Arcane Mage Mythic+ Guide

11.1 - Undermine(d)

Last Updated:February 27, 2025|Changelog|FAQ

Welcome to the Arcane Mage Mythic+ guide for the World of Warcraft patch 11.1! This guide covers everything you need to know to understand your character! Are you starting out and leveling up from 70? Check out the leveling guide!

Overview

Patch 11.1 - Undermine(d)
Arcane Mage
Arcane MageMythic+
Single-Target
Average
AoE
Strong
Utility
Excellent
Survivability
Excellent
Mobility
Excellent
Arcane Mage Mythic+ Best in Slot

Hero Talents

Patch 11.1 - Undermine(d)
Arcane Mage

Spellslinger

Spellslinger is the main hero talent used in both single and AoE scenarios. Sunfury is almost identical in Single Target but falls behind slightly in AoE. As such, the rest of the guide assumes Spellslinger is being played.

Spellslinger
Sunfury
  • Splintering Sorcery
    • The entire fantasy of Spellslinger revolves around shooting dozens of spikes at your enemy during combat. Most of the hero tree talents are passive effects and you do not play around anything specific.
  • Slippery Slinging and Look Again
    • Generally, default to Slippery Slinging as you would need to drop some utility in the class tree to pick up Displacement. If you ever were to have Displacement however, Look Again is the default pick.
  • Phantasmal Image
    • This talent synergizes extremely well with Reduplication potentially making your Mirror Images more potent and a very short cooldown.
  • Spellfrost Teachings
    • Be ready to react to all the free extra Arcane Orbs you get while playing Spellslinger. Especially in AoE, you gain tons of free Arcane Barrages.
  • Splinterstorm
    • When playing Spellslinger, this trait contributes to changing your rotation in a quirky way. Be prepared to react to free Clearcastings procs you get from Splinterstorm.
  • Spellfire Spheres
    • This is the defining aspect of Sunfury. The entire playstyle revolves around generating as many Spellfire Spheres as possible. The more Spellfire Spheres generated, the more damage in single and AoE.
  • Invocation: Arcane Phoenix
    • Your Spellfire Spheres are spent through this talent. The bird popularly known as "Arlo" takes the generated Spellfire Spheres and cast spells such as Arcane Surge and even Flamestrike.
  • Burden of Power and Glorious Incandescence
    • These two talents go hand in hand and are the main reason why the playstyle revolves around generating as many Spellfire Spheres as possible.
    • Thanks to Glorious Incandescence, the arcane charges lost from casting Arcane Barrage are regenerated instantly.
  • Memory of Al'ar
    • After Arcane Surge ends, the Arcane Soul buff is gained dependent on how many Spellfire Spheres were used. This buff allows the use of multiple fully charged Arcane Barrages in a row without depleting arcane charges and giving a stack of Clearcasting for each cast.

Talents

Patch 11.1 - Undermine(d)
Arcane Mage
Spellslinger Mythic+ Build
Spellslinger Arcane Mage Mythic+ Build

Gameplay Altering Talents

Discover all talents that significantly alter your gameplay within the Spec and Class Talent trees. This section gives a concise overview of these talents and their applications but for a more detailed look check out the Rotation and Deep Dive sections below.

Spec Tree

  • Arcane Surge
    • This is your major cooldown as an Arcane Mage. Granting you massive spell power and mana regeneration.
  • Touch of the Magi
    • This is a short cooldown that accumulates 20% of your damage to the target for 12 seconds. Thus, making it one of the most important spells to play around in your rotation.
  • Intuition
    • This talent allows you to cast an empowered Arcane Barrage that also refunds your arcane charges.
  • Magi's Spark
    • In most cases this talent is completely passive, just remember in AoE situations you need to cast Arcane Blast at least once during your Touch of the Magi window.
  • Aether Attunement
    • This talent allows every third cast of Arcane Missiles to deal increased damage and cleave onto other targets. This is your only Arcane Missiles that is fully channeled (more about clipping in deep dive).
  • Arcing Cleave
    • A majority of the cleave/AoE damage comes from this talent. Be sure to make good use of the Arcane Barrage spell.
  • Orb Barrage
    • Reacting and playing around this proc is very important in Cleave and AoE scenarios to not lose potential Arcane Charges as each Arcane Orb should fully regenerate your Arcane Charges.

Class Tree

  • Shifting Power
    • This spell is a channel used after your cooldowns to reduce all your spells by 12 seconds.
  • Spellsteal
    • There are a lot of magic mechanics you can Spellsteal to gain their benefit.
  • Time Anomaly
    • Be ready to react to the procs acquired get from this talent, they can impact the rotation differently depending on when they proc.
  • Mass Barrier
    • Make sure to use Mass Barrier to give your teammates Prismatic Barrier!
  • Shimmer
    • This talent node is the main reason Mages in general have such high mobility. Being castable while casting and off the GCD, it is essential you manage your Shimmer well to achieve 100% uptime on DPS during any encounter.

Hero Talents

  • Slippery Slinging
    • Generally better but if you do find yourself using Displacement, feel free to swap to Look Again.
  • Signature Spell
    • Numerically the better option.
  • Reactive Barrier
    • Generally the better option but some dungeons you can get more value out of Mirror Image and Phantasmal Image becomes more attractive of a talent.
  • Volatile Magic
    • Numerically the better pick.

