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A Deep Dive Into the New Mage Rework in WoW Forever

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The video provides an in-depth analysis of the new Orc Mage rework introduced in WoW Forever, focusing primarily on significant updates to the Arcane specialization. The speaker notes that while Mages were historically one of the best-designed classes in Vanilla WoW and thus rarely touched by previous reworks, this update introduces substantial changes. Key additions include the new spell Arcane Blast, which deals direct damage and increases the potency of all other spells when stacked up to four times. Furthermore, talents like Missile Barrage have been enhanced to give Arcane Blast a chance to trigger on Fireball and Frostbolt, effectively allowing Mages to utilize their classic Elemental spec abilities alongside their core Arcane toolkit. These changes aim to open up more avenues for playstyle variety while maintaining the class's fundamental identity. In addition to the Arcane tree, the rework heavily integrates abilities from the Burning Crusade and Wrath of the Lich King expansions into the Vanilla experience. The Fire specialization now features talents such as Hot Streak, which reduces cast times after critical strikes, and Scourge, which applies a fire vulnerability debuff to increase damage output. The Frost tree has also seen updates with new spells like Ice Lance, designed specifically for dealing massive damage to frozen targets, and improved versions of existing abilities like Cone of Cold and Winter's Chill. The speaker observes that these additions essentially merge the power levels of later expansions into the original game version, creating a hybrid build that feels significantly stronger than the classic Mages players remember from the early days of the game. Despite the excitement over new mechanics, the presenter expresses concern that the rework might be too powerful, potentially unbalancing the Vanilla environment. The accumulation of talents like Arcane Blast, Hot Streak, and Ice Lance creates a rotation that feels more complex and damaging than intended for the original era. While the speaker acknowledges that Blizzard did a good job in expanding the class's capabilities and adding depth to the Frost and Fire trees, there is a lingering worry that combining these high-level features with Vanilla mechanics could make Mages "gods" relative to other classes. Ultimately, the video concludes that while the rework adds interesting flavor and variety, it risks overdoing the power level by bringing too many expansion-specific strengths back into the base game without sufficient adjustment.
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All right, time for the next class that we're going to look at today in WoW Forever. We're looking at the orc mage. New class race combo. All right, so new mage talents. Let's see. Let's see what they did with mage. Okay, let's start with arcane damage and wands 25% wand spec. Arcane focus increases your chance to hit with arcane spells. Improve channeling gives you a chance to avoid an eruption caused by damage while channeling radians and things. I feel like these kind of talents should be changed to two points, but is that too OP? I think it might be too overpowered because arcane missiles, it's a little bit different. Here's the thing. See, mage looks the same at first glance. The truth is, so here's the thing about mage. Mage is one of the most well-designed classes in Vanilla WoW. Much like Rogue, and for this reason, whenever you had the original Vanilla WoW, they ended up not actually changing mages. Like I think I think their rework was literally the last patch. The last rework was mage and rogue. Those were the two last reworks because they ended up they were so good. good. They like didn't really need to change almost anything. So, because of this, I would expect that not too much changes with mage and even rogue, but more so like they get a little bit I think you account for certain things a little bit more. Okay. Arcane subtlety reduces your targets resistance and all the threat caused. Magic absorption increases your resistance by five, sorry, by 10. Cause all spells to you fully resist to restore 2% of your total mana. Can I trigger more often than one time per second? Arcane Concentration, 10% chance of clear casting. Arcane Resilience, increase your armor by an amount equal to 50% of your intellect. Arcane Geometry, increase the range of your arcane spells by six yards. Arcane impact increases the critical strike chance of your arcane spells by 6%. So, you have a lot of stuff that increases your arcane spells. Uh oh, Arcane Blast is added. They added Arcane Blast to vanilla. 11 points. Blast the target with energy, dealing 95 to 104 arcane. Each time you cast arcane blast, the damage of all your other spells is increased by 10% and the mana cost of arcane blast is increased by 175%. Effect stacks up to four times and lasts 8 seconds or until any other damage spell is cast. That's cool. I think it's cool they add an arcane blast. Arcane shielding decreases the mana lost per point of damage taken when your mana shield spell is active by 17. What's this? 33%. Increases the resistance granted by your mage armor spell by 50%. Improved counter spell, you know, same thing, 4 second blanket silence. Allows what is this? 50% of your mana regen to continue while casting arcane meditation. Missile barrage gives your arcane blast spell a 40% chance and your fireball. Frostbolt and frost firebolt. Oh, they added frost firebolt. I talked about this the other day that I think that mages should have like like I think arcane mage obviously but like elemental mage that was the spec that people used to play back in the day like elemental mage but it was like kind of ass. I think supporting things like elemental mage is like really important for classic plus like