Arcane Mage Mythic+ Guide
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
Hero Talents
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.
- 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
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
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
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.
- 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).
- Cast Arcane Barrage if Intuition or Arcane Tempo will expire before your next cast.
- Cast Shifting Power after your Arcane Surge expires.
- Cast Arcane Barrage if you have over 12 stacks of Arcane Harmony and 1 or 0 stacks of Nether Precision.
- Cast Arcane Missiles with Clearcasting if you have Aether Attunement and are about to cast Touch of the Magi.
- Cast Arcane Missiles with Clearcasting when you don't have Nether Precision or if you have less than 4 Arcane Charges.
- Cast Arcane Orb when you have less than 3 Arcane Charges.
- Cast Arcane Barrage if you have Intuition.
- Cast Arcane Barrage if you have 4 Arcane Charges andClearcasting available and either:
- You have 1 stack of Nether Precision and either:
- Aether Attunement is ready.
- Your target is below 35% health.
- You have 1 stack of Nether Precision and either:
- 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.
- Cast Arcane Blast.
- Cast Arcane Barrage if you are out of mana.
Multi-Target
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.
- 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 because it does more AoE and more priority damage than the AoE rotation. 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).
- Cast Arcane Blast once during your Touch of the Magi to proc Magi's Spark.
- Cast Shifting Power after your Arcane Surge expires.
- Cast Arcane Barrage if you have over 12 stacks of Arcane Harmony and 1 or 0 stacks of Nether Precision.
- Cast Arcane Missiles with Clearcasting if you have Aether Attunement and are about to cast Touch of the Magi.
- Cast Arcane Missiles with Clearcasting when you don't have Nether Precision or if you have less than 4 Arcane Charges.
- Cast Arcane Orb when you have less than 3 Arcane Charges.
- Cast Arcane Barrage if you have Intuition.
- Cast Arcane Barrage if you have Arcane Orb available and 4 Arcane Charges.
- Cast Arcane Barrage if you have Clearcasting available and 4 Arcane Charges.
- Cast Arcane Barrage if your target is in execute range.
- Cast Arcane Explosion if you have 0 or 1 Arcane Charges.
- Cast Arcane Blast.
- 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.
- Cast Arcane Blast once during your Touch of the Magi to proc Magi's Spark.
- Cast Shifting Power after your Arcane Surge expires.
- Cast Arcane Missiles with Clearcasting if you have Aether Attunement and are about to cast Touch of the Magi.
- Cast Arcane Orb whenever you have 0 Arcane Charges.
- Cast Arcane Missiles with Clearcasting if you do not have Nether Precision.
- Cast Arcane Barrage if you have 4 Arcane Charges.
- Cast Arcane Explosion if you have exactly 0 Arcane Charges.
- Cast Arcane Blast.
- Cast Arcane Barrage if you run out of mana.
Deep dive
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
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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.
- Raging Tantrum from Raging Bloodhorn.
- 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.
- A Curse inflicting shadow damage and increasing shadow damage taken by 30%.
- 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.
- 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.
- Jagged Quarrel from Shambling Arbalest.
Pre Dungeon Start
- Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
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!.
- Throw Rock from Lowly Moleherd.
- 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.
- Flashpoint from Royal Wicklighter.
Pre Dungeon Start
- Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
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.
- Mega Drill from Waste Processing Unit.
- 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.
- Fiery Jaws from Junkyard D.0.G.
Pre Dungeon Start
- Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
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.
- Wind Up from Loaderbot.
- 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.
- Overcharge from Venture Co. Electrician.
Pre Dungeon Start
- Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
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.
- Leaps at a random player, inflicting physical damage and applying a Bleed.
- Purification from Lightspawn.
- Channeled cast that fixates on a random player and inflicts holy damage every second for 6 seconds.
- Defend from Arathi Footman.
- 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.
- A Bleed effect inflicting physical damage for 14 seconds or until fully healed.
- 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.
- A Magic slow debuff for 4 seconds. In combination with Molten Pools can be very deadly.
- Pounce from War Lynx.
- Useful purges:
- Templar's Wrath from Zealous Templar.
- Magic buff increasing all damage done by 30%.
- Can be purged with a Spellsteal.
- Magic buff increasing all damage done by 30%.
- Templar's Wrath from Zealous Templar.
Pre Dungeon Start
- Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
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.
