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Legion Mage Class Changes
2016/08/12 at 11:39 AM
Table of Contents
Table of Contents
This post covers all of the changes to Mages in Legion: talents, spec-specific abilities, artifacts, class changes, spell animations, glyphs, and tier sets.
Leveling 1-20 Guide
Wowhead has guides to each spec written by popular
community members, linked above. All three Mage guides are written by
New to Legion, you can also create and submit your own build guide! We designed a new user-friendly UI for writing class guides, which allows you to do the following new things:
Embed Talent, Honor Talents, and Artifact Calculator builds into the guide, with notes on each ability choice.
Leave tags specifying the skill level required for your build, and if it's suitable for different categories of PvE and PvP. Perhaps you're looking for a simple build for an alt, or something specifically for dungeons on your main.
Select stat weights and rank useful enchants, gems, and food.
Leave notes on any important items that impact your build, such as
To set up a Legion Class Guide, just go to "
Create New Guide
" on any guide page and select "Classes" from the guide category, then pick a spec. You can also set up a guide for a spec via the "Create New Guide" option on the
Legion Talent Calculator
Mages had strong spec fantasies and improvements focus around tweaking gameplay and quality of life changes.
Arcane's Mastery has been changed to Mastery: Savant. This increases maximum mana and mana regeneration rate, as well as the damage portion of of
The Mastery change means that it is no longer harmful to fall to very low mana levels. However, you will still want to use a burn/conserve rotation (see below).
Mana regeneration is no longer increased by haste.
no longer reduces
's cast speed.
is now baseline for Arcane Mages.
now benefits from
in the same way as
; this means that a burn phase (see below) is now possible using the spell.
in addition to
damage done by affected spells, but they no longer cause 25% more damage.
has been renamed
now spreads passively, without
has two charges, is off the global cooldown and usable while casting. It is used solely to force crits for
is now a self-buff (see ‘Offensive Cooldowns').
It is no longer possible to hold both a
Draenor Perks have been removed or made baseline.
is the only perk that still exists in the spellbook for Fire Mages.
now only has one charge.
is no longer spread by
and lasts for four seconds, with a 12 second cooldown. It is spread to all targets hit by the final explosion.
A ‘petless' Frost Mage is now possible with the new
has been removed and replaced with
as the spell to use when
now causes Flurry to apply Winter's Chill for one second and be instant cast. Winter's Chill causes the target to take damage from your spells as if it were frozen.
There is now interaction with Mastery:
through a new talent:
The way that
activated has been changed. The extra damage is now calculated based on whether the target is frozen when a spell hits, rather than when it is cast. This means, for example, that a target could be frozen when a
is in mid-air, and it will benefit from
. However, it is a nerf to abilities that hit multiple times, such as
, as the first hit will break the frozen effect.
has been removed.
is now a talent, not a glyph.
Blizzard is no longer channeled. Instead it is cast at an area on the ground and deals damage over eight seconds.
now only has one charge.
Most specialization received visual updates for Legion, especially melee. We have videos of the new Frost and Fire Mage animations. Additional videos on our
Legion Spell Animations Playlist
There are more spec-specific talents in Legion, with each talent tree row offering more playstyle variety--active, passive, and proc talents. In addition, there are less "themed" rows--eg mobility talents are split among rows, instead of being in the same row. View all Legion Mage talents in the database
Create your own talent build with our
Legion Talent Calculator
and if you find a build particularly interesting, click on "Create a Guide" after selecting your talents and leave a little explanation to share with other beta testers!
Ice Barrier - now general ability
Greater Invisibility - now Arcane ability
The new max-level PvP Honor system allows you to select certain talents based on your Honor Level. These abilities selected will be active in addition to your regular Legion talents. There are a mix of general talents for each role, class-specific talents, and spec-specific talents.
You can also create PvP-specific guides with commentary on both Legion and PvP talents. Head over to the
PvP Honor Calculator
to create your own build and save it as a guide.
In Legion, more abilities are becoming spec-specific to enhance the fantasy for each spec. To see how an ability has changed each Legion build, click on the spell, and then view the "Changelog" tab on the spell page.
