Lhivera’s Library

Adventures in World of Warcraft, Dragon Age, the real world, and beyond

The Level 90 Mage Talents

Saturday, September 29 2012 at 10:15am CDT

The level 90 Mage talents — Invocation, Rune of Power, and Incanter's Ward — were controversial in beta, and they continue to be controversial in the Mage forum now that people are hitting level 90 in the live game.

For a bit of history, the level 90 talents were introduced in the second major version of the Mage Mists of Pandoria talent grid. The Polymorph tier had been widely panned when the original grid was introduced, and many Mages had also made clear that we preferred to have thematic options available; many Frost Mages wanted Frost talents, many Fire Mages wanted Fire talents, etc. However, there was also general agreement that certain Arcane utility spells felt sufficiently universal that they didn't present a thematic problem for any spec. Polymorph was one such spell, but very few people liked those talents. A tier of talents modifying Evocation was a popular suggestion, and Blizzard ran with that idea.

A fair number of people have expressed displeasure at the result. There are a few recurring arguments being made about them, and in an effort to shed a little light on the discussion, I'd like to address some of their points.

“They’re No Fun”

I'm not really going to argue this one. Fun is a subjective thing, and if you don't find any of these talents fun, I'm not going to tell you that you're wrong. However, it is my hope that some people will look at them differently if the rest of this article helps them understand a couple of things about the talents better, and sometimes a new viewpoint is a pathway to enjoyment.

“They Limit Mobility”

There's no denying that — at least in the cases of Invocation and Rune of Power. Invocation is going to require that you stand still and get off an uninterrupted channel lasting about 4.5-5.5 seconds every 40 seconds or so, and Rune of Power makes you want to spend as much time as possible not moving. And there is no question that both modern encounter design and PvP demand a lot of movement, so anything that limits movement can be a source of frustration.

But while Mages are intended to do excellent damage, and to be highly mobile, they are not intended to do both at the same time. This was perhaps stated most clearly in a developer response to Hunters during beta testing:

Movement should be terrible for a ranged spec. Full stop. All of the various mechanics we put in from Spiritwalker's Grace to Aspect of the Fox are to make moving less terrible, but it should still be pretty terrible. (And if you think there are specs not penalized enough by moving, please let us know, though probably not in this thread. We felt that ranged movement got a bid out of control in Cataclysm so we've definitely made an attempt to scale it back.)

What Invocation and Rune of Power do is emphasize these two key design elements of the class: they improve your burst damage (more on that later, because I know there are already people shaking their heads at it), and they increase the difference between the damage we can do while being highly mobile and the damage we can do when we can plant our feet.

If a hindrance to mobile damage-dealing is simply intolerable to you, there is still the option of Incanter's Ward, which has no effect on your mobile damage whatsoever. It does, however, have its own trade-offs, in that maximizing its damage potential is not entirely in your control and requires that you soak damage.

“We Can’t Choose the One We Like, We Have to Switch for the Encounter”

It's true that each of these options will be better suited to some encounters than others. And for those of us character-design purists who think of talents as inherent traits of our characters, things that can't simply be swapped around like gear, that can be a significant annoyance. But the truth of the matter is that the talents have been designed for easy switching, and the devs see them as being used that way; one of the goals of the new design was that people would interact with the talent system on a regular basis.

That's not a design failure, it's a design goal that unfortunately happens to be incompatible with the way some of us prefer to play the game. If, like me, you refuse to play the game that way, you'll need to pick the one you want to stick with, and do your best.

“We’re Balanced Around Using Them”

Or, to put it more completely, the argument usually goes something like: "We're balanced around maintaining near-perfect uptime, so all we get for performing these extra tasks is the same damage everyone else is already doing without the hassle."

There are a couple of things wrong with this, the first of which is: even if true, that's how specs are built. You're gradually given additional abilities, and you need to use those abilities with a reasonable degree of competence in order to produce your expected damage. And I very much doubt that if you stack up the number of abilities that we need to use in our DPS process, including the L90 talents, against those of other classes, that you'd find the Mage specs to be an outlier with excessive buttons to push.

But more signifcantly, the statement isn't actually true. Oh, certainly, if you're only looking at sustained DPS, these abilities allow you to produce your expected sustained DPS and very little more than that. But as we all know, sustained DPS is not the only kind of damage that matters. Bosses have vulnerability phases, adds spawn that need to be burned down quickly, and so forth. This is why we value burst damage, and burst damage is exactly what these abilities provide us.