exploring the other sort of um avenues of like having your spec and stuff like that. Reduce the channel dur what reduce the channel duration of your next arcane missiles by 100%. Reduce mana cost by no 50%. Reduce the mana cost by 100% and missiles will fire every half second. I thought it was 100% for a second. I saw that wrong. I was like, "Oh my gosh." Like, it's still going to be fast. Presence of mind, arcane mine, increase your intellect by 10%. Increase the critical strike damage bonus of your arcane spells by 100%. Arcane Instability increase the damage done by all your spells by 3% and your critical strike chance with all attacks by 3%. Arcane power. Dude, I think they did pretty good with the mage arcane tree. So, even though the general shape of the tree is is mostly the same, you add arcane blast and you're really opening things up for them, man. Like, this is pretty cool. Arcane rotation is Arcane Blast, Arcane Blast, Arcane Blast, Arcane Blast, Arcane Blast. And then whenever you get a proc for missile barrage, you switch to arcane missiles. Uh, fire tree, incineration, uh, 6% crit for fire blast to icecelance and arcane blast and scorch, ice lance, icecelance and manila. Dude, actually, I'm going to be honest. I said that I expect them not to change mage too much, but like even if they add a few of these abilities like an Iceland and arcade blast, if you add them all, then all of a sudden it's like, wait a second. Am I just playing like burning crusade mage in vanilla and they're just gods? Wake of fire. Increase the reduce the cool down of your fire blast by 2 seconds. Killing a non-trivial target. Increase the critical strike chance of your next fire blast cast within 20 seconds by 25%. Improve fireball reduce the casting time of your fireball and frost fire bolt spells by.5 seconds. Okay. Ignite your critical strikes from fire damage spells cause the target to burn. Ignite. Okay. Same uh flamethrowing more range. Impact give your fire spells a chance to stun. Burning Soul gives your fire spells a 200% chance to not lose casting when you take damage and reduce the threat you cause. Okay. Threat reduction for fire. Flame strike increase the critical strike chance of your flame strike by 15%. Uh pyro blast is the same 6 seconds. Improve scorch. Scourge has a 100% chance to cause your target to be vulnerable by fire damage. This vulnerability increases all fire damage you deal to your target by 9% and lasts 30 seconds stacking up to five times. Improve fireward. cause your fireward to have a 10% chance to reflect fire spells while active. Hot streak, your non-periodic critical strikes with fireball, frost fireball, fire blast, and scores grant hot streak for 15 seconds. Hot streak reduces the cast time of power blast by 25%. Stacking up to three times. What expansion is hot streak from? This is this is like the the burning crusade group finder. There's wrath. Yeah. Increase the critical strike chance of your fire spells by 6%. blast wave, firepower, more damage, master of elements, your fire and frost critical strikes refund 10% of their base meta cost. I think master of elements should be higher up in the tree. So an elemental or like a trispec mage should get it like maybe one more. I mean they can still get it now I guess. When activated the spell causes your fire damage spell hits to increase your critical strike chance. Oh, it's the same. >> It's the same. >> It's the same. They increase the gold destruction ris increase the damage done by your fire spells by 10%. Okay, this is a lot of the same. Very sy. I think I think what they did is like it kind of feels like they matched burning crusade and wrath mage into this frost warding increase the armor and resistance given by your frost armor and ice armor spells by 15%. In addition, gives your frost ward a 10% or 20% chance to reflect frost spells and effects. Improve frost bowl. Reduce the cast of frost bowl. Increase your chances with frost and fire by 5%. Ice shards critical strike damage bonus your frost spells by 20%. Perafrost. Yeah. So, I mean, ice shards was already a thing. It was the extra crit from whatever. Perafrost increases duration of your chill effects by 33%. Reduces the target speed by an additional 9%. Uh, reduces the cool down of your frost nova spell by 2 seconds. 4 seconds. Frostbite gives you chill effects a 15% chance to freeze the target. So far it's all the same, but some of the the shape of the tree has slightly changed, I think, but it's all the same stuff. Increase the damage done, which is the mana cost and the threat. Ice lance is new. It's a talent for uh 300% damage against frozen targets. Add a chill effect to blizzard. This is mage is very similar. Shatter increase the critical strike chance of all your spells against frozen targets by 50 by 50%. Was it 50% before or was it 100%. I mean, so it wasn't a 100% chance to shatter. I thought that it like doubled your crit chance for some reason, but no, it's just a flat 50%. You become encased in a block of ice thingy from all. Okay. Ice block, same thing. 10 seconds. Arctic reach, same thing. Improve cone of cold, 36% more cone of cold damage. Cold snap, same thing. Fingers of frost give your chill effects a 30% chance of granting the fingers of frost. Winter's chill gives your frost damage spells a 100% chance to apply winter's chill which increases the chance your ice lance and frost will crit. Okay. And then finally, ice barrier instantly shields you, absorbing damage. Classic dude, the mage actually changed a lot as a class because of adding some certain things in deep fire and certain things in in arcane. I think [music] they did a good job. I think they might have overdone it. I don't know because they kind of just made like the wrath and burning crusade mage into the vanilla mage a little bit. Excuse me. You have hot streak, you have Iceland, you have arcane blast. It's hard to say. I mean, I just hope it's not too strong.