The Hunter, Druid, and Mage changes are out (disclaimer: Mage changes are not out yet as of this posting, we’ll be updating those this Saturday) and we’re here to help decipher them the best we can. Let’s go ahead and get started right away.

Hunters

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With the upcoming World of Warcraft: Cataclysm many game elements will be changing, and each class will be receiving a number of tweaks. Here, we will explore the changes that are being made to the gun-wielding, pet-training hunter. The information you’re about to read is certainly not complete, and is only meant to act as a preview of some of the exciting new things to come. Without further ado, let’s take a look at the new hunter abilities!

New Hunter Abilities

Cobra Shot (level 81): A new shot that deals Nature damage instead of Physical damage. This ability will share a cooldown with Steady Shot. This will give hunters an alternative to Steady Shot on heavily-armored targets, and we will have talent incentives in the Beast Mastery tree to make this a signature shot.

Trap Launcher (level 83): When used, the next trap can be shot to a location within 40 yards. This provides the current Freezing Arrow treatment to all traps and, as a result, we will be removing the current ability Freezing Arrow. 1-minute cooldown. No global cooldown.

Camouflage (level 85): The hunter enters an obscured state that prevents him or her from taking ranged damage. The character would still be subject to melee or area-of-effect attacks, and dealing or taking damage will break the Camouflage effect. The hunter can move and set traps when under Camouflage, and will receive a damage bonus when attacking while under Camouflage (which will then break the effect).

Resource Mechanic Change

Here we come to the meat of the upcoming hunter changes.

  • Hunters will no longer use mana; instead the class will use Focus. Focus generates much like Energy, by building up. It will not be affected by Intellect at all. Haste will improve its generation. Hunters will generate roughly 6 Focus per second, slightly less than rogues' Energy generation rate of around 10 Energy per second. Below, we have listed some examples of how we intend Focus costs to operate:
    • Steady Shot/Cobra Shot: No cost. Generates 9 Focus per shot (or 12 per second instead of 6).
    • Arcane Shot/Chimera Shot /Explosive Shot: 45 Focus.
    • Aimed Shot/Multi-Shot: 60 Focus.
    • Concussive Shot/Tranquilizing Shot: 35 Focus.
    • Rapid Fire/Master’s Call/Disengage: 30 Focus.

Changes to Abilities and Mechanics

In addition to the resource change and new abilities listed above, we intend to make adjustments to some of the other abilities and mechanics you already know well. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we’re going for with each spec.

  • A major change coming for the hunter is the removal of ammunition. Guns, bows, and crossbows will now do damage without consuming ammunition at all. There will be no more ammo slot on the hunter’s character display. Any ammunition that a hunter has at the time of the change will become gray sellable items. Existing quivers will be converted into large bags -- though each hunter can only have one and non-hunters will not benefit from this change -- and we will not be making any additional quivers.
  • Pet management will also change. Hunters will now have two types of attainable pets: active pets and stored pets. Hunters will be able to have up to three active pets (perhaps five for Beast Mastery specialized players) and will have the ability to switch among these pets any time they are out of combat, without going to town. They will also be able to have a large number of pets in storage at the stables. In order to swap a pet from active to passive, a hunter will still need to visit their local Stable Master. However, this should afford ample storage for the many Spirit Beasts wandering the lands of Azeroth.
  • Additionally, hunters will now start with a race-appropriate pet at level 1 and will be able to tame a different pet at level 10. We are also changing many pet family abilities to provide important buffs and debuffs. The intention is to allow the hunter to be able to swap pets and fill a position if a certain role is missing from the group. The goal is to have all pets provide a damage increase that is very similar and no greater than any other pet. Some examples of the changes we are making to the pet families are listed below:
    • Wind Serpents: Will provide a debuff that increases the amount of spell damage taken by an enemy (similar to a weaker version of the warlock ability Curse of Elements).
    • Ravagers: Will provide a debuff that will increase an enemy's Physical damage vulnerability (similar to a weaker version of the warrior ability Blood Frenzy).
    • Hyenas: Will provide bleed damage (similar to a weaker version of the druid ability Mangle).

  • Stings and other periodic effects will now benefit from haste and critical strike ratings. Hasted damage-over-time abilities do not lose duration, but instead add additional damage ticks.
  • Viper Sting will now restore 9 Focus every 3 seconds.
  • We are reinforcing hunters as a ranged class. To this end, the class will now start with ranged abilities at level 1, and we will be removing some melee abilities, such as Mongoose Bite.

