Nothing has changed since 12.0.5, I decided to re-start a thread about why the mage class tree is so tragically bad in its Midnight version.
The general gist of it is that in the great Midnight pruning, the class has found itself with spells that are named identically as in previous versions, except they are far less effective and cost more talent points. I gained ten levels, my character gained nothing fun, and instead it’s just…weaker despite having more talent points invested in the same abilities. That’s not fun. The mage toolkit was bloated and some pruning was needed, but what Blizzard did was far too heavy handed.
There are three main areas in which the class tree completely fails in either providing interesting choice or sufficient power:
Defensives
Going into Midnight Mages lost the damage reduction of Mirror Images (and therefore the related nodes in the Spellslinger hero tree do nothing), the damage reduction on Greater Invisibility (which is now a mediocre sprint, more on this later), Mass Barrier (an entirely warranted removal, especially for Arcane), and a minor passive in Tempest Barrier. Mirror Images is especially egregious, as we now can spend 3 talent points for an ability that…does nothing beyond very minor aggro protection. Which itself is already covered by Greater Invisibility for another 4 talent points. On top of the above, Mages have to deal with having the lowest base HP in the game (10-15% less than a dps DK, Warlock, Hunter or Shaman for example), which is why our active mitigation was stronger than average in the first place. That is no longer the case, and we now have low hp and a weak toolkit on top.
The result is that this class can not survive in challenging content. At the time of writing, Mages occupy 2 of the 3 slots for most deaths in Mythic raid, with Arcane mages dying a whopping 45% of the time they participate in a boss pull. I say at the time of writing because these numbers have gotten worse as the tier continued and players started facing harder bosses, despite the fact that more and more players are swapping to Frost (supposedly, the tankier of the 3) due to the horrific tuning of Arcane and Fire. This same trend of Mages dying more than other classes holds across all skill levels in Mythic raiding.
The most glaring (but not only) weakness in our toolkit is in the ability to survive rot damage. We just sit there and eventually die out, because we do not have the tools to prevent that ticking damage, nor the ability to recover from being at low health. Without having the full DF/TWW toolkit back (because that would be insane), we desperately need Mirror Images and Tempest Barrier to return at minimum. Adding back the MoP era Flameglow, or Legion era Cauterizing Blink, would also be very welcome.
Our active toolkit appears to be designed for a class with a good amount of self sustain and passive defensiveness, and instead we have neither.
Mobility
The other area that was hit very hard by the pruning was our mobility talents. Ice floes was removed, Alter Time no longer provides a sprint, Shimmer had its cooldown nerfed and its talent point cost increased, and the sprint provided by Greater Invisibility is worse despite costing more talent points to spec into.
None of this was positive, fun nor necessary, because Mage mobility had very specific strengths and weaknesses - we were very good at short bursts of quick movement, we were very bad at sustained movement. Now we are still bad at sustained movement but with the nerfs we are mediocre at quick sprints. The removal of Ice Floes is particularly egregious, because while the choice node of Shimmer vs Ice Floes + Blink was legitimately interesting, Shimmer vs Blink alone is a no-brainer. You just play Shimmer every time, despite the nerf to the cooldown. If anything, nerfing the cooldown further incentivizes us to pick the reset on Alter Time over the passive activation, which would help new players in surviving some mechanics. Frankly, all of these nerfs should just be reverted or at least compensated in some form.
Useless talents
The last glaring problem is in the sheer amount of truly mediocre (or entirely useless) pad talents that have been added to the tree to fill it out. It is particularly atrocious that iconic abilities like Shimmer, Ice Block, Greater Invisibility and Mirror Images cost 3, 3, 4 and 3 dedicated talent points to spec into, when basically every other class get their mobility or defensives spells for 1 or at most 2 talent points.
The worst culprit of this is Frost Conditioning. This talent does literally nothing at all for two out of three specs, because they can only Ice Cold once every 3 minutes, so shortening the Hypothermia debuff is entirely useless. It is a minor survivability for Frost, but our defensives right now are so weak that if you have to Ice Cold twice in the span of 30 seconds you will die a couple of minutes from now anyway. A talent that at best just delays the inevitable but generally just does nothing is inexcusable. Dishonorable mentions also go to Captured Thoughts, which at best is situational and at worse does nothing because I use my procs immediately anyway, Mass Invis, which is the worst replacement of Shroud ever and does not allow skips, and Mana Confluence, a talent that effectively reads “minor throughput for one of three specs and nothing for the other two”.
Developer statements
To conclude, I want to go over some of the stated intents by the developers for the class going into Midnight:
Developers’ notes: We’re taking a pass to reduce button and aura bloat in the Mage core tree. We’re also consolidating defensive power to simplify the landscape of Mage defensives and make them more approachable. In Midnight, Barrier spells should be potent, consistent, and reliable. Mirror Image and Invisibility spells should now be able to be used for their utility instead of tacked on defensive benefits.
This was an abject failure. Our defensives are not consistent, because they are not enough to let the class survive mechanics, and this makes the class extremely unapproachable. Our barriers are not potent, consistent or reliable, they are just not good enough. Mirror Images provides extremely limited utility at best and is hardly worth picking, we simply do so anyway because the rest of our tree is dreadful so we might as well.
We’re also reducing Shimmer’s power to help make the decision between Blink and Shimmer feel like more of a meaningful choice. Players who want to maximize uptime and display mastery over an encounter and its mechanics should feel empowered to express that through Shimmer, whereas progression and more reactive Mages should enjoy the increased availability of Blink.
This was yet another failure. The choice was not blink vs shimmer, it was ice floes+blink stun removal vs shimmer cast while casting. Without the cast while casting, that choice is obvious and we just lay shimmer. “Progression and more reactive mages” (whatever that means) just…run shimmer during progression because on its own, without ice floes, it is better. Always.
This redesign was somewhat necessary but it has turned into an abject failure.