Here is feedback post about Arcane Mage and its hero trees after more testing.
Arcane Mage feedback
Spec feels simpler to play now that most modifiers for Arcane Blast and Arcane Barrage went away and you just play around mana, Arcane Charges and Arcane Salvo stacks. However, at the same time spec became worse in many aspects too - bad mobility (especially since main AoE spell is now also stationary and hardcasted), bad survivability in solo content (Arcane does not even have any spec specific defensives like Cauterize and Cold Snap, so while Frost has “meh” survivability there and Fire has “bad” survivability there Arcane has “horrible”), low amount of utility (no longer has any ranged slows and spec specific utility since both Supernova and Improved Barrier are now in general talent tree) and lacks spec features compared to other 2 specs (Frost has slows and additional roots, Fire has Ignite with spread and cheat death and Arcane has just purple particle effects as its spec identity). All these issues make the spec feel undercooked, really bad for levelling and open world content / delves and it should receive more work to address these issues. Here is feedback about specific issues / talents with possible solutions and suggestions.
Low mobility
More of Arcane’s damaging abilities are hardcasted now (mobile Arcane Explosion was replaced by stationary hardcasted Arcane Pulse) and mobility was pruned even more (if you want to take Slipstream you need to sacrifice Presence of Mind and vice versa and nerfs to Shimmer / removal of Ice Floes are quite felt, especially in open world content where you need to kite). That combined with general Mage survivability nerfs would cause issues both in instanced content (where any movement fight would heavily punish Arcane Mages with the amount of hardcasting they have to do) and open world (where to deal meaningful damage you have to stand still and cast and soak damage from mob / pack). Mobility pruning went too far for Arcane and should be dialled back.
Suggestions: 1 - Split Presence of Mind with Slipstream and make them separate talents again. That would allow to reduce mobility issues for Midnight Arcane for additional talent point cost.
2 - Buff Presence of Mind to 3 casts and make it also affect Arcane Pulse casts. Such tweak would make it more competitive with throughput talents and help reduce Arcane’s mobility issues for both single-target (Arcane Blast) and AoE (Arcane Pulse) situations.
Low survivability
While Mage in general has rough situation with than in Midnight after all the survivability nerfs in general tree, Arcane is affected the most since it still does not have any spec specific defensive akin to Cauterize and Cold Snap and Improved Barrier that was used as justification for that was moved to general talent tree. It definitely needs a spec specific defensive now to bring its survivability more in line with other 2 Mage specs.
Suggestion: Return Temporal Shield as spec specific defensive to Arcane tree and put it in the middle of 4th row (where Fire has Cauterize and Frost has Cold Snap choice node).
Low utility
Removal of all ranged snares from Arcane (at least in PVE) is very heavily felt, especially in open world where combination of removal of Blast Wave and Slow and nerfs to mobility make melee enemies just stick to you while you hardcast most of your main damaging spells and attempt to kill them while soaking their damage. That does not feel right for a spec and class that uses kiting as one of means of survival and should be addressed.
Suggestion: Put a utility choice node in Arcane tree that would allow Arcane Mages to optionally pick a way to keep one or several enemies at bay. That could be for example choice node between Slow Down and Chrono Shift:
Slow Down - Arcane Blast now applies Slow to target, reducing movement speed by 50% for X seconds. This option would be fitting for dealing with strong and affected by crowd control singular enemies.
or
Chrono Shift - Arcane Barrage slows affected target(s) by X% for Y seconds and increases your movement speed by N% for M seconds. Similar to existing PVP talent, it is long overdue to be returned to Arcane general talent tree (so PVE players can benefit from it as well) and would be useful when dealing with packs of enemies while Slow Down would be stronger against singular strong enemies and would not require using your Arcane Charge spender (and accordingly dumping Arcane Charges) to keep him slowed.
Spec identity issues
Arcane still has identity issue where unlike other Mage specs it does not bring anything special to the party (Frost brings passive slows and additional roots while Fire brings Ignite cleave and cheat death), especially after loss of Mass Barrier that could be used to give allies unique magic dampening effects. Combined with its low target cap for AoE (mainly 5 targets) that would often raise the question why would you even bring Arcane Mage over Frost or Fire Mage if their output is tuned to comparable level. There should be a definite answer to that question and that is spec specific utility that would not overlap with anti-melee utility of Frost and Ignites / better survival against oneshot mechanics of Fire.
