7.1.5 Spell Changes UPDATED 30/11

Guides and discussions of all things specific to the Mana Adepts of Azeroth.
Jhazz
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Joined: Sat Jul 18, 2015 3:25 am

7.1.5 Spell Changes UPDATED 30/11

Unread postby Jhazz Wed Nov 16, 2016 3:32 am

Arcane Blast damage increased to 192.4% SP (Was 181.5%).

Arcane Missiles damage increased to 221.5% SP (Was 209%).

Arcane Orb damage increased to 500% SP (Was 81.7%).

Nether Tempest damage reduced to 4.7% SP (Was 5.5%).

Rune of Power reduced to a 40% SP Increase (Was 50%).

Supernova damage reduced to 170% SP (Was 190%).

Level 100 Talent Overpowered redesigned - Arcane Power now increases damage by 100% and reduces mana costs by 100%.

Level 100 Talent Quickening redesigned - Arcane Blast and Arcane Explosion grant 5% Haste and increase the mana cost of your spells by 3% for 10 sec. This effect stacks, and is cleared when you cast Arcane Barrage.

New spell, Prismatic Barrier - Shields you for 30 sec, absorbing [ 700% of Frost Spell Power ] damage, reducing magical damage taken by 15%, and reducing the duration of all harmful Magic effects against you by 25%.

New level 30 talent, Mana Shield - Prismatic Barrier has no cooldown, but your mana is drained by 50% of the damage it absorbs. Replaces Cauterise, which is now Fire only.

Ice Floes removed, replaced by Chrono Shift - Arcane Barrage slows enemies by 30% and increases your movement speed by 30% for 8 sec.

Presence of Mind moved to level 30 Talent.

New Level 15 Talent, Temporal Flux - Arcane Blast's cast time is reduced by 5% for each Arcane Charge.

Unstable Magic proc chance increased to 20% (Was 15%).

Words of Power changed to a 1% increased chance for every 25% unspent (Was 20%).

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Update 30/11/16:

New level 15 Talent, Amplification: Arcane Missiles deals an additional 15% damage per Arcane Charge.

Updated level 30 Talent, Mana Shield: Prismatic Barrier has no cooldown, but your mana is drained by 20% of the damage it absorbs.

Updated level 100 Talent, Overpowered: Arcane Power now increases damage by 70% and reduces mana costs by 70%.

Updated level 30 Talent, Slipstream: Arcane Missiles and Evocation may be channeled while moving.

Temporal Flux moved to level 100 Talent.

Words of Power updated: Grants 1% increased chance to trigger Arcane Missiles per 20% of your mana you have unspent.

Arcane Blast updated: Mana cost increased by 60% (was 125%) per Arcane Charge.

Arcane Explosion updated: Mana cost increased by 60% (was 125%) per Arcane Charge.

Presence of Mind made baseline.

Prismatic Barrier updated: Lasts 60 seconds (was 30) and is on a 25 second CD (was 30).
Last edited by Jhazz on Wed Nov 30, 2016 3:32 am, edited 3 times in total.
Jhazz
Posts: 40
Joined: Sat Jul 18, 2015 3:25 am

Re: 7.1.5 Patch Notes

Unread postby Jhazz Wed Nov 16, 2016 3:39 am

My thoughts:

Damage increase is nice, albeit unexpected. I thought we were in quite a good place damage wise.

Really going to miss Ice Floes, especially when it comes to evocating and the inherent risk of knockbacks. The level 75 Talents now look awful, all of them.

Will be glad to ditch my constantly dying Arcane Familiar for Temporal Flux.

Overpowered looks very strong for opening burst, which I personally love.

Hope Unstable Magic becomes to go-to level 90 talent - it made no sense to me that an AoE DoT was best choice even on single target.

Interesting that we got a new barrier, will have to see how it works, but it sounds good. The new Mana Shield talent however, looks like a dps loss.
gurudox
Posts: 44
Joined: Wed Oct 19, 2016 5:49 pm

Re: 7.1.5 Spell Changes

Unread postby gurudox Wed Nov 16, 2016 4:01 am

RIP Ice Floes, but at least we still have Shimmer for tricky Evos. And for those of us unlucky enough to have gotten Norgannon's Foresight, hey, now it's maybe possibly a tiny bit useful...

