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Filed under: Mage

Blood Sport: Patch 3.3, part II


Want to crush your enemies, see them driven before you, and hear the lamentation of their women? Blood Sport investigates the entirety of all-things arena for gladiators and challengers alike. C. Christian Moore, multiple rank 1 gladiator, examines the latest arena strategy, trends, compositions and more in WoW.com's arena column.

David Byrne and The Talking Heads are a personal favorite. Miles Fisher seems to love them as well. His cover of This Must Be The Place (Naive Melody) is homage to one of the most beautiful, striking melodies I've ever heard, and as such, it will be your listening music for the day. (NSFW Warning: The video is a parody/reenactment of American Psycho, so view carefully.)

Last time, we went over the Will of the Forsaken nerf, 100% pet resilience, death knights, and druids. The patch looks to be a very interesting bag of surprises for arena enthusiasts, we're getting major changes to the way some races work, as well as nearly every class is getting a pretty substantial change or two which will probably help them in PvP. We don't normally see patches where most classes are buffed, but this could be one of them.

Read on to find out what's up with hunters, mages, and paladins in Patch 3.3!

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Arcane Brilliance: Mage leveling guide, 21-30


Welcome to another edition of Arcane Brilliance, the weekly mage column that won't give up, will never back down, won't retreat and won't surrender. Arcane Brilliance has the heart of a champion, the eye of the tiger, the soul of a lion, the reflexes of a mongoose, and the gall bladder of an emu. Now, if you'll excuse Arcane Brilliance, it needs to go indulge in an 80's movie training montage to get ready for this column. And yes, in case you were wondering, Stan Bush and Vince Dicola will feature prominently.

After a rather extended hiatus from the leveling grind, we here at Arcane Brilliance (and when I say "we," I pretty much mean "me," and when I say "pretty much," I mean "absolutely." I fact, I'm not sure why I even said "we" in the first place. Just forget I said anything. Let's move on, shall we?) are finally ready to continue with our series of overly wordy leveling guides this week. Here's what we've covered thus far (and, yes, I'm aware that I continue to use the first-person plural when referring to myself. I'm a very confused individual.):

Part 1: Getting started

Part 2: Levels 1-10

Part 3: Levels 11-20

We begin today's installment at the grand old level of 21. Your mage is freshly bemounted (That word doesn't actually exist, but I think it should) and ready to take on the world. Chances are you're preparing to move into your third major zone. From this point on, you have a great deal of freedom in choosing where you want to quest. I'd recommend an add-on like Cartographer, or a website like mapwow (just check the box that says "Show names for zones") to see a map that tells you the appropriate levels of the zones around you, so you can pick a place to make your home for the next 5-10 levels. Once you've selected a destination, mount up and head that way. Stick to the road if you decide to travel through any higher-level zones in-between, and be sure to pick up any flight paths you pass during the trip.

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Ghostcrawler and the "hybrid tax"

Ghostcrawler has put a significant sticky up on the forums about what he calls the "hybrid tax" in terms of PvE play -- there's been some back and forth lately on the forums about hybrid classes and what they should and shouldn't be able to do, and GC wants to put any confusion about what Blizzard intends "hybrids" to be to rest. Very basically, he says that there are three roles in the game (tanking, healing, and DPS), and if a class can respec to perform a different role, it's considered a hybrid class. Otherwise, it's a "pure" class. This means a few things: pure classes, he says, should have slightly higher DPS ("all things being equal," and when does that ever happen?), because they don't have the option to switch out. There's no rule as to how much better that is, but as a tradeoff of rerolling being the only way for "pures" to switch, they get to be a little better. That's the "hybrid tax," and mages, hunters, rogues, and warlocks don't have to pay it.

Hybrids, however, do, and that means that paladins, druids, priests, shamans, and to a certain extent, warriors and death knights, will in Blizzard's view never be able to equal "pure" classes in terms of DPS output, with everything else being equal. You may love your ret pally, and he may be in uber gear, but he should never be able to pour out as much damage as an equally specced and geared hunter, because you can switch to healing, and the hunter can't.

