[Mage] Cataclysm Preview

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[Mage] Cataclysm Preview

Postby Amirya » Sat Apr 10, 2010 1:52 am

In World of Warcraft: Cataclysm, we'll be making lots of changes and additions to class talents and abilities across the board. In this preview, you'll get an early look at what's in store for the mage class, including a rundown of some of the new spells, abilities, and talents, and an overview of how the new Mastery system will work with the different talent specs.

New Mage Spells

Flame Orb (available at level 81): Inspired by Prince Taldaram's abilities in Ahn'kahet and Icecrown Citadel, this spell allows the mage to cast a flaming orb that travels in front in a straight line, sending beams that cause fire damage to passing targets. Once it's cast, the mage is free to begin casting other spells as the Flame Orb travels. While the spell will be useful to any spec, Fire mages will have talents that improve it, possibly causing the Flame Orb to explode when it reaches its destination.

Time Warp (level 83): Grants a passive Haste effect much like Bloodlust or Heroism to party or raid members. It also temporarily increases the mage's own movement speed. Time Warp will be exclusive with Bloodlust and Heroism, meaning you can't benefit from both if you've got the Exhaustion debuff, though the movement-speed increase will still work even when under the effects of Exhaustion.

Wall of Fog (level 85): Creates a line of frost in front of the mage, 30 yards from end to end. Enemies who cross the line are snared and take damage. The mana cost will be designed to make Wall of Fog efficient against groups, not individuals. This spell is intended to give mages a way to help control the battlefield, whether the mage is damaging incoming enemies (Blizzard can be channeled on top of Wall of Fog) or protecting a flag in a Battleground. 10-second duration. 30-second cooldown.

Changes to Abilities and Mechanics

In addition to introducing new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.

Arcane Missiles is being redesigned to become a proc-based spell. Whenever the mage does damage with any spell, there is a chance for Arcane Missiles to become available, similar to how the warrior's Overpower works. The damage and mana cost of this spell will be reworked to make it very desirable to use when available. This change should make gameplay more dynamic for the mage, particularly at low levels.

We are planning to remove spells that don't have a clear purpose. Amplify Magic, Dampen Magic, Fire Ward, and Frost Ward are being removed from the game, and we may remove more.

The ability to conjure food and water will not become available until higher levels (likely around level 40), as we're making changes to ensure mages generally won't run out of mana at lower levels. Once mages learn how to conjure food and water, the conjured item will restore both health and mana.

Scorch will provide a damage bonus to the mage's fire spells. Our goal is for Scorch to be part of the mage's rotation and a useful damage-dealing ability, even if someone else is supplying the group with the spell Critical Strike debuff. Scorch will provide the mage with more specific benefits, which can also be improved through talents.

New Talents and Talent Changes

Arcane Focus will now return mana for each spell that fails to hit your target, including Arcane Missiles that fail to launch. We want Arcane mages to have several talents that play off of how much mana the character has and give the player enough tools to manage mana.

The talent Playing with Fire will reduce the cooldown of Blast Wave when hit by a melee attack, instead of its current effect.

Pyromaniac will grant Haste when three or more targets are getting damaged by the effects of your damage-over-time (DoT) fire spells.

The Burnout talent will allow mages to cast spells using health when they run out of mana.

Mastery Passive Talent Tree Bonuses

Arcane
Spell damage
Spell Haste
Mana Adept

Fire
Spell damage
Spell Crit
Ignite

Frost
Spell damage
Spell Crit damage
Deathfrost

Mana Adept: Arcane will deal damage based how much mana the mage has. For example, Arcane mages will do much more damage at 100% mana than at 50% mana. If they begin to get low on mana, they will likely want to use an ability or mechanic to bring their mana up to increase their damage.

Ignite: All direct-damage fire spells will add a damage-over-time (DoT) component when cast. The flavor will be similar to how Fireball works; however, the DoT component will be much stronger.

Deathfrost: Casting Frostbolt places a buff on the mage that increases the damage for all frost, fire, and arcane spells. The only damage spell that won't be affected by this buff is Frostbolt.

We hope you enjoyed this preview, and we're looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
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Re: [Mage] Cataclysm Preview

Postby Vorianloken » Sat Apr 10, 2010 5:45 am

TIIIIIIIIIIIIIIIIME WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARP!!!!
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Re: [Mage] Cataclysm Preview

Postby KysenMurrin » Sat Apr 10, 2010 6:02 am

I'm a little worried that Frost might lose its flavour if the Mastery makes it spend a lot of time casting non-Frost spells. Depends how they tune it, though, maybe it'll just be worked to make Brain Freeze and Arcane Missiles a big dps boost when they proc.
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Re: [Mage] Cataclysm Preview

Postby Chicken » Sat Apr 10, 2010 6:08 am

I actually think that'll come down to casting Frostbolt whenever the Mastery buff is about to drop off, using Frostfire Bolt as the main filler spell (Since as it currently stands it benefits from most frost talents), and using other spells as appropriate when various things proc. Since it boosts all spells that aren't Frostbolt the spells you'll still be casting the most outside of these procs would be the other ones boosted by the Frost tree.
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Re: [Mage] Cataclysm Preview

Postby Grehn|Skipjack » Sat Apr 10, 2010 6:17 am

Anyone else think a 30 yard long Wall of Fog is rather... Large? It'll be an interesting choice when facing a mage, deciding whether to try to go around the wall or just plow through it and hope the slow isn't too much.
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Re: [Mage] Cataclysm Preview

Postby Vorianloken » Sat Apr 10, 2010 6:46 am

It definitely IS quite large. Reminds me of the that "fire wall" spell from original Diablo.
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Re: [Mage] Cataclysm Preview

Postby Palmela » Sat Apr 10, 2010 8:31 am

Vorianloken wrote:It definitely IS quite large. Reminds me of the that "fire wall" spell from original Diablo.


They just changed things around, I mean I'm getting a Frost wall and fire orb? Change the elements from DII and you got these spells. Changes sound awesome to me though.
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Re: [Mage] Cataclysm Preview

Postby Passionario » Sat Apr 10, 2010 10:00 am

Grehn|Skipjack wrote:Anyone else think a 30 yard long Wall of Fog is rather... Large? It'll be an interesting choice when facing a mage, deciding whether to try to go around the wall or just plow through it and hope the slow isn't too much.


Sounds like a bigger version of Hunter frost trap to me.
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Re: [Mage] Cataclysm Preview

Postby Grehn|Skipjack » Sat Apr 10, 2010 10:14 am

Yes, it does. And if the slow counts as a Chill effect, Frost Mages will probably be able to Freeze things with it. And then Ice Lance them. Ow.
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Re: [Mage] Cataclysm Preview

Postby KysenMurrin » Sat Apr 10, 2010 1:48 pm

Will be funny if Mages can drop it sideways in the WSG tunnel and block the whole thing, hehe.
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Re: [Mage] Cataclysm Preview

Postby Vorianloken » Sat Apr 10, 2010 4:07 pm

KysenMurrin wrote:Will be funny if Mages can drop it sideways in the WSG tunnel and block the whole thing, hehe.


oh man that's just hilarious
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