes could be used to get big Arcane Barrage + PoM "something" back to back and 'splode someone in 2 shots again (or maybe 4 shots if you get another Barrage and Fireblast). We need to buff Arcane through other spells that can help sustained but not burst damage. That might mean going to higher stacks of Blast or something, but that could be a PvP nerf.
    #67 - Aug. 10, 2009, 8 p.m.
    Blizzard Post
    Q u o t e:
    Arena representation is irrelevant. If ANY spec of ANY class got to a point where it could "blow stuff up" with two GCD's, it's an issue. Arcane was at that point early in LK with AB stacking and ABarr, and it will not happen again.

    Look, GC says it's possible to add more damage to the Arcane spec, so think of ways using existing spells / mechanics to add sustained boss-fight damage, without nerfing or buffing PvP too much. Do that, and you will have an audience. If you choose to instead cry and whine over the logic to why your poor arcane mage can't blow stuff up in PvP, then your argument is bust before you even being to type it out.


    Yup.
    #79 - Aug. 10, 2009, 8:17 p.m.
    Blizzard Post
    Q u o t e:
    Mana is not a 'quality of life' issue for arcane like it is other specs. For arcane mana efficiency is directly related to dps. Increasing mana efficiency would increase dps by allowing arcane mages to 'fish' for more MIssile Barrage Procs.


    I just disagree. Arcane could have a talent to make all of their Arcane spells 50% cheaper, but if its dps is far behind Fire, you aren't going to see many players choose Arcane except on say fights like Vezax. It might be true if you were purposely avoiding using a high damage, expensive spell in order to conserve mana. Realistically, I don't see that happening.

    Now you can certainly have a model where Arcane did great damage for 2 minutes and then ran out of mana so that sustained damage was low over the course of a 4 minute fight. But that's not what I'm talking about. I'm talking about mages feeling like Arcane is a legitimate option to Fire, which it was pretty close to in the early days of Lich King.
    #153 - Aug. 10, 2009, 10:02 p.m.
    Blizzard Post
    Q u o t e:
    However, I think you will find that Arcane's mana issues are so bad that they literally cannot last ulduar-length fights, and even struggle with KT. Timing evocation is key and you want it to be, I get that and support it, as it is with mana gems, which by the way have too few charges which aids in Arcane not lasting long, but Arcane just cannot survive long enough for the newest fights due to mana concerns, so it is more than a quality of life issue.


    Read what your fellow mages are saying. It's possible that Fire would do more damage than Arcane even with infinite mana. Therefore, giving Arcane more mana is not going to make it feel like an alternative spec to Fire in PvP. Hence why I called it quality of life: it won't solve the problem.

    If you disagree with them, then at least explain why.