Rotation

Patch 11.1 - Undermine(d)
Arcane Mage

Tier Set

  • 2-Set: Your spells and abilities have a small chance to hit a Jackpot! granting you Clearcasting and 5% increased spell damage for 12 seconds. Casting Touch of the Magi always hits a Jackpot!
  • 4-Set: When you hit a Jackpot!, you also gain Aether Attunement at 100% effectiveness.

This provides a nice minigame to play around with reacting to extra Aether Attunement procs while also giving you on demand damage whenever you cast Touch of the Magi.

Single-Target

Spellslinger

High Voltage Opener

  • The goal of the opener is to enter the Touch of the Magi window as fast as possible. This assumes you enter the opener with 0 Arcane Charges, if you already have 4, simply cast barrage before Touch of the Magi. Be sure to cast Touch of the Magi before the Arcane Barrage hits the target.
Arcane Mage High Voltage Single-Target opener in Mythic+
  • Evocation is casted 4 seconds before the pull happens.
  • Arcane Missiles is casted 1 second before the pull.
  • Touch of the Magi is off the GCD.

High Voltage Priority List

This is a general priority you aim to maintain throughout the fight.

All Arcane Missiles are clipped except ones empowered by Aether Attunement (more about clipping in deep-dive).

  1. Cast Arcane Barrage if Intuition or Arcane Tempo will expire before your next cast.
  2. Cast Shifting Power after your Arcane Surge expires.
  3. Cast Arcane Barrage if you have over 12 stacks of Arcane Harmony and 1 or 0 stacks of Nether Precision.
  4. Cast Arcane Missiles with Clearcasting if you have Aether Attunement and are about to cast Touch of the Magi.
  5. Cast Arcane Missiles with Clearcasting when you don't have Nether Precision or if you have less than 4 Arcane Charges.
  6. Cast Arcane Orb when you have less than 3 Arcane Charges.
  7. Cast Arcane Barrage if you have Intuition.
  8. Cast Arcane Barrage if you have 4 Arcane Charges andClearcasting available and either:
    1. You have 1 stack of Nether Precision and either:
      1. Aether Attunement is ready.
      2. Your target is below 35% health.
  9. Cast Arcane Barrage if you have Arcane Orb available and 4 Arcane Charges and either no Nether Precision stacks or no Clearcasting stacks and 1 Nether Precision stack.
  10. Cast Arcane Blast.
  11. Cast Arcane Barrage if you are out of mana.

Multi-Target

Spellslinger

Opener

  • The goal of the opener is to enter the Touch of the Magi window as fast as possible. This assumes you enter the opener with 0 Arcane Charges. If you already have 4 Arcane Charges, skip the Arcane Orb and Arcane Missiles.
Arcane Mage AoE/Funnel opener in Mythic+
  • Evocation is casted 4 seconds before the pull happens.
  • Arcane Orb is casted 1 second before the pull if you have less than 2 Arcane Charges.
  • Touch of the Magi is off the GCD.
  • Every Touch of the Magi has an Arcane Barrage casted before if you enter Touch of the Magi with 4 Arcane Charges.
    • Be sure to cast Touch of the Magi before the Arcane Barrage hits the target.

Funnel Priority List

This is considered the funnel rotation, but it is recommended to perform this in raid because the sacrifice to AoE damage is not worth the single target damage lost. This is a general priority you aim to maintain throughout the fight.

All Arcane Missiles are clipped except ones empowered by Aether Attunement (more about clipping in deep-dive).

  1. Cast Arcane Blast once during your Touch of the Magi to proc Magi's Spark.
  2. Cast Shifting Power after your Arcane Surge expires.
  3. Cast Arcane Barrage if you have over 12 stacks of Arcane Harmony and 1 or 0 stacks of Nether Precision.
  4. Cast Arcane Missiles with Clearcasting if you have Aether Attunement and are about to cast Touch of the Magi.
  5. Cast Arcane Missiles with Clearcasting when you don't have Nether Precision or if you have less than 4 Arcane Charges.
  6. Cast Arcane Orb when you have less than 3 Arcane Charges.
  7. Cast Arcane Barrage if you have Intuition.
  8. Cast Arcane Barrage if you have Arcane Orb available and 4 Arcane Charges.
  9. Cast Arcane Barrage if you have Clearcasting available and 4 Arcane Charges.
  10. Cast Arcane Barrage if your target is in execute range.
  11. Cast Arcane Explosion if you have 0 or 1 Arcane Charges.
  12. Cast Arcane Blast.
  13. Cast Arcane Barrage if you are out of mana.

Pure AoE Priority List

IMPORTANT - Currently, the Pure AoE rotation does less single target and AoE compared to the funnel rotation. This is here incase tuning changes or for low level content. A good rule of thumb is if your Touch of the Magi target is dying before it explodes in AoE, use this rotation.

  1. Cast Arcane Blast once during your Touch of the Magi to proc Magi's Spark.
  2. Cast Shifting Power after your Arcane Surge expires.
  3. Cast Arcane Missiles with Clearcasting if you have Aether Attunement and are about to cast Touch of the Magi.
  4. Cast Arcane Orb whenever you have 0 Arcane Charges.
  5. Cast Arcane Missiles with Clearcasting if you do not have Nether Precision.
  6. Cast Arcane Barrage if you have 4 Arcane Charges.
  7. Cast Arcane Explosion if you have exactly 0 Arcane Charges.
  8. Cast Arcane Blast.
  9. Cast Arcane Barrage if you run out of mana.