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Arcane Brilliance: The changing face of Frost

Welcome to this week's Arcane Brilliance, the weekly mage column that insists that tragic teleportation accident that left you with a polearm instead of an actual arm does not entitle you to a refund.

Yeah, I should have known better than to start a multi-part leveling guide during a PTR cycle.

Barring more huge news, we'll come back to the leveling guide next week, but this week we need to discuss the fact that Deep Freeze is awesome. Don't believe me? Stop reading this right now. Download the PTR client. Transfer your mage over. Spec Frost. Go find a training dummy. Use Deep Freeze on it. Giggle. Then come back here, because holy crap.

Here's how the spell works currently on the PTR:

Deep Freeze: This spell now deals a large amount of damage to targets permanently immune to stuns.

The base damage is 1469 to 1741. The spellpower coefficient appears to be rock solid, something in the neighborhood of 2-2.5. It doesn't currently benefit from Ice Shards or get an increased crit chance from Shatter, but I expect both of those things to change before this goes live. When it hits the PTR, it'll be the single most powerful damage-dealing spell Frost mages have.

It'll be like a Pyroblast made of ice. Only better.

For those of you with a short attention span, here's the tl;dr version:

After patch 3.3 hits, in a raiding spell rotation, you will use Deep Freeze every time it's off cooldown, and you will see a substantial DPS increase because of it. Read on for the longer, more text-intensive version.

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Phat Loot Phriday: Blade of Tarasque

Been a while, I think, since we've done a dagger. Plus, this one will show off a little of my D&D lore knowledge, and I don't get to do that as much as I like.

Name: Blade of Tarasque (Wowhead, Thottbot, Armory)
Type: Epic Main hand Dagger
Damage/Speed: 108 - 343 / 1.80 (125.1 DPS)
Attributes:
  • +48 Stamina, +65 Intellect. Used to be that Stamina on a caster item meant warlock, but I think this is just an endgame item -- any caster who needs it could use it just fine.
  • Plus, there's a blue gem socket on it, so you can put whatever you want in there, with a socket bonus of +5 spellpower. Just because it came up on the site earlier this week, I'll use this opportunity to remind you that any gem can go in any socket -- you just won't get the socket bonus. Yes, really.

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Arcane Brilliance: Patch 3.3 PTR mage change analysis



Welcome to Arcane Brilliance, the weekly mage column that champions the causes of wizards everywhere, be they fiery, frosty, or arcane...y. The top issue facing the mage community right now? Warlocks: how to get the stink out of your robes after setting one on fire? Fear not, Arcane Brilliance has the solution: when killing warlocks, always stand upwind.

Since last we convened as a body of mages, no fewer than two new builds have descended upon the PTR, heralding a slew of upcoming changes for our class. Alex wrote an excellent post covering the first few of these, but a few more nuggets of newness have surfaced since then that need to be addressed. And since I'm a diagnosed (and unrepentant) completionist, we're going to go ahead and double back to analyze those earlier changes as well. The next installment of our mage leveling guide will come next week.

So without further preamble, let's look at the changes, shall we?

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Patch 3.3 PTR: Mages get simplified Scorch, Frost changes

Fire mages are ablaze with joy over today's patch 3.3 PTR build, frost mages are a little iffy, and arcane is... pretty much completely untouched! Let's skip over any additional preamble and dig right in. Do note, however, that some of this is so far unconfirmed and comes from datamining. Considering these changes come from the PTR, any of it could change before patch 3.3 goes live.

Fire
  • Improved Scorch: The debuff from this talent no longer stacks, and instead can apply the full effect from a single cast of Scorch.
  • Glyph of Improved Scorch now increases the damage of your Scorch spell by 20%.
This is going to make a lot of raiding mages very happy. It essentially normalizes the debuff to match equivalent debuffs, like Improved Shadow Bolt. Streamlining an unnecessarily complicated debuff is a great thing. It'll lift a needless burden from mage DPS. And yes, there are mages getting drunk in celebration this evening. It's somewhat disturbing, really.