Chrono Shift is interesting, but ultimately seems like it will be a PvP talent and will mostly be unused in PvE. Would be nice if the Slow Down trait is replaced with something more useful on Aluneth.

I like that our core attacks were buffed, while reducing damage during RoP. Will make us feel a little less gimpy during mana conserve phases.

Edit: I'm just really hopeful that we can leave behind Nether Tempest, and so glad that Quickening is done as we know it. If I wanted to watch buff/debuff timers, I'd have rolled a warlock :)
Naaldira
Posts: 27
Joined: Fri Aug 05, 2016 4:16 am

Re: 7.1.5 Spell Changes

Unread postby Naaldira Wed Nov 16, 2016 4:23 am

With the new quickening, do we know if that mana cost will stack with Arcane Charges or no?

i.e. will each quickening stack increase mana by ~1,000 mana (3% of 33,000) or ~6,000 (3% of the total mana 198,000 at 4 charges)?

I'm guessing the first one, because the second seems like it would be awful.
danieltang34
Posts: 14
Joined: Wed Oct 26, 2016 8:57 pm

Re: 7.1.5 Spell Changes

Unread postby danieltang34 Wed Nov 16, 2016 4:27 am

The ice floes+shimmer was the sole reason I liked mage
Looks like no significant difference damage wise but huge QoL nerf to me
I hated to see the patch, but we'll see
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Ronark
Posts: 19
Joined: Tue Oct 25, 2016 8:24 pm

Re: 7.1.5 Spell Changes

Unread postby Ronark Wed Nov 16, 2016 7:48 am

A lot of these changes feel justified. The bump to base damage will help balance the decrease to RoP. The NT nerf is probably to make Unstable Magic the goto for single target. Quickening has better synergies with other Legionaries and talents, but I can see uses for Overpowered for when you need the burst damage.

The 75 talent row blows. Nothing is beneficial for PvE, and even for PvP nothing is that great. With the change to Quickening, loss of Ice FLoes, and casting more ABarrs, Chrono SHift might be the go-to.
seoh
Posts: 64
Joined: Sat Oct 08, 2016 1:22 pm

Re: 7.1.5 Spell Changes

Unread postby seoh Wed Nov 16, 2016 9:52 am

My thoughts:

75 talent has to be a troll. Blizzard cannot be serious with how complete garbage these are for raiding.

NT nerf seems silly. I know they want to make other choices viable, but, imo, Unstable Magic and Erosion are some of the most uninteresting, worst talents available. They are a terrible design, nothing more than check yes for damage. NT and quickening interaction is actually one of the coolest they have made, it made the do nothing conserve phase (as much as you might hate it) work, certainly something could be done to maintain that level of synergy or create it elsewhere, instead of just a stupid passive.

SN nerf as above. Except that Charged Up and Resonance are way more niche than you could ask for. I mean with Bracer, Belt, Helm, increasing mastery and Nighthold 4 piece, what exact reason will there be to ever press ABarr? Even with kilt, you are pressing ABarr after burning extra, to regen, in order to burn so that you don't have to press ABarr as much as you would without it.

Ice Floes deleted (sup volcanic?). A bit excessive if you ask me. A nerf was arguably deserved, but totally deleted (from fire/arcane) seems silly. Mage has always been the "mobile caster" and this seems to take that away, but we still maintain shimmer so I guess thinks should be okay. This actually can strongly hurt Evo, which without quickening is more dangerous to cast, and without Ice Floes is now a huge risk (side note this also hurts pyro bracer, on top of the 100% nerf LOL). Added to this, they are trying to push players away from NT and ST, further reducing the mobility of the class. So what exactly do we do when we have to move? Warlocks, spriest and eles have options, where are ours? Side note, by nerfing NT and ST this also nerfs Norgannon's, making the boots useless for arcane (though I argue they nearly are because of the randomness and short buff duration).

