I’m going to have to very strongly disagree with a few points here.
The variance on prismatic bolt is really important. Without it, we would drift into overly prescriptive gameplay, this is exactly what we screamed about with aethervision. Having a static cast sequence that we go through each time we fill charges/harmony would get boring within about 12 minutes. Going barrage–>missiles–>prismatic bolt (missiles–>blast if extra CC) → blast to 25 and repeat ad nauseam would just be the spellslinger debacle we have on live. Not knowing whether you will have bolt up or not when you barrage adds a lot of decision making with how we mange the 4 set bonus and missiles casts, and could actually be quite interesting if tuned correctly.
The strange looking changes to arcane pulse were fairly fun and enganging in AOE when I decided to try testing while completely ignoring intuition (please delete), and trying to feel out how a rotation trying to max out barrage casts as much as possible felt (suprisingly good). blasting, and going ms–> bolt–>barrage if up, ms–>pulse–>barrage second prio, and various orb shenanigans when neither was free felt surprisingly engaging and fun. We can missiles into barrage when an orb is off cooldown, as we don’t waste a 4 set bonus, but must either missiles–>blast–>barage, or hold missiles with no pulse or orb. I personally enjoyed the decision making and optimization of this part of the rotation. Arcane pulse feels like it has surprising potential (surprising as the change looks quite stupid on paper) if the supporting talents and tuning allow for it.
What doesn’t work
The two talents that frustrated me the most were intuition and overpowered missiles.
Intuition actively fights almost every other talent in the rotation, and also provides overly prescriptive gameplay. I understand we need a forceful please barrage now but the talent is irredeemably miserable. Trying to determine whether or not I should be holding missiles based on whether or not I will be wasting too much salvo with it is fundamentally not fun, and it also fights heavily with overpowered missiles. This talent needs to be deleted entirely and replaced with another barrage driver. Proccing overpowered missiles at medium salvo stacks (such as 15) makes a feels bad no matter what you do scenario.
High voltage is too inconsistent with the new 4 piece set. I was often hitting missiles and getting only 1 charge. Using high voltage as a charge generator in single target with the current 4 piece bonus constantly leaves you wasting 4 piece procs on blasts that are cast below 4 arcane charges, as even going barrage–>orb–>missiles–>blast can leave you blasting at 3 charges. This means that it is not possible to ever use high voltage to generate charges without potentially having sub optimal 4 piece uses. High voltage needs a bad luck protection to guarantee at least 2 charges are generated on a fully channeled missile cast.
I could not for the life of me figure out how charged missiles is supposed to work in a rotation. I ignored the tuning and just focused on the talent itself, and it just clashes with everything else from overpowered missiles to the 4 set bonus to intuition, even if it weren’t hilariously undertuned. Given that the set bonus is focused around missiles, the missile nodes in the tree should be well thought out and fun to play with.
Mana bomb makes no sense, still. We almost never surge with any mana, the talent is just a little silly and we will never play around this.
Spellslinger with orb mastery does not feel good. Either having the 4 piece buff orb damage, or reworking orb mastery to not consume clearcasting, but instead have missile waves reduce arcane orb cooldown (and maybe buff its damage) feel like they could work. As it stands, it’s difficult to understand what slinger is really trying to do as orb and missiles both have a ton of support and are fighting over very limited clearcasting procs, which are under even further competition from prismatic bolt.
The mana talents (evocation and mana adept). We don’t really need them, and they serve little purpose.
Arcane still feels like it lacks in identity. With our cleave profile nerfed heavily from TWW, our execute removed, our funnel greatly reduce, and our burst nerfed, I’m not sure what our niche is actually supposed to be, particularly for sunfury where we don’t have uncapped AOE orb builds. What is the hypothetical fight that would make somebody think, gee, an arcane mage would be good here! We are either generically overtuned, or useless everywhere.
What does work
Prismatic bolt is a hard hitting and satisfying ability that is truly worthy of a capstone talent. It also takes helps reduce the issue of how long TOTM locks us into damaging a target with the lingering damage. The cast time is a little unpleasant in length at low haste values, but the ability itself adds a lot of depth to the rotation, while simultaneously being fairly intuitive.
The 4 piece set bonus adds back the decision making we need during filler rotation, but is easier to track than nether precision was without addons as most people can count to 1 in their head.
Arcane pulse works when used alongside prismatic bolt and arcane orb in AOE when barraging asap at 4 arcane charges instead of trying to cap salvo. Delete/rework intuition?
2 charge barrier with 8 second lingering barrier goes hard for defensives. Like, really strong. Having this not be baseline to arcane makes a very large gap between spellslinger and sunfury however. This should either be generic baseline, or the SS defensives would need a large buff to bring the 2 hero talents in line.
Final thoughts, rework intuition?