New Talents and Talent Changes

  • Beast Mastery hunters will have a new talent called Careful Aim, which increases the damage of the next Steady Shot or Cobra Shot, but also increases the cast time of these abilities. The intention is to make the combination of spells into a decent damage opener, especially in conjunction with the new ability Camouflage.
  • Beast Mastery hunters will also have talents that make Cobra Shot superior to Steady Shot, such as Longevity reducing the cast time of Cobra Shot to 1.5 seconds.
  • Rapid Recuperation will cause Rapid Fire to give 20/40/60 Focus immediately and will cause Rapid Killing to generate 3 Focus per second.
  • Efficiency will reduce the Focus cost of Chimera Shot, Aimed Shot, and Arcane Shot.
  • Thrill of the Hunt grants Focus when you land a critical strike.
  • Hunter vs. Wild increases the hunter’s Focus generation when his or her pet is snared, stunned, or rooted.

Mastery Passive Talent Tree Bonuses

Beast Mastery
Ranged Damage
Haste
Pet Damage

Marksmanship
Ranged Damage
Armor Penetration
Double Shot

Survival
Ranged Damage
Ranged Critical Damage
Elemental Damage

Pet Damage: Many of the passive benefits to pet damage will no longer be available in the Beast Mastery talent tree. However, these will be provided through the new Mastery mechanic.

Double Shot: The hunter will have a chance to launch a free attack off of the global cooldown for 50% damage.

Elemental Damage: Hunter abilities such as traps, Black Arrow, and Explosive Shot will do elemental damage of the following types: Improves the Arcane, Fire, Frost, Nature or Shadow damage of abilities like traps, Black Arrow and Explosive Shot.

We hope you enjoyed this preview, and ask that you provide your initial thoughts and feedback on what was presented here. Please keep in mind that what you’ve just reviewed is a work in progress and as we move closer to the Cataclysm beta, you’ll see these planned changes as well as others continue to develop in response to feedback and testing.

 

The biggest change is one we’ve known about for awhile now. Hunters will no longer use Mana and instead will use Focus which is like Energy but regenerates a bit slower. This is going to change the game for Hunters big time because their rotation will now be similar to a Rogue’s rotation. They’ll need to micromanage their Focus in order to stay ahead of the game unlike now where it’s just straight “pew pew pew.” This also means that there won’t be a specific long period of time where a Hunter is out of Mana and can’t shoot; fulfilling Blizzard’s promise to make Hunters focus purely ranged attacks.

Is this a big change? Yes it is, but is it a good one? Time will tell. Right now Hunters shoot everything they have until they’re out of Mana then kind of sit there and shoot what mana they have as they get it. This kind of adds a bit of finesse, but at the same time abilities will need to be changed to compensate for this new resource method.

The removal of ammunition is bad for the economy, good for Hunters. The meatsink may be gone but Hunters will no longer be tied to a city or repair bot in order to be able to attack. This is going to help a lot of newer Hunters out even more because one of the biggest problems for newer players is understanding how important it is to keep stocked up on ammo along with the huge issue of having enough of it with limited bag space.

The pet changes are pretty big too. Newer Hunters will get a free pet at the start helping define their class at an earlier level. Pet swapping on the go is also important because it allows Hunters to keep a set number of pets in rotation so they can use a specific pet one battle and then a different one in the next. Pets will also debuff with a weaker version of a class’s debuff like Rampage or Curse of Elements. This is huge because it gives Hunters more group utility; especially in 5-man to 10-man instances where any one debuff is a huge boon.

The removal of some melee abilities I see as a “meh” because most Hunters don’t use them anyway and it confuses newer Hunters who try to melee everything down.

The new abilities are interesting to me, but I don’t see them as being anything impressive. Cobra Shot seems to be great against heavy armor users like Warriors or Paladins and possibly bosses, but we’ll need to see the damage comparisons to put in a yay/nay in on this.

Trap Launcher is a great idea, but we’ll need a return to crowd control in PvE for them to see much use. There is a lot of tactical use in PvP, but again we’ll have to wait and see how the ability pans out.

Camouflage is another PvP-centric ability to keep a Hunter alive when they’re focused on by ranged. I don’t think there will be much PvE use with it since PvE has historically been pure offense for a Hunter (not to mention feign works wonders on getting a ranged attacker off of you).

