WoW Forever : Comment fonctionneront le mage et le chaman ?

WoW Forever : Comment fonctionneront le mage et le chaman ?

Publié parRaydjahsRaydjahsle

Après le démoniste et le voleur, c'est au tour du mage et du chaman d'être expliqués par Blizzard dans un nouvel article. Ce dernier déroule la liste de leurs capacités de base et de leurs talents dans chacune de leur trois spécialisation. C'est donc parti pour un zoom sur les lanceurs de feu, de glace et d'arcanes et les maîtres de la foudre !

Pour les mages, cette mise à jour met l’accent sur le plaisir de choisir le sort le mieux adapté à chaque situation, qu’il s’agisse de cumuler les effets de contrôle grâce au Givre, de se concentrer sur des coups critiques puissants de Feu ou d’utiliser la puissance arcanique pour amplifier le reste de leur arsenal.

Chez le chaman, l’accent est mis sur l’amélioration de la réactivité de ses outils les plus emblématiques en plein combat.

Plus d'informations ci-dessous.


World of Warcraft: Forever Class Deep Dives — Mage and Shaman (traduction à venir)

Our class deep dive series continues with developer insights into two more classes coming in World of Warcraft: Forever. This time, we’re focusing on Mages and Shaman, with an early look at how each class is being updated while holding on to the core tools and playstyles that define them.

For Mages, the update leans into the fantasy of choosing the right spell for the moment—whether that means layering control through Frost, building toward heavy Fire critical strikes, or using Arcane power to amplify the rest of the toolkit. New and revised talents give each school a stronger identity while also creating more room for cross-school builds that mix familiar strengths in new ways.

For Shaman, the focus is on making their most iconic tools more responsive in the middle of combat. Longer-lasting weapon imbues, faster and longer-lasting totems, totem tracking, Call spells, Totemic Recall, and Totemic Projection all help reduce repeated setup while keeping placement, timing, and elemental utility central to the class. Talent updates across Elemental Combat, Enhancement, and Restoration further support spellcasting, melee, healing, and hybrid play.

Talents become available starting at level 10 and continue using a familiar structure, including one-point milestone talents at 11, 21, and 31 points, now joined by a new 16-point milestone. To change your talents, including Legacy talents, visit a class trainer in one of the major cities. Dual Specialization also becomes available at level 40.

Please note that class abilities and talents may continue to evolve throughout the beta test and are subject to additional changes.

Mage: Building Around the Right Spell at the Right Time

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Across the Mage toolkit, the updates are aimed at making each spell school feel more active in moment-to-moment decisions. Arcane gains new ways to set up and empower follow-up casts, Fire continues to reward critical strikes and timing, and Frost holds onto its control-focused strengths while gaining new interactions that help it connect with the rest of the class.


Baseline Abilities

  • Comprehension: This new Mage-specific minor tradeskill allow Mages to read and decipher scrolls dropped by creatures in the world. Various benefits are provided by these that players will discover in their adventures.

    • Comprehend Scroll: This is the specific ability used to attempt Comprehension, found in the General tab of the spellbook.

  • Cone of Cold: Duration decreased. This is part of a general fix to reduce the ability of gold farmers and experience boosters to kite large numbers of creatures while generating large amounts of gold and experience via repetitive low-risk gameplay mechanics.

  • Frostfire Bolt: New spell learned at level 40. This spell is considered both a Fire spell and a Frost spell. Most talents that benefit either of those schools of damage also benefit Frostfire Bolt. With a 3 second cast time, Frostfire Bolt deals large upfront damage like Fireball, and also applies a debuff that includes both damage over time and a movement speed Slow. Frostfire Bolt always uses the higher of the Mage’s spell damage bonuses to Fire or Frost damage and uses the lower of the target’s resistances to Fire or Frost damage.
    The intent of this spell is to make builds that include both Frost and Fire talents have a spell that benefits from them both, opening many new Mage talent builds. For example, one hybrid build is to take both the Ignite and Ice Shards talents, so that the Mage’s Frostfire Bolt deals 200% damage on critical strikes and then deals another 40% of that as Ignite damage, for a total of 280% damage on critical strikes.

  • Mage Armor: Mana regeneration bonus from Spirit increased.


Talents

Arcane

  • Wand Specialization: Now only requires 2 talent points for same benefit.

  • Arcane Focus: (Redesigned.) Now grants increased chance to hit with Arcane spells.

  • Improved Channeling: (Formerly Improved Arcane Missiles.) Now also grants Arcane Blast protection against spellcasting interruption from taking damage.

  • Arcane Subtlety: (Moved from row 1 down to row 2. Resistance ignoring effect a little stronger, and threat reduction to Arcane spells a little weaker.

  • Magic Absorption: Now has a 1 second cooldown on triggering the effect to prevent some abuses.

  • Arcane Concentration: The chance for the talent to be triggered by a spellcast is now reduced when a Mage casts spells of a significantly lower rank. This adjustment is due to the abuse of this talent by gold farmers to “fish” for procs with low mana cost low rank spells in the past. We have applied this same type of reduction to multiple talents across many classes, but this was the best place for us to explain why. Players should expect any similar talents that trigger a free effect to have the same penalty applied to low rank spells.

  • Arcane Resilience: Moved from row 3 up to row 2. No longer a gold medal talent. Now 2 talent points for the same effect.

  • Arcane Geometry: New row 3 talent. Increases the range of Arcane spells.

  • Arcane Impact: (Formerly Improved Arcane Explosion.) Now increases the critical strike chance of all Arcane spells.