Incanter's Ward is pretty obvious: it provides a continuous passive buff, and then has a trinket-like active buff on a very short cooldown with a short duration. This is easily recognizable as a DPS cooldown; just like a trinket you pop it whenever you can, but if a burst damage window is coming up, you might delay using the cooldown to ensure that it's available for the entire burst window.

Now this is what many people are having difficulty with: Invocation and Rune of Power are also burst cooldowns. It's not easy to recognize them as such, because they have been turned on their heads: they are up more than they are down, and your timing decisions are more about when they are down, as opposed to a trinket or Incanter's Ward, where such decisions are about when they are up. But as I'm going to illustrate with some simple numbers, burst cooldowns is exactly what they are.


Assuming you have 20% haste, your cast time on Evocation is 5 seconds (6 / 1.2 = 5). Perfect uptime would therefore involve evocating for 5 seconds, dealing damage for 40 seconds, and then repeating the cycle, resulting in an uptime percentage of 40 / 45 = 88.89%.

Now, the devs are not stupid or sadistic. Their description in beta of how these talents were balanced was as follows:

Are Mages going to be balanced under the assumption that they have perfect 100% uptime of their level 90 talents? No. Are they going to be balanced under the assumption that they take one of them and use it reasonably well? Yes.

Some people have argued that it's still going to be near 100%, because any clod can watch a timer and know that it's time to Evocate. But it isn't just about being smart enough to use the abilities, it's also about how practical it is to use them under various situations. The devs are fully aware that there are encounters that will reduce the amount of time you can spend standing in one place, or may randomly interrupt a channel. They don't ignore things like this while they design abilities; they account for them when deciding how much uptime qualifies as using the ability "reasonably well." We don't know what that value is — and indeed, there probably isn't a hard and fast value, since there are so many variables.

I'm going to assume for the sake of this discussion that they expect an Invocation Mage to be able to use the ability to 80% of its potential maximum. If you feel that's unreasonable, you can follow along with my math here and revise it using your own assumptions.

At optimal usage, as I said above, Invocation uptime is 88.89%. This means you're spending 88.89% of the time dealing 125% damage, and 11.11% of the time doing no damage at all. Your average damage is therefore:

125 * 0.8889 = 111.1125% of the damage you do without the buff

So effectively, the talent is increasing your damage by 11.1125%. If you're using it at 80% of its potential, you're seeing an increase of:

11.1125 * 0.8 = 8.89%

Now I'm going to do Rune of Power a little differently. Let's assume Blizzard wants the two talents to produce a similar sustained benefit. How do we get an 8.89% DPS increase (or close to it) out of Rune of Power? Well, first, let's assume you need to use two runes, so you're casting the spell about twice per minute. With 20% haste, it has a cast time of 1.25 seconds, so perfect two-rune uptime would be:

58.75 / 61.25 = 95.92%

So you're spending 95.92% of your time doing 115% damage, and 4.08% of your time doing no damage at all. Average damage is therefore:

115 * 0.9592 = 110.308% of the damage you do without the buff

And you therefore need to use Rune of Power to:

8.89 / 10.308 = 86.24% of its potential

Sustained DPS and Reward for Optimal Play

So let's pretend you're in Tier 14 Normal gear, and balanced DPS is in the neighborhood of 85,000 DPS. Here's what we get from those uptime assumptions:

  Invocation Rune of Power
Not using the talent 78,060 DPS (91.84%) 78,060 DPS (91.84%)
Expected uptime 85,000 DPS (100.00%) 85,000 DPS (100.00%)
Perfect uptime 86,735 DPS (102.04%) 86,107 DPS (101.30%)

So far, it looks pretty much like the complaint says, doesn't it? You need to use the talents pretty well just to do your expected level of sustained DPS, and using them perfectly only lets you squeeze out a very small bit extra. So what's my problem with the argument?

Sustained DPS vs Burst Windows

Here's the basic thing people are missing: by focusing on sustained numbers, they're ignoring the fact that while the buff is active, your damage is significantly higher than the sustained average at which you're balanced.

