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Tag: mage

Early Look: Mage Talent Revamp

Posted on July 16, 2010 by Gazimoff

Spoiler Alert: There’s a fair bit of discussion about the new Mage talent trees. It’s limited to theory, analysis and scenario discussion. Fairly strict game mechanics focus.

The most recent Cataclysm beta push brought with it the overhaul to class talent trees. It’s all part of a grand design – remove the talents that everyone took and integrate them into the core mechanics of the class, while trashing the ones that no-one took. In doing so, drop the size of the trees and reduce the number of points available to spend. You can find Wowhead’s Mage talent calculator here.

It feels like Vanilla all over again.

Continue reading “Early Look: Mage Talent Revamp”

Casting Your Net Wide

Posted on July 10, 2010 by Gazimoff

It’s a strange thing when your perspective of the world changes. For me, the RealID Saga of the last few days has shown me just how much the simple game of Warcraft means to people. It’s also shown me just how much people are prepared to give up to take a stand or prove a point. Finally it’s shown me firsthand that the power of fans is still there, and that when the community speaks clearly that companies tend to respond.

I’d desperately been searching myself for a way to turn this from a negative into a positive. I’d criticised it in a post of my own and torn it to shreds with Stu on an expletive-laden podcast. I’d exhausted my feelings of anger and rage and betrayal and remorse. I wanted to have something to smile about again, so I started casting my net wide. I started having a look around at what other games would catch my eye or draw me in.

I wanted to find out where else I could be the plucky spellweaver or arcanasmith.

Continue reading “Casting Your Net Wide”

Polymorph or Polydeath?

Posted on July 6, 2010 by Gazimoff

Spoiler Alert: Discussion of Mage talents in Cataclysm, focusing on one new talent in particular.

I feel like I’m almost betraying my class by raising this discussion. We’ve been handed a gift almost, a rare glimmering tool that would be oh-so-nice to have. But I don’t like it and really hope that it doesn’t make it out of beta in it’s current form. From what I’ve managed to read on it so far, this new talent could have far-reaching ramifications.

Since Vanilla, us mages have been complaining about  Polymorph. One of the most versatile forms of crowd-control, it suffers from a single flaw – any damage done to the target breaks the spell. There are tools like Glyph of Polymorph that can make maintaining crowd-control a little easier, but in the main it takes a mix of practice and luck to get it right.

Classic situations like a sheep wandering into a Consecrate used to be a big deal back in the original game and even for part of Burning Crusade. Nowadays though, heroic dungeons and raiding are largely an AoE affair. Simply round up the trash, heal the tank and drop Blizzard on the pack of mobs underneath. I don’t think I’ve needed to use Polymorph at all during this expansion, save a few trips into battlegrounds and some dicey solo questing situations while levelling.

Blizzard’s already announced that crowd control will play a bigger part in dungeons and raids in Cataclysm, and I’m looking forward to dusting off my old macros as a result. But they’ve also added a new talent, Improved Polymorph, to help make things a little easier:

When a target you've polymorphed is damaged, that damage is delayed for 3.0 secs.

This talent is right at the top of the Arcane tree – you can have it maxed out at level 11. On the face of it, it looks fantastic – we’ll get a bit of a safety net from all the crazy AoE damage flying around. But what happens if we take it out of the dungeon environment and use it elsewhere?

For solo and questing PvE it still sounds great. I’ll be able to pull a mob using Polymorph, blitz it with a ton of damage over the following 3 secs then finish it off if it doesn’t die from all the damage I’ve dealt it. By having it from such an early level it should also be something I can get into the habit of using, right?

Wrong. Crowd-control is exactly that – controlling a crowd of mobs to make them more manageable. There are snares like Frost Nova and slows like… well Slow, that can help out with single target mob management. But using Polymorph as a three second stun? That just feels like you’re encouraging Mages to learn bad habits.

There’s also the huge PvP issue as well. If I go into a battleground, use Improved Polymoph on a player then burst them down in an Arcane spec, I can probably get close to killing them outright for very little effort. If other people gang up on the target as well, they’re toast. It’s not clear if they get dealt all the damage at once or if it’s only delayed by 3 sec, but either way that’s going to get messy. Considering this is going to be available at early stages, imagine what it’ll do to the twink setup? I know Blizzard don’t balance around early-level battlegrounds, but this does feel excessive.

