Wow generic changes and fire mage rework new spells for midnight

WoW generic Change suggestion and fire rework Suggestion

. FOR MIDNIGHT

I would really appreciate discussion about it — even more from Alpha testers.

Generic Mage Change

New Talent or Dual Talent:

Explosive Potential:
After casting your Barrier, your next Blink or Shimmer will cause Blast Wave at your previous location (Blast Wave effects the same as already is at Midnight).
This effect can occur once every 30 seconds.

Fire Mage Spell Ideas

Flamestrike:
Learned by spec in Fire. Damage becomes 128% of your spell power.

Meteor:
Cooldown is affected by haste.

Fire Orb

  • 15 sec cooldown — Instant cast
  • Creates a fire orb at target location that hits the target for 34% SP damage and all others within 8 yards for 29% SP.
  • After spawning, the fire orb will pursue the target slowly for 5 seconds, hitting all targets within 8 yards for 28.5% SP fire damage every second.
  • All damage sources from fire orb apply one stack of Fire Vulnerability each time they hit.
  • Fire Orb (only during spawn damage to the primary target) affects Hot Streak.
  • Haste affects Fire Orb cooldown.
  • Fire Orb damage contributes toward Ignite.

Fire Vulnerability:
Each stack increases Fire spells and Ignite damage by 2%, up to 4 stacks.
Duration: 12 seconds. Each new stack refreshes the timer.

Phoenix Flames

  • Cooldown: 18 seconds
  • Deals 76% SP damage to primary target and 54% SP to all targets within 8 yards (including primary).
  • Reduced damage beyond 8 targets.
  • After explosion, the Phoenix remains for 2 seconds, making your Ignite apply 350% faster to all targets within range.
  • Phoenix Flames always critically strikes (both projectile and explosion).
  • Primary target damage only contributes toward Hot Streak; both contribute toward Ignite.
  • Haste does not affect cooldown.

Talents Reworked

Controlled Destruction:
Also affects and affected by Pyroblast and Fireball the same way as Ignite. Critical hits from these spells generate twice as many stacks.

Fervent Flickering:
Fireblast now spreads 100% of your target’s Ignite to 1 enemy and decreases cooldown by 1 second.

Fire Iris:
Now 3/6% (from 2.5/5%).

Blast Zone:
Also affects Fire Orb damage.

Deep Impact:
Decreases Meteor cooldown by 10 seconds and Meteor applies 2 stacks of Fire Vulnerability to up to 8 targets near center.

Frantic Speed:
Triggers from both Pyroblast and Fireball hitting enemies with 30% or less HP.

Ignition:
Fire spell criticals apply 20% more Ignite. Flamestrike applies 30% more Ignite.

Scald:
When Fireball critically hits, you have 20% chance (or 100% if target is under Firestarter/Scorch threshold based on talent choice) to gain Scald for 8s.
While you have Scald:

  • You can cast Fireball while moving.
  • The next Fireball consumes Scald, dealing 30% increased damage (+10% more vs targets under threshold of your talent choice).

Feel the Burn, From the Ashes, and Fired Up (Apex talents):
Affect and are affected by Phoenix Flames same way as Fireblast.

Surge Blaze:
Damage becomes 5%, also affects Fire Orb damage.
Casting Pyroblast or Flamestrike decreases Fire Orb cooldown by 0.5s.

Firestarter:
Fireball always critically strikes targets above 90% HP and fireball always has 10% increased critical damage.

Scorch:
Fireball always critically strikes and applies one stack of Fire Vulnerability to targets below 30% HP.

Fuel the Fire:
Bonus damage per target becomes 4%, capping at 20% (5 targets).

Talents Removed

  • Flame Patch
  • Flamestrike
  • Spontaneous Combustion
  • Fiery Rush
  • Intensifying Flames

New Talents

Fire Orb:
(Effects described above.)