To illustrate, I'm going to add a row to that table:

  Invocation Rune of Power
Not using the talent 78,060 DPS (91.84%) 78,060 DPS (91.84%)
Expected uptime 85,000 DPS (100.00%) 85,000 DPS (100.00%)
Perfect uptime  86,735 DPS (102.04%) 86,107 DPS (101.30%)
While buff is up 97,575 DPS (114.79%) 89,769 DPS (105.61%)

By way of comparison, a Mage with Incanter's Ward would be doing 82,744 DPS (97.35%) while running on the passive buff alone, but 101,478 DPS (119.39%) for the duration of her active buff. After using the active buff, there would be ten seconds of dealing only 78,060 DPS (91.84%) until the passive buff kicked back in.

So as you see, while your average, sustained DPS is balanced just as any other class's at 85,000, at any given moment when you are actually dealing damage, you are putting out significantly more than that average sustained value.

Now I want you to think about what you do when you're approaching a burst window. Just like any other non-Mage class, you're preparing to use your trinkets, you're getting ready to use your DPS cooldowns (Arcane Power or Icy Veins, maybe if you're Fire you're holding on to your next Combustion). And then when the burst window starts, you cut loose with that stuff.

With these talents, you're doing something else as well: you're making sure they're going to be up for the whole window. If you're approaching a 15-second burst window, and you have 10 seconds left on your Invocation buff or a Rune you may need is about to fade, you're going to refresh those buffs early. This costs you a bit of sustained DPS, but burst windows tend to be more important, so it's worth the trade-off. You do exactly the same thing with trinkets and Icy Veins, trading sustained DPS by activating them late so you can use them for burst.

And then, when you hit that burst window, you're not starting at 100% of your sustained DPS like other classes are. Before you even activate those trinkets or cast your cooldowns, you're hitting the burst window with 114.79% or 105.61% of your sustained DPS.

What the developers have effectively done with these talents is given Mages higher damage, without giving us higher DPS. This is useful, because there are times (such as burst windows) when short-term damage is more important than long-term DPS.

Another Way to Look At It

Some people had trouble seeing how this works; they see DPS, and their heads automatically go to sustained numbers. From their perspective, this doesn't qualify as burst because when you're not refreshing the buffs, it's the damage you're always doing. Some, I think, found it helpful to look at it not in terms of DPS, but it terms of actual spell damage.

So imagine for a moment that you play an incredibly simplified version of the Mage that casts a single spell. This spell deals an average of 156,120 damage without any of the Level 90 talents, and it takes two seconds to cast, so you deal 78,060 DPS.

Now, if you think of the level 90 talents purely in terms of sustained DPS, you might prefer that they were simply removed, and replaced with a passive 8.89% increase to damage. This would increase the damage of your spells to 169,999, and you would be dealing 85,000 DPS — the same sustained DPS as the talents currently give you, but without the extra hassle, right?

But let's look at what happens to a 20-second burst damage window with those three options:

Buff Damage per Spell Total Damage
None 156,120 1,561,200
Passive Buff (+8.89%) 169,999 1,699,990
Invocation (+25%) 195,150 1,951,500
Rune of Power (+15%) 179,538 1,795,380

As you can see, while all three designs produce the same sustained damage of 85,000, our L90 talents produce significantly superior results in a burst window. These gains will be amplified if there are raid effects or other buffs that further increase damage in the burst window, since the higher multipliers will apply to all such increases.


It may be difficult to see an always-on buff as a burst damage increase, but as you can see, that's what they are — strange, inverted burst cooldowns. Just like any other cooldown, we plan for windows of time when we need them, and adjust our usage times accordingly, sometimes sacrificing a bit of long-term sustained DPS in exchange for increased short-term burst. But unlike any other cooldown, we do so not by delaying usage after an item comes off cooldown, but by sometimes needing to refresh a buff early to ensure that its duration is sufficient to be up when we need it. The end result — higher per-cast damage in those windows when that matters more than sustained DPS — is the same.

While I realize this is not the case for everyone, and I respect the fact that some people simply have different tastes, I think there are some people who dislike these talents because there is no actual gain from using them, just an added chore that permits you to perform up to par. I hope this explanation has cleared up that misconception, and if so, that it helps more people find enjoyment in these talents.


Submitted by greyhat on

It seems that for most higher-level players Invocation will be the top choice for Fire and Frost specs for most fights. You've shown that it's a desirable talent from a raid-burst perspective, and I agree completely with that. I will be happy to leave RoP and IW alone, seeing as how they are currently effective in certain situations.

