The return of Temporal Warp is terrible. This ability causes mages to NOT want to use Heroism for the group, because they need their own Heroism off CD to stack with someone else's Heroism. People should never be fighting over who is going to cast Heroism. It's also much, much stronger than the choice talent it's competing with.
Just at first glance, it looks like a massive improvement at least in terms of not having to take a bunch of stuff I don't want, just to get throughput. I'll have a closer look, but well done blizzard! The mage class tree might have been my least favorite of the new trees, but now it looks a lot better.
1. Moving unwanted conduits around =/= meaningful change.2. Temporal Warp / Shard of Exodar complaints have existed since the day it was created in Legion. It is an INSULT to the people providing feedback to re-add it as a talent in that form.Tldr: reroll evoker if you want to play a mage in DF.
How about instead of moving things around we cut down on all the fluff in the tree with the 50 nodes for blink/nova/barriers? Why can we not consolidate the two charges of nova with the increased duration?Furthermore, remove Shatter from the class tree. Fire/Arcane mages having to take it and weave nova in before AoE or the Cone of Cold talent added is, frankly, stupid and relies heavily on your group not breaking the roots before you benefit.
Was pretty happy originally about phoenix flames being optional. Sad to see it's mandatory again.
Pretty much what everyone else is saying. Temporal Warp not being a separate spell is idiotic. For Arcane, I will add what I have said before: Orb Barrage is a terrible idea and needs to be replaced with the effect of Mantle of the First Kirin Tor. I am also deeply disappointed that they decided to double down on the Kyrian Harmony build and it’s cooldown stacking shenanigans which are a big part of what made me quit last year. I’ve played through many silly iterations of Arcane over the years but that one was too much even for me and I’ve mained and Arcane Mage since Vanilla.They claim that their intention with the Arcane tree was to provide alternative builds but all they’ve done is to further limit choices and pigeonhole everyone into playing the Kyrian Harmony build. Regardless of whether or not you like that build it has to be acknowledged that they are flat out lying about offering diversity. Instead of using this opportunity to give struggling specs like Arcane a long overdue overhaul they’ve merely broken up all the various components that were either baseline or came from SL’s numerous systems to fill out a tree-shaped talent menu, nothing more. And this is of course true across the board not just with Mages but it is particularly egregious for Arcane.I for one have no intention of taking Radiant Spark because I find the cooldown/damage modifier stacking playstyle degenerate and also because the ability itself makes no sense as a Mage talent outside the context of SL, both visually and thematically. It was added only because it was a quick and easy choice made by a lazy developer. I am also not particularly excited for Harmony so that leaves me with zero relevant capstone talents and really confused about how I can create a viable, even if suboptimal, build going forward. And if I can’t do that I will just not come back for DF at all.
Splitting Shatter into 2 separate nodes (1 class, 1 spec) is such an awful design. Stop trying to make it happen. Nobody wants this.
Fire mage talents tree looks like a rocket 🚀
Still no Deep Freeze?
Blasts the enemy for (100.2% of Spell power) Fire damage.Fire: Castable while casting other spells. Always deals a critical strike.not working atm this part ( Always deals a critical strike. )
Frost is messy. As far as I can see, they want to make a pathing for a comet+frostbolt build, a path for ice lance+icy veins build and a path for orb+blizzard+lance aoe build, and a glacial spike build. But the pathings are very weird. I think there is no reasons to put Ebonbolt on the left side if Glacial Spike(GS) is going to be on the right side. Cuz you know, if you playing GS you pretty much playing Ebonbolt. Then there is this talent "Arctic Piercing", frostbolt critical strikes, incresase your Ice lance damage, This one should be in the same node as Frozen touch, and move Ebonbolt to that place. Sames goes for the flurry stuff, it should be at the center of the tree, cuz every build benefit from brain freeze procs. The elemental should be BASELINE, and having lonely winter as a single option node and move to other place, or put it back with bone chilling, and move frostbite to that node. Or remake that whole area XD.All the frostbolt and the comet stuff should be close to the Right Side of the tree. I think that Frostbolt + Comet(cold front) + Flurry(Ebonbolt) + Glacial Spikes have a very good synergy, so we cud probably play a build with cold front + glacial spike, glacial spike + slick ice or slick ice + cold front. And then having the AoE stuff, with Orb + Blizzard + Ice Lance + Icy Veins. Splitting Ice should be at the center, cuz its good for both Ice Lance and GS builds.The last node of icy veins should grants you the Brain Freeze and Fingers of Frost, and remove the extend duration node. And from here split into the 2 previous options.And there is a lot of things that need more polish too. I hope they fix it and make it fun to play.
Good lord the art in the background of the Frost tree is atrocious.
