Arcane Mage Raid Guide
Welcome to the Arcane Mage Raid 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. Shifting Power becomes the first button pressed after going into your first big burn!
- 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.
When to use this Spec
Use this spec whenever there is more than one target present at any point during the encounter.
Talent Adjustments
Listing all the changes within the Class and Spec tree compared to the default build.
Spec Tree
- Added
- Charged Orb
- Gives an extra Arcane Orb charge and increases its damage.
- Charged Orb
- Added
- Resonance
- Improves your main spenders damage in AOE.
- Resonance
- Added
- High Voltage
- Gives you more Arcane Charges to cast more Arcane Barrages.
- High Voltage
- Removed
- Time Loop
- Removed
- Energized Familiar
- Removed
- Consortium's Bauble
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.
No High Voltage Opener
No High Voltage Priority List
- 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 18 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.
- 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 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 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).
- 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.
Liberation of Undermine
The following tips are mainly applicable to Heroic Bosses. Mythic tips are released after our progression concludes.
← Scroll for more Bosses →
Offensive Cooldown Usage
- Send your Arcane Surge on cooldown but hold for the dmg amp that happens throughout the fight.
Boss Tips
- Use your Shimmer and Alter Time to get away with Spew Oil quickly and not spawn it close to the boss.
- Use your defensives whenever you're affected by Incendiary Fire.
Offensive Cooldown Usage
- Timings work out pretty well from what we've seen on PTR, send your Arcane Surge when they clash in the middle holding it slightly sometimes.
Defensive Cooldown Usage
- Rotate your defensives for each Scrapbomb soak. You get only 3 Scrapbombs per phase meaning you can cover call of them easily as a Mage by alternating Greater Invisibility, Ice Cold and Mirror Image with Alter Time.
Offensive Cooldown Usage
- Generally send Arcane Surge on cooldown, if a barrel wave is coming and your Arcane Surge is ready, consider holding for a couple of seconds to get funnel value.
Boss Tips
- Use your defensives on Sound Cannon or when you're about to get hit by Resonant Echoes.
- If you can't make it to an Amplifier before Blaring Drop hits you during the intermission, you can just blink through it with a Shimmer. Similar can be also done with an Alter Time which is also safer due to it teleporting you for a longer distance.
Offensive Cooldown Usage
- Your Arcane Surge timings can be a little tricky on this fight due to different guilds having different strategies and adds coming to the boss at different times. Try to line up Arcane Surge when the majority of the adds on on or near the boss as best you can.
Boss Tips
- Look out for Scrapmasters and interrupt them whenever they are casting Scrap Rockets. Counterspell is the best interrupt in the game by far and you, as a Mage, should be never slacking with kicks like that.
- Use your defensives whenever you're afflicted by Incinerator.
Offensive Cooldown Usage
- Send your Arcane Surge on cooldown throughout the fight.
Defensive Cooldown Usage
- Use your defensives on overlaps of Sonic Ba-Boom and Foot-Blasters explosions.
Boss Tips
- Use Alter Time right before Beta Launch goes off to quickly reposition yourself.
Offensive Cooldown Usage
- Your Arcane Surge lines up generally well with the adds that spawn. Be sure to hold a couple of seconds if needed in order to line up your cooldowns with adds spawning.
Boss Tips
- Use defensives whenever the Reel Assistants cast Withering Flames on you. This together with Pay-Line explosions is dangerous.
- Interrupt Overload! as late as possible to avoid potential Withering Flames casts.
Offensive Cooldown Usage
Offensive Cooldown Usage
Stat Priority
Understand your secondary stat priority and the tertiary stats needed for optimal performance during Raid boss fights 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 | Eye of Kezan | Chrome King Gallywix |
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 raid boss.
Active Trinket alternatives
- Signet of the Priory
- Strong on-use trinket.
- Soulletting Ruby
- Strong on-use trinket.
Passive Trinket alternatives
- Reverb Radio
- Good passive stat 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 raiding, 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
- Dispels Magic and Bleed debuffs. Has been useful in the past on some bosses with Bleeds.
- Rocket Jump -- Goblin
- Do a small jump in the direction your character is facing.
- While you're in the Rocket Jump animation you are placed on a global cooldown until your character lands.
- Spatial Rift -- Void Elf
- Spawn a shadow traveling into your facing direction, and activate it again to teleport to it.
- Maximum range of 100 yards.
- Hyper Organic Light Originator -- Mechagnome
- Works the same way as Mirror Image in terms of threat.
Recommendation
In general, it's safe to say that if you care about min-maxing your DPS, you should go with the highest DPS racial. That being said, the story is a bit different if it's about progression raiding. Some help out massively to speed up the progression on certain bosses. Notably, Dwarf with their Stoneform helped out on Tindral Sageswift and Fyrakk the Blazing in the latest Race to World First by having easy access to dispelling yourself at crucial points of the fights mentioned.
Macros
Discover recommended macros for Arcane Mages during Raid encounters 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 Raids to make your life easier.

- MRT -- Notes, Raid cooldowns, and more
- Helpful addon for Raiders, especially for Raid leaders and officers.
- 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 Raid encounter.
- 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.
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