Hello, I’d like to point out some design/placing problematic nodes remaining in the Arcane since it seems like due to its initial design being not as problematic as Fire and Frost trees the problems in it were largely overlooked due to having solid individual nodes. By listing them and showing their flaws I’m hoping that there will be changes introduced which would make the spec a bit more approachable for newer players because I always fine it quite fun to play.
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Rule of Threes : - Currently a DPS loss in many situations because it prevents Clearcasting procs, which half of the tree works with. Making it that pathing to Presence of Mind is just better done through Charged Orb and ignoring the whole choice node.
Solution: Instead of reducing the cost by 100%, refund the cost 1 second after use. -
Arcane Familiar: - Boring mana node with clunky AI and no effect on your gameplay. I don’t mean to be mean but this is just straight bad, always has been and always will be. It will only be a choice if it does actual damage and then its a poor design because you are creating a whole separate entity to just boost your damage a little bit.
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Impetus: -Way too low of a proc chance for a spell you generally never use under 3 Arcane Charges without using Presence of Mind, because its inefficient and slow otherwise. At that point the extra charge is useless. Please reconsider it entirely
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Nether Tempest: -This talent is extremely inferior to Reverberate as an AOE option, it’s only effectively useable at 4 Arcane Charges, doesn’t generate Arcane Charges, is lower radius and does reduced damage to secondary targets, does just slightly more damage than a single Arcane Explosion and doesn’t contribute to increasing gameplay pace of using Arcane Barrage. It’s essentially a bait talent that is not even a case of “easier to use option for newer players”, quite opposite.
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Orb Barrage: - This talent doesn’t have a thematic or gameplay tie to other nodes in its line.
Additionally, it sends a linear traveling aoe spell by using a rotationally spammed ability (especially in burst), which might accidentally hit something you dont want to and pull. The only way to avoid that situation is to actively not use Arcane Missiles (even in your cooldowns) which is just a terrible situation to be in, especially as a clearcasting arcane echo setup. And turning around during a cast just so you “waste” a proc is equally as bad.
Solution: Replace with Mantle of the First Kirin Tor as a capstone node connected to Arcane Bombardment, same output effect on a more controlled spell. -
Improved Prismatic Barrier: - Please move the node to a free spot under Arcane Missiles so it’s a choice and not BLOCKING pathing to Supernova. Currently I’d rather “dump” two points into Nether Precision and Slipstream to get Supernova.
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Mana Adept: - Restoring mana by dumping Arcane Charges is an essential part of the gameplay loop for Arcane. Most classes/specs have their essential passives/spells in the top rows of their tree (8 point line). Please move this node or preferably make it a baseline component of Arcane Barrage.
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Evocation+Siphon Storm VS Conjure Mana Gem+Cascading Power : Two talent lines with the esentially the same effect = use to restore mana while gaining a damage buff, where its a pure tuning decision in heavy majority of situations instead of design/playstyle decision. Please just remove one of them/make the ability baseline (nerfed Conjure Mana Gem).
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Touch of the Magi : Core ability of Arcane, with one absolutely fatal flaw that’s been there for a long time. If the enemy dies before it expires, half your damage is lost. This is something that’s fixed only by higher m+ keys or by actively working against your playstyle/spec idea and swapping to another target (which might potentially die to the explosion anyway).
Solution: Make it explode on target’s death in addition to expiration. -
Radiant Spark: - While great, spell is also a so called “noob trap”, if you use it on cooldown it’s a DPS loss because you want to use it within Touch of the Magi window. It’s cooldown never alligns with anything you do, instead you actively hold back from using it.
Solution: Please reintroduce Effusive Anima Accelerator (Mikanikos) as a node next to Harmonic Echo so it’s at least useable in AOE without this weird situation appearing.
On the line of Radiant Spark, I personally think that the tree essentially pushes you to play “Kyrian Aracne” because of how the nodes synergize. This is basically creating a close to no-choice build within the tree, where even though all the individual nodes are good, you are not really making any choices. There are currently only 3 real choices that are not tuning choices (therefore ignoring Evocation and Gem line): Arcane Echo, Reverberate, Supernova. Please introduce a capstone under Prodigious Savant that deviates from pushing this super niche playstyle. It’s making Arcane as a whole spec a situation choice instead of having situational choices WITHIN the tree.
PS: Buff Arcane Defensives, by introducing Greater Invisibility and Master of Time to the class tree Arcane is now not only a niche damage dealer but also comparatively inferior to Fire and Frost in Defensives (Cauterize, double Ice Block).