I don’t have a lot to comment on about the talents. Careful Aim looks to be the new Aimed Shot which could be interesting. Again, something that looks more like a PvP skill. Then there is Hunter vs. Wild which seems completely silly to me. Focus regeneration when your pet is snared, stunned, or rooted? The only time that happens is… ding ding ding in PvP.

The mastery bonuses all look pretty standard. Pet Damage seems like the standard, Double Shot could be a huge DPS boost for geared Hunters, and Elemental Damage is again something for PvP and getting past the huge armor amounts some players wield or helpful in certain PvE fights.

Lastly, allowing Haste and Crit to affect Stings is a real good change. Having more of the a Hunter’s gear affect all of their skills only serves to make their DPS grow better the better their gear gets. We just have to hope the DPS is balanced and not have Hunters taking DPS leather for more Haste.

Druids

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In World of Warcraft: Cataclysm we’ll be making several changes to class talents and abilities. Here you will get a glimpse into some of the changes we have in store for the druid. The information you’re about to read is certainly not complete, and is only meant to act as a preview of some of the exciting new things to come. Let’s kick things off by checking out some of the new druid spells and abilities!

New Druid Abilities

Thrash (Level 81): Thrash deals damage and causes all targets within 10 yards to bleed every 2 seconds for 6 seconds. The intent here is to give bears another button to hit while tanking. Talents will affect the bleed, such as causing Swipe to deal more damage to bleeding targets. 5-second cooldown. 25 Rage.

Stampeding Roar (Level 83): The druid roars, increasing the movement of all allies within 10 yards by 40% for 8 seconds. Stampeding Roar can be used in cat or bear form, but bears might have a talent to drop the cooldown. The goal of this ability is to give both bears and cats a little more situational group utility. 3-minute cooldown. No cost.

Wild Mushroom (Level 85): Grows a magical mushroom at the target location. After 4 seconds the mushroom becomes invisible. Enemies who cross the mushroom detonate it, causing it to deal area-of-effect damage, though its damage component will remain very effective against single targets. The druid can also choose to detonate the mushroom ahead of time. This is primarily a tool for the Balance druid, and there will be talents that play off of it. No cooldown. 40-yard range. Instant cast.

Changes to Abilities and Mechanics

In addition to the new abilities listed above, we intend to make changes to some of the other abilities and mechanics with which you’re already familiar. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of our goals for each spec.

  • All heal-over-time spells (HoTs) will benefit from crit and haste innately in Cataclysm. Hasted HoTs do not reduce their duration, but instead add additional HoT ticks. Haste will also benefit Energy generation while in cat form.
  • Unlike the other healers, Restoration druids will not be receiving any new spells. They have plenty to work with already, and our challenge instead is to make sure all of them have a well-defined niche. A druid should be able to tank-heal with stacks of Lifebloom, spot-heal a group with Nourish and Regrowth, and top off lightly wounded targets with Rejuvenation.
  • We want to add tools to cat form and depth to bear form. If a Feral cat is going to fill a very similar niche to that of a rogue, warrior or Enhancement shaman, it needs a few more tools -- primarily a reliable interrupt. Bears need to be pushing a few more buttons just so the contrast between tanking and damage-dealing is not so steep.
  • Barkskin will be innately undispellable.
  • We will be buffing the damage of Mangle (cat) significantly so that when cat druids cannot Shred, they are not at such a damage-dealing loss.
  • Druids will lose Abolish Poison with the dispel mechanics change, but Restoration druids will gain Dispel Magic (on friendly targets) as a talent. All druids can still remove poisons with Cure Poison and remove curses with Remove Curse.