There’s also the overall battleground and arena fight style to consider. I’m fairly certain that Blizzard wanted to remove the reliance on burst damage in PvP situation. This talent seems to encourage it though – can you make the weasel pop before the polymorph breaks? I know that plate-plate-plate teams have been emerging to counter the rogue-mage-priest team, but still.

That’s not to say all is lost. I’d suggest an easy change to this talent to make it much more balanced and not nearly as obscene:

When a target you’ve polymorphed is damaged, that damage is delayed for 3.0 secs, up to a maximum of x% of the target’s health.

I prefer this as it allows the total amount of damage to be fine tuned, but still handles accidental damage from multiple sources. We’d still get our new toy, but it wouldn’t be completely overpowering.

Why suggest it? I like the concept of the talent and it’s cheapness, so I want it to make it into live. But I’m also aware of how other classes will react to the talent, and want to address that with a suggestion. The last thing I want is for this shiny new toy to be taken away before all mages get a chance to play with it.

My You’re a Tall One

Posted on July 5, 2010 by Gazimoff

Over in Dalaran they’ve been breeding their Gnome Mages big. I mean, really big. Bigger than a Tauren, and you have to admit that’s pretty big. Of course I’m not expecting you to take it on trust, so I’ve included a handy picture of just how big these Gnomes can get.

In fact, they can get so big that they’re larger than most mounts. They literally dwarf the surrounding population!

Of course, a Giant Gnome does need a Giant Mount to carry him around. I’m not sure if there’s room for anything else outside Dalaran’s south bank. Not with him there at any rate.

I wish I could claim credit for this one, but alas it was another gnome mage entirely. I was merely an innocent bystander, capturing images to share with the rest of the world. He did, however, share with me his secret as one gnome mage to another. Of course I’m not going to spell it out to you, but I’d suggest starting with Thunderbrew’s Hard Ale and working from there…

Cataclysm: New Mage Experience

Posted on July 4, 2010 by Gazimoff

Spoiler Alert: In-depth description of changes to the Mage class, levelling experience and spell ranks and usage. I’ll also be touching on the Cataclysm talent trees. Note that as I’m not in beta the content here is largely based on recounts and information gathered from elsewhere.

The floodgates have opened and the Beta has begun. But while there’s a general level of information about the upcoming expansion, it seems as if detailed looks at the individual classes are rare. There are a couple of notable exceptions – Restokin has a large amount of Druid information, while Gravity has Death Knights pretty much covered. Generally though, it feels as if there are some notable gaps in class coverage.

The experience that players will have in Cataclysm can largely be separated into three camps: those who roll a new mage after the expansion, those who are levelling up an existing mage from 80 to 85, and those who will be playing at endgame. At the moment the endgame experience seems to be largely capped and it doesn’t look like the new spells are fully implemented.

That said, the new levelling experience is largely there and is worth discussing in detail. If you’re thinking of rolling a new mage in the expansion or have a lowbie mage that you’re thinking of dusting off and getting back in with, this may give you a few ideas.

If you’re not sure about trying out either a Worgen or Goblin, you might want to go for a Troll or Gnome mage instead. The starting experience for levels 1 through to 5 is completely new for these races, so if you’re bored of killing the same old boars or wolves this might be an option for you.

The immediate difference when levelling is the lack of spell ranks. Not only does this mean fewer trips to the class trainer, but it also means that every time you visit them it’s to get something new and cool. When you level you get an alert to tell you which new spells and abilities are available, just to nudge you in the right direction. The spellbook has also been enhanced to show you which spells you’ve learned, which are available to learn at your current level and which aren’t available to you just yet.

A small factoid – the complete Mage spell list has dropped from nearly 300 to roughly 70.

The second thing you’re likely to notice is the change to conjure food/water, especially if you’ve played a mage before. The spell mechanics have been tweaked at lower levels, resulting in far less downtime for your average mage. The movement from fight-drink-fight-drink to something more fluid is welcome, but has some knock-on effects. Instead of getting Conjure Water at level 4 we’ll be picking up Conjure Refreshment at 38, with Mana Pies and Strudel replacing the single food/water we currently create at lower levels.

Defensive spells have also had a slight change. Frost Ward and Fire Ward are both gone, replaced by Mage Ward which drops in at around the same kind of level. Mana Shield has been pushed back from level 20 to 56, but the new version only requires 1 mana per point of damage absorbed (down from 1.5).

