These arcane mage changes are awful please revert them

It often feels nice to buff for the players but if you do it too much it cause game design problems. This is especially true given SF Arcane was a big outlier compared to every other spec. Also Elranthil said it correct, Blizzard wants to nerf us so I am providing them with a actually good nerf that wont effect our gameplay while also not gutting SF or gutting Spellslinger.

As a WW main, please don’t touch arcane. This is the best it’s been for a while. Don’t ruin it and let fire and frost run amok.

It’s so sad I was super excited to finally get to play arcane instead of fire / frost and really enjoyed the new feel of the rotation for it to get immediately changed right after hitting 80. But this is typical blizzard nerf fun and leave the class feeling like trash happens all the time. I’m still waiting for a real fire mage rework.

right now the burden nerf hasn’t gone through. May or may not be intended, they haven’t said anything on it.

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Celebration gif!

Please nerf the dmg, not the fun.

The PTR patch notes show they are totally deleting double dipping as part of the Nov 20th anniversary patch.

So, not only are they not going to revert the bop change they are doubling down and eliminating it from np as well.

Way to completely ignore your player base Blizz. Why crush a play style that is clearly loved by your players?

None of this makes sense. Just embrace double dipping blizz and nerf the damage without changing the rotation.

Tell me you didn’t read the patch notes without telling me you didn’t read the patch notes. First of all, they made it abundantly clear that they would be removing double dipping because they consider it a bug, or rather an unintended interaction. No one should have expected anything else. Second, they are introducing a new talent called Aethervision which will preserve the exact same playstyle without having to rely on the double dipping only better because ABarr will now also refund the Arcane Charges it spends. So y’all can get off the Blizzard hate train now, lol.

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The main downside that I see (after only a cursory glance) is that they’re taking something that we can do now with one talent and making it require 2. Arcane already feels desperate for more talent points to spend, and this isn’t going to help that feeling at all. It’s likely going to feel like we need to give up even more than we already are to make sure that we can get the throughput nodes that are effectively required.

I’m not opposed to the change overall, I just wish we weren’t losing something to gain the benefits. It’s kind of like how Arcane Barrage was split into 4 separate talents last expansion.

It’s not that black and white though, you do get something else for that extra talent point investment that you didn’t before: namely ABarr refunding its Arcane Charges, which is huge and well worth it imo.

That’s true and not just for Arcane but pretty much across the board. However, that is a whole other issue that has to be handled separately.

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That is true - my cursory glance overlooked that. That might also have a big impact on the Sunfury vs Spellslinger power differences. If the refunding of charges becomes more baseline on NP, Sunfury may not be as far ahead anymore. I also wonder if it’ll prompt a change to Glorious Incandescence as it won’t feel nearly as “unique” anymore (minus the meteors, at least).

But I’ll leave that to the theorycrafters and the number crunchers to figure out.

Yeah I am not sure about where that would leave the two hero specs in relation but to one another but currently the gap is rather large in favor of Sunfury so a little equalizing might be a good thing. But I am really excited about the new mechanic of ABarr refunding its charges because it’s finally solving the perennial problem
that has faced the spec i.e. not being able to effectively spend Arcane Charges in ST. Still lots more to be done in that regard, most notably giving us an actual ST spender and not piling on more functionality onto ABarr, but for the moment I will happily take it.

P.S. Let Glorious Incandescence also throw a Phoenix Flames in addition to the meteorites, that will make it extra special, lol.

Seems like Arcane will deal more damage now tho, Aether ad Nether Precision damage boost are stacking up. U cwn have almost a 1M barrage apparently

There are no changes to the number of talents, as Resonant Orbs will be removed and Charged Orb will now also increase Arcane Orb damage by 15%.

Haha 11.0.5 is gonna be fun.

Aethervision is a stacking buff that can be held which already SEEMS like the wrong direction but we won’t know until an APL is built. Without an APL, it’s difficult to tell what the exact changes will be but it is already visible from previous experience that the buff may promote behaviour where you hold those buffs for long enough to build up stacks of Arcane Harmony, combine stacking nether precision, Aethervision, and arcane harmony to unleash monster barrages which could bring us right back to Arcane Blast spam land because with clearcasting being limited, it will take a specific amount of time to build the biggest barrage possible. We’ll see when the changes drop what cursed and degenerate rotation will arise but its impossible to tell right now so its a waste of time arguing about it.