Ice Barrier nerf seemed silly. Why make it absorb less, which was a balance to Cauterizing Blink, but give fire Cauterize baseline and frost a better barrier, ice floes (as an option to shimmer) and cold snap? Sure greater invis may balance these Cauterize and Snap, but where is the balance to barrier and caurterizing blink? Mana shield cannot seriously be the answer, who on earth is going to spend that much mana in the current state of arcane? Additionally, not being able to keep it up longer than 30 seconds seems like a silly QoL change, especially when you consider my previous point about mage being the mobile caster.

Things to note- we still lack aoe out of arcane orb as well as useful cc. This is mostly in regard to M+, but you'd think with all these nerfs, you might see some buffs in other directions other than just making us do even more absurd damage.

All of this considered, the turn from quickening seems greatly needed, and some people have already noted the perma burn phase possibilities. The thing is, is it worth all of this? The conserve phase is appearing to go by the wayside, buttons are being nerfed in favor of passives, combined with mobility, survivability and durability nerfs? I'm definitely skeptical and I know I am in some part overreacting, but in a world where mages were not crazy over powered, and there being a clear edge being given to melee, I am just not entirely sure what to make of these changes.
Skybreaker
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Joined: Thu Nov 12, 2015 2:07 pm

Re: 7.1.5 Spell Changes

Unread postby Skybreaker Wed Nov 16, 2016 10:18 am

Especially with the introduction to artifact weapons.
These alterations are deeply saddening.
The changes are more suited for an upcoming expansion. Like the end of legion.
It's absurd to strip my spec of icy flows. I am pretty much constantly out of charges cuz I use it that much. As said above the evocation knock back will decimate the rest of the fight. With mechanics the way they are this is the worse nerf and slap in the face I have seen in wow in 4 yrs. I need some justification please. This isn't just a modification of a spell. Your gutting my play style. I believe mainly for pvp reasoning. The audacity for a developer and subsequently a PTR monitor to approve this is analogous to me when trump said he was going to deport 2 million people from the US.
I mean fire doesnt need icy floes. It really doesn't.
Frost definetly doesn't need it.
But, to have the nerve to even suggest doing this to a spec that has some of the longest cast times for spells (excluding talent modifiers) is outrageous. Devs and everyone who even thinks this alright should be ashamed of themselves.
I mean we have 1 instant on a cd, barrage. For single target.
I just am done with this game. You don't change this much stuff this often. If it was anything but legion. I could just switch specs. But, I am not building up a weapon again. To have mildly educated bipolar devs switch entire rotations around every month.
I just finally became very happy with arcane. To see this news.
If it goes live. I am not going to make empty threats. But, I have QQed 2x this expansion, counting this one. Not once have I QQed in the past 5 years aside of legion.
You guys have lost touch.
Most of this is a vent aimed towards hopefully someone who can give me a reason to continue playing a spec that will be a fish out of water coke the new patch. I mean legendariss on top of ap. It's just to much to just switch specs cuz some dev has lost heir mind on what a nerf should be.
Flazian
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Re: 7.1.5 Spell Changes

Unread postby Flazian Wed Nov 16, 2016 11:11 am

The damage with Flux/PoM/RoP/Um/OP is pretty insane right now. I'm outdpsing my Fire spec on PTR (and my fire is way higher artifact level and has legendary helm and bracers) ST by about 100k. The burst is astronomical and with Aegwynn's imperative relics you can turn into a god for the entirety of your Deadly Grace pot. I really like how it feels now. Wasn't a huge fan of quickening as it felt like a worse version of Spriest without any of the nail-biting gameplay at high stacks.
Naihra
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Re: 7.1.5 Spell Changes

Unread postby Naihra Wed Nov 16, 2016 2:17 pm

"The damage with Flux/PoM/RoP/Um/OP is pretty insane right now. I'm outdpsing my Fire spec on PTR (and my fire is way higher artifact level and has legendary helm and bracers) ST by about 100k."

