The Arcane talent tree has some major issues that need to be addressed, and I’m frankly a little shocked that it’s not talked about more often throughout my absence throughout the last year.
1 - Siphon Storm is too strong and Evocation’s purpose is weak.
It’s undeniable that a 14% damage buff with up to 40% uptime is a very strong passive buff at very little cost. Its apparent best usage is just before Arcane Surge, to maximize the damage of the ability and stack the damage modifiers.
However the actual impact of Arcane Surge damage is relatively minimal, and so it appears that the entire point of Evocation is wasted. Why even bother with the mana return portion at this point when you can just have a talent that maximizes Arcane Surge damage regardless of mana instead, and make the damage buff just increase Surge’s damage mod?
It’s also incredibly odd that we use Evocation at max mana.
Evocation either needs to be used for mana or damage buff. Mixing both leads to degenerate use cases. I would also suggest that gem be folded into it as a choice node, opening some pathing in T3.
2 - Illuminated Thoughts has high investment for little return, and limits the ability to grab Harmony and Arcane Concentration.
10% more Clearcasting is great, but in itself is weak in AoE. The tree lends itself towards ST with Arcane Concentration, but then Harmony itself is good on both ST and AOE. The tree already doesn’t make sense. Even if you wanted to grab Harmony for nice synergy with current tier set, you have to invest a lot of dead points on ST-focused nodes.
If you grab Siphon Storm (cause OP) and Orb Barrage (cause fun and strong) for AOE, as well as Arcane Echo and Bombardment (also for AOE), you have no talents to pick up Harmony. There needs to be easier access to Harmony.
So you just take Radiant Spark. Which brings me to my next point.
3 - Radiant Spark feels boring/terrible to use with current Arcane
On ST, you don’t even bother with using Barrage on the last buff because Harmony is not worth picking up (due to points mentioned before). But you can’t use Missiles with it (cause hit anti-synergy), so it’s just an AB buff. That’s lame.
On AOE, we have a new node that makes AE proc twice on CC. So we can’t even properly manage the RS without resorting to not using AE on AOE. Instead we try to manage it with orbs and barrages. But RS has a much shorter cd than stacking 2 orbs, so you can’t always do that. Also orbs proc randomly with Orb Barrage, so there’s no control to it.
So what is its purpose exactly? Just a flat buff to AB or a fire and forget on AOE with no ultimate Barrage cast? I don’t understand how it fits.
RS really needs to be a buff on the PC so that it works with all our abilities and stacks once per cast, ignoring multiple hits (like Missiles) or double procs (like Reverberation).
4 - Harmony should build off of Clearcast Arcane Missiles and stack more efficiently.
It’s clear that the current stacking system still assumes you use non-CC AMs to get to 20, But that has fallen out of favor a long time ago, and we only use AM during CC and even then only on ST. It was even optimal to clip missiles at some point just to get the Nether Precision buff.
If Harmony stacked off CC AM, then you can justify making the stack more efficient. You could also add some fun synergies like making a max stack harmony make your next Barrage free so that it’s no longer weak on ST without Radiant Spark.
5 - Improved Clearcasting makes no sense
Why does Arcane have to invest 1 (out of the way) point in making their entire spec work? The spec is built around clearcasting and many passives assume that you can bank more than 1 at a time.
The best example is Nether Precision. You want to consume CC and use 2 ABs after it (this is good!). But each of those ABs can proc CC. So unless you immediately follow an AB cast with an AM, you risk losing a CC proc. Why is this a thing? Not to mention we have a lot of abilities that can proc CC that we use in between casting Blast and Explosion. Do we just keep munching them? Why not just make CC stack to 3 like it always did back in Legion?
It doesn’t help that we need a WeakAura to display the 3 stacks because the ui only supports having 1, when we already had a lovely UI in Legion for it.
On the subject of Nether Precision,
6 - Nether Precision needs to stack
Why can’t Arcane just pump missiles into Touch for Arcane Echo without worrying about losing NP stacks? Why is it capped at 2?
Building Harmony stacks using Missiles means NP is just wasted on AOE and doesn’t even stack for ST portions. It feels bad.
Etc…
7 - Nether Tempest is required for 5 other important talents when it should be Touch of the Magi
Why? Why is NT required to pick up Touch? We only ever use NT to proc Arcane Echo (which is 2 points down the tree). Why not cut to the chase and have Echo auto apply an NT-like effect on Touch of the Magi and remove that dead node? It just feels bad. I constantly forget to use it because it’s such a low impact ability anyway.
Its use is also not that intuitive honestly, especially without echo. Its use is one of the most commonly asked question on Arcane social media, and the answer being “just cast it before Touch” confuses players because they probably don’t understand its niche use with Echo.
NT either needs to be buffed significantly so that maintaining it is worth it, or it needs to be baked into touch or echo passive. It makes no sense to be an important and bottlenecking prerequisite when it’s in no shape or form integral to the spec.
NT could last longer than 12s (like 18 or 24) or be extended with missiles casts.
Either way, Touch of the Magi needs to be the “required” point because it’s actually universally good for Arcane.
8 - Improved Arcane Missiles and Crackling Energy are massive point dumps.
20% increased damage on AM and AB and AE (which is most of our damage) is boring but fine if they were 1 point investments. But no they are both 2/2, severely limiting choices in tier 2. Even worse, due to current tuning, it’s recommended to drop Improved Arcane Missiles in favor of other talents. So our AM is just undertuned, leading to a chain reaction of other talents being worse (those involving AM).
What’s the deal here? Why not nerf these nodes, buff the base, and add some actually interesting nodes that affect gameplay.
9 - Rule of Threes is weird
Rule of Threes gives you a free AB or AM when you gain your 3rd charge. Why not just make it give us a free CC every time we cycle through our 3rd charge? I feel that this would be a more controlled way of generating CC while casting low cost spells.