But the 'chore' aspects of Invocation can't be ignored. Every single trash and boss pull, Mages will be forced to channel Invocate beforehand. This alone is a huge annoyance, and I'm suprised no devs realised how big of a hassle this is. 

Also, we'll be forced to stand in one place and channel for 5 seconds every 40 seconds. This is a lot of sitting around, and it's flat-out boring, and additionally frustrating if an interupt of some sort occurs in that large window. Instead of looking forward to casting this spell, unlike pretty much every other spell we have, Mages will dread it -- and that is despite such a huge damage boost. 

A rework is in order.

Submitted by Nathyiel on

This talents are very ambiguous with some sort of duality.

The idea is good. The design is very interesting, on the board, but they influence so many parameters that the result seem a little ... awkward

In fact, I think a 3 talents are doing too much.

Invocation feel like very black and white. It have to be timed perfectly. In a fight, 4.5s/5s can be very long, especially every 40s. This talent can be very punishing.

Rune of Power feel very obligatory in his design. I feel like a take I'm always refreshing it. Even if I know perfectly it have 60s duration and with a cast time of 1 gcd. It no mobility gameplay can be very punishing on some fight.

Incanter's ward just wonderful : passive/active effect, no mobility restriction, Evocation for regen and heal, and a little shield. On my first dungeon, the priest heal can gripping me when I go take damage in some fire to proc the buff. On another one's, the tank was doing a great job and I can't take damage regularly for the proc to useful. And his gameplay is a little contradictory: "Fire is Hot but I have to break my shield in it".

Globally, all 3 talents can be resume like this:
If I skip damage by moving, I do a good job for the healer but I will lose damage by breaking Invocation, leaving my Rune or not breaking the Shield.
If I stand in place, I can finish my Invocation/stand in my Rune/break my Shield and will do good damage but the healer will tell that I'm a bad player because I take more damage than necessary.

Instead of rewarding the player for good use of his talent, he feel punished.

Final note: If switching talent will be easy in raid, it won't be a option on timed dungeon. the resulting choice won't be "I take this one because I will do better" but will be "I take this one because I will loss less than with the others 2".

edit: yes, it's just "feeling" but it's a important part of the game.

edit #2: end of my reflexion can be read here : http://www.mmo-champion.com/threads/1203023-Mage-90-Talents-are-terrible...

Submitted by Muphrid on

I don't think anyone with a sophisticated understanding of the math can question the way the talents have been balanced. I think the bad reaction the community has had is more indicative that the talents have failed on a psychological level.  This may be unavoidable with the nature of how they work: by being "mostly on" instead of "mostly off", people find it frustrating when the powers of the talents are off, instead of finding it gratifying when the powers of the talents are on.

But there are depeer issues at play here.  These talents have the tough task of addressing several aspects of Mage gameplay at once: damage, mana, and mobility.  I'm beginning to think that handling all these aspects in one tier of talents is over-ambitious.  Let's imagine, for a moment, what this tier might look like if it were less ambitious.  Take away the damage buffs, and you have a mana tier with three different models: Invocation is mana on demand at the price of less passive regen, Rune is more passive regen at the cost of needing to stay still, and Ward is a bit of a happy medium.  I don't think these are at issue, really.  There's more of a playstyle influence here for Arcane than Frost or Fire, but I expect if these were all the talents did, most people wouldn't have a big issue.

So it is really the damage buffs that are the crux of the matter, and in part I think the problem is that the maintenance requirement of these buffs means that the abilities are poorly differentiated from one another in terms of applications.  People are choosing them for minimal downside rather than for a particular mechanic to take advantage of (Ward may be some exception here).  It's the perception that one has to avoid downsides at all that is the problem.

I hesitate to get into armchair designing about how the talents should be, but it seems like some work can be done to make the buttons more psychologically appealing.  I think the bottom line, though, is that when uptime is very high, these buttons don't feel like burst buttons because the downtime is being chosen for them, rather than the usual model of a damage-increasing CD where you can use the ability every time it's up or hold it and line it up for a particular mechanic or phase.

Maybe Blizzard were trying to do something different here.  I don't think it's gone over well.  How many complaints would you see if the model were this?