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Arcane Brilliance: Mage leveling guide, 11-20


Welcome to another installment of Arcane Brilliance, the weekly mage column that dares to ask the question: how much mage is too much? Then Arcane Brilliance slaps itself in the face, because that's a stupid question. You can never have too much mage.

So, your mage is leveling nicely. You've wandered out of the starting area and into the wider zone beyond, done a bunch of quests, learned a rudimentary spell rotation (Frostbolt-->Fireball-->Fireball-->Fireball-->Conjure Water-->Drink) and now you've gone and hit level 10. This is a milestone for a number of reasons:
  1. The mage staff quest we talked about two weeks ago.
  2. You can now begin doing PvP in an actual battleground against players in your level bracket (as opposed to doing PvP against bored 12-year-olds who think it's fun to run around the starting areas with their level 80 death knights ganking lowbies).
  3. Your first talent point!
Let's discuss the second two of these three things before we move forward.

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The two steps of ability development


After someone asks a question on the forums about the new Mage Tier 10 bonus and the numbers behind it, Ghostcrawler brings up a little interesting insight into the way Blizzard puts these abilities and attributes together. He says that there are two steps to implementing a new ability: mechanics first, and then numbers later. That may seem common sense (and to a certain extent, it definitely is), but it's interesting to note that it's always what the ability does first, and then numbers later. Blizzard is much less likely (relatively speaking of course, and there are plenty of exceptions to this rule) to put a new ability into the game than just tweak current numbers.

It makes sense, and if there's a new ability you've been waiting to see in the game, maybe the reason Blizzard hasn't tackled it yet is that they're working on tweaking numbers to try and fix it without starting up a new mechanic. Ghostcrawler also says that this is the PTR we're dealing with, and so of course those Tier 10 bonuses aren't set in stone yet, just like everything else being tested. They don't call it the PTR for nothing.

Blood Sport: Patch 3.2.2, the times they are a-changin, Part II and a half



I don't care for a lot of music that was made in the last decade. The Killers are something of a breather for me. They're one of those bands I'm glad exist. When I'm forced to listen to a terrible radio station, and hear change your mind sandwiched in between auto-tuned, unoriginal dross -- I'm satisfied there is still music being made that can intrigue. (Brandon Flowers has some epic bard tier 10 shoulders there too)

This is part two of part two of a three part article. Confusing? Join the fun! Surprising Patch 3.3 timing, i.e. wrenches in cogs, is a blast!

In our first installment, we covered pillars changing shape in great detail, and also mentioned a few other tweaks. Our second article dealt with five classes -- paladin, priest, rogue, shaman, and warrior. Warlocks were left out of the 3.2.2 patch notes. This article is going to talk about the other four classes - death knight, druid, hunter, and mage.

Being "TheArenaGuy" here at WoW.com lends to forcing myself to a very balanced perspective on classes. It makes me feel guilty if I understand armor penetration less than spell penetration. Well, actually, it doesn't because ArP is confusing. The main thing I'm trying to say here is that I don't want to write anything that is opinionated without being grounded in something. I don't want to make any mistakes when it comes to reporting to our viewers what changes will impact arena games (and how).

I'm satisfied to critique changes instead of having the responsibility to make them. The developers have very difficult decisions to make with regard to arena balance and we should applaud them for making decisions in the name of equity, even if some of them might be unpopular.

With that, let's get into the juicy, juicy 3.2.2 patch notes.

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Patch 3.3 PTR: Area-of-effect damage cap change


The area-of-effect damage cap is something that doesn't get talked about a whole lot. The first time I noticed it having a real effect on gameplay was in Mount Hyjal ("Hey, warlock! Wake up and throw us another Seed of Corruption!"). So what is it and what is patch 3.3 doing with it?

