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Arcane Barrage and more
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Post by
179128
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Post by
200565
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Post by
517683
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Post by
Squishalot
I do think that Arcane needs a long range AoE of its own, though I think it should be an instant-damage one, rather than a DoT, being the other extreme against Blizzard and Flamestrike. But having said that, it won't change the Arcane rotation from being a two-spell affair.
Arcane Flows - In addition to its current effects this will become a castable spell. While this spell is active your mana-gems, mana potions, and replenishment will recieve a 150% bonus of effectiveness and/or your evocates channeled duration is reduced by 50%. The effect will last 10seconds.
That just means we'll macro it together and get hasted evocations. Meh, no big change.
Arcane Memories - After using an arcane spell you have a chance to invoke the memories of powerful mages granting you access to unlearned spells. This talent will be activated off of a proc. Once it is used you will enter a trance-like channeled spell. It will unleash several random single-target spells from all 3 trees in rapid succession. These spells include Arcane Blast,Fireball, Pyroblast, Frostbolt, Frostfire Bolt, and Deepfreeze.
That might actually be a DPS decrease. Especially if the target isn't Frozen.
Post by
179128
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Post by
Squishalot
Regarding Arcane Memories, the problem is balance. If it's not powerful enough, then there's no incentive to use it on proc. If it's too powerful, then it becomes a random procced
I.W.I.N. button
in PvP. There's a reason that Deep Freeze damage is only applicable against bosses, and it wouldn't make sense to have an insta-uber-pyro with wacky restrictions like that just for the sake of it.
Anything that radically increases short-term DPS becomes a PvP balance issue. Imagine if you're dueling someone, and he suddenly Deep Freeze's you and goes all Pyro-Barrage on you and drops you from 50k to 0 in 3 seconds flat. Even better, in Cata, he can use Arcane Flows, pop a runic mana pot, Mana gem, be on full mana for his Arcane Mastery bonus damage.
It's an entirely plausible outcome with the spell you're proposing.
Post by
179128
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Post by
UKLooneyJr
Unstable Magic - Casting this on an enemy will inflict it with a debuff that increases arcane dmg done to the target by 3%. Casting
Arcane Barrage
on the debuffed target will cause it to explode with arcane energy in a 10yd radius. This explosion will also spread the unstable magic.
This sounds quite interesting and would make Arcane better in AoE fights (Unstable Magic > Arcane Barrage > Blizzard Spam (+damage). If it had a long duration and increased the damage done by Arcane Barrage it would also make Arcane better in more mobile fights. (while moving -- Arcane Blast > Unstable Magic)
Arcane Flows - In addition to its current effects this will become a castable spell. While this spell is active your mana-gems, mana potions, and replenishment will recieve a 150% bonus of effectiveness and/or your evocates channeled duration is reduced by 50%. The effect will last 10seconds.
This would be better if it was a proc instead of a castable spell, otherwise people will just, as Squishalot said, macro it to their Evocations and forget about it.
Arcane Memories - After using an arcane spell you have a chance to invoke the memories of powerful mages granting you access to unlearned spells. This talent will be activated off of a proc. Once it is used you will enter a trance-like channeled spell. It will unleash several(5-10) random single-target spells from all 3 trees in rapid succession. These spells include Arcane Blast,Fireball, Pyroblast, Frostbolt, Frostfire Bolt, and Deepfreeze.
Because it is random it will be very unreliable and inconsistent, skip this one.
(I was also thinking along the lines of making a talent proc/refresh Presence of Mind and it would probly fit in the above talent but just let me know what you like best.)
This would be a much better idea in my opinon.
Improved Focus Magic 2pt Talent - When you cast Evocation, Arcane Power, or use a Mana-gem your focus magic target also recieves 25/50% of the beneficial effects.
Another very good idea, maybe it could be expanded to 25/50% all healing and mana regeneration (much like a Paladins Beacon of Light), however, that would probably be a bit overpowered.
Improved Mage Armor 3pt Talent- Your spell haste and Arcane dmg is increased by 3% when using Mage Armor.
(or can be a conversion of 30% of your spirit)
Instead of a talent, I think this should be changed to replace the +50% mana regeneration already present on Mage Armor -- it is already not very useful and with cataclysm getting rid of spirit on all non-healer gear it will become even less useful.
Post by
Squishalot
I just had a quick thought... what if the arcane memories could only be used when you were oom or a certain % below full mana? Oh and please look over the Unstable Magic idea and tell me what you think. It was added in the first post.
It still sounds implausible from a balance perspective - Arcane Memories would still either be a one-shot button, or something unpractical in a raiding environment.
Unstable Magic sounds pretty nice, but you'd need a damage component to make it worth using, ever. 3% means that you'd only want to cast it once every 33 spells, otherwise, you might as well ignore it and just cast a damage spell instead. Otherwise you'd need either a very long debuff, or something to refresh the debuff. Presumably, Arcane Barrage would refresh the DoT?
Post by
179128
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Post by
Squishalot
Sorry, I meant that ABarr would refresh the debuff - getting tired lol
I'll consider it in the morning.
Post by
Squishalot
Would ABarr refresh the debuff, or would it only spread it? If it only spread it, you would need to consistently switch targets to aim your next ABarr (which is good in concept, because it means you need to spend more time doing stuff), but it might be difficult to plan boss fights around.
The changes you're proposing with Unstable Magic interacting with other spells sound fun. I'm actually just trying to think how viable it'll be in PvP, because it'll be underpowered against defensive dispel classes, and overpowered against non-dispel classes, since most of those effects aren't relevant in a raiding context.
Post by
562138
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