1) Invocation: increases damage by X% at all times, decreasing passive mana regeneration by 50% but reducing the cooldown on Evocation by 100%.

2) Rune of Power: Places a Rune of Power that increases your damage done by Y% and mana regeneration by 200% while you stand in it. Lasts 20 seconds.  1 minute cooldown.  (If we should insist on having two runes, I think both must be placed before either activates, or else uptime could be gamed, or both runes disappear within 20 seconds of the first being placed.)

3) Incanter's Ward: More or less as-is.

I'm not saying this is the model Blizzard should pursue if they want to change these talents (even with placeholder numbers, there are several issues in terms of how big the multipliers must be, etc.), but I give this as an example of something that I think people would've accepted more readily.  I think Blizzard has simply tried to push these abilities that defy people's expectations about what a damage-increasing button should be.  High-uptime required abilities that do no damage by themselves can feel like a chore.  Low-uptime abilities with a more marked power increase during that burst may feel more like they matter.

I won't pretend I'm doing anything other than speculating and trying to understand the reaction, though.

Submitted by Lhivera on

Heya Muphrid, welcome! I've set your "trusted commenter" flag, so you'll be able to post without approval from now on.

I agree completely that it's a psychological issue stemming largely from the "mostly up instead of mostly down" design. It's just not something people are used to. But I think the thing to do is leave them alone and let people get used to them. Certainly, it would be possible to turn Rune and Invocation into more passive bonuses (but this post explains why that also makes them less effective), or into Yet Another Short-Duration-Long-Cooldown Buff, but that also makes them far less interesting.

Granted, that's subjective, but there's another goal for these talents that isn't really subjective: the talents create an opportunity for skilled players to differentiate themselves from average players. At 20% haste, all three talents provide an 8.33% DPS increase if used like so:

  • Invocation: every 60 seconds
  • Rune of Power: place two per 60 seconds, spend 50 seconds out of 60 casting from a rune
  • Incanter's Ward: use and pop the shield once per 75 seconds

If we assume that this is the approximate balance point for these talents, this leaves just about enough of a difference between average usage and perfect usage for a skilled player to squeeze 2-3% performance out of them — which is exactly the sort of difference the devs have said in the past they want skilled players to be able to achieve from talents like this.

That means a couple things: first, expected uptime for balanced performance is not nearly as high as most players seem to be assuming. Second, eliminating restrictions, converting more of the effects to passive, etc., all would reduce or eliminate the gain that skilled players can try to achieve with these talents.

I strongly suspect that as people become more accustomed to the talents, and the best players demonstrate how they can be used effectively, objections will fade away.

Submitted by Nathyiel on

I think your wrong on this point.

It's not because players will be used to it that they will think that there finally good after all.

I'm tested it on Beta, I play with it since a couple of day.

Even if I'm still think that these talent are a good things, the more I play with them in various content the more I found flaws. There's a little to do to make them "mostly up".

The "good player can do better than average" is a good example. In fact, your number have also show that even if we don't use it, DPS are good to be still correct. Maybe, on things to do is to upgrade the difference between not using it (or very badly) and using it wisely.

I can't find where you have say that there's fight where Incanter's ward and Invocation can shine, but you can't for Rune of Power. In fact, players can be forced to stand in 1 or 2 runes for 60% of the time if the fight design didn't include this. There's only 1 Ultraxion/Patchwerk fight per extension and in this fight, the other 2 two talents will shine too (or better).

Finally, I have choose Incanter's Ward not because I like it but because I lose less than with the other two.

Submitted by Millenia on

Well, while I do agree with you that the talents are definitely a factor in terms of restricting movement (or not in the case of Incanter's Ward), perhaps there can be a way to make them less punishing, in a sense?

For instance, Invocation could provide successive damage buffs. First tick gives a +8% damage buff. Second tick replaces it with a +16% damage buff. Third tick replaces that one with a +25% damage buff.

Rune of Power, similarly, could give less of a buff the further you are from on. When you're on it, you get the full effect. WIthin another five yards, only 75% of the effect. Between five and ten yards, 25%, and beyond that no effect.

However, maybe this shouldn't be baked in. Perhaps there could be a glyph that reduces the maximum effect (only +20% damage on Invocation, and +10% on Rune of Power, for example), but allows this wiggle room for the less skilled players.

