Posted 12 April 2010 - 02:30 PM
After soaking it in for a bit, here's my impressions:
Flame Orb: I'm thinking it will work just like Taldaran's orb where it will follow your target in a "straight line", doing the beam damage from OK to anyone along its path. The talent improved version will cause it to explode like in ICC. Pretty cool, I think. It should have a niche in the ranged fire aoe arsenal somewhere between loading up Living Bombs and dropping Flame Strikes.
Time Warp: Is this a Bloodust/Heroism clone? The passive part did sort of make me wonder. Either way, if it is, really cool. The movement speed is nice, but I agree with some others that it'll cause some problems ... especially for mages that decide to pop TW to get out of the fire before they're Sated/Exhuasted...will have a lot of other angry raiders when it happens. I'd rather just have a straight up BL clone and couple the movement speed with something else....like Mirror Image.
Wall of Fog: When I first read this, I saw "Mages are getting Hunter Traps", but then I saw the duration: 10 sec :\. I'd much prefer if it lasted longer like a trap. I can see this spell having some niche encounter usefulness like adds spawning from a particular spot (like Dreamwalker or Saurfang). I like the idea of though and sort of wish we had more of these types of spells.
Arcane Missiles - an interesting change. Assuming it's a base proc on any spells, I'm really hoping they add in some talent spec flavor to make it worth pushing for any spec. Missile Barrage, I'd assume will work how it does now (faster cost, no mana cost), but on any arcane missiles that are cast.
Removing the wards and amp/dampen - I was hoping we'd get a reworking. The wards is kind of annoying, but I'm hoping it's because they're going to make mana shield better, which would make the wards redundant.
Scorch - Definitely about time. I wonder if the damage buff will be a part of the spell itself or something we'll have to talent into.
Arcane Focus - Getting mana back for spells that fail to hit....I'm not sure I like that idea. They state it as being a tool to help manage mana, but how will that be helpful when we're hit capped? Will it work on damage immune mobs? And the idea of cancelling missiles to regain mana also seems very clunky. It just seems odd to build a mana management tool that's only useful when your dps suffers (ie spell misses, interrupting arcane missiles). Seems more like a failsafe to compensate lower dps than it is an actual mana management tool.
Playing With Fire - glad to see it changed, even if it's just a litle bit of PvP flavor.
Pryomaniac - Interestin change. Again will depend on the numbers and logistics. On multi target fights, this will definitely encourage fast target switching to keep the haste buff rolling.
Burnout - Very interesting. How useful it is will largely depend on how much hp is taken when casting a spell. This will at least give fire mages the ability to keep casting should they go oom while waiting for evo or mana gem to come back off cooldown. Will it keep its 50% crit damage bonus aspect?
Mana Adept - Another interesting mechanic. I can see this scaling horribly at first, then better as the expansion goes on where mana pools increase while spell costs stay the same. How well this works will also depend on what mana management tools they have in store for us. If it's just Arcane Focus, Evo, and Mana gems, then we might be screwed. Also, this seems like a problematic balancing design. If they balance around having a lower % of mana, then we'll become over powered if/when we find ways to stay topped off. If they balance around being close to 100% mana, then we'll suffer if we don't have the tools to regularly fill back up.
Ignite - Will this be replacing our current ignite talent except work on all direct damage (including non crits)? Does the direct damage stipulation exclude aoe spells or just dots?
Deathfrost - I see this as their way to mix up frost's rotation. And the spell you use to take advantage of Deathfrost would depend on which procs are up....AM up? use that. FoF and Deep Freeze off cooldown? use that. Just FoF? Maybe Ice Lance...FFB for brain freeze or even just the default spell to use with no other procs up.
One last thing...will Living Bomb be innately affected by haste and crit? I'm assuming the latter, but will the former, if it applies to LB, just fit in additional ticks before the explosion?