Arcane Talent Tree Feedback pt. 4
I will focus on the parts of the tree where I believe these new additions have downgraded it and made it bloated, as well as the aspects that continue to be problematic.
Gate 1: It feels awful that we must spend nine talent points in Gate 1 to pick up all the pseudo-mandatory nodes for pathing. These are Arcane Surge, Impetus, and Improved Clearcasting. This is once again placing an unnecessary point tax on Gate 2. Arcane Surge and Improved Clearcasting are mandatory based on their strength, whereas Impetus is a required node to get to Siphon Storm.
The single change that can happen to make Gate 1 make sense is baking Concentrated Power into Clearcasting baseline. This new placement is a prime example of an unnecessary tax node. Even Improved Touch of the Magi can be categorized the same way.
As for Arcing Cleave, it is disappointing to see that it is still not a baseline effect, but it is a consolation that it is now competing with a much weaker node. At the very least I will feel slightly less awful making Arcane AoE functional.
Impetus: Continuing with Impetus, why is this effect specifically selected to be the pseudo-mandatory node for pathing? Yes, it is mandatory as long as Siphon Storm exists, but I will elaborate on Siphon Storm later.
There are so many other spells and effects that I would consider more core and flavorful to Arcane that would fit perfectly in this placement and help Arcane have a solid foundation after Gate 1. These could be Slipstream, Arcing Cleave, Arcane Familiar, or even Enlightened.
Siphon Storm: The problem with Siphon Storm, both now and in Dragonflight, is how overwhelmingly strong it is. Because of how strong Siphon Storm is, it warps the tree such that everything that precedes it becomes mandatory, and the nodes that become accessible from picking up Siphon Storm and the path to it become incentivized.
I enjoy Siphon Storm, so I have not minded this in the past, nor do I mind it now. Truthfully, I enjoy it even more now that Evocation grants Clearcasting. But with how bloated the tree has become, I think many of these new additions to Arcane will be dead on arrival for The War Within in no small part due to Siphon Storm.
Evocation (and mana in general): Evocation is iconic to Arcane but is currently on life support due to Siphon Storm. On a high level, mana as a resource is not meaningful.
On my suboptimally geared character on beta equipped with the default equipment it came with, mana is not something I have to worry about while playing. Casting Arcane Barrage to spend Glorious Incandescence, channeling Arcane Missiles, etc., I do not run out of mana once Arcane Surge becomes available again. In real scenarios, you will also spend globals to cast non-offensive spells, such as defensives, contributing additional passive mana. At this point, Arcane Surge does what Evocation does but better, and you pick Evocation if and only if you pick Siphon Storm.
This is true for any talent that involves saving or generating mana, such as Mana Adept or Concentration. These talents do not offer anything that cannot be fixed by simply playing better and more efficiently. The positive to this is that I can safely ignore Mana Adept and pick Slipstream instead to get to Touch of the Magi, but I am unsure if this is the intended design goal.
I am conflicted because I like Siphon Storm but it is also obvious how detrimental it is for the tree. Siphon Storm by itself puts a 3-point tax on Gate 2 and a 1-point tax on Gate 3. Is it too much to ask that both Evocation and Siphon Storm just become baseline? This would also solve the aesthetic issue that Siphon Storm is the one node that makes the tree asymmetrical.
Utility: Briefly, and to re-iterate, there are still utility nodes for no reason all over Gate 2. Chrono Shift is dead on arrival, Presence of Mind is on life support thanks to Siphon Storm, and Slipstream only directly competes with Mana Adept. Why must Arcane be stuck in the Stone Age when it comes to specialization tree design?
Arcane Harmony: I like Arcane Harmony. Last week, Arcane Harmony felt so good when it only required Arcane Debilitation. Now, there are two nodes in the way, of which I care about neither.
Just to put some numbers on it, Time Loop has a 43% chance of doing nothing when you cast Arcane Missiles. Around 34.4% of the time it provides 1% increased damage for 6 seconds. Time Loop is pathetically weak and is not worthy of being a Gate 3 talent.
As for High Voltage, it is a meaningless effect. In the Hero talent trees, there is more than enough Arcane Charge regeneration to support an Arcane Harmony build. Sunfury has Glorious Incandescence, Spellslinger has Spellfrost Teachings, and both have Arcane Orb and Touch of the Magi.
To me, the only thing Time Loop and High Voltage accomplish is making Arcane Harmony worse, which is counterintuitive to the fact that they are required for pathing to even get to Arcane Harmony. This is overcooked. There is only one talent that already exists in the tree that I can envision between Arcane Debilitation and Arcane Harmony, and that talent is Aether Attunement. You got it right weeks ago.
This issue exists for a couple of other nodes as well where I have to pick something that feels bad or meaningless in order to access the effect I actually care about. Examples:
- To get Resonance, I have to pick either Dematerialize or Big Brained.
- To get Prodigious Savant/Leysight/Leydrinker, I have to pick either Crackling Energy, Static Cloud, or Resonant Orbs
- To get Aether Attunement, I have to pick Enlightened.
- To get Siphon Storm, I have to pick either Reverberate or Arcane Familiar.
There is no rhyme or reason to these restrictions, and they force us to pick a bunch of nodes we do not want to access the nodes we do want. I think Arcane still requires a significant node reshuffling.
My feedback on unnecessary tax nodes remains the same as before and has only been exacerbated with the additional bloat. All of these nodes can be removed and it would improve the quality of the tree instantly:
- Crackling Energy
- Improved Arcane Missiles
- Concentrated Power
- Improved Touch of the Magi
- The second point in both Prodigious Savant and Arcane Debilitation
- Big Brained and/or Dematerialize
- Time Loop and/or High Voltage
- Resonant Orbs
As it stands, none of these nodes feels good to pick.
Unsorted Comments:
- Aether Attunement still does not increase the damage of Arcane Missiles against neither the primary or the secondary targets.
- Splinterstorms are still bugged and will begin to periodically occur regardless of the active number of splinters.