Suggestion: Add unique spec specific utility to Arcane talent tree. That could be for example Arcane Vortex as active ability that would pull enemies in selected area to its center and slow them by X% for Y seconds. Such utility is fairly unique for dps specs (only some tanks have something similar), fitting for arcane and space manipulation theme of the spec and is useful enough to justify sometimes taking it over a throughput talent (as it can be used to stack enemies for both party cleave in instanced content and personal cleave from Arcane Barrage / Arcane Orb / Arcanosphere in solo content.
Lack of frontloaded damage and exciting burst moments
For a “burst oriented spec” Arcane very much lacks reliable frontloaded damage cooldowns akin to Meteor for Fire and Comet Storm for Frost. Arcane Orb exists, but it does negligible damage (about half damage of 4 charged Arcane Pulse actually, it is really quite weak) and is mainly used for Arcane Charge generation. Touch of the (Arch)Magi exists, but it is very delayed and backloaded. Arcane Surge exists, but it is “major cooldown” and is available only once per 90 seconds. Arcane could use its own relatively short cooldown frontloaded / exciting burst moment spell and there is already a perfect fit for that.
Suggestion: Move Arcanosphere to Arcane talent tree and make it a choice node with passive effect that would increase damage of Arcane Pulse and Arcane Barrage by X%. Arcanosphere is already implemented as PVP talent, so would not even require much design / implementation work and both its damage and minor knockback effect can be quite useful in PVE too. Such choice node would also allow players that don’t want to play with it to take alternative option as passive boost to their other AoE spells instead (which can be tuned to provide comparable throughput increase) and remain competitive too.
Undertuned / too niche / improvable abilties and talents
There are also several abilities and talents in Arcane tree that are undertuned, serve as point dump or are too odd or could be improved. These include:
Arcane Missiles - with nerfs to their damage and number of missiles full channel that takes 2 seconds of base cast time does comparable damage to a 4 charged Arcane Blast with 1.52 sec base cast time. Since they are supposed to be the burst moment for Arcane they are currently undertuned and could use boosts.
Suggestion: Buff their damage and return Amplification to 3 additional missiles (8 totally). 8 missiles over channel time would make Arcane Missiles much more fluid and their Arcane Salvo generation / Arcane Charge generation from High Voltage much more accountable and reliable.
Arcane Pulse - its baseline area is too low (no other ability has 2 yards radius baseline) and difference in area between 0 charged cast and 4 charged is too drastic (literally 5 times difference) and should be brought more in line. Its cast is also quite slow and could benefit from same cast time reduction from Arcane Charges as Arcane Blast.
Suggestion: Increase base area of Arcane Pulse to 6 yards radius + 1 yard per Arcane Charge (so same 10 yards radius at 4 Arcane Charges as currently) and make cast time of Arcane Pulse reduce with bigger amount of Arcane Charges in similar fashion to Arcane Blast.
Arcane Orb - despite generating Arcane Charges does really too low damage currently for being a cooldown (less than half of damage of 4 charged Arcane Pulse like mentioned above) and needs a damage buff.
Improved Clearcasting - still does not do anything aside from making Clearcasting able to stack and serves as a talent point dump. Consider at least merging it with Illuminated Thoughts (which provide proc chance increase for Clearcasting), so that it would have at least some output increase value and that would also free design space in tree for other additions.
Overflowing Insight - its mana cost penalty (25%) is too large compared to benefit (15% damage increase), especially for a capstone talent. These values should be brought in line and provide similar damage increase and cost increase.
Overnerfed or improvable PVP talents
Arcane also has several PVP talents that are overnerfed now or too niche and could be improved. These include:
Kleptomania - its movement speed penalty is no longer justified after all the nerfs to Arcane’s mobility and this penalty should be removed.
