One of the adjustments can already be seen with the addition of the Eureka talent, which increases the damage of the spell that consumes Clearcasting by 25%.
The subpar damage was only one of the problems with Clearcasting. Now we have a completely different one in that a lot of things require consuming a Clearcasting proc in order to trigger, like Arcane Battery which is now a talent and Spellfire Orbs/Glorious Incandescence from the Sunfury hero tree, etc. It doesn’t matter how much more damage each individual Clearcasting proc does if they are still so comparatively rare, especially in AoE.
Again, it’s not the damage that’s the issue, it’s the frequency of the procs.
That is addressed in the post?
Except they don’t. The only thing in the entire Sunfury tree that provides a boost to the rate of Clearcasting procs is the capstone node, Arcane Soul, which makes the proc rate 100% for AMs but only for a few seconds after the phoenix despawns. So you basically get 2 or 3 extra procs once every 2 minutes or so. That’s not going to make any noticeable difference.
At the moment there are times when we can go the entire length of the Arcane Battery proc without getting a Clearcasting proc to consume it and it only requires consuming 3 procs on live rn. In TWW it will be 5 procs! Spellfire orbs will require consuming 4 procs. The base Clearcarting proc rate just needs a major adjustment, especially in AoE where Orb Barrage has a massive counter synergy with it, or it will become a major bottleneck for triggering any of the fun and impactful talents that require consuming a CC proc.
They say they register it as a pain point but nothing they’ve done so far actually addresses it.
What I’m most worried about when it comes to Clearcasting is generating procs in AoE since we barely spend any mana there.
Outside of that, I think that now we don’t have enough points to make good builds anymore, so the 2-point nodes and the sheer amount of Arcane Barrage related talents make it hard to decide where to invest those points.
Supernova and Chrono Shift still being 100% optional after another rework that won’t make it them see the light of day, again, is also worrying.
Yup, that’s always been the biggest problem with Clearcasting ever since they tied it to mana spent. It needs to go back to simply being a flat % on casting anything, imo.
I fully agree with this, and that’s why I think they should remove Improved Arcane Missiles and Crackling energy (and replace them with Supernova and Chrono-shift
This is definitely a concern, but in AoE Spellslinger will Clearcast a lot given how many splinters we will fire. For Sunfury, I assume that once you run out of Arcane Orbs and don’t proc more from Orb Barrage you’ll go back to Arcane Explosion which will give you some like current. You will have Arcane Soul at the end of Arcane Surge which is going to give a lot of the CC procs for Spellfire Sphere generation for the next Arcane Surge, so that will help. I’d have to test it out but I definitely hear your concern.
I’m gonna be honest, I don’t really want to play Spellslinger. It’s a very boring tree, especially considering it’s competing with one of the best ones yet in Sunfury.
Another thing I forgot to mention is that I’m disappointed Siphon Storm didn’t bite the dust along with the other removed talents. I was never a fan of having to cast Evocation while at full mana just to enable my damage.
The problem with Sunfury is that it has nothing to do with the arcane wizard. So it’s going to be very difficult to play this tree if you want to maintain the fantasy of specialization.
It’s not enough.
The simply need to increase the proc rate of clearcast.
Especially in aoe.
I mentioned this before but this is an across the board problem for virtually all hero trees. There are simply no real alternatives for a lot of specs that want to stick to their core fantasies. Entire spec fantasies that are being completely getting left out of the system and sometimes the best you can hope for is just a cool looking hero tree. That’s exactly the place Arcane finds itself in.
You have one tree with Spellslinger that is completely generic and utterly bland and you have another in Sunfury which is the embodiment of the Fire fantasy and has very little to do with Arcane but at least it looks and feels awesome.
For me personally, it’s an ease choice. I’ve even got the lore/RP reason down for why I am picking it. As a High Elf I am tapping into fire magic to burn down the Nerubians who destroyed Dalaran. Just like Blood Elves turned to fel after the Scourge destroyed Silvermoon.
I do also worry about the general AOE rotation with the removal of reverberate. In AOE getting orb procs back to back can make you do a ton of damage, but going without can feel bad. Reverberate can alleviate that a bit.
It was annoying to overcap charges sometime, but I think significantly slowing down AOE is not a worthwhile trade off.
Sunfury was the name given to the group of high elves led by Kael’thas who went to Outland. Herefore, it is very characteristic of elven mages.
Yeah, maybe your right about CC. I have no opinion until i get to try it. So far with the first kick of the can, it seems good to me.
We also have a node to help with CC procs, hard say if it will be worth taking, or even when you get them, if it will have value to bank them or just send them right away like frost does. I get the impression your just going to sent it.
Spellslinger FTW!!!
I’m very excited to see spellslinger.
I know that everyone is excited at sunfury, but the feeling of flinging a thousand splinters at your enemies, man that makes me want to play it so bad.
I think the war within is shaping to be one of the best expansions in memory, maybe even beating legion
Maybe if they fix the spell effects it might look good but the gameplay is absolutely the same whether you pick it or not for both Frost and Arcane. As it stands right now, it doesn’t make me want to play it even a smidge over either Frostfire or Sunfury. The only thing that’d make me play it over either of them would be if it does a lot more damage than its counterparts.
Pretty much.
If they want to remove reverb, they need to SIGNIFICANTLY increase clearcast procs.
My idea of the Future of mages is that they feel like powerful magic wielders. I see them as Direct damage dealers with impactful spells. They also need some sort of defensive spec or some other solution to being able to solo world content like EVERY OTHER CLASS. I don’t think the answer should be a pet. For example how many movies/books has the mage put up a shield to protect others from something…like all of them (makes me think of Anti Magic Shell). Makes no sense that they should be glass cannons. Oh but we are not cannons anymore. Just glass with redo buttons. I want to spend more time on blowing stuff up (and not with a spell modifier) really using my utility to help my group, ahd even save them. Hell, I would fully support a tanky spec. Magic shouldn’t all be offensive. Mages are wielders of knowledge, you would have thought that with all that, they would of conjured up some armor or something so they dont have to kite.
I think Arcane Missles could be a direct damage AOE spell. That doest doesn’t only work on every third cc but every cast. Arcane needs a non-procced based/ RNG AOE. And no I do not want to be a warlock, I want to be a Wizard. And Wizards are too old and nerdy to be running. Makes no sense. More likely they would turn themselves into Nukes than to run anywhere at all.