Deep dive

Patch 11.1 - Undermine(d)
Arcane Mage

Mana Management

Generally, the only part of the rotation where mana is an issue is after the second Touch of the Magi of the fight in Single Target if you lusted on pull. In this situation, it is best to cast Arcane Barrage if Arcane Blast can not be casted due to lack of mana. Build back up Arcane Charges with Arcane Orb and continue the cycle. You can enter your Arcane Surge Touch of the Magi combo with 0% mana as Arcane Surge gives you all of your mana back. Generally, mana is not a big concern anymore compared to previous iterations of Arcane Mage.

Shimmer Cast Immunity

Shimmer is very unique as it gives the caster a small grace period of being able to cast spells while moving. This lets Mages perform some technical maneuvers in order to lose zero damage during knockbacks or other events where casting is required and the Mage needs to move small steps. At a basic level, you achieve this by first casting a spell, using Shimmer, taking the small step then standing still and resuming casting. When using this on a knockback, you first start casting a spell, use Shimmer right before the knockback and Shimmer again as soon as the knockback goes off. If done correctly, the cast should not have canceled and you have achieved full uptime during a knockback without Ice Floes!

Clipping Arcane Missiles

  • Clipping refers to intentionally canceling your Arcane Missiles channel in order to cast another spell.
  • Currently, it is best to clip every Arcane Missiles besides ones empowered by Aether Attunement in both Single and AoE. This is done because the buffs you obtain from using Arcane Missiles is far more important than the damage Arcane Missiles does. The spell is also designed in a way where you stop casting on a tick of Arcane Missiles so it is very efficient.

Orb Barrage Minmaxing

There is a trick you can use to maximize your Orb Barrage efficiency in AoE scenarios. I have coined this trick the "7-10 Split".

DISCLAIMER: This trick is highly technical and mechanically taxing. I do not recommend trying this trick unless you are proficient at Arcane Mage already.

7-10 Split

The 7-10 split refers to casting multiple fully charged Arcane Barrages with a singular Arcane Orb. This is only usable when there are 8 or more targets. The difficulty is dependent on how stacked the mobs present are. The looser the stack, the easier it is to use this trick. You can achieve this when the mobs are almost fully stacked but it is extremely difficult.

You can achieve this majestic feat by first having an Arcane Orb headed towards 8 or more targets. When the Arcane Orb hits 4 enemies, send a Arcane Barrage before the Arcane Orb damages the rest of the enemies. You want to stand around 20+ yards from the mobs (this distance depends on your haste, the higher your haste, the closer you can stand) in order to not lose globals waiting for the Arcane Orb to hit the targets.

Here is a clip from S2 Dragonflight showcasing this very well. Even though it is a previous patch, the concept is the same as Orb Barrages has not changed.

As you can see, the mobs are fairly stacked and every global during Touch of the Magi is filled with fully charged Arcane Barrages even when getting average procs.

Understanding Mechanics

Rotational min-maxing is just one aspect of mastering a specialization, but there are numerous other key mechanics that influence your performance. Use the following guides to improve them.

Dungeons

Patch 11.1 - Undermine(d)
Arcane Mage

← Scroll for more Dungeons

Cinderbrew Meadery
Darkflame Cleft
Operation Mechagon: Workshop
Operation: Floodgate
Priory of the Sacred Flame
Rookery
THE MOTHERLODE!!!
Theater of Pain
Arcane Mage Mythic+ Build in Cinderbrew Meadery

Boss Tips

An Affront of Challengers

  • Always be close to the boss to have an easier time dodging a Decaying Breath frontal.
  • Use a defensive whenever Searing Death or Mighty Smash happens.
  • Use a defensive if you are afflicted with a Withering Touch and not getting dispelled.

Xav the Unfallen

  • Stacks from the Oppressive Banner slow can be refreshed with an Ice Barrier due to Energized Barriers talent.

Kul'tharok

  • Use a defensive whenever you are afflicted with a Well of Darkness.
  • Group up with your teammates for a Draw Soul and press a defensive for the initial hit.
  • Always be ready to interrupt a Necrotic Bolt.

Gorechop

  • Meat Hooks can be blinked through with a Shimmer or Alter Time.
  • Be close to the boss to avoid being gripped by a Tenderizing Smash whenever it happens.

Mordretha, the Endless Empress

  • Use a defensive whenever Manifest Death or Echoes of Carnage happens.
  • Be close to the boss to have an easier time dodging Dark Devastation.
    • Dark Devastation is baited at players so if you feel like it, you can bait it away from the group to reduce the risk of someone dying to it. Can be very helpful during phase 2.