New Talents and Talent Changes

  • Tree of Life is changing from a passive talent to a cooldown-based talent, similar to Metamorphosis. Mechanically, it feels unfair for a druid to have to give up so much offense and utility in order to be just as good at healing as the other classes who are not asked to make that trade. We are exploring the exact benefit the druid gets from Tree of Life. It could strictly be better healing, or it could be that each heal behaves slightly different. You also will not be able to be banished in Tree of Life form (this will probably be true of Metamorphosis as well). Additionally, we would like to update the Tree of Life model so that it feels more exciting when you do decide to go into that form. Our feeling is that druids rarely actually get to show off their armor, so it would be nice to have at least one spec that looked like a night elf or tauren (and soon troll or worgen) for most of the time.
  • We want to make the Feral cat damage rotation slightly more forgiving. We do not want to remove what druids like about their gameplay, but we do want to make it less punishing to miss, say, a Savage Roar or Rake. The changes here will be on par with increasing the duration of Mangle like we did for patch 3.3.3.
  • Balance druids will have a new talent ability called Nature’s Torrent, which strikes for either Nature or Arcane damage depending on which will do the most damage (or possibly both), and moves the Eclipse meter more (details below). The improved version of Nature’s Torrent also reduces the target's movement speed. 10-second cooldown.
  • Restoration druids will have a new talent called Efflorescence, which causes a bed of healing flora to sprout beneath targets that are critically healed by Regrowth.
  • We plan on giving Feral cats and bears a Kick/Pummel equivalent -- an interrupt that is off the global cooldown and does no damage. We feel like they need this utility to be able to fill the melee role in a dungeon or raid group, and to give them more PvP utility.
  • We want to make sure Feral and Balance druids feel like good options for an Arena team. They need the tools to where you might consider a Feral druid over an Arms warrior, or a Balance druid over a mage or warlock. Remember that the PvP landscape will probably look pretty different for Cataclysm with a focus on rated, competitive Battlegrounds.

Mastery Passive Talent Tree Bonuses

Balance
Spell Damage
Spell Haste
Eclipse

Feral (Cat)
Melee Damage
Melee Critical Damage
Bleed Damage

Feral (Bear)
Damage Reduction
Vengeance
Savage Defense

Restoration
Healing
Meditation
HoT Scale Healing

Eclipse: We are moving Eclipse from a talent into a core mechanic of the class and making it less random. Balance druids will have a new UI element that shows a sun and a moon. Whenever they cast an Arcane spell, it will move the UI closer to the sun, and buff their Nature damage. Whenever they cast a Nature spell, it will move the UI closer to the moon, and buff their Arcane damage. The gameplay intention is to alternate Arcane and Nature spells (largely Starfire and Wrath) to maintain the balance.

Bleed Damage and Savage Defense: Feral druids will receive two sets of passive bonuses depending on whether the druid is in cat or bear form. Bleed Damage will be improved for cats. Savage Defense is the current bear mechanic for converting crits into damage absorption and will be improved for bears.

HoT Scale Healing: HoTs will do increased healing on more wounded targets. The mechanic is similar to that of the Restoration shaman, but with HoTs instead of direct heals. In Cataclysm, we anticipate druids using a greater variety of their spells so there is a distinction between healing and HoT healing.

Vengeance: This is a mechanic to ensure that tank damage (and therefore threat) doesn’t fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character’s unbuffed health. For boss encounters we expect that tanks will always have the attack power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Feral tree and the druid is in bear form -- these values will be smaller at lower levels. Remember, you only get this bonus if you have spent the most talent points in the Feral tree and are in bear form, so you won’t see Balance, Restoration, or Feral druids in cat form running around with it. Vengeance will let us continue to make tank gear more or less the way we do today -- there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so the Vengeance benefit may be smaller, but overall the goal is that all four tanks do about the same damage when tanking.

We hope you enjoyed this preview, and ask that you provide your initial thoughts and feedback on what was presented here. Please keep in mind, what you’ve just reviewed is a work in progress and as we move closer to the Cataclysm beta, you’ll see these changes as well as others continue to develop in response to testing and feedback.

A lot of good changes are coming for Druids, but it looks like Blizzard is planning on keeping Restoration Druids pretty much where they’re at now. This isn’t anything new for resto Druids who have been pretty much the same since launch. The biggest changes to me are the fact that haste will innately apply to all HoTs but won’t be reducing the duration. This is a lot better than the strange glyph they added to make haste affect Rejuvenation.

Restoration Druids will also be losing permanent tree form allowing them to show off their gear more. Tree of Life will be turned into a cooldown instead and will offer either better healing or make heals behave differently. If it balances out (i.e. not an out and out nerf) then Resto Druids will be better off for it for nothing else other than the ability to not look like a tree all the time. Additionally, it opens up using some of the Balance spells while healing that would normally require you to shift out of tree form. Cyclone anyone?

Efflorescence, the new talent which will make a spot of flowers on the ground from a critical Regrowth sounds interesting, but I honestly expect it to not matter much except for tank healers where the tank will probably be standing in the heal all the time anyway.