For a mage getting about should be that little bit easier. Basic teleports still come in at level 20, with Darnassus/ Thunder Bluff and Stonard/Theramore arriving at 22. Portals are a similar story at present, becoming available at levels 40 and 42. Information is still a little hazy on this, with some reports suggesting that all old-world teleports are now at 22 and portals at 42. I’ve also heard that both portals and teleports are going to be trainable by mage trainers, so you won’t need to visit a capital city in order to learn it’s teleport/portal spell.

Other than these changes, your basic Mage arsenal is fairly unchanged. There’s still talk of Arcane Missiles becoming a random proc from all spells, but I haven’t seen anything to see this change in affect.

Talent trees for mages are still in a state of flux. While the Arcane tree has had a slight makeover, the Frost and Fire ones seem largely untouched. I’m expecting to see further iterations on the trees as time goes on, mainly to reduce clutter and redundant talents. That said, talents like Arcane Tactics and Improved Polymorph could make Arcane once again the tree of choice for endgame, particularly if crowd control becomes more  relevant in the expansion.

Overall, mages seem to be benefiting from the streamlined levelling experience that all classes will go through. It’s still unknown how a mage will stack up at endgame, but this is likely to be the case until raiding guilds are trying out the new raids for the first time. This might not happen until the end of beta or possibly a few months after launch.

Review – Warcraft: MAGE

Posted on June 26, 2010 by Gazimoff

Expanding on an initial series of manga exploring some of the stories and myths  in the Warcraft universe, Blizzard have moved on to produce a series of books focusing on the ten in-game classes. Published by the popular Manga form Tokyopop, the volumes are created by a mix of story writers and artists.

The second in the series to be printed, Warcraft: Mage was written by Richard A. Knaak and drawn by Ryo Kawakami. It runs at nearly 200 pages and can be picked up for about £8 or 10 euros from your local bookseller, although places like Amazon have it listed for less.

It’s probably worth pointing out that I bought my own copy, mainly because I was interested in seeing how the Mage storyline would develop. I’d heard various rumours about how Knaak treats both Mages and Dragons, but used this as my first dip into the stories he created.

As a story, Warcraft:Mage is a simple enough affair. Aodhan Falamar is a reckless boy who comes from a long line of warriors and paladins. Turning his back on family tradition and against his father’s wishes, he instead chooses to follow in the footsteps of his recently slain cousin Crevan and become a Mage of Dalaran.

During his training, the city of Dalaran is attacked by the Blue Dragonflight. As the attack progresses, Aodhan must make difficult choices between family, power and loyalty, with the entire floating city hanging in the balance.

The difficulty with the story lies in it’s predictability. It’s clear from the outset which path the tale will take, and sure enough there’s nothing surprising on the way. And although the shortness of the tale can be forgiven somewhat, the shallowness can’t. The formulaic cliché of family betrayal feels tired and worn out, with the characters feeling bland and lacklustre.

In fact, the characters are one of the major drawbacks of the book. There is a certain blandness and lack of emotion displayed by the central characters, causing the central theme of the story to feel somewhat fake. It’s hard to feel sympathetic towards Aodhan’s situation largely because he didn’t seem to be that bothered by it himself. None of the inner conflict you’d normally expect was visible.

As a book about mages, the magecraft feels relevant and passable. The old Presence of Mind-Pyroblast routine was described, making the book feel immediately dated. That said, existing mage spells were used to convey action instead of relying too much on the Jania Proudmoore method of just creating whatever effect you need.

The art style isn’t to everyone’s taste, but it was clear that variety of references had been used in order to give the settings a reasonably authentic feel. There are however some glaring omissions that aren’t immediately obvious, the first being the lack of anything other than human Mages in Dalaran. Bearing in mind that this is supposed to be when the city is in-flight to Northrend, the absence of even Gnomes from the pages seems very odd.

The second problem is more of a knock-on issue – because Dalaran felt like an almost exclusively human city, it didn’t have that cosmopolitan feel that I’d normally associate with it. If anything it had more in common with a flying Hogwarts University than a multicultural hub.

Ultimately, I can’t find much to recommend Warcraft: Mage. There’s no real expansion of Mage lore, nor is there anything in it’s covers that we didn’t know already. More fundamentally it’s not even an entertaining read. The cliché-ridden storyline and lacklustre characters are coupled with a portrayal of the Warcraft universe that simply didn’t resonate.

