[Improved Spell steal] When you successfully spell steal, you reduce the cool down of arcane power by 5 seconds.
[Neither Tempest] Your arcane spells apply Neither Tempest to the target, dealing damage over time. Limit 1 active at a time. passive
Clear casting your spells and attacks have a 25% chance to trigger clear casting, causing the next spell to be instant cast and cost no mana. Stores 3 charges for 15 seconds.
[Slow] dealing arcane damage to the enemy slows them by 15%. passive
Base line Abilities
Displacement and Shimmer added to base line of all mage specs. Shimmer now has a 10 second cool down, and only 1 charge.\
Arcane explosion removed
Arcane Torrent Added
Talents
[Amplification] replaced with Mental focus
[Mental Focus] now increases the clear casting chance by 5%
[Rule of three] now reduces the cost of your next 3 arcane blasts or missiles by 100%
[Arcane Familiar] Also reduces the cool down of arcane barrier by 15%.
[Mana Shield] now drains 40% of mana
[Shimmer] Removed
[Rewind Time] added in place of shimmer
[Slipstream] now once again allows arcane missiles, and arcane evocation to be cast while moving
[Mirror Image] Now has a 30% chance to trigger on arcane blast, fireball, or frost bolt. 30 second cool down.
[Rune of Power] every 30 seconds an arcane rune is generated and orbits the arcane mage, causing his next arcane blast to deal 40% more damage, or the arcane missile channel duration to be reduced by 50%.
[Supernova][Time Anomaly] Changed positions on the talent tree.
[Supernova] Removed and replaced with blackhole.
[Blackhole] Summons a blackhole at the location, pulling enemies into it. After 3 seconds, the blackhole becomes a super nova, dealing 45,000 damage to all enemies with in 15 yards and slowing them for by 80% for 5 seconds. enemies caught it he anomaly cannot escape except by means of leap, teleport, etc.
[Touch of the Magi] Now applies on any arcane damage, but is limited to 35,000 stored damage and explodes after 3 seconds.
[improved Torrent] now causes your arcane torrent to deal 5,000 damage to enemies with in 8 yards of the target hit by an arcane torrent missile
[Arcane Orb] Instant cast. 45 second cool down. Deals 35,000 damage, and an additional 10,000 damage per arcane charge. If that target is below 35% hp, they become silenced for 3 seconds.
PvP Talents
[Magical Arts] You now suffer 50% of the lockout side of arcane, and your arcane missiles and arcane torrent are on their own school.
[Mass teleport] : Teleports you and a near by ally to the targeted ally. 3 second cast, 5 minute cool down.
[Torment the Weak] Removed
[improved slow] now improves the slow effect by 15%
[Arcane Explosion] Arcane orb detonate an explosion on the target dealing 35% of its damage 3 seconds later.
I’d like to see a pvp talent that is a combination of your magical arts and one of my own. My idea was “Master of the Arcane” it allows the casting of non-damaging arcane spells when arcane locked. Basically you can cs, blink, poly while your damage is locked. But I really like your idea of lessening the effect of interrupts vs arcane too.
I personally dont like the idea of spells applying slow. it feels very frost mage to me. I’d rather have a super slow even if it had a minor cd.
Id love to see a large knock back. similar to the ele sham one. it could use arcane explosion animation.
Id also like to see arcane explosion as a toggle. kind of like outlaw rogue aoe was in legion.
I think arcane should be better at arcane spells than frost or fire. Sheep should caster faster or it doesnt heal them or something. CS should lock out longer or have a shorter cd or silence like it used to. Shimmer could be baseline but have the effect of blink also so that we could get out of stuns and roots. I dont feel that displacement should be for all specs. Arcane should just be better at some things.
A mass teleport would be fun. id also like to see a short duration immunity that is off the gcd. like a 1-1.5s immunity. think of the shields jaina throws up in the BoD cinematic.
You would probably like Evanesce from wod or mists. I forget which expansion it came from. It was a three second immunity on a forty-five second cooldown. It was a great skill when used properly.
Yes! I completely forgot about that. I would love to have something similar to that again. I’m not a fan of the animation of it but its essentially the effect I was looking for. The cd was a bit longer than I would like or perhaps it could have some charges or something.
I really hate disassembling suggestions like this but let me break down some things.
With Kleptomania, will this reduce the cooldown by X where X is the number of successful spells stolen? Or will it only reduce by 5 seconds, regardless? In addition, I’m pretty sure all of us would rather see ‘Improved Spellsteal’ be “Cost of Spellsteal reduced by 50%” rather than a tied on effect. Spellsteal cripples Arcane in one area alone: Mana efficiency. With current traits simming us needing to be over 80% mana to maximize damage output, something like a reduction to Spellsteal mana cost would be immensely more potent and useful. AP is already up pretty reliably.
This is effectively giving us a free talent. This is too powerful.
