(Edit: I feel like they have fixed the tree and addressed more or less all of the issues mentioned here with their blue post on 24th August, very happy, looks better)
While I completely understand that this is an initial iteration of the Arcane Mage talent trees, I feel like there are a lot of red flags that indicate that Arcane may not getting the attention from someone that has played arcane either in raids or M+ for an extended period of time by someone that plays somewhat proficiently (Not that I do that particularly well)
I have compiled a few hopefully constructive criticisms with examples here that may help to improve the talent tree in various ways.
1. It is possible to spend points in talents far down the tree that rely on other talents or provide little or no value to the player due to them not having selected a talent further up the tree.
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Resonance without Improved Arcane Barrage does nothing.
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Reverberate without Improved Arcane Barrage is a DPS loss when you cast Arcane Barrage with 4 Arcane Charges instead of another Arcane Explosion on more than 3 mobs. Also note that you wouldn’t cast Arcane Explosion on 3 mobs.
2. Way too many of what I will loosely refer to as ‘Choices’ are components of baseline spells. Without these components Arcane an incredibly tedious to play without. Arcane has always felt like the spec is handicapped with inconvenient design that feels annoying to play. Then, the talents are used to buy back solutions to these problems. It would be nice if the design could be adjusted so that this is less of the case as this is why we’ve ended up with a singular builds for the last 3 expansions with little to no deviation between different players.
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Amplification: Hard casting Arcane missiles is not fun without this
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Improved Clearcasting: I need to be able to save and choose when and where to spend these either for movement with Slipstream or Arcane Harmony capping at a bad time to spend.
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Presence of Mind: Unless you don’t want every burn interrupted with movement
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Evocation: Unless you enjoy being repeatedly punished from accidental overspend and not having to eat after every 2nd pack, I can’t replicate the Kyrian Build and have this.
3. There are many of the dead talents no one ever takes because either they are not fun, fiddly to play or have no particular synergy with other spells/abilities so the question is, why are the still here after 3 expansions?
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Enlightened: Dull Passive
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Nether Tempest: At least make it an AoE DoT with no Arcane Charge interaction at the very least, its to hard to weave in.
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Rule of Threes: Clearcasting without the benefit of Amplification, this is not great.
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Impetus: Dull Passive I assume being used to replace the super fun Arcane Orb Arcane Charge generation that was such a joy to cast within the scope of the Kyrian Build.
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Foresight (Stand still for 10 seconds? Now? In M+ with the mildest of affixes? In PVP? In any raid? in 2022 right, not classic? World of Warcraft, right?)
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Reverberate (Unless I am using Arcane Explosion as a movement filler to get Arcane Charges, I would not be trying to get them expressly for AoE, I would be trying to get them for my next Touch of the Magi burn since Arcane Explosion / Arcane Barrage is an off-burn rotation button I rarely use since it forces the loss of my Arcane Harmony stacks which take too long to get for me to waste them on off burn.)
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Mana Gem: Inconvenient, 3 charges, ALL activities are more than 6 minutes and burning 18% of my mana with a three second cast is not fun between pulls or during a boss, if I get a break I can’t just recast to get top-up the charges, I need to find it in my bag, drag it out, confirm delete then recast, there used to be a macro to destroy the mana gem but it was broken a few patches ago.
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Cascading Power: Bad Synergy, can’t currently use a mana gem at 100% mana and I am likely going to be at 100% mana before a burn, Is this from TBC? If I need mana, it’s because I overspent on a burn, not because I’m about to open up a burn again
1.Removing spell / components that are currently baseline and calling them a talent. I understand this is par for the course, but these abilities are baked in for a reason. They aren’t niche benefits for Arcane they are integral to fun play.
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Improved Arcane Barrage: Spell component from baseline Arcane Barrage as we have it in Shadowlands which completely breaks or reduces DPS of 2 later talents.
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Conjure Mana Gem: It was nice to have but no one asked for it in Shadowlands, as aforementioned its fiddly to keep up.
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Mana Adept: Spell component from baseline Arcane Barrage as we have it in Shadowlands, gives us a passive way to continue playing without literally having to stop everything we are doing and wait for mana ticks. We should always have a fallback recovery method when everything else is on cooldown.
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Arcane Orb: The best baseline spell we were gifted, which increased tempo and alleviated having to constantly hard cast Arcane Blast for Arcane Charges is now being treated as a DPS increase in of itself rather than a utility to get Arcane Charges and can’t be taken if you want to recreate the Kyrian mage build. I guess this utility has been replace with Impetus, which is not fun or satisfying. Considering the power of this spell, it doesn’t make sense that it’s so far down. Maybe just give it baseline and have a talent to boost the damage for people that want to use it as such.
Current Issues: We just want to have fun, I like the new spell replacing Arcane Power, but that isn’t going to fix struggling with the same quality of life issues we have done for what seems forever.
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Interrupted burns due to very tight windows in conjunction with affixes and normal mechanics.
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Effectively having the same combo points on target issue that Rogues used to have with Radiant Spark. (The target dies and you are dead in the water in terms of damage for the next 45 seconds having already having wasted a 2 min Arcane Power cooldown.
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Having the damage of Arcane Barrage not added to the Touch of the Magi when the target dies from the self same Barrage.
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Having mobs in M+ like the Nathrezim mini boss remove the Touch of the Magi when they die because they don’t die, they get whisked off by a Cartel member for the sake of theatrics. Same with Attumen the Huntsman in Lower Kharazhan when he mounts and dismounts (You can only get a successful burn off on pull following the first dismount, Arcanes setup is way to long for the currently pace of play)
Long Live the Arcane Dream