Chrono Shift - after all the nerfs to Arcane mobility could receive a bigger movement speed boost again (it went from 50% to 10% and could be increased to 20-25% now that Arcane Mages can’t even move while casting much anymore).
Bugs / oversights
Several noticed bugs with Arcane mechanics and tree:
- Nether Flux is not affected by Aegwynn’s Technique (which provides Clearcasting when ToTM is used) and Touch of the Archmagi (which provides 2 charges, should increase its damage bonus like old Improved Touch talent did and should make target hit by Nether Flux boosted spell also pulse some of damage taken to itself and surrounding enemies) upgrades. It replaces Touch of the Magi, so should benefit from boosts to it as well.
- Tooltip of Overcharged Missiles buff on player is different from tooltip of Overcharged Missiles in talent tree and should be fixed.
Arcane Spellslinger feedback
This hero spec is still decent and just has several mechanical and tuning issues to be addressed. Here is feedback about specific talents:
Shifting Shards - you get Clearcasting much less frequently than every 4 shots of Arcane Familliar (which would provide on average same 2 Arcane Splinters), so is undertuned compared to its alternative and needs a buff.
Polished Focus - current implementation promotes using Arcane Barrage only at 20+ Salvo stacks and is not very compatible with AoE situations where Arcane Barrage can be used more frequently. Consider changing it to just make Arcane Barrage refund 25% of Arcane Salvo stacks spent with minimum of 1 - that would provide same 5 stacks refund when using Arcane Barrage with 20 stacks, but would also allow to benefit from this talent even in cases where you can’t wait till you accumulate 20 stacks and need to use Arcane Barrage earlier.
Look Again: after more testing I discovered that this Image is unlike usual and does not immediately disappear when you take direct damage… but it does not distract enemies either, so still provides little to no value. Still needs a buff.
Arcane Sunfury feedback
Unlike Spellslinger this hero tree both still has serious issues (like behaviour and immobility of summoned Phoenix) and was made much less reliable with changes to Spellfire Sphere generation becoming RNG based and likewise. It also has several serious bugs that should be addressed. Here is feedback about specific talents:
Spellfire Spheres - being RNG based can no longer be played around and there can be periods of time where you don’t get Spheres and their bonuses for extended period of time or in time. Consider either reverting it back to generation based on number of Arcane Blast / Arcane Pulse / Arcane Barrage casts or at least providing a form of bad RNG protection for it. Consider also providing an option to make Spellfire Spheres visible only in combat for players who don’t like their look when just roaming around.
Arcane Phoenix - is still immobile and if enemies move out of its range (which especially happens in PVP or with mobile tanks in PVE) it just floats there menacingly. That is a major oversight that should be fixed - Arcane Phoenix should become capable of moving and chase its targets if they outrange it or follow the Mage if there are no valid targets.
Lessons In Debilitation - remains extremely niche and undertuned, since 2 additional Spellsteals every 90 seconds (which also have very large delay between them) often don’t provide much value and can be even harmful if Phoenix steals a beneficial effect that Mage could want for himself / herself. This talent should be either redesigned or provide something in addition to current effect.
Explosive Potential - one additional mini-Blast Wave that has pretty much no knockback every 90 seconds does not provide much value either. Please just remove this talent and restore Gravity Lapse - it is very thematic for Kael’Thas / Sunfury theme, actually useful (and requires sacrificing Dragon’s Breath to pick, so even has a major tradeoff) and if needed its target count and cooldown can just be adjusted to appropriate level. It can also provide extremely missing and needed for Fire and Arcane Mages unbreakable by damage crowd control effect that could be used to cover some of their hardcasting in PVP (which they got a lot more in Midnight) and accordingly if returned should be changed to stun primary target in PVP instead of just rooting it like in War Within (with secondary targets still being just rooted in PVP or even PVE too if that would be needed for balancing purposes).
Ashes of Inspiration - currently is bugged and does not provide Lesser Time Warp when Phoenix expires.
Memory of Al’Ar - is also bugged and does not provide Arcane Soul buff when Arcane Phoenix expires.
This sums up my feedback about Arcane Mages and their hero trees in Midnight for now. Thank you for reading!