When you hit a single mob or player with a spell, or some kind of crude inertia-based impact utensil, the game will work out how much damage that target takes. This is based on the various offensive properties of you and the spell or utensil, as well as the defensive properties of your target. The same is true for area-of-effect (or AoE) abilities, though these tend to do less damage to a single target. Add in some more targets and, while it's still fun to do lots of damage to one of them (with the casting and the poking with sticks), you may have a chance to do damage to all of them at once. Let's say that you can do 2500 damage to a single target with one spell or stab, but can only do 1000 damage to a single target with your AoE ability. If you have five targets that you can hit with your AoE, then that will do a total of 5000 damage. Already we're having more fun than just beating on the one target.

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Breakfast Topic: Which class am I again?


Tonight, after Trials of the Grand Crusader (four down, bug to go) we decided to hop onto some alts, which led to back to back TotC 10 on my DK and Shaman. Then back to back Ony 10, also on the DK and Shaman. And because I'd spent hours in TotGC 25 on my warrior before that, by the end of the night, I had no idea what class abilities I had anymore. Between popping Army of the Dead when they called for Heroism (it's bound to the same key) to trying desperately to use Chains of Ice when asked to Frost Shock the Ret Pally, I was in rare form. And it wasn't just me, either: the druid healer is usually a mage, the warlock raids as a priest, and the holy paladin healing the second Ony attempt has something like 10 alts at 80. I'm surprised he even knows where he is. We got it all done, mind you, but you can really tell the difference in smoothness between our mains and our alts, even as well geared as the alts often are.

So now I put it to you, gentle readers. Do you ever suffer from class bleedover? Are you ever on your druid finding yourself mashing the Consecration button, or on your Mage trying to use Hymn of Hope? Or do you find it easy to keep it all straight?

New official Jaina and Sylvanas character bios


Blizzard continues to leak out the official information about Icecrown (the raid, as you know, coming in patch 3.3), this time updating their Under Development site with official bios for Jaina Proudmoore and Sylvanas Windrunner, two ladies (one living, one not-so-much) that will likely have a large role in the fight against Arthas Menethil, better known as The Lich King.

Sylvanas, you'll remember, featured in the Lament of the Highborne video early on in BC, where the story of her death and resurrection at Arthas' hands made it clear she's got unfinished business with the onetime-paladin turned Lord of the Scourge. And Jaina... well, Jaina's had a front row seat to Arthas' undoing -- they were childhood friends who looked like they were headed towards being more than friends, until Arthas found a big bad sword that turned him into a big baddie. It's going to be awesome seeing all of these storylines start meeting up together in The Frozen Halls and the raid beyond -- we can't wait.

Patch 3.3 PTR: Tier 10 set bonuses

As you've probably heard, the latest build just hit the Patch 3.3 PTR. With it comes a ton of great stuff, including the Tier 10 set bonuses! The usual warning accompanies them, they might change, they're not necessarily final, they could be place holders, et cetera. They look pretty flipping good right now, though. Chase Christian seemed quite shocked at the staggering upgrade the Rogue bonus is from what they had previously.

All set bonuses are listed below, classes arranged in alphabetical order.

Death Knight

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Holy crap, Blink has sort of been fixed



Before you ask:

No, it still doesn't work going into or out of the flag rooms in Warsong Gulch.

Places it does work:

Going into and out of most other doorways. Up stairs. Through a great many smaller objects. Over unusual terrain, far more frequently than it used to. Overall: it works a lot more often than it doesn't work.

See, in case you missed it (as I did until helpful tipster James pointed it out to me this morning), Ghostcrawler dropped by a thread on the Damage Dealing forums (ironically titled "Blink Will Never Be Fixed") to drop this bombshell on us:

"There was a fix to Blink crossing terrain (such as indoor to outdoor) in 3.2.2."

I don't know about you, but I've been vigorously combing the book of Revelation for other signs of the coming apocalypse to be on the lookout for, just so I'm ready. Details after the break.

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