Not really max range, simply because both Polymorph and RoF are not max range. Also:
- Warrior can interrupt and CC you with Storm Bolt from range.
- Ret can interrupt and CC you with HoJ from range.
- Monk can Paralyse you from range which will also stop your cast.
- Rogue has Shadowstep(s) that he can use to quickly get to you and interrupt / CC (SS is also off-GCD, so he doesn’t even need to wait a GCD to do that)
- Enhancement Shaman has 30m ranged kick on 12s CD.
- DK has not only ranged interrupt, but also multiple ranged pulls and ranged stun / silence that he can use to disrupt your casts as well.
- DH has not only ranged interrupt, but also ranged stun and ranged Imprisonment he can use to disrupt your casts.
So, almost every melee spec has one or several options to disrupt your casting from range and Delasam is right - lately casting is very counterable and punishable.
About this whole Frost Mage toolkit - okay, let’s see:
You are against Ret / War as Frost Mage. Ret has Steed. After he uses it, if snared / rooted, he can just pop undispellable BoF and both remove current roots / snares, get immunity to new and get increased movement speed for 8 seconds with 25s CD. Ret can duplicate his BoF to Warrior as well, so War also often can’t be snared / rooted. Warrior also has 1-2 charges and a leap to chase your Shimmers. Ret hasn’t, but does not even need them - if they want to kill you, they can just pop burst CDs, ret’s burst is mostly ranged. Warrior also has his 2 own root / snare breaks - Avatar and Bladestorm.
Question - how much useful are your snares / roots against this comp?
Now take Jungle. Feral has stealth to open right on top of you, has lots of passive and active movement speed boosts and can remove movement impairing effects with just shapeshifting. BM is a ranged spec, so is less subceptible to root and snares as a CC.
Question - how much useful are your snares / roots against this comp?
Now take DH / Boomkin. DH has 3 charges with 10-15s CD to just ignore your snares. They are subceptible to roots, yes, but not a big deal - when you root them they still have all their 3 ranged tools to disrupt your casts - Imprison, ranged stun and ranged interrupt. Boomkin is a ranged class.
Question - how much useful are your snares and even roots against this comp?
Now take RMP. Rogue has stealth to open right on top of you, can remove roots and dampen snares with Sprint modified by PVP talent and Vanish, plus the mentioned double shadowstep. Mage is a ranged spec.
Question - how much useful are your snares and even roots against this comp?
You have Shimmer? Melee have either ranged burst (Ret, Enhance), CC chains (Rogue, Feral) or several gap closers (Warrior, DH, DK (2+ pulls), WW).
Ice Wall is mainly an offensive tool to LoS healer when needed and kill the kill target. It can be used defensively, but enemies can often just run around it.
Polymorph? Good luck with any Druid comps.
If you run Ice Nova, you do get 2 additional ranged roots, but lose 25% of your damage from Lonely Winter, so it is quite a big tradeoff especially since roots are countered, as explained above. If you run Lonely Winter, you don’t have both Ice Nova and Water Elemental root leaving you with just Frost Nova roots and random proc root from Frostbite PVP talent.
You aren’t wrong though that Frost Mage has a lot of potential tools against melee enemies, but melee enemies lately just have lots of tools to counter / remove them, so aren’t affected that much.
Combustion does have ramp-up time. If you want its biggest burst that is comparable to mentioned here burst from other classes, you need to proc Disciplinary Command with a Frost spell (to do that from range you need to cast a Frostbolt, which can be interrupted, in melee you can use Frost Nova) and start with a Meteor cast (which can be avoided). If you don’t do that, your Combustion is much weaker.
How is WW ramp up time different from ramp up time mentioned above? Also, WW burst is melee and Combustion is dispellable and negated by Roar of Sacrifice, so both have their counters. So, +1 strongest burst with its pros and cons.
The same argument about Assa ramp up. It is melee, but Rogues don’t have much trouble getting into melee range, CCing you and blasting you with burst that even if you trinket and kite will continue hitting you. So, + 1 strongest burst with its pros and cons.
You don’t even argue about Ret’s burst, so + 1 strongest burst with pros and cons.
Totally we have 4. Why can classes with similar level of burst be from good to very good in 1v1, but Mage can’t? Mage has CC as well, but Rogue also has CC, WW has crazy mobility and Ret has crazy sustained, so this is not a justification.
Maybe you were even right about tankiness, but latest nerfs partially addressed that with both Triune nerf and Tempest Barrier nerf. Shields are 25s CD and pale in comparison to Ignore Pain, Alter Time is counterable. And against classes who do posess the tools you mentioned you are a nude maneken, they can dispel you from up to every defensive CD (Priest will remove even Ice Block) and major offensive CD (Combustion).
Do you also really complain about dying from Combustion 100-0 as a Hunter, who has a Roar of Sacrifice Combustion deleter with similar (maybe now even lower) cooldown than Combustion itself?
I don’t argue about RMP being better than Godcomp, the point was that RMP is currently preferred to both RPS and Godcomp, just that.
@Dillon - but what are we even arguing about? We are discussing a situation when RMP is hypothetically bad and Mages and Rogues try to find a new comp. Mages can go to Godcomp and Rogues can go to RPS. You wrote that Rogues will not have a viable comp being abandoned by Mages - well, no, they will.
Not exactly different patches, they played RPS even in 9.1, which is the last season. If they can play it competitively on top level and compete with all the Mage specs you mentioned, what exactly makes this comp worse than Mage comps excluding RMP?
And what about my last question from previous post?