Posts Tagged ‘Patch Notes’

My Water Broke!

So frost got buffed. Hurray! Now please, be silent, stop the clapping, and allow me to be the wet blanket.

These are the two proposed changes:

  • Frozen Core now also causes your Ice Lance criticals to reduce the cast time of your next Frostbolt or Frostfire Bolt by 0.4/0.7/1 sec.
  • Glyph of Eternal Water – Your Summon Water Elemental now lasts indefinitely, but your Water Elemental can no longer cast Freeze.

Frozen Core, in its current incarnation, will never make it live. Sorry, not happening. That amount of burst damage is absolutely INSANE for PvP. Frost is already a very strong, if not the strongest, PvP caster in the game, giving them a tool like this game breakingly good.

That said, it is good for raider frost mages, though not quite as good as it would seem. (more…)


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If 3.2 doesn’t drop tonight, I will eat one of my fedoras. That’s how confident I am.

3.2 brings huge, sweeping changes to the mage cla-

Oh wait no it doesn’t.

The mage class still possesses an exhaustive laundry list of issues, and patch 3.2 somehow managed to ignore every last one of them.

Fire mage PvP? Absolutely nothing to see here.

Frost PvE? What are you, drunk?

Fixes to mana issues? Arcane this, that, and the other thing?

You be crazy, mon. This patch was all about Death Knights, Paladins, and Shamans.

But meh. Patch 3.2 is about to smack you upside the head, and there ARE mage changes that you need to be aware of. (more…)

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Mortal Strike

As I briefly mentioned last post, mages now have access to a miniature mortal strike, via the talent Permafrost, at a 7/13/20% reduction to healing, afflicting all targets suffering from on of your chill effects.

My initial reaction is as follows:


After that… I thought about it, and then said the following:


The first “why” being in legitimate confusion, the second being more of a philosophical conjecture.

The Mortal Strike debuff itself used to be a warrior only thing. Nearly completely by itself, it made Arms the PvP spec of choice. It gave warriors the ability to provide massive pressure against enemy healers, and as a result warriors became very prevalent in PvP.

With only a little bit of exaggeration, every successful 5v5 arena team had a warrior for one reason and one reason only, and that was the godly mortal strike debuff. (more…)

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  • Arcane Subtlety – now reduces threat generated by all spells and effects by 5/10% and arcane spells and effects by an additional 15/30%. The dispel protection remains the same.
  • Arcane Focus – now applies to all spells, instead of just arcane.
  • Arcane Stability – reduced to three ranks for the same effect, and now applies to Evocation.
  • Torment the Weak and Student of the Mind have swapped places in the arcane tree. Torment the Weak now only grants a 3/6/9% boost to damage (down from 4/8/12%).
  • Spell Impact now also applies to frostbolt, arcane barrage and arcane missiles.
  • Arcane Stability – now increases spell damage and critical strike chance by 2/4/6, up from 1/2/3%.
  • Mind Mastery and Arcane Mind have both been reduced to three talent points for the same effect.


  • Incineration – now also applies to Frostbolt and Ice Lance.
  • Burning Determination – now also reduces the duration of stun effects and disorients by 15/30%.
  • Improved Scorch – now also increases the damage dealt with Fireball, Frostfire Bolt, and Scorch by 1/2/3%.
  • Impact – stun effect has been increased to 3 seconds.
  • Molten Shields – in addition to it’s current effect, your Molten Armor now grants 20/40% of your resilience as critical strike rating.
  • Playing With Fire – instead of increasing spell damage taken by 1/2/3%, now reduces spell damage taken by 4/7/10% as long as Molten Armor is active.
  • Blazing Speed – now immediately finishes the cooldown of your Blink spell when this talent procs.
  • Combustion – redesigned. Renamed Burnout. Increases your critical strike chance with fire spells by 50% while costing 20% more mana to cost. This effect lasts 15 seconds.
  • Fiery Payback – now also triples the damage of Molten Armor when below 35% health.
  • Firestarter – now provides an instant cast effect to Flamestrike or Scorch. If Scorch is used for this proc, it has a 100% critical strike chance.
  • Burnout – renamed Combustion, and the additional mana cost effect has been removed.
  • Dragon’s Breath – the area of effect of this spell has been increased to match that of a talented cone of cold spell.


  • Winter’s Chill – in addition to it’s current effect, now also increases the damage dealt by Ice Lance by 10% per rank on targets of a higher level than you.
  • Brain Freeze – now grants an instant cast, mana free Frostfire Bolt instead of Fireball.

Anyway, those are are my ideas for what should happen to the mage trees to try and solve our little issues. (more…)

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On Elitism and Free T8

As you may have heard, Emblems of Heroism and Valor have been phased out in favor of Emblems of Conquest. Everything that used to drop Heroism/Valor badges now drop the latter.

In short, yes, this means that as of 3.2, you can get T8.5 gear by running plenty of Heroics.

Naturally, the elitist are up in arms and furious QQ, the casuals are pleased they can gear up new 80 alts faster, and the intelligent realize that this, in essence, changes nothing.

There’s an attitude I’d like to talk about.

“I’m special.”

Let’s start with the basics. Nearly everyone suffers from this at one point or another, and in a single word, this is called “elitism”.

Some of us suffer from it a lot, some of us just have small, easily squashed inklings of elitism.

Pike over at Aspect of the Hare had a blog post up a while ago that exemplifies what I mean. (more…)

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(Holy crap, a post two days in a row? BELIEVE IT!)

Q: Where do mages fit in the current scope of things, and where do you see them from this point going forward?

A: Mages are the iconic caster class, squishy as hell, standing at range and chucking things at their enemies. We see them basically staying exactly the same with no major changes whatsoever. Mages are awesome, and we’re going to keep it that way.

Q: What is it that makes them unique when compared to other classes?

A: More than any other class, mages focus on a single spell to the exclusion of all others. This means mages are the only class that can effectively raid by pressing a single button. Kinda like how Warlocks worked in BC, except without all that pesky “sacrifice the Succubus” stuff.

Community Team: A lot of initial questions and concerns we received from mages around the world were concerning itemization. (more…)

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I don’t think there has ever been a patch that has introduced such massive amounts of change for PvP. A new raid? New mounts, leveling crap and new druid art? BAH! This patch is all about PvP!

First off, we PvP afficionados have a new battleground to play around with. While it won’t appeal to those who prefer things like Warsong Gulch, anyone who enjoys Alterac Valley or Wintergrasp will get a hell of a kick out of it.

Actual review of the battleground pending me having actually played it. 3.2 PTR, here I come!

Oh, hey, speaking of Battlegrounds, guess what?

Battleground experience has arrived!

That’s right, battlegrounds award experience now. Anything that rewards honor (except HKs themselves) will award experience, too.

And in case that causes all you twinks out there to go “HHEEURGH”, fret not! All it takes to disable experience gain is to pay a visit to an NPC, pay 10 gold, and bam. You’re character is now incapable of gaining experience.

And I mean all experience. You cash in a quest? No experience. Run a 19 through Wailing Caverns? That guy gains no experience. Of course, this can all be turned back on for another 10 gold. (more…)

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