: Your Frostbolts have a 10% chance to cause the Brain Freeze effect. Each multistrike increases that cast's chance by an additional 15%. The Brain Freeze effect causes your next Frostfire Bolt to cost no mana, be instant cast, deal 85% additional damage, and act as if your target were frozen. Frostbolt has a 10% chance to empower your next Flurry to apply Winter's Chill to the victim for 1 sec and be instant cast. Winter's Chill causes the target to take damage from your spells as if it were frozen.
: Unleash a flurry of ice shards, striking the target 3 times for a total of Frost damage. Each shard reduces the target's movement speed by 70% for 1 sec.
Cone of Cold
Fingers of Frost
Deep Freeze - now removed
Ice Shards - now removed
Frostfire Bolt - now removed
Increases your Mana regeneration rate and maximum Mana by 8.0%. Arcane Charges increase the damage of affected spells by an additional 4.00%.
Teleports you back to where you last Blinked from. Resets the cooldown of Blink. Only usable within 6 sec of Blinking.
Arcane Mind - now Removed
Presence of Mind - Removed
Arcane Charge - now a Resource
Getting two direct-damage critical strikes in a row will make your next Pyroblast or Flamestrike spell instant cast, and cause double the normal Ignite damage.
Incineration - Now Removed
Arcane / Dalaran Brilliance - now gone
Cone of Cold
- now Frost
Fire Blast - now gone
Frostfire Bolt - now gone
- now Talent
Nether Attunement - now gone
Remove Curse - now gone
Artifact Weapons and Traits
Arcane Aluneth Calculator
Fire Felo'melorn Calculator
Frost Ebonchill Calculator
Our Artifact Calculators, linked above, let you browse traits, relics, and appearances in the modelviewer.
Our class guides have recommendations on how to spend Artifact Power and choose Relics.
comprehensive Artifact Weapon guide
covers the following:
All artifacts by spec
: any hidden abilities like
Gaze of the Val'kyr
, and flavor effects like
Xal'atath, Blade of the Black Empire
: their perks, costs, how to acquire traits, and max level bonus traits.
: how they increase ilvl, how they modify traits, and how to acquire them.
: your first one and later ones for offspecs.
: how this increases the rate at which you acquire Artifact Power, how to increase your AK level, how much extra AK you get at each rank.
: Every appearance organized by spec, how to get them, and modelviewer and video links.
Artifact Lore, Wowhead's Art Interview on Artifacts, and FAQ.
Mages have class-specific sets from Raiding and PvP, as well as from the Order Hall. Dressing Room links and more armor sets are found in the
Legion Armor Guide
Major glyphs have been removed in Legion and cosmetic effects have either been converted to minor glyphs, toys, or class books sold on vendors.
Mystical Tome: Arcane Linguist
Mystical Tome: Illusion
: effect of old Glyph of Conjure Familiar
Dalaran Initiates' Pin
: effect of Dalaran Brilliance.
All of these items are sold by
in Sisters Sorcerous for . The Initiate Pin costs instead.
Fantasy and Gameplay Blog
The following information has been taken from Blizzard's
Legion Class Preview Series: Mage
Mages of the arcane are diviners of secrets, balancing the ebb and flow of incredible mystic energies. Unparalleled skill is required to manipulate the volatile forces of the universe. These practitioners push their magical knowledge to its very limits—often to the brink of their own exhaustion, and at great risk to the world around them. Those who master this craft are capable of releasing a barrage of unrelenting power upon their enemies, drawing upon replenishing energies to maintain their assault for as long as the battle demands.
Arcane Mage abilities and gameplay already deliver on the spec’s fantasy quite well, so most changes are in the vein of polishing what’s already there. First, for added mechanical clarity, Arcane Charges are now an actual resource located underneath your Mana bar instead of a stacking debuff. The functionality is still very much the same, but this change should make their accumulation and use more distinct. The one significant gameplay change is that Arcane has a new Mastery, which increases your maximum Mana by a percentage, and increases the damage bonus from Arcane Charges. This should make the Mastery feel a bit more interesting by allowing more aggressive Mana usage as your Mastery improves, and feel more empowering, ultimately giving you much more control over your rotation.