Trash Tips

  • Important abilities to interrupt in this dungeon are:
    • Necrotic Bolt from Battlefield Ritualist.
    • Unholy Fervor from Battlefield Ritualist.
      • Can Spellsteal if it goes through.
    • Demoralizing Shout from Ancient Captain.
    • Necrotic Bolt Volley from Maniacal Soulbinder.
    • Necrotic Bolt from Maniacal Soulbinder.
    • Bone Spear from Bone Magus.
    • Bind Soul from Shackled Soul.
    • Withering Discharge from Blighted Sludge-Spewer.
    • Decaying Filth from Blighted Sludge-Spewer.
  • Pay extra attention to these casts:
    • Raging Tantrum from Raging Bloodhorn.
      • Raging Bloodhorn goes into a Raging Tantrum inflicting physical damage to all enemies every 2 seconds.
    • Interrupting Roar from Nekthara the Mangler and Heavin the Breaker.
      • Interrupts spell casting and inflicts physical damage to all players.
    • Ricocheting Blade from Harugia the Bloodthirsty and Advent Nevermore.
      • Inflicts physical damage to a random target and applies a Bleed. Can be avoided by going line-of-sight.
    • Soulstorm from Portal Guardian.
      • Inflicts shadow damage to all players every 2 seconds for 8 seconds.
    • Death Winds from Nefarious Darkspeaker.
      • A frontal tornado that inflicts shadow damage and knocks any player caught in the path.
  • Dangerous debuffs to be wary of:
    • Jagged Quarrel from Shambling Arbalest.
      • Inflicts physical damage to a random target and applies a Bleed.
    • Shadow Vulnerability from Portal Guardian.
      • A Curse inflicting shadow damage and increasing shadow damage taken by 30%.
        • Dispel it with a Remove Curse.
    • Curse of Desolation from Nefarious Darkspeaker.
      • A Curse that spawns pools on the ground every 3 seconds under the afflicted player, inflicting damage to players within 3 yards of the impact and fearing them for a second.
        • Dispel it with a Remove Curse.

Pre Dungeon Start

  • Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Arcane Mage Mythic+ Build in Darkflame Cleft

Boss Tips

Ol' Waxbeard

  • Aim Reckless Charge to the nearby walls or pillars.
  • Don't tank too many stacks of Crude Weapons from Menial Laborers, especially if you are debuffed by a Luring Candleflame. Kite them if needed.
  • Always instantly swap to a dynamite laden cart whenever Underhanded Track-tics happens.

Blazikon

  • Use a defensive every time Enkindling Inferno happens.
  • Light as many candles as you can with Wicklighter Barrage debuff.
    • As a Mage you can light multiple of them by utilizing Alter Time and Shimmer.

The Candle King

  • Always be ready to kick Paranoid Mind as it is casted very often.
  • Use a defensive whenever you are targeted by a Throw Darkflame.

The Darkness

  • Help out with filling up Candlelight if your healer is struggling with it.
    • As a Mage you are one of the best classes for this job so don't hesitate to help.
  • Use a defensive for Eternal Darkness.
    • Good opportunity for an Alter Time as it is ready for each Eternal Darkness cast.
  • Use a defensive whenever you are targeted with a Shadowblast.

Trash Tips

  • Important abilities to interrupt in this dungeon are:
    • Wicklighter Bolt from Royal Wicklighter.
    • Mole Frenzy from Lowly Moleherd.
    • Explosive Flame from Blazing Fiend.
    • Flaming Tether from Sootsnout.
    • Drain Light from Shuffling Horror.
  • Pay extra attention to these casts:
    • Throw Rock from Lowly Moleherd.
      • Pay attention to your health whenever you are spam targeted by this spell, especially if Lowly Moleherd is Panicked!.
  • Dangerous debuffs to be wary of:
    • Flashpoint from Royal Wicklighter.
      • Applies a Magic debuff to a random player, inflicting heavy fire damage. Be careful if you are not dispelled and use a defensive.
    • Explosive Flame from Blazing Fiend.
      • Be careful if you get too many stacks of this debuff and press a defensive if the cast goes through multiple times.

Pre Dungeon Start

  • Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Arcane Mage Mythic+ Build in Operation Mechagon: Workshop

Boss Tips

Tussle Tonks

  • Don't be too far from the boss to have an easier time aiming Maximum Thrust to the close wall and not baiting Foe Flipper too far away from the other boss.
  • B.4.T.T.L.3. Mine are baited by range players so be mindful of your positioning.
  • Use defensives during Ground Pounds.

K.U.-J.0.

  • Air Drops are baited on players so be careful of not placing two of them too close to each other.
  • Spread out with Explosive Leap and use a defensive each time it happens. Leap goes first on the furthest target.
    • Can be dodged with a Shimmer.
    • Can be fully cancelled with a well timed Greater Invisibility. Should be used during the actual leap on you.
  • Use a defensive whenever Blazing Chomp is being dispelled.

Machinist's Garden

  • Swap to the Inconspicuous Plant whenever it spawns.

King Mechagon

  • Use a defensive whenever you are targeted by a Mega-Zap.
    • Can be cancelled by a Greater Invisibility.

Trash Tips

  • Important abilities to interrupt in this dungeon are:
    • Detonate from Bomb Tonk.
    • Giga-Wallop from Mechagon Tinkerer.
    • Tune Up from Mechagon Mechanic.
  • Pay extra attention to these casts:
    • Mega Drill from Waste Processing Unit.
      • Inflicts nature damage to all players. Stack up with the group and use defensives.
    • Short Out from Defense Bot Mk III.
      • Short channeled cast that inflicts nature damage to all players. Use a defensive whenever it happens.
  • Dangerous debuffs to be wary of:
    • Fiery Jaws from Junkyard D.0.G.
      • Applies a Magic debuff to a random player, inflicting heavy fire damage. Be careful if you are not dispelled and use a defensive.
    • Arcing Zap from Defense Bot Mk I and Defense Bot Mk III.
      • Applies a Magic debuff to a random player, inflicting nature damage. Be careful if you are not dispelled and use a defensive.

