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Updated Patch Notes - patch 4.0.6Follow

#1 Jan 12 2011 at 1:29 AM Rating: Good
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I reorganized the notes to better match the spec they'd be intended for most.

General Mage Notes wrote:
-Counterspell lockout duration reduced to 7 seconds, down from 8.
-The mana costs of Arcane Brilliance and Dalaran Brilliance have been reduced by approximately 16%, making them roughly equal to the cost of Mark of the Wild.
-Flame Orb now ignores critters.
-Polymorph now has a PvP duration of 8 seconds.
-Ring of Frost: Radius shrunk to 8 yards, and inner "safe" radius is now 4.7 yards (exactly matching graphic). Dispelling the effect of Ring of Frost will now make the target immune to being refrozen for 3 seconds. If a second Ring of Frost is cast by the same mage while the first is still active (via Cold Snap), the first will now disappear and cease functioning. In addition, Ring of Frost now has a PvP duration of 8 seconds

My Take: PvP changes, mostly, as well as some bug fixes and slight adjustments. Since I don't PvP much, can't really comment on how big the changes are for PvP.

Arcane Notes wrote:
# Arcane Barrage mana cost has been reduced by 8%.
# Arcane Blast mana cost has been reduced by 12%.
# Slow now has a PvP duration of 8 seconds.

My Take: The arcane changes could prove to be kinda awesome, possibly allowing for longer burns or more Arcane Blasts during your neutral mana cycle. The PvP change seems fairly reasonable.

Fire Notes wrote:
# Fireball mana cost has been reduced by 25%.
# Firestarter now allows the mage to cast Scorch while moving (regardless of which armor spell is used), and no longer eliminates Molten Armor's critical strike chance reduction.
# Flashburn (Mastery) benefit per mastery has been increased by 12%.
# Living Bomb mana cost has been reduced by 22%.

My Take: The change to Firestarter means we now have options in choosing our armor used based on the fight(specifically the mage armor's ability to reduce debuff duration is something that will have to be weighed on fights where debuffs are powerful enough). That said, the changes to fireball and Living Bomb make the mana regen portion of Mage Armor much less useful, also prolonging our burn phases no matter what armor we choose. And the buff to the mastery is kinda cool. Whether these changes will be enough to bring us in line with other DPS classes is beyond my will to try to math out. We'll have to keep an eye on EJ and see what they come up with as far as numbers.

Frost Notes wrote:
# When a mage uses the Invisibility spell, it will now also cause their pet Water Elemental to become invisible.
# Deep Freeze damage done has been reduced by 20%.
# Fingers of Frost can no longer be dispelled and now also increases Ice Lance damage by 15%.
# Frost Specialization now only grants 2 base points of mastery (instead of 8), reducing all Frost damage to frozen targets by 15% from previous values. However, Frost Specialization now increases base Frostbolt damage by 15%.

My Take: As I'm not a frost mage, I really can't comment on how these will affect us. Hopefully someone here will have some insight into what this means.

All in all, I generally like the changes thus far. Keep in mind that this is likely not a finished list. They'll still be tweaking things as they test them, but right now I'm optimistic.

For some more in depth info on what the changes mean exactly(like the spell costs), check this out.
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#2 Jan 12 2011 at 7:32 AM Rating: Good
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I agree with your marks about the notes. It seems that they are overall increasing the DPS of arcane and fire by mainly decreasing the mana costs in order to give a longer burn (higher dps) cycle. That should be a good way to do it. I don't think that the armor (firestarter) change is that big for PvE but maybe more for PvP (although they did get rid of the -% chance loss as well). I would imagine that fire mages would continue to use Molten Armor if not only because we crave the crit so much.
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#3 Jan 12 2011 at 7:50 AM Rating: Good
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Anobix wrote:
I don't think that the armor (firestarter) change is that big for PvE but maybe more for PvP (although they did get rid of the -% chance loss as well). I would imagine that fire mages would continue to use Molten Armor if not only because we crave the crit so much.
Tells you how little I think about PvP. Smiley: laugh


Didn't even occur to me that this would be more of a PvP change, though it makes more sense than my thought now that it's staring me in the face.
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#4 Jan 24 2011 at 3:10 PM Rating: Good
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I think these will all help, but:

I’m still finding my Fire DPS to be very spikey. If I’m purely on single target DPS, I’m not gaining the Ignite Procs – thus not spreading my DoTs.

As I’m getting ready to apply my Combustion – I really have to watch my Combustion Helper. A non-Crit Pyro + Living Bomb + Ignite + FFB stack will give me about a 6k Combustion – which is nice, but meh.

If, however, I’m working on Crit Pyro – I could be looking at a 10k Combustion. All that really is /RNG issues and I can’t control it. That’s frustrating. During high damage phases of the fight (Not Burn cycle), but true “The heart is exposed” or “Stand in a stack of ‘good’ fire” periods are very hard to control…

As Arcane I could just ramp up my AB a tick or two – maybe pop a haste trinket/pot. But as Fire I have to hope for a RNG proc. Then… If that’s not hard enough – I need to hope for an ignite proc if it’s an AOE situation to spread my Combustion…

RNG =/= cool. If I wanted to be RNG bound, I’d DPS on my paly.
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#5 Jan 24 2011 at 11:13 PM Rating: Good
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Frost changes are strange. So Frostbolt effectively gets a 15% buff against unfrozen targets and Ice Lance loses 15% damage against frozen targets, unless a FoF charge is consumed at the same time. That's just odd. Must be a PvP thing (like everything else in this game that makes no sense).

Deep Freeze nerf is very straightforward, the kind of change you can look in the eye. I don't know if we need it, but I'm fairly confident Blizz has done their homework with this kind of change.

The invisibility thing is great. That would have been helpful when we were all leveling.
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#6 Jan 25 2011 at 1:05 AM Rating: Good
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boquaz wrote:
Frost changes are strange. So Frostbolt effectively gets a 15% buff against unfrozen targets and Ice Lance loses 15% damage against frozen targets, unless a FoF charge is consumed at the same time. That's just odd. Must be a PvP thing (like everything else in this game that makes no sense).
It pretty much is. Much of the complaint on the oboards about Mage OPness has been about "Icelance Spam", though that certainly wasn't all of it. The "When FoF charge is consumed" part was an effort to not hurt Frost PvE DPS, as I understand it.

The frostbolt thing is actually meant to be taken as another part of the same coin as the mastery reduction. It's simply just a correction since they didn't want to nerf it. Effectively, it stays exactly the same.

boquaz wrote:
The invisibility thing is great. That would have been helpful when we were all leveling.
I'm not seeing what you're talking about. Care to clue me in?

I'm guessing from patch note updates I haven't looked at, though I could just be blind.
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Wow, you've got an awesome writing style.! I really dig the narrator's back story, humor, sarcasm, and the plethora of pop culture references. Altogether a refreshingly different RotR journal (not that I don't like the more traditional ones, mind you).

#7 Jan 25 2011 at 2:35 PM Rating: Decent
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The One and Only Poldaran wrote:
boquaz wrote:
Frost changes are strange. So Frostbolt effectively gets a 15% buff against unfrozen targets and Ice Lance loses 15% damage against frozen targets, unless a FoF charge is consumed at the same time. That's just odd. Must be a PvP thing (like everything else in this game that makes no sense).
It pretty much is. Much of the complaint on the oboards about Mage OPness has been about "Icelance Spam", though that certainly wasn't all of it. The "When FoF charge is consumed" part was an effort to not hurt Frost PvE DPS, as I understand it.

The frostbolt thing is actually meant to be taken as another part of the same coin as the mastery reduction. It's simply just a correction since they didn't want to nerf it. Effectively, it stays exactly the same.

boquaz wrote:
The invisibility thing is great. That would have been helpful when we were all leveling.
I'm not seeing what you're talking about. Care to clue me in?

I'm guessing from patch note updates I haven't looked at, though I could just be blind.


I think he's talking about the fact that the water elemental now becomes invisible as well.
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