So what’s the idea with Mages going forward in SoD PvP? Currently they are in a really bad place, and even tho AoE-farming in dungeons that one day was … “fun”, the end game PvP is anything but.
Mages have always been glass cannons. Im currently rocking Pre-raid BiS +, with some Gnomeregan gear (no negative Stamina tho), 5 Epics, and I have about 1.2-1.3K unbuffed with 400 armor. 700 with my own Frost Armor.
In Classic/Vanilla this was fine - balanced, as Mages could play around RANGE to outplay their (melee) opponents. But unfortunatly RANGE isnt a factor anymore. Between Warbringer (2 charges in combat, breaking all snares), Shadow Step, Quick Strike and Between the Eyes, the 15 sec on Blink is easy to outplay. Slows around oppenents that can slow you and keep beating at you from melee range are rendered useless. On top of this, currently the “old” PvP Trinket doesnt remove stuns, meaning you either have to Blink for range or escape, but often would need both when initiated upon.
Mages have some defences against melee, the Mana Shield (Rank 3 is 300 damage) and Ice Barrier (Talent: 455 damage, 30 sec CD), but when regular hits are on par with them, they do little for protection. Mages lack the “tankyness” that other casters have like Boomkin/Bearform (Survival of the Fittest Rune), Metamorphosis, Dispersion, Inner Fire, that can allow for a escape when targeted. Instead, we do have Ice Block - which one could use to wait for the CDs of Blink/Nova, but then again the oppnents would get their CDs back aswell (see previous points about anti-range).
Mages could sacrifice a rune or two for healing (themselfs), but after the 2 nerfs on AoE heals (80% x 2 ) and the 50% reduction on self healing, a hardcasted Arcane Blast (2.5 sec) offers a low 200 hp heal - worse than both the HoTs of the Druid, Priest and Life Drain of Warlock, yet not even instant. Hardcasting in SoDs fast phased PvP is the last resort, but Mages need to rely on it to both heal and do damage.
Other casters recived hard hitting, low CD, instants (Star Surge, SW:P) ONTOP of their new runes and already big toolkits, DoTs, other baseline instants and defences, but for Mages to mimic this playstyle (which is baseline rotation for other casters), they would have to play a 3 min Mage (Arcane Surge), where the cost is all of the mana - rendering anything else after this point useless. Fun for videos or duels, not that fun in any other scenario.
Apart from that, any damage that is offered is based on hardcasting apart from a Fire Blast (8 sec CD, 200-300 damage unmodified at Rank 5, with a short range of 20 yards) for Fire which needs to crit (and spec) for a DoT, but is way below the DPS of any other instants of casters on the same or lower CD, with longer range, and Ice Lance (45-55 damage unmodified each GCD) for Frost.
So whats the idea going forward? If the Rock, Papper, Scissors “balance” that once was is removed, how can Mages be viable casters apart from being the 3rd player DPSing on targets which are focusing on somebody else? In theory slows, snares and blinks are powerful tools, but currently they all have counters and are simply time wasters before a certain death than tools. Going against any other class needs a missplay, ambush or the other part lacking a CD for a equal chance.
If Discplacement Rune is true, it could be a start (altho most gap closers are doubled), but question is if that is enough to compensate for the hardcasting and low armor/HP Mages of SoD. Currently the only people annoyed/bothered with Mages in PvP are people who get free casted on in zergs, but in equal terms Mages would be one of the easiest targets for now.