Arcane Tree Feedback:-Please rethink the position of Prodigious Savant in the Arcane Tree.It supports an Arcane Blast spam which is mana heavy => Defeats the purpose of trying to maintain mana level for Enlightened (above it, you would mostly only benefit from the mana portion of it) by weaving Arcane Barrages because first 3 Arcane Charges while building Arcane Blast really cant be done by Arcane Blast itself effectively, you would always Arcane Orb or Presence of Mind them. Also it goes against a playstyle of Arcane Missile with Orb Barrage (below it) build which uses Clearcasting to maintain mana levels and burst with Arcane Echo.-Englightened is a weird choice now in its position (its only in good position as an one and done talent where you dont continue in its line) because since you dont have baseline mana gem you cant tactically try to maintain it without dumping with Arcane Barrage (even that is undermined by having to pick Mana Adept to do it) And obviously Mana Gem choice is not a possibility for non Clearcasting style because you'd have to go through the opposite side of the tree and itself supports a Clearcasting Style, whereas previously mentioned Prodigious Savant doesnt.-Concentration also works against Orb Barrage, please adjust either one of them to not counteract. Since one prevents Clearcasting consumption and other works from Clearcasting consumption.-Also please rework Rule of Threes, its a DPS loss because it prevents mana use for Clearcasting generation and will never be picked in any circumstance, make it refund the mana spent on the third use of ability afterwards so it can actually create Clearcasting. Or remove it completely because you'd have to make Arcane Familiar do decent damage because in combination with Englightened Rule of Threes would make the 8% damage uptime higher thus overpowering Arcane Familiar even more. -Arcane Familiar: The AI on it's targeting is absolutely horrendous and inconsistent and often pulls things you are just targeting.-On a similar note Impetus is just way too random, you already have a semi random Clearcasting. Remake it to increase the chance of Proccing Clearcasting by Arcane Blast, which would support Nether Precision (under it) and so you don't end up spamming Missiles because of effective damage on low Arcane Charges. Impetus in current state is picked purely because of Amplification and doesn't really synergize with the playstyle its leading towards. -Mana Adept: Please make this a baseline part of Arcane Barrage, it's damage per Arcane Charge already got nerfed so outside of Arcane Harmony or Execute you'd only use it to restore mana if you played improperly by not setting up Clearcasting with Slipstream before a movement window (which is also greatly diminished as an option now because you have to pick Improved Clearcasting+ Slipstream for that)Improved Prismatic Barrier: Eh, why is a defensive option leading to a situational CC? Even if it wasn't, Prismatic Barrier was nerfed baseline just to have this, that's just low. ESPECIALLY since Arcane lost baseline Greater Invis but Frost and Fire didn't lose any of their defensive capability, GAINED Greater Invis option AND gained Master of Time option. There are no longer pros for picking Arcane especially since you have to be planted in place even more than before because of Arcane Surge cast time being longer than Touch of the magi (which is now instant) so you have even slightly smaller window to setup your burst because you would need to plan even further ahead to make use of Foresight. So you technically have to plant for more than 14 seconds (10 foresight 2.5 Surge+ first Arcane Blast so you can fit the next 3 Arcane Blasts into Firesight after) to even start your burst damage, that's incredibly hard for most fights. You have to go to quite the lengths to perform your niche, isn't that just weird?VERYIMPORTANTLY: Please add a choice node to Orb Barrage, it's weird that a single target ability (Arcane Missiles) procs an AOE ability and since Arcane Orb is a linearly travelling ability, it proccing from a single target ability would often result in unwanted pulls in M+. It would feel incredibly bad having to track this count all the time while also having to mind where you are facing and when you are in semi melee range because of enviroment/soak situations you have to deliberately not use your arcane missiles at some points so you dont launch an Orb which could potentially cause a wipe if it hits something, especially if you are running an Arcane Echo setups where not channeling missiles in your Touch of the Magi (limited window) would be quite a huge loss.Arcane Blast in general: The only thing that supports using it is Prodigious Savant and Nether Precision (only applicable in certain situations). As pretty much the iconic Arcane spell it's so underutilized in your damage breakdown its actually sad, especially since the breakdown itself isnt deep, its only Explosion, Arcane Barrage (setup), Arcane Missiles, Arcane Orb (CD) and Touch of the Magi (CD).Please make a capstone supporting it's playstyle somewhere, ideally under Prodigious Savant (wherever that ends up). Clarification: Arcane Blast is used less than Arcane Missiles because of 4 Reasons: 1) It is only worth using at 4 Arcane Charges2) Interrupting Missiles midcast still results in damage output, whereas Arcane Blast doesnt3) Similar damage outputs where one contributes to Arcane Harmony4) You can benefit from Clearcasting while spamming missiles without having to think.Also please rework Time Anomaly in class tree, it just feels terrible to play and is so often completely wasted and especially on Arcane where you can find yourself out of Arcane Charges and have to rebuild it becomes just a mana regen proc and even that can be wasted if you manage your mana properly or play Evocation. YOU WILL NEVER PICK THIS OVER TEMPORAL WARPEnd effect is either: A) it procs at a bad time and you cant benefit from it in any way B) procs when you have no arcane charges and are forced to use Arcane Missiles, which ruins your Clearcasting setup which you might have been building C) Procs during Evocation=>wasted D) Procs after Evocation (Siphon Storm setup) and mana regen is wasted and not to waste the damage also it makes you delay your own Arcane Surge which desyncs every CD line up you have as a very niche funnel spec =>GIGA FEELS BAD. E) Miraculously procs before your Arcane Surge (so surge benefits from it, 25% gain on that huge hit) and the rest of it is overwritten by your normal Arcane Surge. Which is a COMPLETE RNG gain and feels terrible that it doesnt happen at that one specific point and even then 90% of the effect is wastedF) You gain one Clearcasting Proc randomly....as a capstone talentG) Somehow someway, under all these criteria all stars allign and you actually gain from it. And even then Temporal Warp outperforms it 100 times over AND is an active decision that doesnt ruin your setups.Surely you can say that "it's a low input potential gain for new players" but even those players have some game sense and messing up their timings is even worse than for a good player because often they wouldnt be able to adjust or gain from it in any way in most situations