Fire Exposure (2 ranks):
Fire Vulnerability stacks makes your Fire spell have increased critical chance by 1.5% / 3% per stack.
While Combustion is active, Fire Vulnerability increases your Fire spell critical damage by 1.5% / 3% of total crit chance the fire spell has.

(Example a target with 4 stacks of fire valnurebility while fire exposure is level 2 will have 12% additional chances to get hit by critical strike from your fire spells, if you have a total of 38% critical chances a fire spell would would have 50% chances to score a crirical ( 38 + 12) during combustion will get an additional 100% because of combustion . so a total of 150% virtual critical chance that will be translate into 18% increased critical damage (12% of the 150). for a spell like fireblast or phoenix flames that have gurantee critical strike the critical chances will not treated as an 100% extra..)

Phoenix Flames:
(Effects as described above.)

Flame Extender:
Whenever your Flamestrike center hits inside Fire Orb or Meteor ground radius, extend their duration by 1s (max 3s).

Tactical Flamestrike / Homing Flamestrike:

  • Tactical Flamestrike: Casts to cursor, increases damage by 40%, applies Path of Flame (same as Flame Patch).
  • Homing Flamestrike: Casts to target, increases damage by 50% (primary) and 20% (others), slows up to 6 targets by 30% for 3s.

Spontaneous Combustion / Exposure Combustion:

  • Spontaneous Combustion: Casting Combustion restores 2 charges of Fireblast; while active, Phoenix Flame & Fireblast recharge 50% faster.
  • Exposure Combustion: While Combustion is active:
    • Fire Vulnerability stacks applied are doubled.
    • Fire spells gain double Fire Vulnerability damage bonus.
    • Pyroblast & Flamestrike refresh Fire Vulnerability duration.

Fire Nerfs

  • Fireball: 270% SP (was 300%)
  • Pyroblast: 432% SP (was 460%)
  • Fireblast: 128.6% SP (was 132%)
  • Pyroclasm: +220% (was 230%)

Sunfury

New Talent (at Explosive Potential location)

Al’ar Reborn:

Fire:
After Arcane Phoenix is summoned, recharge Phoenix Flames cooldown.
Next Phoenix Flames (while Arcane Phoenix active & within 8 yards) becomes Al’ar Flames.

Arcane:
After Arcane Phoenix summoned, recharge one Arcane Orb.
Next Arcane Orb (while within 8 yards) becomes Al’ar Orb — cast by your Phoenix.

Al’ar Orb

  • Instant cast by Arcane Phoenix.
  • Deals +27.2% SP fire damage.
  • On hit: Phoenix consumes orb, blinks to it, and explodes for 61% SP within 10 yards, applying Lit Fuse to up to 4 targets.
  • Castable while casting, unaffected by GCD.
  • Does not affect Orb Mastery talent.

Al’ar Flames

  • Same base as Phoenix Flames.
  • Primary target +15% damage, explosion +30%.
  • Castable while casting, unaffected by GCD.
  • Phoenix moves to target location instead of new projectile generation.
  • Explosion applies Lit Fuse (instead of Ignite acceleration).

Lit Fuse

Deals 3 × (12% SP) fire damage over 3s, then explodes for 26% SP to target and reduced damage to others within 10 yards.
Does not spread further.

Fire:

  • DoT doesn’t apply Ignite, but is affected and affects by anything that affects Ignite.
  • Explosion contributes to Ignite, always crits, but doesn’t affect Hot Streak.

Arcane:

  • Lit Fuse DoT increased based on Arcane Salvo stacks when applied.
  • Each Lit fuse Explosion generates 1 Arcane Charge.

Lessons in Debilitation

New: Anything Arcane Phoenix steals is transferred to its caster.
(Or alternative: Arcane Phoenix casts Gravity Lapse only when first summoned.)

Spellfire Spheres (Rework)

  • Generate 2 Spellfire Shards per second (6 out of combat).
  • Haste increases generation rate.
  • At 50 shards, consume 50 of them to generate 1 Spellfire Sphere.
  • Cannot generate shards at max spheres.