Pre Dungeon Start

  • Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Arcane Mage Mythic+ Build in Operation: Floodgate

Boss Tips

Big M.O.M.M.A.

  • Sonic Boom projectile can be blinked over with a Shimmer.
  • Always be ready to kick Maximum Distortion.
  • Don't forget that increased damage phase comes right after you kill all the Darkfuse Mechadrones, so plan you offensive cooldowns accordingly.
  • Use a big defensive during the Kill-o-Block Barrier if you are slow with killing all the Darkfuse Mechadrones.

Demolition Duo

  • Use defensive whenever you are targeted by a Kinetic Explosive Gel.
    • Try to get far bombs with it since you are very mobile and tanky as a Mage.
  • Aim Barreling Charge to the far bombs first because last charge always happens on a tank, which he can use to clear all the melee bombs.

Swampface

  • Use a defensive during the Awaken the Swamp casts.

Geezle Gigazap

  • Try to stack up for healing during the Turbo Charge cast or use a defensive if you are far away.
  • Try to "claim" far and awkward Dam Water pools as a Mage, since it is easy for you to deal with Leaping Sparks with your mobility.
  • Use a defensive if you are targeted with a Gigazap.

Trash Tips

  • Important abilities to interrupt in this dungeon are:
    • Trickshot from Mechadrone Sniper.
    • Surveying Beam from Venture Co. Surveyor.
    • Bloodthirsty Cackle from Darkfuse Hyena.
    • Blood Blast from Darkfuse Bloodwarper.
    • Restorative Algae from Disturbed Kelp.
      • Use Spellsteal if the cast goes through.
    • Harpoon from Venture Co. Diver.
    • Lightning Bolt from Venture Co. Electrician.
  • Pay extra attention to these casts:
    • Wind Up from Loaderbot.
      • Fixates a random player, inflicting physical damage to players within 3.5 yards for 6 seconds. Don't be in melee or close to the mob whenever it happens.
    • Shreddation from Shreddinator 3000.
      • Summons several spinning sawblades at the location of every player, inflicting physical damage every 0.3 seconds to players within the effect. This damage increases with consecutive hits. Damage can be fully avoided by prerunning out of it before the cast finishes.
  • Dangerous debuffs to be wary of:
    • Overcharge from Venture Co. Electrician.
      • Applies a Magic debuff to a random player, inflicting nature damage and stuns if the effect persists without being dispelled.

Pre Dungeon Start

  • Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Arcane Mage Mythic+ Build in Priory of the Sacred Flame

Boss Tips

Captain Dailcry

  • Always be ready to kick Battle Cry.

Baron Braunpyke

  • Always be ready to kick Burning Light.
  • Use a defensive during Sacrificial Pyre soaks.

Prioress Murrpray

  • Use a defensive whenever Blinding Light happens.
  • During phase 2, run all together on one side to stack incoming Arathi Neophytes. Remember that your goal is to just let them rot down from Overwhelming Power. Run away from them and help with crowd controls and slows if needed.
    • Dropping a Ring of Frost on the way is going to be very helpful aside from your usual crowd control abilities.

Trash Tips

  • Important abilities to interrupt in this dungeon are:
    • Boiling Flames from Venture Co. Pyromaniac.
    • Holy Smite from High Priest Aemya.
    • Cinderblast from Taener Duelmal.
    • Fireball from Taener Duelmal.
    • Holy Smite from Devout Priest.
    • Greater Heal from Devout Priest.
    • Fireball from Fanatical Conjuror.
    • Flamestrike from Fanatical Conjuror.
    • Fireball Volley from Risen Mage.
    • Fireball from Risen Mage.
  • Pay extra attention to these casts:
    • Defend from Arathi Footman.
      • A channeled cast that reduces damage taken by any ally around the caster by 50% for up to 5 seconds. Stop it with any crowd control immediately.
    • Pot Shot from Fervent Sharpshooter.
      • Inflicts physical damage to a random player. Use a defensive if you are targeted by multiple of those.
    • Disrupting Shout from Arathi Knight.
      • Inflicts physical damage to all players within 40 yards and interrupts spell casting for 4 seconds.
    • Holy Radiance from Elaena Emberlanz.
      • Inflicts holy damage to all players for 8 seconds.
    • Lunging Strike from Sergeant Shaynemail.
      • Leaps at a random player, inflicting physical damage and applying a Bleed.
        • Can be avoided with a Shimmer or just outrunning it when she leaps if you are far enough.
    • Purification from Lightspawn.
      • Channeled cast that fixates on a random player and inflicts holy damage every second for 6 seconds.
  • Dangerous debuffs to be wary of:
    • Pounce from War Lynx.
      • A Bleed effect inflicting physical damage for 14 seconds or until fully healed.
        • Look for an Alter Time. Preusing it at full health would make it very easy to remove with healing. Can be also dodged with a Shimmer.
    • Impale from Arathi Knight.
      • A Bleed that is applied to a random player.
    • Heat Wave from Forge Master Damian.
      • A Magic slow debuff for 4 seconds. In combination with Molten Pools can be very deadly.
        • Can be removed with an Ice Barrier due to Energized Barriers talent.
  • Useful purges:
    • Templar's Wrath from Zealous Templar.
      • Magic buff increasing all damage done by 30%.
        • Can be purged with a Spellsteal.