- Bounding Void from Quartermaster Koratite.
Pre Dungeon Start
- Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
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.
- Activates a nearby Mechanized Peacekeeper.
- 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.
- Channeled cast that inflicts physical damage to anyone within 45 yards. Extremely dangerous if Toxic Blades cast went through.
- 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.
- Uppercut from Addled Thug.
- 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.
- Seek and Destroy from Crawler Mine.
Pre Dungeon Start
- Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
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.
- Raging Tantrum from Raging Bloodhorn.
- 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.
- A Curse inflicting shadow damage and increasing shadow damage taken by 30%.
- 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.
- 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.
- Jagged Quarrel from Shambling Arbalest.
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
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.
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
Slot | Item | Location |
---|---|---|
Head | Aspectral Emissary's Crystalline Cowl | Tier / Catalyst |
Neck | Semi-Charmed Amulet | Rik Reverb |
Shoulder | Aspectral Emissary's Arcane Vents | Tier / Catalyst |
Cloak | Trashmaster's Mantle | Operation Mechagon: Workshop |
Chest | Petticoat of the Self-Stylized Azerite Baron | THE MOTHERLODE!! |
Wrist | Consecrated Cuffs | Crafting |
Gloves | Aspectral Emissary's Hardened Grasp | Tier / Catalyst |
Belt | Ringmaster's Cummerbund | Operation Mechagon: Workshop |
Legs | Aspectral Emissary's Trousers | Tier / Catalyst |
Boots | Consecrated Slippers | Crafting |
Ring 1 | The Jastor Diamond | Chrome King Gallywix |
Ring 2 | Wick's Golden Loop | Darkflame Cleft |
Trinket 1 | Mug's Moxie Jug | Mug'Zee |
Trinket 2 | Reverb Radio | Rik Reverb |
Weapon | Neural Synapse Enhancer | Operation 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.
Slot | Item | Location |
---|---|---|
Head | Inventor's Ingenious Trifocals | Operation Mechagon: Workshop |
Neck | Strapped Rescue-Keg | Cinderbrew Meadery |
Shoulder | Moneymaking Businessmantle | Cinderbrew Meadery |
Cloak | Cloak of Questionable Intent | THE MOTHERLODE!! |
Chest | Saboteur's Rubber Jacket | Operation: Floodgate |
Wrist | Hyperthread Wristwraps | Operation Mechagon: Workshop |
Gloves | Punctured Apiary Gloves | Cinderbrew Meadery |
Belt | Ringmaster's Cummerbund | Operation Mechagon: Workshop |
Legs | Rowdy Reveler's Legwraps | THE MOTHERLODE!! |
Boots | Hyperthread Boots | Operation Mechagon: Workshop |
Ring 1 | Bloodoath Signet | Theater of Pain |
Ring 2 | Wick's Golden Loop | Darkflame Cleft |
Trinket 1 | Signet of the Priory | Priory of the Sacred Flame |
Trinket 2 | Sigil of Algari Concordance | The Rookery |
Weapon | Voltaic Stormcaller | The 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
- 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
Head | S.A.D. |
Neck | Magnificent Jeweler's Setting 2x |
Cloak | Enchant Cloak - Chant of Winged Grace |
Chest | Enchant Chest - Crystalline Radiance |
Wrist | Enchant Bracer - Chant of Armored Avoidance S.A.D. |
Waist | S.A.D. |
Legs | Sunset Spellthread |
Boots | Enchant Boots - Defender's March |
Ring 1 | Enchant Ring - Radiant Haste Magnificent Jeweler's Setting 2x |
Ring 2 | Enchant Ring - Radiant Haste Magnificent Jeweler's Setting 2x |
Weapon | Enchant Weapon - Authority of the Depths |
You buy S.A.D. from the Great Vault Vendor to add sockets to your Helm, Wrists & Waist.
Races
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.
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
Discover recommended macros for Arcane Mage during Mythic+ dungeons and watch a quick video guide on creating simple macros for your character.
Remove Curse
#showtooltip
/cast [@mouseover] Remove Curse
Polymorph
#showtooltip
/cast [@mouseover] Polymorph
Alter Time cancelaura -- must have macro for whenever your Alter Time can put you back to lower hp than you currently have.
#showtooltip
/cancelaura Alter Time
Touch of the Magi sequence -- casts Arcane Barrage right before your Touch of the Magi.