The thing that bothers me is that the rotation when you could double dip nether precision and burden of power was the most fun arcane has ever been (for me). Other classes that use the same spell queuing functionality are left functional and arcane is considered “bugged”. I honestly think they just didnt know how to tune it, and decided reworking it into something that is simpler to be tuning was easier was the answer. Broke the fun though.

Wonder if they’ll hit Evoker which has abilities that work the same way next? Or any of the other classes that use spell queuing to double dip.

Calling it a bug for one class and destroying what made that class fun (for some people) and preserving it in other classes leads me to believe that some mage dev decided this feature of the game (spell queuing is a feature, prevents you from missing time by casting due to internet latency, buffs that double dip have been in the game forever) was a bug and needed to be written out of the code. You have a buff? You get one spell to use it with and only in the way we deem appropriate. Seems fun blizz, 1,2,2,3 forever.

The talent being removed - Resonant Orbs (increases Arcane Orb damage by 10%) - is not one that I expect to take in any build right now, but the one being added is something I expect to take in all of them. Yes, I’m glad that a less-taken talent is being removed and baked into another talent, but it doesn’t make anything more available. Given that talent count is staying the same, it doesn’t theoretically make anything less available, but talents that were previously not in contention with each other now are, especially considering that Charged Orb is a mostly AoE talent and it’s being replaced by a talent that is useful in both AoE and Single target.

(My hot take on Charged Orb - adding an extra charge to an ability doesn’t do a whole lot unless you either A) don’t cast it on cooldown or B) have a way to reduce it’s cooldown (thus allowing you to overflow your CDR from one stack into the second). If I’m casting orb on cooldown during a fight, this talent takes my number of casts from n to n+1, which really loses value as n increases (and you’re in combat for longer). If I’m not casting it on cooldown, then is it really something I need a second charge of?)

As it stands I don’t like Charged Orb on its own, so if anything this might change that and add a another talent to my “talents I wish I could take but don’t have capacity for” list.

Do we know yet how long the buff lasts? Could only be 3 seconds, which isn’t exactly a lot of time to hold it. Blizzard does like giving us buffs that don’t last very long


I’m not going to claim to be an arcane expert, but now that Radiant Spark is gone, I’m not sure there’s a big reason to waste procs of Aethervision just to build Harmony stacks. There might be a case for launching one big barrage into a TotM burst, but I have a feeling that most (if not all) of these buffs are additive with each other, not multiplicative. So if there is a benefit to it, it might be such a small payout for a big risk (of messing up the rotation) that most mages might lean on not doing it.

Overall, I’d imagine that spending those Aethervision procs quickly so that you can build up more of them would be ideal (especially given Arcane Tempo as a maintenance buff). Saving the Aethervision procs until you’ve got your next round of Nether Precision would definitely make that one hit harder, but I feel like all it’s doing is effectively picking up the dps from one round of our rotation and putting it in the next. So unless you’ve got buffs that will be ready for the second round but not the first, it won’t be a big deal.

But then again I’m also allowed to be completely and 100% wrong - as you pointed out we’ll just have to wait and see.

OP really needs to change the title of this post because it’s no longer relevant or people need to stop posting in it because it’s coming off as really ungrateful to the devs given that they’ve actually listened to feedback and promptly (for once) found a good compromise to resolve the issue.

This post is about burden of power. The complaint was the removal of the double dip. Exactly where in the datamined changes did Blizzard offer a good compromise to the problem with burden of power’s double dip?

the way its implemented now is done well for aoi, its a slight downgrade gameplay wise from what it was before but they aren’t going to change it back. At this point we just need to give them good feed back on the new talent cause they aren’t turning back on double dipping even if they should.

Double dipping the Burden of Power proc was never supposed to be possible so that’s irrelevant and I don’t expect for it to ever be addressed. It was just a bug, or rather an unintended interaction, not a legitimate mechanic that was suddenly removed out of nowhere. They made that clear even during the Beta. Their only fault in that regard was letting it go live at all and getting people’s hopes up that they would be able to rely on it.

But then folks really shouldn’t have based their entire build on something Blizzard told them they considered a bug and would be removing at some point. I don’t understand why any of this came as a surprise to anyone, unless they didn’t pay attention to anything that was communicated by the devs during the development process and just watched a 15 minute YouTube video of a build put together solely on the PTR. Most of the reputable content creators even put disclaimers on those types of videos warning that things are still subject to change.