This does not entirely make sense. This gives us effectively 25% greater mana efficiency, giving a MASSIVE power boost. Likewise if we have a 1 in 4 chance to proc a free spell, why have the charges? It causes the next spell we cast to be free, so there would be no reason to have a charge system if it’s entirely proc-based. Also, this opens up the field to an Arcane Mage snowballing 4 charge Arcane Blasts in a string of Clearcasting and PoM procs within AP. Theoretically you could string an entire 10 blast rotation within AP if you spiked even minor luck. Activate PoM before Arcane Power, with one or both of them also potentially making charges. You could chain together off of a 12.5% chance 9 clearcast 4 charge blasts in a row.
This means we effectively would slow every single enemy in the game by 15% because of your build in AoE mechanics causing Nether Tempest. Permanent static effects are unhealthy for game balance, and also not very interesting as a whole. I personally would rather see Slow go back to being a 50% slow and 30% attack/cast speed penalty.
So Blink is now on 10 second cooldown, down from 24 seconds. Doesn’t break stuns, so, no thank you, I don’t want that. Displacement should remain Arcane only.
So we’re all Blood Elves now? Or is this in reference to the Highmaul Raid ability? Are Arcane Mages being turned into a single-target tunnel vision spec with no other options? Or are you that reliant on the built in mediocre, yet still ‘free’ AoE passives?
Combine this Arcane Pummeling for absurdly one dimensional gameplay. You will do nothing but spam Arcane Missiles.
This talent is already the top sim talent, why does it need to literally spike our numbers even higher through ridiculous mana efficiency? This is way too strong.
I’d be fine with Arcane Familiar being more appealing.
This is a bad talent to take, period. There is no situation where any arcane mage needs to soak so much constant raid damage (or PvP damage) that they should lose a vast majority of their resources to do so.
If coupled with your above change, this lets you have a 24 second window for Displacement on a 10 second cooldown spell. That means you can have Shimmer ready again and still be able to use Displacement, letting you have absurd levels of mobility and trick-play at your disposal. I play Mage, Warrior, Rogue, and I gotta say, seeing things like this where it’s just a talent that reads “Someone gets a feelsbad” are never fun. Outplaying is fine. Having this level of finely-tuned control is not. It’s toxic for the game environment.
I’d be fine with this talent actually working without being restricted to Clearcasting. It’s not appealing otherwise.
So, we just proc Mirror Image every minute or so and constantly have an additional source of added damage? That’s kind of crazy. Would be way higher damage than Rune of Power given easy of use and no restricted movement.
This would add a level of depth/complexity that would not be productive to playing the spec. It would become a rotational nightmare as you try to maintain mana levels and manage Arcane Charges, all the while wanting to have 4 charges available every 30 seconds and/or save Clearcasting windows for the Rune of Power trigger to make Arcane Missiles nearly instant.
Holy crap. This is a Super Ursol’s Vortex. This is a 5 second hard CC that you cannot break if used after a mobility ability has been used. AND it does a boatload of damage and has a huge radius. No way.
So, it double dips with the above Nether Tempest letting us bankroll a lot of free damage? Too much, man.
This makes me believe you mean Arcane Torrent to be the Highmaul Raid ability, and this effectively makes Arcane Torrent into Channel Demonfire on steroids.
I’m all for having Arcane Orb actually have interaction with Arcane Charges, as I feel the system itself has poor interactivity with other abilities beyond Blast and Barrage. Given the large radius however, tacking on a Silence to an execute mechanic is a poor design choice. This gives the player the illusion of using the spell for damage because it is a fairly potent nuke, but wanting to save it for trying to finish off a target and prevent them from healing or casting spells with the Silence under 35%.
Reduced interrupt lockout somewhat breaks the game balance. It would be better if it were something tied to Clearcasting preventing pushback or interruption, but will be consumed by any spell with a channel or cast time. Remember: Potent PvP talents have drawbacks.
This is kind of a trolling talent. Since you don’t specify a cast time or whether it interrupts casting, or what ally it can potentially grab to teleport, how it is affected by LoS, or if it even needs an ally nearby to be usable, there’s a lot of room for design flaws that ultimately don’t need to be discussed.
No one uses this anyway, to my knowledge. Slow is pretty bad, and people don’t often group close enough to apply multiple with one cast.
30% Slow passive on all spells is strong. Stupid strong. But, Slow itself is bad. An alternative would be have Slow also affect casting and attack speeds again.
So, if I launched a 4 charge Arcane orb for 75k damage, it would later explode for an additional ~26,250 damage with a MASSIVE Arcane Barrage coming in for 3/3 trait execute damage? And the target has been silenced for the last 3 seconds? Damn, that’s like 150k burst execute damage, without AP. That’s rough.
Again, sorry to dissect your post and ideas, this is just my two cents when I see ideas like these.