#showtooltip Touch of the Magi
/castsequence reset=10 Arcane Barrage, Touch of the Magi, Touch of the Magi
Presence of Mind sequence -- casts Arcane Blast right after your Presence of Mind. Useful since Presence of Mind is off GCD.
#showtooltip Presence of Mind
/castsequence [nomod:alt] reset=10/alt Presence of Mind, Arcane Blast, Arcane Blast
Addons
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.

- ElvUI -- Full User Interface replacement
- A user interface designed around user-friendliness with extra features that are not included in the standard UI.
- Alternatively, you can also use Shadowed Unit Frames (SUF) and an action bar addon of your choice or of course the stock UI.
- BigWigs -- Generic Boss Mod
- BigWigs is a boss encounter add-on. It consists of many individual encounter scripts, or boss modules; mini add-ons that are designed to trigger alert messages, timer bars, sounds, and so forth, for one specific encounter.
- You need to download LittleWigs to have the same functionalities as BigWigs work for dungeon bosses and trash mobs.
- WeakAuras -- Jack of all trades
- WeakAuras is a powerful and flexible framework that allows the display of highly customizable graphics on World of Warcraft's user interface to indicate buffs, debuffs, and other relevant information. This addon was created to be a lightweight replacement for Power Auras but has since introduced more functionalities while remaining efficient and easy to use.
- Plater -- Advanced Nameplates
- Plater is a nameplate addon with an extraordinary amount of settings, out of the box debuff tracking, threat coloring, and support for scripting similar to WeakAuras and wago.io + the WeakAuras-Companion for Mod/Script/Profile updates.
- Details -- In-depth Damage Meter
- Most powerful, reliable, handsome, damage meter.
- OmniCD -- Party track addon
- Helpful addon for Mythic+ to check the available cooldowns of your party.
Arcane Intellect Tracker
Tells you when a caster is missing Arcane Intellect in your group.

Changes this Patch
- Mage
- Mass Barrier mana cost reduced to 8% base mana (was 12%).
- Polymorph health regeneration reduced by 50%.
- Polymorph now breaks based on a small damage threshold instead of any damage.
- Time Anomaly procs now ignore mana costs.
- Mirror Images now have their Frostbolt missiles hidden for allies in raids and dungeons.
- Hero Talents
- Frostfire
- Developers' notes: Our updates for Frostfire Mage are focused on reducing the incentive to track auras and to make the talents more connected and conducive with each other.
- Excess Fire now triggers when you cast Meteor or Comet Storm (was reach max stacks of Fire Mastery).
- Excess Fire may now stack up to 2 times.
- Frostfire Burst damage increased by 70%.
- Excess Frost now triggers when you consume Excess Fire (was reach max stacks of Frost Mastery) and may stack up to twice. Excess Frost now casts Ice Nova at 200% effectiveness (was 125%).
- The cooldown reduction of Excess Frost has been reduced to 3 seconds (was 5 seconds).
- The talent locations of Excess Frost, Excess Fire, Isothermic Core, Imbued Warding, and Meltdown have changed.
- Frostfire Bolt will now appropriately consume Overflowing Energy when it critically strikes.
- Frostfire Empowerment is now tracked on the personal resource display.
- Sunfury
- Consuming Glorious Incandescence while at or around max range will now appropriately summon Meteorites.
- Frostfire
- Arcane
- New Talent: Aether Fragment – Intuition’s damage bonus increased by 20%.
- New Talent: Intuition – Casting a damaging spell has a 5% chance to make your next Arcane Barrage deal 50% increased damage and generate 4 Arcane Charges.
- New Talent: Arcane Rebound – When Arcane Barrage hits more than 2 targets, it explodes, dealing light Arcane damage to all enemies within 10 yards of the primary target.
- Resonance has been updated – Now increases Arcane Barrage damage by 15% per target it hits beyond the first.
- Leydrinker has been updated:
- Now triggers from consuming Clearcasting (was consuming Nether Precision).
- Chance to trigger increased to 40% (was 25%).
- Echo damage increased to 70% (was 60%).
- Leydrinker’s visuals have been updated.
- Developers' notes: Our goal with these changes is to increase the likelihood that you'll have Nether Precision available when Leydrinker procs.