Pre Dungeon Start

  • Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Arcane Mage Mythic+ Build in Rookery

Boss Tips

Kyrioss

  • Take an extra step to dodge the beams during the Lightning Torrent phase because their hitbox is bigger than their visuals.
  • Use a defensive during Crashing Thunder.
  • Be either very spread or stacked during the Wild Lightning to not bait them bad and put someone in an awkward situation.

Stormguard Gorren

  • Use a defensive whenever you get Chaotic Corruption.

Voidstone Monstrosity

  • Use a defensive if you get Unleash Corruption and not getting dispelled.
  • Always remember that once you break the Void Shell absorb shield, the increased damage phase comes right after, so plan your offensive cooldowns accordingly.

Trash Tips

  • Important abilities to interrupt in this dungeon are:
    • Lightning Bolt from Cursed Thunderer.
    • Lightning Surge from Cursed Rooktender.
    • Void Bolt from Corrupted Oracle.
    • Void Bolt from Void Ascendant.
  • Pay extra attention to these casts:
    • Bounding Void from Quartermaster Koratite.
      • Targets a random player and launches void infused orbs towards him that travels out and returns back to the caster.
    • Attracting Shadows from Coalescing Void Diffuser.
      • Pulls in all players inflicting shadow damage every second and additionally inflicts even more damage to players within 7 yards of the center of the pull in effect at the end of the cast.

Pre Dungeon Start

  • Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Arcane Mage Mythic+ Build in THE MOTHERLODE!!!

Boss Tips

Coin-Operated Crowd Pummeler

  • Use a defensive whenever Static Pulse happens.
  • Be close to the boss to have an easier time dodging Shocking Claw frontal.

Azerokk

  • Use a defensive whenever Resonant Quake happens.
  • Swap to Earthragers whenever they are Azerite Infused.
  • Be close to the boss if possible to have an easier time dodging Tectonic Smash frontal.

Rixxa Fluxflame

  • Use a defensive if you are targeted with the ‍Propellant Blast.

Mogul Razdunk

  • Be close to the boss whenever it's time for a Gatling Gun because it is almost impossible to outrun if you are far away from the boss.
  • Be always ready to run away with a Homing Missile if you are targeted, to not hit the rest of the group.

Trash Tips

  • Important abilities to interrupt in this dungeon are:
    • Toxic Blades from Hired Assassin.
    • Iced Spritzer from Refreshment Vendor.
    • Rock Lance from Venture Co. Earthshaper.
    • Furious Quake from Stonefury.
    • Tectonic Barrier from Stonefury.
    • Transmute: Enemy to Goo from Venture Co. Alchemist.
  • Pay extra attention to these casts:
    • Uppercut from Addled Thug.
      • Charges to a random player, inflicting physical damage and knocking all players withing 4 yards of impact into the air.
    • Activate Mech from Mech Jockey.
      • Activates a nearby Mechanized Peacekeeper.
        • Stop it using any crowd control available.
    • Fan of Knives from Hired Assassin.
      • Channeled cast that inflicts physical damage to anyone within 45 yards. Extremely dangerous if Toxic Blades cast went through.
        • Stop it using any crowd control available.
    • Rapid Extraction from Azerite Extractor.
      • Inflicts physical damage to all players and spawns ground effects at nearby location.
    • Mind Lash from Venture Co. Mastermind.
      • Targets a random player and channels at him, inflicting arcane damage every second over 4 seconds.
  • Dangerous debuffs to be wary of:
    • Seek and Destroy from Crawler Mine.
      • Crawler Mine crawls towards a player and detonates when nearby, inflicting fire damage on impact and every 2 seconds for 6 seconds.
    • Caustic Compound from Venture Co. Alchemist.
      • A Poison effect, inflicting nature damage for 6 seconds.

Pre Dungeon Start

  • Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Arcane Mage Mythic+ Build in Theater of Pain

Boss Tips

An Affront of Challengers

  • Always be close to the boss to have an easier time dodging a Decaying Breath frontal.
  • Use a defensive whenever Searing Death or Mighty Smash happens.
  • Use a defensive if you are afflicted with a Withering Touch and not getting dispelled.

Xav the Unfallen

  • Stacks from the Oppressive Banner slow can be refreshed with an Ice Barrier due to Energized Barriers talent.

Kul'tharok

  • Use a defensive whenever you are afflicted with a Well of Darkness.
  • Group up with your teammates for a Draw Soul and press a defensive for the initial hit.
  • Always be ready to interrupt a Necrotic Bolt.

Gorechop

  • Meat Hooks can be blinked through with a Shimmer or Alter Time.
  • Be close to the boss to avoid being gripped by a Tenderizing Smash whenever it happens.

Mordretha, the Endless Empress

  • Use a defensive whenever Manifest Death or Echoes of Carnage happens.
  • Be close to the boss to have an easier time dodging Dark Devastation.
    • Dark Devastation is baited at players so if you feel like it, you can bait it away from the group to reduce the risk of someone dying to it. Can be very helpful during phase 2.

