There’s really nothing interesting going on.
There’s been no mage relevant news in days and days, no new mechanic changes, not even a hint that the problems this class is facing has even been acknoledged.
I guess there’s Shattering Throw? Sure, let’s talk about that.
Shattering Throw is a new warrior ability that allows them to remove an invulnerability effect. Normally, the spell ability deals damage and reduces armor by 20%. But if the target is affected by an immunity, it removes it instead (5 min cooldown).
Now I know what you’re thinking. “HOLY GOD ALMIGHTY MY ICE BLOCK! /wrists”. Am I close?
Relaaaax. It’s not that bad. An ability like this won’t have much of an effect for 5v5 and 3v3 arena teams. There might be some initial shock when teams first encounter this ability, but strategies will evolve and soon this will simply be another tool to counter in a fight.
2v2 mages are getting shafted, of course, but hey, even that doesn’t matter too much. Mages aren’t exactly doing so hot in the 2v2 bracket; neither are warriors, for that matter.
Look at it this way. This ability is aimed squarely at Paladins. Consider that a Paladin can only Divine Shield every 5 minutes, and a warrior can automatically dispel it… every 5 minutes.
Mages use Ice Block for two things: a temporary PvP aggro drop and a total self cleanse. Shattering Throw will have no effect on the latter, and teams will simply need to be able to react faster to the former in order to keep the mage alive.
A buff to warriors, for sure. A little bit of a nerf to mages, for sure. I hope this means Blizzard finally scraps that stupid Hypothermia thing.
I mean, I can understand why they introduced the mechanic in the first place (I totally just lied), I think we’re at a position now where we can get rid of the damn debuff.
If not now, then at least consider getting rid of Hypothermia when Ret Pallies, DKs, and Shamans get the same ability, mk? (It’ll happen, my alphabet soup told me so.)
What’s that? You’re an arcane mage and can’t Ice Block twice?
Maybe the warriors will spontaneously go blind?
Ok, seriously though. Are warriors really in such bad shape in PvP that they need an immunity dispel?
Fine, I get it. Paladins need a nerf, and apparently mages are just collateral damage. I’m not bitter at all. Nope. Not even a little. I really need to get this whole lying to my readers thing looked at.
On a somewhat more positive note, I wonder if this applies to all invulnerable effects, not just the traditional ones?
I mean, Anti-Magic Shell, for an Unholy DK, is an invulnerability effect. They can’t be hit with any magic damage or effects (immune!). Maybe a Paladin’s Blessing of Freedom counts too?
“Invulnerability” might not even mean “Immunity”. Blizzard’s been known to use tricky language from time to time. Invulnerability could mean a BM hunter’s Beastial Wrath. They’re “invulnerable” to movement impairing effects and fear, technically speaking.
What else is new…
I got tier 7.5 gloves the other day? Hit exalted with Wyrmrest Accord and got the 4th best boots in-game for 22g? I dunno, that sounds boring… Hodir quests still suck.
Uhm… Spirit is still horribly pointless, frost DPS still sucks donkey testicles, fire PvP… a HA! There’s something I can talk ever so briefly about!
Arcane and Frost, while both viable for PvP, definitely have their own distinctive flavors.
Both can be mobile, though arcane is way better at it. Both can control their opponents, though frost is way better at it.
Frost’s defenses revolve around absorbing or mitigating the attacks that get thrown at it. Picture it as the heavily armored knight on the battlefield; an arrow to the shoulder is met with a “clunk” sound.
Arcane’s defenses are for more tuned to flat out avoiding attacks. Picture it as the ninja on the battlefield, wearing mere cloth but able to dodge nearly everything thrown at it.
So where does fire fit in? It was mentioned in a comment before that fire’s niche could be that of the unnattractive target.
Picture fire as a somewhat armored knight, except his gear is covered in poisonous spikes. Also he has dysentery, AIDS and leprosy.
Fire mages already have/had this sort of going for them. On live, they currently have:
- Blazing Speed – 10% chance when hit by ranged or melee to dispel all movement impairing effects and increase movement speed by 50% for 8 sec.
- Impact/Molten Shields synergy – 10% chance when struck with any attack to stun the attacker for 2 sec.
Fire mages are losing that last one (/tear), but are gaining another random proc. This one has a 10% chance on hit to disarm the attacker. Once again, this applies to both melee and ranged.
It isn’t much, but melee players and hunters run the risk that, by attacking you, they end up horribly gimping themselves and/or allowing you to run away, dispelling all of their snares in the process.
It makes sense to capitalise and expand on this, don’t you think?
It’s definitely worth some thought.