I may be asking for too much from a 200-page manga, but I doubt it.

Scorched Fingers

Posted on June 23, 2010 by Gazimoff

Earlier on in the week I put up an article about going back to my old fire spec on my mage. It was basically a brain dump – this is what I’m doing, this is how it works, this is what I remember. Unfortunately, mid dumpage I got something wrong.

To be fair, it isn’t just me that has trouble with how Improved Scorch works – there seems to be a whole rash of confusion out there. Luckily though, there are some great resources as well to help put people on the Right Path.

Now, I can imagine that some of you are thinking “But Gaz, how can you get something like this wrong? You’ve been playing the class for five years, surely you should know something as basic as this?”. And it’d be a fair criticism. I’m just glad to have readers who will point out when I get something wrong so that I can go back and correct it.

Getting back to Improved Scorch, the devil is in the detail. The tooltip is as follows:

Increases your chance to critically hit with Scorch, Fireball and Frostfire Bolt by an additional 3% and your damaging Scorch spells have a 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.

Wait, what?

Let’s break it down. The first part of Improved Scorch is a passive bonus that you get to your Scorch, Fireball and Frostfire Bolt spells. For fire mages, this means that your Fireball has an extra 3% chance to crit, making Hot Streak more likely. Worth having.

The second part of Improved Scorch is the vulnerability debuff that you apply on targets when you cast Scorch. This debuff makes spells 5% more likely to crit against them. This debuff acts independently of the passive bonus and benefits the entire raid.

That’s not the end of it though. The Scorch debuff doesn’t stack with Winter’s Chill, so if you’re raiding with a frost mage it can lead to complications where one debuff prevents the other from being applied. It also doesn’t stack with Improved Shadow Bolt, although crucially this debuff will overwrite Improved Scorch.I think that the difference in behaviour is due to it being hotfixed rather than implemented by design.

It’s managing this 5% spell crit chance debuff that’s the biggest difficulty with this spell, especially once you scale up to 25-man raiding. It’s also the source of a lot of confusion which isn’t helped by having an unclear tooltip, as well as different behaviours for resolving debuff conflicts.

Historically you’d resolve all this by having discussions within your raidgroup, but with so much raid content being tackled by Pug groups these days a slicker solution is needed. As a kind of stop-gap I’m having a look at what addons like Power Auras can do to help. Longer term, I can’t help but feel that this is somethign Blizzard need to fix.

Maybe Cataclysm will hold the answers? Let’s hope we don’t have to wait long to find out.

The Flaming Boomerang

Posted on June 21, 2010 by Gazimoff

Ever since patch 3.3.3 was released I’ve been thinking of switching back to my Fire spec. It made me  feel nostalgic about the early days of Warcraft, where I originally levelled as a fire mage. I only deviated from this spec for parts of both Molten Core and Naxxramas, sticking with fire throughout Burning Crusade. When I started raiding in Wrath I only went to Arcane due to the hitcap benefits. The spec then received an almighty buff, propelling it to become the must-have raiding spec for nearly all mages. I’d been stuck as Arcane ever since.

As a result my fire spec has been largely abandoned until earlier this week when I decided that I had to change. There’s only so much I can take of going through the same instances as the same character casting the same spells until something snaps inside. Not wanting to go all medieval on my keyboard, I dusted off my old fire spec and went down to the target dummies to practice.

The first challenge to face is gearing – even though +hit gear is thrown at you so that you can comfortably make the Arcane hitcap, it’s not quite sufficient to reach the 446 that a fire mage needs. Luckily I’d kept back Dying Curse for just such an occasion. Couple that with the fact that I usually raid with a Draenei for Heroic Presence plus either a shadow priest for Misery or a balance druid for Improved Faerie Fire, and all I have to reach is a manageable 342 hitrating.

The next trick to master is keeping up a solid set of debuffs. The fire spec is slightly more complex than an arcane one in that Living Bomb always needs to be on the target. Each fire mage needs to cast their own Living Bomb, making debuff watching that little bit trickier if you’re not the only one in the party. Once you’ve got that down, you can happily Fireball away at the target until Hot Streak procs. When Hot Streak goes off, cast your instant-cast Pyroblast then go back to Fireballing. Just make sure that Living Bomb is constantly on the target.