Trash Tips

  • Important abilities to interrupt in this dungeon are:
    • Necrotic Bolt from Battlefield Ritualist.
    • Unholy Fervor from Battlefield Ritualist.
      • Can Spellsteal if it goes through.
    • Demoralizing Shout from Ancient Captain.
    • Necrotic Bolt Volley from Maniacal Soulbinder.
    • Necrotic Bolt from Maniacal Soulbinder.
    • Bone Spear from Bone Magus.
    • Bind Soul from Shackled Soul.
    • Withering Discharge from Blighted Sludge-Spewer.
    • Decaying Filth from Blighted Sludge-Spewer.
  • Pay extra attention to these casts:
    • Raging Tantrum from Raging Bloodhorn.
      • Raging Bloodhorn goes into a Raging Tantrum inflicting physical damage to all enemies every 2 seconds.
    • Interrupting Roar from Nekthara the Mangler and Heavin the Breaker.
      • Interrupts spell casting and inflicts physical damage to all players.
    • Ricocheting Blade from Harugia the Bloodthirsty and Advent Nevermore.
      • Inflicts physical damage to a random target and applies a Bleed. Can be avoided by going line-of-sight.
    • Soulstorm from Portal Guardian.
      • Inflicts shadow damage to all players every 2 seconds for 8 seconds.
    • Death Winds from Nefarious Darkspeaker.
      • A frontal tornado that inflicts shadow damage and knocks any player caught in the path.
  • Dangerous debuffs to be wary of:
    • Jagged Quarrel from Shambling Arbalest.
      • Inflicts physical damage to a random target and applies a Bleed.
    • Shadow Vulnerability from Portal Guardian.
      • A Curse inflicting shadow damage and increasing shadow damage taken by 30%.
        • Dispel it with a Remove Curse.
    • Curse of Desolation from Nefarious Darkspeaker.
      • A Curse that spawns pools on the ground every 3 seconds under the afflicted player, inflicting damage to players within 3 yards of the impact and fearing them for a second.
        • Dispel it with a Remove Curse.

Pre Dungeon Start

  • Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.

Affixes

The Affix system got revamped going into The War Within Season 1 retiring most Affixes as well as introducing new kiss-curse ones while also changing on which key level these appear.

  • +4 Affixes -- Rotates on a weekly basis
    • Xal'atath's Bargain: Ascendant
    • Xal'atath's Bargain: Voidbound
    • Xal'atath's Bargain: Oblivion
    • Xal'atath's Bargain: Devour
    • Xal'atath's Bargain: Pulsar
  • +7 Affixes -- Alternates between each other on a weekly basis
    • Tyrannical
    • Fortified
  • +10 Affixes -- Alternates between each other on a weekly basis, is always the opposite of the +7 Affix
    • Tyrannical
    • Fortified
  • +12 Affix
    • Xal'atath's Guile -- Replaces the +4 Affix

Following you get some useful tips for handling different Mythic+ Affixes as an Arcane Mage.

  • Xal'atath's Bargain: Ascendant
    • Dragon's Breath, Supernova and Blast Wave are all great tools for this affix.
  • Xal'atath's Bargain: Voidbound
    • Important to kill this instantly as it reduces damage taken for all nearby enemies, also plan your cooldowns around this affix so you're not forced to swap target during your Touch of the Magi.
  • Xal'atath's Bargain: Oblivion
    • Use your mobility to your advantage and soak as much as possible.
  • Xal'atath's Bargain: Devour
    • Make sure to Remove Curse yourself every time this affix goes off.

Stat Priority

Patch 11.1 - Undermine(d)
Arcane Mage

Understand your secondary stat priority and the tertiary stats needed for optimal performance during Mythic+ dungeons as an Arcane Mage. For more detailed information, visit the Stats and Attributes guide.

Arcane Mage AoE Mythic+ Stat Priorities

Higher Item level items are better in most scenarios. For an accurate representation of what item to equip you should use Simcraft! A static "Stat Priority" is just a starting point and can easily shift depending on your individual gear.

All secondary stats are affected by diminishing returns. Click here to learn more!

Tertiary

  • Avoidance - Great stat to reduce the damage intake of "Area of Effect" abilities.
  • Leech - Provides additional healing through damage dealing. Leech is a great stat tertiary stat to have, especially on AoE.
  • Speed - Niche tertiary that can be very useful and has been proven useful in the past. Makes playing certain mechanics a lot easier.

Gear

Patch 11.1 - Undermine(d)
Arcane Mage
Best in Slot
Farmable Alternatives
SlotItemLocation
HeadAspectral Emissary's Crystalline CowlTier / Catalyst
NeckSemi-Charmed AmuletRik Reverb
ShoulderAspectral Emissary's Arcane VentsTier / Catalyst
CloakTrashmaster's MantleOperation Mechagon: Workshop
ChestPetticoat of the Self-Stylized Azerite BaronTHE MOTHERLODE!!
WristConsecrated CuffsCrafting
GlovesAspectral Emissary's Hardened GraspTier / Catalyst
BeltRingmaster's CummerbundOperation Mechagon: Workshop
LegsAspectral Emissary's TrousersTier / Catalyst
BootsConsecrated SlippersCrafting
Ring 1The Jastor DiamondChrome King Gallywix
Ring 2Wick's Golden LoopDarkflame Cleft
Trinket 1Mug's Moxie JugMug'Zee
Trinket 2Reverb RadioRik Reverb
WeaponNeural Synapse EnhancerOperation Mechagon: Workshop

Below you are presented with a good list of farmable alternatives that are obtainable outside of WoW’s weekly lockout system. While replaced in time as you progress, these offer immediate character power.