Feral Druids have a lot to look forward to. A kick/pummel for them is HUGE because Druids have little in the way of active interrupts. Thrash seems like an excellent AoE for Bears and will help put bleeds up for cat Druids. Stampeding Roar seems pretty good, but looks to be more of a situational PvP ability than anything else. Wild Mushroom is something I don’t want to even consider until I see it. Gimmicky spells like that are kind of “meh” until you get to see if they work out or not.

The masteries are pretty interesting. Eclipse seems to be a way to make Moonkins a bit more simplified and offer a bit more interaction and keeps them from spamming just one spell. Bleed Damage is a passive and passives are usually good. Savage Defense is already in the game, so we know how that one works out. HoT Scale Healing seems interesting and will probably be another great passive. I mean, more healing when a target is about to die? Yeah, pretty solid.

Vengeance is something I’m not too sure on because most Druid leather has a ton of DPS stats on it anyway. More damage is always good, anyway, for generating threat and will at least improve single target threat generation for Druids. Of course threat is currently super easy for any tank class to get right now.

Well that’s our preview of the Druid and Hunter. Check back tomorrow when we’ll finish up with the Mage (the preview is currently unavailable).

Mage Cataclysm Preview

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In World of Warcraft: Cataclysm, we’ll be making lots of changes and additions to class talents and abilities across the board. In this preview, you’ll get an early look at what's in store for the mage class, including a rundown of some of the new spells, abilities, and talents, and an overview of how the new Mastery system will work with the different talent specs.

New Mage Spells

Flame Orb (available at level 81): Inspired by Prince Taldaram’s abilities in Ahn'kahet and Icecrown Citadel, this spell allows the mage to cast a flaming orb that travels in front in a straight line, sending beams that cause fire damage to passing targets. Once it’s cast, the mage is free to begin casting other spells as the Flame Orb travels. While the spell will be useful to any spec, Fire mages will have talents that improve it, possibly causing the Flame Orb to explode when it reaches its destination.

Time Warp (level 83): Grants a passive Haste effect much like Bloodlust or Heroism to party or raid members. It also temporarily increases the mage's own movement speed. Time Warp will be exclusive with Bloodlust and Heroism, meaning you can’t benefit from both if you’ve got the Exhaustion debuff, though the movement-speed increase will still work even when under the effects of Exhaustion.

Wall of Fog (level 85): Creates a line of frost in front of the mage, 30 yards from end to end. Enemies who cross the line are snared and take damage. The mana cost will be designed to make Wall of Fog efficient against groups, not individuals. This spell is intended to give mages a way to help control the battlefield, whether the mage is damaging incoming enemies (Blizzard can be channeled on top of Wall of Fog) or protecting a flag in a Battleground. 10-second duration. 30-second cooldown.

Changes to Abilities and Mechanics

In addition to introducing new spells, we're planning to make changes to some of the other abilities and mechanics you're familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.

  • Arcane Missiles is being redesigned to become a proc-based spell. Whenever the mage does damage with any spell, there is a chance for Arcane Missiles to become available, similar to how the warrior’s Overpower works. The damage and mana cost of this spell will be reworked to make it very desirable to use when available. This change should make gameplay more dynamic for the mage, particularly at low levels.
  • We are planning to remove spells that don't have a clear purpose. Amplify Magic, Dampen Magic, Fire Ward, and Frost Ward are being removed from the game, and we may remove more.
  • The ability to conjure food and water will not become available until higher levels (likely around level 40), as we're making changes to ensure mages generally won’t run out of mana at lower levels. Once mages learn how to conjure food and water, the conjured item will restore both health and mana.
  • Scorch will provide a damage bonus to the mage's fire spells. Our goal is for Scorch to be part of the mage's rotation and a useful damage-dealing ability, even if someone else is supplying the group with the spell Critical Strike debuff. Scorch will provide the mage with more specific benefits, which can also be improved through talents.

New Talents and Talent Changes

  • Arcane Focus will now return mana for each spell that fails to hit your target, including Arcane Missiles that fail to launch. We want Arcane mages to have several talents that play off of how much mana the character has and give the player enough tools to manage mana.
  • The talent Playing with Fire will reduce the cooldown of Blast Wave when hit by a melee attack, instead of its current effect.
  • Pyromaniac will grant Haste when three or more targets are getting damaged by the effects of your damage-over-time (DoT) fire spells.
  • The Burnout talent will allow mages to cast spells using health when they run out of mana.