The complication sets in when working out Improved Scorch. Even if you’ve got other effects in your group to provide the critical strike chance by 5%, you’ll still want to apply it for the 3% crit chance buff to your Fireballs. This one works slightly differently though in that one mage can apply the debuff for all the others in the group. This means that you need to coordinate with others about who will apply the debuff. Luckily the chance of encountering another fire mage in a raid is fairly rare, so you can usually apply anyway. Again, like with Living Bomb, this always needs to be applied on the target.

UPDATE: The above paragraph is wrong. Have a look at this article for an update on Improved Scorch

There are various tricks you can use to alert yourself to various spell procs as well as tracking when debuffs need to be applied, and I’ll be talking about some related addons in the near future.

Things can get even more complicated when you start looking at converting gear from an Arcane spec focus to a Fire spec focus. The reason being that haste benefits Arcane mages tremendously – the more haste they have, the more spells they can cast. For a fire mage with Burnout and Hot Streak, crit strike rating has more of a part to play. Not only do you deal more damage from your spell critical strikes, but you have an increased chance to trigger Hot Streak as your chance to crit increases. For me it’s not currently clear if haste is the better stat to go for above crit for fire mages, but it’s something I’m looking at closely.

At the end of the day though it doesn’t matter to me as long as I’m having fun, and going back to Fire is something that’s hitting all the right nostalgia buttons for me. I’ve also been able to “prove” it’s a viable raiding spec after managing to pull aggro during phase 2 of Lady Deathwhisper and topping the damage and DPS meters on Saurfang. These are inconsequential though, as long as I can cackle like a maniac while smacking my buttons.

Half-Baked

Posted on June 16, 2010 by Gazimoff

Every so often I come up with this idea that seems really amazing in theory, but incredibly dorky in practice. Like the Gnomish Mage’s Mana Pie.

This image by me is free for you to reuse under CC-BY-SA 3.0

Yes, I know, I need professional help…

Gazimoff the Librarian

Posted on June 7, 2010 by Gazimoff

I’d scarcely believe it myself, but Mana Obscura is now three months old. It’s come a long way in such a time and is an incredible amount of fun to do, but it’s starting to groan at the seams a little now. It needs a careful eye cast over it, a little tweak and clean here and there, a little bit of spit and polish. It also needs a bit of work under the hood.

First things first, I’ve changed the name slightly, dropping the pretentious “the” and just sticking with Mana Obscura. I’ve also procured manaobscura.com as an address on the interwebs, and ManaObscura as a pigeonhole on Twitter. This particular Twitter feed will only contain stuff related to the site and the occasional retweet of good content created by others, so if you’re tired of GamerGaz filling up your tweetstream, here’s an alternative for you. Of course, while you can update your bookmarks there’s no rush – the old one will work just as well for the time being. If you subscribe to the RSS feed, you should be changed over automatically.

I’ve also started seeking out mage strategies and guides from across the interwebs for inclusion in the Mage Resources Guide. There are a ton of really good mage bloggers and writers out there pumping out some really good content, but it never sees the light of day or gets shared around. Rather than trying to rewrite everything, I’m just trying to catalogue and archive links to it, to try and point people in the right direction.  If you see something that you think would help mages or if you’ve written something you’d like to share, drop me note and I’ll add it to the guide.

In fact, the guide is part of the reason why I’m doing a spot of tinkering. There’s some features that I’d like to add to the site, but none of them seem to be sitting smoothly. As a result I’m going to be working away in my underground lair, trying to work out better ways of sharing everything here. It’s possibly going to mean fewer blogposts while I’m breaking and fixing things in my test chamber, but I hope the results will be worth it.

Talking about site work, I’ve been asked to take a look at rebuilding an old realm website and get it fit for Cataclysm. This is a much larger job that’s going to have me working for several weeks, rebuilding a forum, wiki, gallery and other fun stuff for people to use. It’s going to be complicated as the software hasn’t been updated for yonks, but it’s hopefully going to be worth it for them.

So there you have it. A little bit of librarian work, a little bit of tinkering. Still, it’s enough to keep me busy for a few weeks at least. Don’t worry though, I’ll keep you posted on how things progress. And if things seem a little quiet, don’t worry. I’m probably just working inside a machine somewhere, swapping around a few cogs and gears.

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