SlotItemLocation
HeadInventor's Ingenious TrifocalsOperation Mechagon: Workshop
NeckStrapped Rescue-KegCinderbrew Meadery
ShoulderMoneymaking BusinessmantleCinderbrew Meadery
CloakCloak of Questionable IntentTHE MOTHERLODE!!
ChestSaboteur's Rubber JacketOperation: Floodgate
WristHyperthread WristwrapsOperation Mechagon: Workshop
GlovesPunctured Apiary GlovesCinderbrew Meadery
BeltRingmaster's CummerbundOperation Mechagon: Workshop
LegsRowdy Reveler's LegwrapsTHE MOTHERLODE!!
BootsHyperthread BootsOperation Mechagon: Workshop
Ring 1Bloodoath SignetTheater of Pain
Ring 2Wick's Golden LoopDarkflame Cleft
Trinket 1Signet of the PrioryPriory of the Sacred Flame
Trinket 2Sigil of Algari ConcordanceThe Rookery
WeaponVoltaic StormcallerThe Rookery

Trinkets

Below you can find active and passive alternatives to our recommended trinkets. Do note that some trinkets are better than others depending on the mythic+ dungeon.

Active Trinket alternatives

  • Signet of the Priory
    • Strong on-use trinket.
  • Soulletting Ruby
    • Strong on-use trinket.

Passive Trinket alternatives

  • Sigil of Algari Concordance
    • Decent damage proc trinket.

Embellishments

  • 2x Elemental Focusing Lens

Remaining Sparks

  • Crafted items are 675 item level and regular items are 678 on max item level therefore it's not beneficial to equip crafted items outside of your 2x embellishments unless you don't have access to other high item level gear on that slot.

Simcraft

To find the best combination of gear available to you or identify the best possible upgrades, visit our Simcraft guide to learn how to utilize Simcraft easily and effectively.

Consumables

Patch 11.1 - Undermine(d)
Arcane Mage
  • Phials
    • Flask of Alchemical Chaos -- maximum DPS.
    • Flask of Tempered Versatility -- less DPS but more survivability.
  • Food
    • Feast of the Divine Day
    • Feast of the Midnight Masquerade
  • Combat Potion
    • Tempered Potion
  • Health Potion
    • Algari Healing Potion -- a big burst of healing
  • Weapon Oil
    • Algari Mana Oil -- default
  • Augment Rune
    • Crystallized Augment Rune
  • Sockets
    • Versatile Emerald
    • Culminating Blasphemite -- Unique, use one of each gem color to enhance your Culminating Blasphemite.
      • Quick Sapphire
      • Quick Onyx
      • Quick Ruby

Enchantments

HeadS.A.D.
NeckMagnificent Jeweler's Setting 2x
CloakEnchant Cloak - Chant of Winged Grace
ChestEnchant Chest - Crystalline Radiance
WristEnchant Bracer - Chant of Armored Avoidance
S.A.D.
WaistS.A.D.
LegsSunset Spellthread
BootsEnchant Boots - Defender's March
Ring 1Enchant Ring - Radiant Haste
Magnificent Jeweler's Setting 2x
Ring 2Enchant Ring - Radiant Haste
Magnificent Jeweler's Setting 2x
WeaponEnchant Weapon - Authority of the Depths
Arcane Mage Enchantments in Raid

You buy S.A.D. from the Great Vault Vendor to add sockets to your Helm, Wrists & Waist.

Races

Patch 11.1 - Undermine(d)
Arcane Mage

For min-maxing an Arcane Mage in Mythic+, different racial traits can provide a tremendous benefit to your character. If this is not your top goal, picking a race that fits your style works just as well.

  • Stoneform -- Dwarf
    • One of the most potent racials in Mythic+ currently and historically.
    • Dispels Magic and Bleed debuffs.
  • Shadowmeld -- Night Elf
    • Also one of the most potent racials in Mythic+ historically.
    • Use-cases
      • Run past basically any mob and then cast Shadowmeld to make them reset. Even works on mobs that have stealth detection if you get enough distance before you Shadowmeld.
  • Escape Artist -- Gnome
    • Free yourself from roots.
  • Rocket Jump -- Goblin
    • Do a small jump in the direction your character is facing.
  • Hyper Organic Light Originator -- Mechagnome
    • Works the same way as Mirror Image in terms of threat.
Arcane Mage Race sims for Mythic+

Recommendation

Dwarf and Night Elf abilities have such a big impact on your Mythic+ experience that you need to use either of them if you're serious about pushing keys with your Arcane Mage.

Macros

Patch 11.1 - Undermine(d)
Arcane Mage

Discover recommended macros for Arcane Mage during Mythic+ dungeons and watch a quick video guide on creating simple macros for your character.

Macro Import Guide Video

Mouseover Macros

Remove Curse

#showtooltip
/cast [@mouseover] Remove Curse

Polymorph

#showtooltip
/cast [@mouseover] Polymorph

Recommended Macros

Addons

Patch 11.1 - Undermine(d)
Arcane Mage

Below, you see a screenshot of the author's User Interface for their Arcane Mage, outlining which addons are used and how they are utilized in Mythic+ dungeons to make your life easier.

Arcane Mage Mythic+ User Interface
Arcane Mage Mythic+ User Interface

Addons

WeakAuras

Changes this Patch

Patch 11.1 - Undermine(d)
Arcane Mage

Patch 11.1

Patch 11.0.5

Patch 11.0.2

Patch 11.0

FAQ

Patch 11.1 - Undermine(d)
Arcane Mage

Q: Why is my Touch of the Magi small?

Credits

Written By: Hopeful, Wolfdisco

Reviewed By: Soda

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