You do realize just about every class has mostly instant cast damage, and the one's that are required to cast for damage often (ele shams/destro locks) blow for that exact reason. It only makes sense that mages would move toward this, with the way interrupts/CC's are especially. If mages were expected to turret frost bolts to win games in the current state of the game they'd be virtually unplayable.
The only thing wrong with mages right now is the fact that Pve Gear (due to Mastery, specifically) on mages is so beneficial. Mastery scales so insanely well that every mage is encouraged to roll around in 3k-3800 resil to maximize damage. A mage in 100% PvP gear is pretty weak though, to be fair.
Frost Mastery scaling is just retarded though and that's the only REAL issue with mages (besides cone of cold root being the most obnoxious thing ever).
i'd hope that the direction they planned to go in was reducing the ridiculous amount of interrupts/cc's so that casters CAN cast, rather than increasing the amount of powerful instants in the game.
It's not right, at 504 resist with 0 pen (~55.7 avg resist) I should be full resisting 55.7% of the time, but it's closer to 25 or so. I'm talking about non-binary casts, such as frostbolt. Dunno if nova counts as non-binary but that doesn't seem quite like 55% either. Deep freezes might be around 55%, not sure.
- The main goal is to get the flag in the flag room and return it to the starting area which is the small isle in the Pool of Shame.
Both horde and alliance start on the same island in the Pool of Shame as I mentioned above - It looks like Ring of Valor where everyone just starts 5 yards away from eachother.
So as soon as the battle starts you can start slaying people from the opposite faction.
You swim through the Pool towards one of the 2 ways to get over the huge wall in the middle of the map.
You got the Airport on the left and some kind of Deeprun tram on the right side.
The capapults will be available after 10-15 minutes so the battle wont last forever.
It will take 1 minute to capture either the Airport or the Deeprun tram and it will take 20 seconds to fly over the wall or take the tram through it.
This can be stopped!
Turrets who can be manually controlled, can shot down the airplanes and you can pick up grenades and jump on the skateramp to get a speedboost which, if timed well, will land you on top of the tram, where you can use the grenade.
So once you reach the flag room it will take you 20 seconds to cap the flag, so you'll need a team to protect you.
If a horde player takes the flag before the Catapult area opens his doors, the members from the other faction will be able to access the catapults so they can get to the other side immediatly without capping the airport or tram area to stop the guy from returning the flag.
The guy with the flag wont be able to use the catapults, this will instantly drop the flag, he has to use the tram or an airplane to make his way back.