Blizz, here is one more. If You ve got no idea than read this.
Try to think big. Just forget about dps…
What could be big change for arcane mage? Lets admit, YOU (Blizzard) FAILED TOTALY by designing arcane mage. YOUR FAILURE started right after MoP, like a highway to hell, every try to do it better was a sh%tting out the next worse frankenstein. I even started to play frost in PvE, how bad could that be?
Big change?
Rune of power (RoP). Mage now can have 2 RoP placed at once, living time 60 sec, no CD. Standing within RoP will reduce all incoming damage by XX % and making the mage immune to X number of spell effects every Y seconds. No damage increasing!
Arcane Charge. Every charge reducing incoming damage to XX% while increasing the mana consumtion of Arcane Blast, AE and Mana Shield.
Mastery. XX%(tied to mastery) of incoming healing will refill mana shield as well as mana pull.
Time walk. Manipultaing time lines makes arcane mage able to predict and igrone YY% of boss meele hits while time walk is active.
Arcane blast. Geenerating Charges. Hits the target with XXX damage based on Intellect.
Arcane explosion. Instant. AOE, generating charges etc.
Evocation. Channel. While active restoring mana, refilling mana shield if active and taunting enemies in range of XX yards. Mana restored as well as shield restored generating XXXX% of threat for every point restored.
Time slow. Mage can slow time. Next 10 sec boss attack speed increased, After 10 sec boss attack speed decreased.
Mirror images. Instantly creates 4 copies. Copies are splitting incoming damage done to mage between them. Copies do same damage as mage and generate additional threat.
Time sphere. Instant. Warps all raid/group members to the mage and places a time zone around the group decreasing incoming damage by XX%.
Mana shield. Instant. Absorbs huge amount of damage while consuming mana. While active increases armor by XXXX%. While got hitted have passive a chance to buff nearby group member with shield that absorbs XXX of damage.
Prediction. Instant. While active the enemy’s HP will be set to 20% for XX seconds making some classes to deal additional execute damage. This damage will be absorbed and do delayed damage after “prediction” fades. Example, boss has 100% HP, after Prediction casted, boss has 20% absorbing all incoming damage for XXseconds. After XX seconds boss has (100%-absorbed damage) HP.
Delay. Chanelled. Absorbs all incoming damage of the target for 5 seconds. Deals XX% of absorbed damage within next XX seconds after, every 2 seconds, to mage.
Blink. Instant. Just as it is, blink. Decreases incoming damage for XX% for 2-3 seconds and leaves a copy of mage on the placed he was before blink.
Time clones. Passive. Every XX damage arcane mage deals create a copy of arcane mage.
Copies. Passive. Copies absorbing X% of incoming damage to arcane mage. After death they refill mana shield.
Clearcasting. Passive proc, stacking up to 3 times. Allows the mage to cast AM. While AM being channeled the mage cant be CCed(stunned, feared etc) and takes decreased damage (XX%).
Swap. Instant. Marks a friendly player, after 2 seconds mage and marked player will swap places and threath levels, so mage will get all enemies which were attacking friendly marked target and marked target will be attacked by enemies which were attacking mage before reverse was casted. Should have short Cd, like 10-20 seconds.
Bad and good times. Instant. Next 10 seconds mage will get increased incoming damage +XX%. After that 10 seconds get decreased incoming damage -YY%.
Compulsion. Instant. Blinks every party member for 20 yards forward, doesn’t cancel their cast and doesn’t break invisibility.
Last second. Instant. Leaving mage with 1 hp, but refilling 100% of mana and mana shield.
Arcane tank… Bunch of ideas, nothing else…