Didn't Fire lost around 100k dps in PTR? So ...
Skybreaker
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Joined: Thu Nov 12, 2015 2:07 pm

Re: 7.1.5 Spell Changes

Unread postby Skybreaker Wed Nov 16, 2016 2:46 pm

The damage with Flux/PoM/RoP/Um/OP is pretty insane right now. I'm outdpsing my Fire spec on PTR (and my fire is way higher artifact level and has legendary helm and bracers) ST by about 100k. The burst is astronomical and with Aegwynn's imperative relics you can turn into a god for the entirety of your Deadly Grace pot. I really like how it feels now. Wasn't a huge fan of quickening as it felt like a worse version of Spriest without any of the nail-biting gameplay at high stacks.
That's amazing that your dps is awesome
Now run around a bunch and that see if that holds true
Vaccine
Posts: 5
Joined: Fri Nov 04, 2016 1:07 pm

Re: 7.1.5 Spell Changes

Unread postby Vaccine Wed Nov 16, 2016 3:04 pm

Well one of their stated reasons for doing this was to get the theme of each spec better (eg strip Cauturize from non-fire, strip Ice Floes from non frost) so at least I hope we'll see Ring of Frost and Icy Ward be removed from non-frost and get some replacements on that tier.

Overall though I don't know how I can continue to raid as Arcane in Mythic raids without Ice Floes. Still lots of time on the PTR left though so hopefully we get some replacement to make up for it or the change rolled back. Arcane Floes anyone?
Gruks
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Joined: Mon Oct 31, 2016 4:45 pm

Re: 7.1.5 Spell Changes

Unread postby Gruks Wed Nov 16, 2016 3:07 pm

Removal of Ice Floes sucks idd.
There are 2 things here:
1) Evo can not be finished
2) We couldnt cant while moving and we have long cast times

The answer to 2) is imo more haste gear and I think this is what I'll try not, especialy since I looted legendary legs yesterday (YAY!)

The answer to 1) is they should allow Evo to be casted while moving.

About other changes - i really like those. I will take AP boost instead of quickening now and I hope this will work.
I just like the fact that I'm no longer glued to playstyle where one mistake costs me 1/3 of my dps.

So in general - I like those changes :)
Melondwarf
Posts: 6
Joined: Wed Oct 19, 2016 9:32 am

Re: 7.1.5 Spell Changes

Unread postby Melondwarf Wed Nov 16, 2016 4:31 pm

Seeing the changes to the level 100 talents, I really hope Quickening won't be the go-to talent anymore since at times only thing saving us from dropping quickening stacks on "don't stand in this" mechanics is Ice Floes (Since let's face it, blink is still temperamental with changes in terrain after 12 years and might cause you to stay right where you were)

The Arcane blast cast time seems a bit neato, but combined with Quickening? geesh bye bye mana


And as a side note: Holy ball busting lemonparty Batman at the Arcane orb damage increase
Artistry
Posts: 10
Joined: Wed Nov 16, 2016 7:24 pm

Re: 7.1.5 Spell Changes

Unread postby Artistry Wed Nov 16, 2016 7:43 pm

Hey guys, lurker here but I figured I would try to give some input. Been playing Arcane since launch.

First, so you guys can understand my strategy, I have +6% increased chance to AM procs total on artifact relic, all 3 relics are +1 bonus. I have legendary bracers, so my playstyle will be targeted at getting as many AM procs as possible to extend burn phase while waiting for Evocation.

So I've been doing some testing on the PTR, mainly 7-10 minute parses on Greater Bulwark Construct training dummy. My conclusion so far, as the changes stand now, is that the changes make the spec feel more stable. It feels as if I have a steady rotation to follow and I REALLY, REALLY, REALLY had to break my habit of maintaining quickening stacks and "waiting around". This playstyle and spec I ended up with forced me to just barrage and build my stacks back up, instead of waiting for quickening stacks. Again I'm not even using quickening with this build, but it took some time to adjust to a different style completely...I'm sure you guys will know what I'm talking about when you switch off from the Quickening PTSD.

As for the parses, a 7 minute parse on live, for me, would end around 280-290k, steadily dropping as time goes on. Now, I can hold 305-310k steadily, REGARDLESS OF ENCOUNTER DURATION, it seems. Even on a 10+ minute parse I can end at over 300k dps.

Now, I can only speak to the talent build I was using, my own personal gear, and personal playstyle. I am optimistic about these changes after actually testing them. I rarely had to use barrage, as missile procs seemed plentiful and evocation always seemed up when I needed it. Using Overpowered as a mana-free burn really helped me burn time waiting on Evo cd.

