Core/GameObjects

* Removed long deprecated code for mining nodes (multiple uses, artifact of TBC)
* Made fishing pools generate use count only on spawn (and respawn) instead of randomizing use count on every fishing attempt - prevents early despawning in some cases
Scripts/Eye of Eternity: Rewrite Arcane Barrage mechanic

* Note that even after last changes happens I'm not sure exactly how the timers are controlled. The wipe chance should be a lot smaller now.. Any further change I can think of is beyond what I see. The main problem is currently. In theory there is chance, If timers get to be same with delay lesser than 2 seconds and if target randomisations select same target for shit out of luck reason. And if starting different timers were matching you can be hit atleast 2-3 times and on 25 mode maybe more. The timers are not with fixed difference for sure is all I know.
DB/Misc:

Add Missing Sunreaver Guardian Mage (thx aokromes) Closes #9311
Add SAI for Mission: The Abyssal Shelf (thx Kirkhammett)
DB/SAI: Add SAI for quest "A Worthy Weapon"

Closes #9250
SQL: Fix typo
Merge branch 'master' of https://github.com/TrinityCore/TrinityCore