Fire: Consuming Hot Streak generates 20 shards.
Arcane: Damaging spells have 50% chance to generate 25 shards.

Spell damage per sphere remains unchanged.

Talent Tree Changes

Fire Talent Swaps:

  • Fuel the Fire → (Flamestrike location; Flamestrike becomes baseline).
  • Meteor → (Fuel the Fire old location).
  • Deep Impact → (Flame Patch location).
  • Critical Mass → (Spontaneous Combustion old location).
  • Fire Exposure → (Critical Mass old location).
  • Fire Orb → (Cauterize old location).
  • Cauterize → New location between Pyroblast & Combustion, connected to Combustion.
  • Homing/Tactical Flamestrike → (Meteor old location).
  • Flame Extender → (Deep Impact old location).
  • Phoenix Flames → (Fervent Flickering old location).
  • Fervent Flickering → (Ignition old location).
  • Controlled Destruction → (Intensifying Flames old location).
  • Ignition → (Surging Blaze old location).
  • Surging Blaze → (Controlled Destruction old location).
  • Exposure/Spontaneous Combustion → (Fiery Rush old location).

With the exception of Cauterize, talent tree design and arrows remain the same.

fire orb = flame orb whatever name

i just need blast wave displacement and block healing for 3 specs they think removing all our defensives and mobility mage wiil be more easy to play with zero survive maybe if they remove mele mobility and give us plate armor and crazy damage is the only way

based on suggestion you have blast wave and better critiria to activate it .

block healing i dont remember when you had it.

you have more skills more buttons to press and potential to reach higher damage and being more mobile . either during execution scorch scald or during opening firestarter scald . even if low damage you have 3 spells with instant cast 2 of them always hot streak and one possible hot streak .

Mage for long time was bursty without lot of defensives . they wish to move towards this way i try suggest things that will not change the entire design philosophy but add flavor more fun gameplay towards it and not entirely purge an entire spec from what it was

they gonna remove displacement, sifting power, mass barriers, mirror and invis don´t reduce damage anymore and block healing in df we heal 80% of our life and mage have more damage now 50% and they remove in midnight so we back to classic but other classes don´t and even now is very hard kite meles because they are rang or have infinite mobility or grips like dh and dk, just warrior is melee and many classes still can knock and slow more then mage if they don´t listen feedback just gonna kill mage in pvp if we want just stand there and hardcast we have sp or lock and if we want just press one button we have hunters this lobotomy for mage is unnecessary and gona be more hard to play even with less buttons

mirror images is there . mass barriers shouldnt be a thing . block heal you ment ice block healing yeah thats painful but i understand different thing by block healing. well spellpower to damage conversion its realy big now . I thing pyroblast in dragonflight was 300% now its 460% . fireball its 300% now with 170-180% in dragonflight . however those big numbers if fire mage can never cast them and if they turn the gameplay just in a destruction lock copy paste would mean nothing and thats why i suggest new spells new talents or reworks in cost of a 5-12% damage nerf i pyro, fire blast fireball

1 Like

i can kill the whole team on epic bg with living bomb in combustion was 500% nerfed flamestrike was 250% nerfed and need 2,6 sec to cast pyroblast to do 800k damage or fireball 1,7 sec to do 400k don´t make any sense when hunters can do 10 million aimshot with no interrupt into 8 million black arrow instant into 7 million rapid fire ignoring walls or lock spam 8 million chaos bolt… same with glacial spike need 2 sec cast to do 5 million if you´re lucky and have crit if not 3 million and need setup… this is so stupid sorry for my english btw

1 Like

everyone got numeric changes so the numbers you say its irrelevant . i mean the aimshot now may do 100k and fireball does 500k you dont know how much spellpower you will have or how much attackpower hunter will have you know only the percentage increase .

Also English isnt my native language as well so dont worry :blush: