Arcane Mage Beginner's Guide

This is intended to be a simple guide to the basic rotation and dynamics of the spec that gets you up and running without requiring more advanced optimization.

Information on hero talents will be coming soon, but in general know that overall they add a minor layer on top of how each spec plays, and most of what’s here should be applicable regardless.

Talent Build #

This is a simplified talent build designed to avoid complex interactions and skip unnecessary abilities. While not optimal in all cases, it should be a great way to get started learning the spec and should work reasonably well in world content, delves, dungeons, and raids. Abilities and talents not chosen in this build are not described here, and the rotation information assumes you’ll be using the build.

Copy the text below to import the recommended build:
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Wowhead Link

Resources #

Arcane mages use two resources: mana and arcane charges.

Mana: Unlike most non-healers with a mana bar, available mana plays a critical role in the arcane mage rotation. You will expend mana with Arcane Blast, empty it with Arcane Surge, and then restore it with Arcane Barrage.

Arcane Charges: Up to four arcane charges are accumulated with builder abilities like Arcane Blast and Arcane Explosion. As charges are gained, the rotation speeds up and does more damage, but mana costs get higher. Casting Arcane Barrage will expend your charges, restore some mana, and reset the cycle.

Core Abilities #

Arcane Blast — Main single-target builder, cast that does a bit of damage and grants an arcane charge. Gets stronger, faster, and more expensive with more arcane charges.

Arcane Barrage — Instant cast arcane charge spender that restores increasing amounts of mana and does increasing amounts of damage with more arcane charges. Gains AoE damage with the Arcing Cleave talent.

Arcane Explosion — Main AoE builder, instant cast damage in an area around you while generating arcane charges.

Arcane Missiles — Short channel that fires a number of missiles at the target. Only usable when you get a Clearcasting proc. Usable when moving with Slipstream.

Arcane Orb — 20s AoE cooldown. Fires an orb forward doing damage to all enemies it touches. Grants arcane charges for each target hit. Gains an additional charge with Charged Orb.

Cooldowns #

Arcane Surge — 1.5m cooldown, drains all mana to do a bunch of damage to the target and surrounding enemies, the more full your mana is the more damage it will deal. After that you’ll gain Clearcasting and have a 15s window of increased mana regen and damage.

Shifting Power — 1m cooldown. Channels for 4s to do AoE damage and reduce other cooldowns by 12s. Most valuable to speed up Arcane Surge but can also help bring more utility focused spells off cooldown.

Effects #

These are some of the more notable effects, interactions, and passive talents that you should be aware of. It’s not covering effects (even if they’re very strong) that provide flat bonuses or that don’t require much thought to use, and it only includes those used in our recommended build.

Mastery: Savant — Mastery points will grow your mana capacity and regeneration, the degree to which arcane charges increase Arcane Blast and Arcane Barrage damage, and your overall arcane damage.

Clearcasting — As you cast arcane spells, you’ll occasionally gain Clearcasting procs, which allow you to cast Arcane Missiles and remove the mana cost of Arcane Explosion. A number of talents in both the class and spec tree add additional bonuses, including Improved Clearcasting that lets you accumulate two stacks of the proc helping to smooth out usage. Rotationally you’ll just want to look out for the proc and use it within 20s before it expires.

Nether Precision — After using a clearcasting proc, your next two Arcane Blast or Arcane Barrage casts do more damage. A few other talents enhance this effect in various ways. The effect only lasts 10s so this encourages you to follow-up clearcasting usage with your main blast/barrage rotation, which should happen naturally

Enlightened — Bonus to arcane damage when your mana is above 70%, and bonus to mana regen when it’s below 70%. Encourages you to keep mana reasonably full, and helps to recover when it’s drained from high-charge Arcane Blast casts or after using Arcane Surge.

Rotation Overview #

This is an overview of the core rotation. It’s not a strict priority order but rather an outline of how the different abilities interact and are used. It assumes you’re using the recommended talent build above.

Single Target:

  • Arcane Missiles whenever allowed via a Clearcasting proc
  • Arcane Blast to build arcane charges - but watch for mana running out
  • Arcane Barrage to reset arcane charges and restore mana
  • On enemies that you expect to live for a while
    • Make sure you’ve got full mana, then cast Arcane Surge
    • Squeeze as much damage into the next 15s as you can

AoE:

Defensives #

Prismatic Barrier - Applies a 1min shield, reduces magic damage and the duration of negative effects.

Mirror Image - Creates decoys that distract enemies and grants a 20% damage reduction.

Ice Block - Negates all damage and effects for 10s, but prevents you from moving or acting.

Crowd Control #

Snare Frostbolt - Ranged snare, not used for damage for non-frost mages

Interrupt Counterspell - Interrupts the target’s cast.

Snare Cone of Cold - Slows targets in front of you

Incapacitate Polymorph - Incapacitates for 1min, but target regenerates health. Damage breaks the effect.

Root Frost Nova - Roots enemies in a ring around you.

Mobility #

Blink — Teleport forwards a short distance.

Ice Floes — Allows moving while casting for your next cast, can be used mid-cast.

Utility #

Buff Arcane Intellect — Grants intellect to you and your party.

Lust Time Warp — Bloodlust-alike.

Slow Fall - Reduces your or an ally’s falling speed for 30s, making falls non-lethal.

Invisibility — Takes 3s to make you undetectible and untargetable by enemies for 20s.

Purge Spellsteal — Removes a buff from an enemy and gives it you.

Alter Time — Cast once to “remember” your location and health level. Return to that location and health level when cast again or after 10s.

Quality of Life #

Teleport and Portal — Transports you or your party to a major city.

Conjure Refreshment — Creates food/drink for you and your party.

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