  • Arcane Blast: (New 11-point gold medal talent. New spell.) This version of Arcane Blast is a redesign of the one known from early World of Warcraft expansions. It deals immediate damage with a 2.5 second cast, and then increases the damage done by all other Mage spells and increases its own Mana cost. These increases stack up to 4 times and last 8 seconds or until any other spell is cast. Older versions of Arcane Blast encouraged Mages to only cast that one spell. This new version encourages Mages to make use of other spells in their toolkit after increasing their damage by building an Arcane Blast stack.

  • Arcane Shielding: (Formerly Improved Mana Shield.) Mana cost reduction to Mana Shield increased, and now also increases resistances granted by Mage Armor.

  • Improved Counterspell: (Slight redesign.) Having only 1 point in this talent now grants a shorter duration Silence all the time, instead of a 50% chance of any Silence at all.

  • Arcane Meditation: Mana regeneration from Spirit while casting increased. Now has Arcane Concentration as a pre-requisite.

  • Missile Barrage: New 16-point gold medal talent. This talent grants a chance for Arcane Blast, Fireball, Frostbolt, and Frostfire Bolt spells to cause your next Arcane Missiles to channel twice as fast and cost no Mana. This chance is doubled for Arcane Blast.

  • Arcane Mind: (Redesigned.) Now increases Intellect instead of maximum Mana. Now also increases the critical strike damage bonus of Arcane Spells. No longer has Arcane Resilience as a pre-requisite talent.

  • Arcane Instability: No longer has Presence of Mind as a pre-requisite.

  • Arcane Power: Now has Presence of Mind as a pre-requisite.


Talents Moved to Baseline: Magic Attunement (now baseline).


Fire

  • Wake of Fire: (Formerly Improved Fire Blast.) Moved from row 2 up to row 1 Reduces the cooldown on Fire Blast by even more, and each time you kill a non-trivial target your next Fire Blast gains a large increase to critical strike chance.

  • Incineration: (Formerly Incinerate.) Moved from row 3 up to row 1. Now increases the critical strike chance of Ice Lance and Arcane Blast, in addition to Fire Blast and Scorch.

  • Improved Fireball: Now also reduces the cast time of Frostfire Bolt.

  • Ignite: This talent now provides a unique debuff per Mage caster, rather than the Classic Era behavior where all Mages in an encounter shared a single Ignite debuff. This solves some problems with threat and damage attribution. In addition, improvements have been made to make sure that damage is not lost when critical strikes are timed too closely together, just as was done in Season of Discovery.

  • Impact: This is another example of a talent where casting low rank spells now decreases the chance to trigger the effect.

  • Burning Soul: Now requires 3 talent points for the same effect.

  • Improved Scorch: The debuff caused by Improved Scorch now benefits only the casting Mage.

  • Heating Up: This new row 4 talent requires Pyroblast as a pre-requisite. Non-periodic critical strikes with Fireball, Frostfire Bolt, Fire Blast, and Scorch grant a 25% reduction to the cast time of your next Pyroblast, stacking up to 3 times. With 3 stacks, this reduces the cast time of Pyroblast to 1.5 seconds, and is Forever’s variation on the ideas found in the Hot Streak talent that existed in early World of Warcraft expansions.

  • Blast Wave: No longer requires Pyroblast as a pre-requisite.


Removed talents: None.


Frost

  • Elemental Precision: Now increases the chance to hit with Fire and Frost spells instead of reducing the target’s chance to resist.

  • Permafrost: (Minor redesign.) Instead of increasing the duration of all Chill effects by 1/2/3 seconds, it now increases their duration by 11/22/33%. This prevents it from excessively increasing the duration of Improved Blizzard.

  • Frost Channeling: Moved from row 4 up to row 3.

  • Ice Lance: New 11-point gold medal talent. Instant cast. Deals low damage, but damage increased by 300% when the target is Frozen (or treated as Frozen by Fingers of Frost).

  • Improved Blizzard: Movement speed Slow effect reduced in magnitude. Now maxes out at a 40% Slow instead of 65%. This change was made to reduce the power of Frost Mages to AoE (Area of Effect) farm instances, which was widely used by gold farmers and boosters to disrupt the economy of the game.

  • Ice Block: Moved from row 5 up to row 4 and is now the 16-point gold medal talent.

  • Shatter: No longer has Improved Frost Nova as a pre-requisite.

  • Cold Snap: Moved from row 3 down to row 5, and is now the 21 point gold medal talent. Cooldown increased to 10 minutes up from 5 minutes.

  • Fingers of Frost: (New row 5 talent.) Pre-requisite of Ice Lance. Give your Chill effects a chance to grant 1/2 charges of Fingers of Frost. Fingers of Frost causes your spell casts to treat the target as if it were Frozen.

  • Winter’s Chill: Now only benefits the casting Mage. Critical strike chance now only increased on Frostbolt and Ice Lance.

Removed talents: None.


Mages remain one of the most powerful and resourceful damage dealing classes in World of Warcraft. They possess one of the best crowd control abilities with Polymorph in their toolkit. They are masters of ranged area damage which is stronger and more varied than any other class. However, they are extremely fragile and die easily if caught in melee combat. Mages can answer that weakness by deciding which type of magic they specialize in. Arcane to manipulate and consume Mana for more damage. Fire to produce devastatingly heavy hits and critical damage. Or Frost to grant levels of combat control still unrivaled by any other class. Mages will always be useful to a raid or party for their unique buffs, ability to supply food and water, amazing control abilities, and, of course, strong ranged single-target and area of effect damage dealing.

Whether you prefer mastering spell timing as a Mage or shaping the battlefield through totems and elemental power as a Shaman, these updates are designed to give each class more room to grow while preserving the strengths that make them stand apart.

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