--Not having Ice Floes is devastating, and I hope Bliz changes it. I can't imagine raiding without it.
--Shimmer is probably even more important now but you can PoM instead if you don't give a flying fuck, or you are a god.

Stats as tested: (not optimal but.....eh.)

Crit- 20
Haste- 19
Mastery- 35
Vers- 5

My talent choices so far are:

Temporal Flux (I like haste bonuses without it costing extra mana, combos with Overpowered)
Presence of Mind (combo with Overpowered, picking over shimmer strictly for DPS logs)
Rune of Power (don't ever see this changing)
Supernova (because I rarely used barrage and the Arcane Missile procs off this spell are too good to pass up)
Ice Ward (these all suck, I would almost rather pick nothing out of spite)
Nether Tempest (still seemed to sim much higher than erosion, also AM procs are valuable from this cast)
Overpowered (this is the REAL change here.)

Some notes on overpowered - Interesting concept so far. I believe OP over Quickening is what adds to the "more steady" feel and a more concrete rotation to this spec. It combos well with PoM, Temporal Flux, and RoP. More importantly, spells are ZERO MANA. I have found myself spamming AB for the entire duration, then popping a new RoP and unloading all my AM procs, chaining those with legendary bracer procs. This is all part of the concept of EXTENDING the burn phase while waiting for Evocate to come up.

Please remember these are just my quick, personal conclusions based on a couple hours of dummy sims. There are probably huge, gaping holes in my thoughts here and MANY improvements will be needed, I am sure. I just wanted to share my thoughts with this community because I care so much about this spec, and there is so little research out there. You guys here are doing god's work.

Make Arcane Great Again #artistry2016
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Vorrum
Posts: 47
Joined: Sat Sep 17, 2016 10:27 pm

Re: 7.1.5 Spell Changes

Unread postby Vorrum Wed Nov 16, 2016 7:55 pm

Hey guys, lurker here but I figured I would try to give some input. Been playing Arcane since launch.

First, so you guys can understand my strategy, I have +6% increased chance to AM procs total on artifact relic, all 3 relics are +1 bonus. I have legendary bracers, so my playstyle will be targeted at getting as many AM procs as possible to extend burn phase while waiting for Evocation.

So I've been doing some testing on the PTR, mainly 7-10 minute parses on Greater Bulwark Construct training dummy. My conclusion so far, as the changes stand now, is that the changes make the spec feel more stable. It feels as if I have a steady rotation to follow and I REALLY, REALLY, REALLY had to break my habit of maintaining quickening stacks and "waiting around". This playstyle and spec I ended up with forced me to just barrage and build my stacks back up, instead of waiting for quickening stacks. Again I'm not even using quickening with this build, but it took some time to adjust to a different style completely...I'm sure you guys will know what I'm talking about when you switch off from the Quickening PTSD.

As for the parses, a 7 minute parse on live, for me, would end around 280-290k, steadily dropping as time goes on. Now, I can hold 305-310k steadily, REGARDLESS OF ENCOUNTER DURATION, it seems. Even on a 10+ minute parse I can end at over 300k dps.

Now, I can only speak to the talent build I was using, my own personal gear, and personal playstyle. I am optimistic about these changes after actually testing them. I rarely had to use barrage, as missile procs seemed plentiful and evocation always seemed up when I needed it. Using Overpowered as a mana-free burn really helped me burn time waiting on Evo cd.

--Not having Ice Floes is devastating, and I hope Bliz changes it. I can't imagine raiding without it.
--Shimmer is probably even more important now but you can PoM instead if you don't give a flying fuck, or you are a god.

Stats as tested: (not optimal but.....eh.)

Crit- 20
Haste- 19
Mastery- 35
Vers- 5

My talent choices so far are:

Temporal Flux (I like haste bonuses without it costing extra mana, combos with Overpowered)
Presence of Mind (combo with Overpowered, picking over shimmer strictly for DPS logs)
Rune of Power (don't ever see this changing)
Supernova (because I rarely used barrage and the Arcane Missile procs off this spell are too good to pass up)
Ice Ward (these all suck, I would almost rather pick nothing out of spite)
Nether Tempest (still seemed to sim much higher than erosion, also AM procs are valuable from this cast)
Overpowered (this is the REAL change here.)