Mastery Passive Talent Tree Bonuses

Arcane
Spell damage
Spell Haste
Mana Adept

Fire
Spell damage
Spell Crit
Ignite

Frost
Spell damage
Spell Crit damage
Deathfrost

Mana Adept: Arcane will deal damage based how much mana the mage has. For example, Arcane mages will do much more damage at 100% mana than at 50% mana. If they begin to get low on mana, they will likely want to use an ability or mechanic to bring their mana up to increase their damage.

Ignite: All direct-damage fire spells will add a damage-over-time (DoT) component when cast. The flavor will be similar to how Fireball works; however, the DoT component will be much stronger.

Deathfrost: Casting Frostbolt places a buff on the mage that increases the damage for all frost, fire, and arcane spells. The only damage spell that won't be affected by this buff is Frostbolt.

We hope you enjoyed this preview, and we’re looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.

The biggest change that I see with the Mage is “Time Warp” also known as Mage Bloodlust. Not only is it Bloodlust, but it’s also a sprint. I’m assuming that this will be used by groups that don’t have a Shaman with them (such as 10man groups that don’t want to run 1 of every class) and will give Mages a bit more utility to join groups.

The other two abilities that they’re getting seem to be entirely for PvP or encounters where you’re being zerged down. That’s my only assumption with abilities that basically go out in a straight line from your character. Kind of like the Anub’arak encounter where there is a ton of things to AoE down or in the battleground when there is a huge force coming across the bridge.

The Arcane Missile change is “hrm” because Arcane Missiles is a current staple of the Arcane Mage. Making it a proc like Overpower should help Mages who forget to hit it when Arcane Barrage pops up. However, at the same time, I have to assume the Arcane rotation is going to change vastly or they’re going to need to throw in a few filler spells otherwise Arcane Mages are going to be casting Arcane Blast and clearing it with Fireballs again.

The removal of certain spells doesn’t faze me at all. Fire Ward was only useful in Molten Core and any of those abilities are a waste of the Global Cooldown. When was the last time a Mage used Frost Ward? Seriously, unless it’s like in Naxxramas or a heavy fire encounter before the fact.

The conjuring changes are a non-factor to me. It’s good that they’re combing the food and water together into one saving lower level Mages the 10 casts or so to get started in the day.

Scorch is an iffy thing for me. Casting Scorch is usually annoying to keep the critical strike debuff up (which appears it is going to stay) and even more annoying to use. Looking back at Arcane Missiles, it’ll probably be what people use to clear their Arcane Blast charges if it does any kind of interesting damage/provides a benefit every now and then.

Arcane Focus is USELESS except for leveling up. When was the last time you weren’t hit capped? This will be good for non-hit capped Mages and nothing more. Playing with Fire is a fail because who uses Blast Wave regularly? Unless, of course, this is another PvP-centric change. Pyromaniac is good because haste is always good. Using health for mana with Burnout is interesting, but I hope it’s not a 1:1 ratio.

As for the masteries, it seems all like the standard fair. Mana Adept will just make Arcane Mages want to stack as much regen as possible (however it is possible in Cataclysm) and will provide an actual DPS advantage to regen. I don’t know, it seems like it’ll throw a huge cog in the wrench for Arcane Mages who now have to obsess over their mana in order to do their best DPS. Ignite is interesting because it add’s DoTs to the target, when combined with Pyromaniac it might make it interesting to change up Fire’s rotation a bit to make sure you hit that Haste bonus. As for Deathfrost… hrm, there isn’t a lot in these changes for Frost Mages so I don’t see it being useful. Unless it’s for Frostfire. Cast Frostbolt, then cast the buffed up Frostfire. It could work, I guess.

In conclusion, it seems like they’re mixing Mages with Warlocks and Warlocks with Mages with some of these changes. Not to mention Bloodlust on a Mage. The only thing I don’t see is some love for Frost in all of this. On good note though is that Fire should be a lot more viable than it has been in WoTLK and we should be seeing a bit more flavor.

Finally, Mages with Bloodlust AND Sprint all combined into one. Seriously.


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Last Updated: Mar 13, 2016

About The Author

Get in the bush with David "Xerin" Piner as he leverages his spectacular insanity to ask the serious questions such as is Master Yi and Illidan the same person? What's for dinner? What are ways to elevate your gaming experience? David's column, Respawn, is updated near daily with some of the coolest things you'll read online, while David tackles ways to improve the game experience across the board with various hype guides to cool games.

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