While any worthy mage is an unparalleled expert in the use of magic and heavily dedicated to their craft, those who master the forces of fire tend to be a little more audacious than their peers. If a threat stands before them, the answer is always to neutralize it in a glorious blaze. A lifetime dedicated to the study of fiery forces only fuels their pyromania, and these mages take pride—even pleasure—in igniting their enemies in wild bursts of flame. Mistake their affinity for watching things burn as a lack of self-control at your own peril.
Similar to Arcane, Fire already exudes its core identity, so our changes are focused on gameplay adjustments. Ultimately, you will have more freedom in what buttons you press and more control over the Heating Up mechanic, which is core to Fire Mages. In particular, the Inferno Blast ability was trying to fill two roles: spreading Ignite, and forcing a Hot Streak from a Heating Up. We’ve opted to move the spreading to an innate property of Ignite and have taken Inferno Blast off the global cooldown so that you can more freely and intuitively use it to trigger a Hot Streak.
Another major change is the redesign of Combustion. It’s an incredibly complex skill, hard to understand for most people, and has the potential for either ridiculous success or critical failure, with the odds being extremely random and very hard to gauge much of the time. We’re redesigning it into something that fits into the Fire rotation in a clear and consistent way.
Frost mages stand apart from their colleagues, in that their chosen school of magic focuses on maintaining supreme control over the capabilities of their enemies. Mages who command frost perform chilling displays on the battlefield, rendering foes immobile as they bombard them with ice. Often, the blade never reaches the caster before the bitter cold takes hold. The frost mage exudes frigid power as icicles form around them, foreshadowing the wintry demise of those who stand opposed on the field of battle.
Frost Mages are very effective casters, and there’s already a lot to like about this spec. Frost’s defining traits and abilities are cohesive, the mechanics are understandable, and there are plenty of opportunities for players to explore unique gameplay at a variety of skill levels. Rather than making any dramatic changes to how a Frost Mage plays, we’ve focused more on fixing one particular outlier in their Spellbook: Frostfire Bolt. After removing the fire portion of the spell, it began to feel like just another Frostbolt, and we started to wonder how a spell supposedly combining frost and fire wasn’t just producing a puddle of water at the feet of the enemy. We’ve removed Frostfire Bolt and made Frozen Orb part of the core spell kit in its place, which better lends itself to the identity of the Frost Mage.
In terms of spec definition and overall design changes, Mages lay in contrast to the classes we’ve talked about so far in this series. Mages are in a very strong place compared to most classes, both thematically and mechanically. There’s a lot of distinction among Arcane, Fire, and Frost Mages, with each type of caster specializing heavily in a single school of magic, and each of the three schools having strong themes and consistent properties. Arcane magic warps time and space, and controls the flow of mana; Fire magic unleashes destructive force that spreads chaotically; and Frost slows and controls, setting foes up for devastating strikes.
The changes we’re making are more to prop up existing gameplay for all skill levels and provide some quality-of-life improvements. As a simple example, Summon Refreshment now automatically provides you with a stack of food if you’re adventuring out on your own, or a table of refreshments when in a party or raid.
Blizzard has lately been very
active on Twitter
, posting clarifications on Legion developments in response to user questions. We track all of the significant tweets with our
Blue Tweet Tracker
, which lets you filter conversations by class and role.
These class tweets are grouped by month and topic--some of the earlier tweets are included for archival purposes, but may reflect outdated design choices.
All January 2016 Tweets (Click to view)
All November 2015 Tweets (Click to view)
Links to major datamining updates:
22201 on July 12
22133 on July 5
22053 on June 28
22018 on June 23
21996 on June 21
21952 on June 14
21874 on June 8
21846 on June 2
21796 on May 26
21737 on May 19
21691 on May 9
21655 on May 5
21570 on April 27
21531 on April 21
21491 on April 13
21414 on April 6
21375 on March 30
21287 on March 17
21249 on Mar 9
21215 on Mar 3
21134 on Feb 23
21108 on Feb 18
21063 on Feb 10
20979 on Jan 27
20914 on Jan 13
20810 on Dec 15
20773 on Dec 2
20740 on Nov 20
Share your comments about this guide in our Mage forum!
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