- Enlightened has been updated – Arcane damage dealt is increased based on your current mana, up to 6% at full mana. Mana regen is increased based on your current mana, up to 20% when out of mana.
- Nerub-ar Palace 4-set bonus updated – Now increases Arcane Missiles and Arcane Orb damage by 15%.
- Developers' notes: With Intuition’s inclusion into the Arcane talent tree, the Season 1 tier bonus needs to be replaced.
- Arcane Barrage damage increased by 45%.
- Arcane Explosion damage increased by 35%.
- High Voltage bad luck protection chance increased to 15% (was 10%).
- Arcane Surge is now tracked on the personal resource display.
- Arcane Echo’s impact visual is now caster only.
- Concentration has been removed.
- Sunfury
- Burden of Power has been updated – Now benefits Arcane Barrage.
- Developers' notes: To alleviate having to swap to Arcane Blast in AOE, we’re letting Burden of Power work on Arcane Barrage to help things continue to flow across all target counts.
- Burden of Power is now tracked on the personal resource display.
- Arcane Soul has been updated – Additionally causes each cast of Arcane Barrage during Arcane Soul to increase Arcane Barrage’s damage by 15%.
- Fixed an issue that caused the Arcane Phoenix to occasionally cast the player’s version of Meteorite.
- Burden of Power has been updated – Now benefits Arcane Barrage.
- Mage
- Arcane Intellect now costs 1% base mana (was 4%).
- Alter Time’s visuals have been updated.
- Shifting Power's icon has been updated.
- Ice Floes now allows you to cast Portal and Teleport spells while moving.
- Spellslinger
- New Talent: Signature Spell – Arcane: When Magi’s Spark explodes, you conjure 6 Arcane Splinters. Frost: Consuming Winter’s Chill with Glacial Spike conjures 2 additional Frost Splinters.
- Splintering Orbs can now generate a maximum of 6 Splinters (was 4 Splinters).
- Volatile Magic now correctly benefits from damage bonuses.
- Gravity Lapse cooldown increased to 40 seconds (was 30 seconds).
- Sunfury
- Gravity Lapse target cap increased to 8 targets (was 5) and Gravity Lapse now stuns instead of rooting.
- Gravity Lapse now roots instead of stunning in PvP only.
- Gravity Lapse’s visual effects have been updated.
- Meteorites are now summoned instantly.
- Spellfire Spheres are now anchored relative to your chest’s position.
- Arcane
- New Talent: Aethervision – Consuming Nether Precision with Arcane Blast increases the damage of your next Arcane Barrage by 10% and causes it to generate 2 Arcane Charges. Stacks up to 2 times.
- Time Loop has been updated – Now also increases the duration of Arcane Debilitation by 2 seconds and its chance to trigger increased to 25% (was 15%).
- Leydrinker has been updated – No longer affects Arcane Barrage and casting Touch of the Magi now grants Leydrinker. Leydrinker's chance to trigger increased to 25% (was 20%).
- Charged Orb has been updated – Now also increases the damage of Arcane Orb by 15%.
- Consortium’s Bauble has been updated – Now increases Arcane Blast’s damage by 8% and reduces its mana cost by 5%. Consortium Bauble’s position in the tree has changed.
- Fixed an issue that caused Arcane Debilitation to contribute twice its damage increase.
- Fixed an issue that allowed players to double dip the last stack of Nether Precision with a spell-queued Arcane Barrage.
- Arcane Missiles no longer consumes Ice Floes if you have Slipstream talented.
- Some talents have changed positions.
- Resonant Orbs has been removed.
- Spellslinger
- Arcane Splinter damage increased by 26%.
- Spellfrost Teachings chance to trigger reduced to 2%.
- Splinterstorm now has a 5% chance to generate Clearcasting.
- Unerring Proficiency damage bonus increased to 20% (was 16%).
- Spellfrost Teachings now properly increases your Arcane Orb damage by 10% for 10 seconds.
- Fixed an issue where Splinterstorm damage was not equal to Splinter damage.
- Sunfury
- Glorious Incandescence has been updated – Now causes Arcane Barrage to deal 30% increased damage in addition to its previous effects.
- Memory of Al’ar's Arcane Soul extension amount increased to 1 second (was 0.5 seconds).
- Ignite the Future now also increases the maximum stacks of Mana Cascade to 15.
- Burden of Power no longer affects Arcane Barrage.
- Fixed an issue that was causing Mana Cascade to grant 0.5% Haste per stack to Arcane instead of 1%.
- Arcane Soul’s overlay has been updated.
- Mage
- Reabsorption now heals for 3% maximum health (was 5%).
- Cryo-Freeze now causes Ice Block to heal for 25/50% of maximum health over its duration (was 40/80%).
- Mass Barrier now has a cooldown of 3 minutes (was 2 minutes).
- Arcane
- Clearcasting is now learned at level 10 (was level 11).
- Mastery: Savant's Arcane Barrage damage bonus increased by 100%.
- Mastery: Savant's Arcane Blast damage bonus increased by 50%.
- Arcane Blast damage increased by 4%.
- Arcane Missiles damage increased by 11%.
- Arcane Barrage damage reduced by 60%.
- Arcane Barrage damage increase per Arcane Charge increased to 90% (was 30%).
- Arcane Familiar damage increased by 50%.
- Arcane Orb damage reduced by 10%.
- Arcane Echo damage increased by 25%.
- Arcane Echo now has a 0.2 second cooldown between procs.
- High Voltage base chance decreased to 10% (was 20%).
- High Voltage proc chance increase per failure increased to 10% (was 5%).
- Aether Attunement damage bonus decreased to 100% on primary target and 50% on secondary targets (was 150% and 100% respectively).
- Concentration now procs 3 times per minute (was 2).
- Magi's Spark now has a 2 second grace period after the initial Arcane Missiles proc where the caster will continue to echo Arcane Missiles damage.
- Fixed an issue where Magi's Spark damage echo windows for Arcane Missiles and Arcane Barrage were shorter than Touch of the Magi's duration.
- Fixed an issue that was allowing procs such as Orb Barrage and Energy Reconstitution to generate Clearcasting.
- Fixed an issue preventing Energized Familiar from granting Mana.
- Mage
- All talent trees have had many talents move locations or have had their pathing updated.
- New Talent: Barrier Diffusion – Whenever one of your Barriers is removed, reduce its cooldown by 4 seconds. Located in Dragon's Breath previous location.
- New Talent: Inspired Intellect – Arcane Intellect grants you an additional 3% Intellect. Choice node with Time Anomaly.
- Time Anomaly has been updated – Now grants Brain Freeze instead of Fingers of Frost.
- Supernova added to Mage class tree (was Arcane tree) and now has a 45 second cooldown (was 25 seconds).
- Mass Polymorph now polymorphs targets for 15 seconds (was 60 seconds).
- Mass Slow has been removed.
- Arcane
- New Talent: Energized Familiar – During Arcane Surge, your Arcane Familiar fires 4 bolts instead of 1. Damage from your Arcane Familiar has a small chance to grant you up to 2% of your maximum mana.
- New Talent: Eureka – When a spell consumes Clearcasting, its damage is increased by 25%.
- New Talent: Time Loop – When you apply a stack of Arcane Debilitation, you have a 10% chance to apply another stack of Arcane Debilitation. This effect can trigger off of itself.
- New Talent: Arcane Debilitation – Damaging a target with Arcane Missiles increases the damage they take from Arcane Missiles, Arcane Barrage, and Arcane Blast by 1%.
- New Talent: Aether Attunement – Every 3 times you consume Clearcasting, gain Aether Attunement. Aether Attunement: Your next Arcane Missiles deals 150% increased damage to your primary target and fires at up to 4 nearby enemies dealing 100% increased damage.
- New Talent: Leysight – Nether Precision damage bonus increased to 30%.
- New Talent: Leydrinker – Consuming Nether Precision has a 20% chance to make your next Arcane Blast or Arcane Barrage echo, repeating its damage at 60% effectiveness to the primary target and up to four nearby enemies.
- New Talent: Improved Touch of the Magi – Your Touch of the Magi now accumulates 25% of the damage you deal.
- New Talent: Magi's Spark – Your Touch of the Magi now also conjures a spark, increasing the damage your target receives from your next Arcane Barrage, Arcane Blast, and Arcane Missiles by 25%. Upon receiving damage from all three spells, the spark explodes, dealing Arcane damage to all nearby enemies.
- New Talent: Nether Munitions – When your Touch of the Magi detonates, it increases the damage all affected targets take from you by 8% for 12 seconds.