Some notes on overpowered - Interesting concept so far. I believe OP over Quickening is what adds to the "more steady" feel and a more concrete rotation to this spec. It combos well with PoM, Temporal Flux, and RoP. More importantly, spells are ZERO MANA. I have found myself spamming AB for the entire duration, then popping a new RoP and unloading all my AM procs, chaining those with legendary bracer procs. This is all part of the concept of EXTENDING the burn phase while waiting for Evocate to come up.

Please remember these are just my quick, personal conclusions based on a couple hours of dummy sims. There are probably huge, gaping holes in my thoughts here and MANY improvements will be needed, I am sure. I just wanted to share my thoughts with this community because I care so much about this spec, and there is so little research out there. You guys here are doing god's work.

Make Arcane Great Again #artistry2016
Great post however I think that with the Overpowered buff we may see people trying to get arcane power duration relics for that +9 seconds of 100% dmg/mana cost reduction. If you wanna do more testing try that sort of relic build with the same talents. Get 4 arcane charges and burn to 60% mana use AP/RoP and all the rest - by the time you're done maybe youre at 100% mana again, could be hilarious and an insanely long burst phase.
Artistry
Posts: 10
Joined: Wed Nov 16, 2016 7:24 pm

Re: 7.1.5 Spell Changes

Unread postby Artistry Wed Nov 16, 2016 8:04 pm

Absolutely agree. If I had the relics I'd test it, your theory demands more investigation. That would synergize well with OP, flux, and PoM.

I was curious if PoM would actually be worth it over shimmer or even barrier.

At 4 charges, Arcane Blast costs 198,000 mana. As tested, I have a total mana pool of 1,488,000. EVERY MINUTE, it's saving me 400k mana, or around 27% of my total mana, AND giving a high chance to proc AM at least once. So, safety with shimmer or leeroy it with PoM I guess.

With the Nighthold 4 piece set, or even the 2 piece set, I can see never casting barrage an easy probability. (with legendary bracers). Also after getting the 2 piece set bonus, the extended AP duration artifact relics become even more valuable.
m3nsky
Posts: 28
Joined: Sun Oct 02, 2016 3:07 pm

Re: 7.1.5 Spell Changes

Unread postby m3nsky Wed Nov 16, 2016 8:23 pm

It will be interesting to see at what mastery value you will initiate your AP/OP burn phase.
I simply assume with 9seconds of 0mana spells you will not cast this at the beginning of a fight at 100% mana.
You will eventually figure out at which mastery levels and mana % you will start this, to be back on close to 100% after your burnphase to keep going into the burn phase.

Funnily enough, you could theoretically (assuming you have the new legendary with 1 extra evo) stay in burn phase for a very long time.

Burn Phase, AP/OP Phase which regens mana back within 9seconds, continue burn till Evo
Burn another full manabar down, use second Evo
Burn Phase again, AP/OP again, ladidadida etc.

Yes you would need the new legendary + 3 AP relics, I dont even wanna know what would happen if you had Bracers too.

Then again im sitting on the godcombo Sephuz and Norgannon as Arcane so it will remain a pipedream :)
Artistry
Posts: 10
Joined: Wed Nov 16, 2016 7:24 pm

Re: 7.1.5 Spell Changes

Unread postby Artistry Wed Nov 16, 2016 8:36 pm

Uh, wow. I hadn't even checked the new legendaries yet. This opens up some ridiculous combos.
Blownt
Posts: 7
Joined: Fri Oct 07, 2016 5:52 pm

Re: 7.1.5 Spell Changes

Unread postby Blownt Wed Nov 16, 2016 10:49 pm

Have you guys been on the PTR? Ive spent roughly 2 - 3 hrs testing on PTR. My damage with a few spec variants is up roughly 200k dps. Stop making assumptions before testing. The quality of life with Overpowered is pretty nice. My dps is ranging from 550-650 over 200m sample size.

Talent Build
TempFlux (maybe arcane familiar is better here but I dunno)
PoM
SN
UM
OP

Ilvl 880 bracers and hero ring
28crit
16haste
3versa
33mastery (ive played around with as low as 24 crit and 45 mastery)

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