Submitted by Millenia on

In addition, to make things a bit more fair with Incanter's Ward, maybe that same glyph can have mana gem usage activate Incanter's Ward at full strength. Of course, since mana gems have a 2 minute cooldown, this will prevent Incanter's Ward from being the end all be all, and also make it a tad more valuable in fights without heavy AoE.

Submitted by Nasia311 on

I  will stay positive, and "roll" with the punches, troll or provide feedback all you like. I would simply like to address the effect the combination of the poor level 90 talent mechanics combined with the newly coming Pyro CD. The cd to pyroblast affects gameplay. The level 90 talents are atrocious, does anyone else have to stand still and not dps for 5 sec every 40s? I was always taught back at the Mage Academy that your #1 DPS loss was not casting. Although the overall PVE DPS according to Blizz says will not be affected, the actual flow and gameplay feel of the spec will be. Evocating = Not Casting. The 3 s CD to pyro simply makes the gameplay of the spec very clunky. Nerf us all you like in constructive ways, I am not claiming Mages have not been in a good place for a while. I am claiming the current changes will make a very fun spec to play very unfun to play.

The scenario goes; In order to sustain dps on average with other classes our choices are: Drop a rune on the ground every min twice a base 1.5s cast a piece and not move ever for that min, hit a small shield that absorbs dmg and converts to a +%Dmg bonus but have no true control on having it up when we need it most, or my least favorite yet perferred talent due to player control, is simply casting a 5s evoc every 40s like clockwork to maximize uptime on a +%dmg bonus.

Blizzard, these are creative ideas, they really are, but the application of these are bad. Nobody wants to be tied to small circle on the ground or feel inferior, nobody wants to walk into fire to pop a shield or feel inferior, and for goodness sake, nobody I mean NoBody wants to cast EVOC for 5s every 40s or be completely gimped in dps and feel the most inferior. That said in addition to these options with a 3s CD on Pyro basically kills what is left of the Fire spec as far as enjoyment in playing the class and spec I choose to pay $15 a month to play.

I understand something needed to be done for PVP reasons, I understand how incredibly complicated this game is to make, design and balance. But please from one reasonable Mage to another and to all of the Blizz community and designers and programmers, please help us fix this issue to the fire spec.

I'm not asking not to be nerfed, I'm not asking to be treated any better than any other class (though of course I joke Mage is the superior class :) I kid), I simply want you guys to look at the flow and feel of what this spec has become and will be even moreso once the pyro change goes into effect.

Just look at it is all I ask. I hope I tried to stay reasonable and argue with some sort of logic, I don't want special treatment, I simply want to have fun playing a game I pay to play. Yes I could go frost, or Arcane, But fact is I was told by Blizz all three specs would be viable in a raid environment, and that is simply not exactly true. Nor do I enjoy either of those specs half as much as I enjoy fire. And I only wish everyone who pays to play this game to play what they love to play that suits them best. Roll with the punches I will, but that does not mean I have to do so silently without some sort of discourse.

The End.

Submitted by Aowyn on

Like Nathyiel, I don't think that the objections will go away, seeing that they persist after almost a month now. The psychological factor that I see happening here is that the players learned (correctly) from Arcane's model that PvE burst capability is tied to effects that have consequences if used out of burst windows. In the cooldown case, you don't have it available when the window comes, meaning you used it to gain less dps than you could. In Arcane Blast's case, you had mana issues that hinders you later on. In Mana Adept, short-term damage has consequences on long-term dps.

The talents do not provide either, instead being a benefit in all cases. It is easy to see that they have burst uses, many players had it in mind when they first appeared. But also saw that they benefit your damage in all cases, meaning any downtime is a potential subplay. The disadvantage from trying to keep it up just isn't that high to make us see these talents as something to decide the downtime, unlike Arcane Blast's ever-increasing mana cost.

It doesn't help that these talents impose as constraints something that the spells it uses do not focus. Evocation focuses on providing mana, which can be completely unrelated (and probably should) to movement constrain. Were they unrelated to mana, they might have been seen with good eyes, like the old Hunter talent "Sniper Training", where you get a damage buff if you stay still for 6s, but is free to deal damage during it.

This could have been improved to do more creative benefits than a simple damage percentage buff, like increase the chance to earn procs while standing still, charge extra damage for the next Pyroblast/BF/AM or grant a buff that allows you to cast while moving afterwards for a duration based on how long you stood still.