- New Talent: Surging Urge – Arcane Surge damage increased by 5% per Arcane Charge.
- New Talent: Consortium’s Bauble – Reduces Arcane Blast’s mana cost by 3% and increases its damage by 3%.
- New Talent: Resonant Orbs – Arcane Orb damage increased by 10%.
- New Talent: Dematerialize – Spells empowered by Nether Precision cause their target to suffer an additional 8% of the damage dealt over 6 seconds.
- New Talent: Energy Reconstitution – Damage from Dematerialize has a small chance to conjure an Arcane Explosion at 50% effectiveness at its target’s location. Arcane Explosions conjured this way do not generate Arcane Charges.
- New Talent: Big Brained – Gaining Clearcasting increases your Intellect by 1% for 8 seconds. Multiple instances may overlap.
- New Talent: Static Cloud – Each time you cast Arcane Explosion, its damage is increases by 25%. Bonus resets upon reaching 100% damage.
- New Talent: High Voltage – Damage from Arcane Missiles has a 20% chance to grant you 1 Arcane Charge. Chance is increased by 5% every time your Arcane Missiles fails to grant an Arcane Charge.
- Arcane Missiles has been redesigned – Can now only be cast when you have Clearcasting. The wording of talents that are associated with Arcane Missiles have been updated to reflect this change.
- Nether Precision has been redesigned – Consuming Clearcasting increases the damage of your next 2 Arcane Blasts by 20% or your next 2 Arcane Barrages by 20%.
- Arcane Familiar has been redesigned – Casting Arcane Intelligence also summons you a Familiar that attacks your enemies and increases your maximum mana by 10% for 1 hour. Now passive.
- Illuminated Thoughts has been redesigned – Clearcasting has a 5% increased chance to trigger and spells that consume Clearcasting deal 5% more damage.
- Concentration has been redesigned – Casting Arcane Blast has a small chance to make your next cast of Arcane Blast free.
- Evocation has been updated – Increases your mana regeneration by 1500% for 2.8 seconds and grants Clearcasting. While channeling Evocation, your Intellect is increased by 2% every 0.5 seconds. Lasts 20 seconds.
- Improved Prismatic Barrier is now learned automatically when specializing in Arcane (was a talent).
- Mana Adept is now learned automatically when specializing in Arcane (was a talent).
- Arcane Orb is now learned at level 45 (was a talent).
- Arcane Orb damage reduced by 15%.
- Arcane Blast damage increased by 8%.
- Arcane Barrage damage reduced by 10%.
- Arcane Missiles damage increased by 25%.
- Clearcasting's chance to trigger is no longer tied to mana spent, and now has a 8% chance of triggering when casting any damaging spell.
- Clearcasting now utilizes bad luck protection instead of true randomness.
- You can no longer trigger Clearcasting by casting damaging spells while out of combat.
- Arcane Surge is now guaranteed to generate Clearcasting.
- Arcane Blast now has a 5% increased chance to generate Clearcasting.
- Supernova moved to Mage class tree and now has a 45 second cooldown (was 25 seconds).
- Mastery: Savant now properly increases the damage dealt by Arcane Surge.
- Dragonflight Season 4 class set bonuses have been updated to the Dragonflight Season 1 class set bonuses:
- 2 Set Bonus – For each Arcane Charge, Arcane Blast critical strike chance is increased by 3% and Arcane Explosion critical strike chance is increased by 3%.
- 4 Set Bonus – When Arcane Blast or Arcane Explosion critically strikes at least one target, the critical strike chance of your next Arcane Barrage is increased by 10%, stacking up to 4 times.
- Developer's note: In The War Within pre-patch we had several season 4 class sets that were made into spec talents. In order to prevent any oddities we are updating those select few class sets with earlier tier sets from Dragonflight to prevent any overlap or potential bugs.
- The following talents have been removed:
- Foresight
- Nether Tempest
- Reverberate
- Mana Gem
- Radiant Spark
- Harmonic Echo
- Cascading Power
- Rule of Threes
- Chrono Shift
- Crackling Energy
- Siphon Storm
- Improved Arcane Missiles
FAQ
A: You probably aren't playing around your burns properly, check out the Rotation section.
Credits
Written By: Hopeful, Wolfdisco
Reviewed By: Soda