Arcane Mage DPS Spell Summary (Legion 7.2.5)
Table of Contents
General Information
On this page, we list the spells that you will often use as an Arcane Mage.
The other pages of our Arcane Mage guide can be accessed from the table of contents on the right.
About Our Author and Reviewer
This guide has been reviewed and approved by Blixius, a top Arcane Mage who raids in Bird is the Word.
1. Spell Summary
If you are new to Arcane, it is recommended you read this before proceeding! In this section we will discuss what abilities you have, what they are used for within the specialization, and how they interact with important cooldowns. If you have played this spec before or have already achieved a level of comfort playing this spec in a practical environment, it is recommended you skip this section and move on to the rest of the guide.
2. Main Resources
Mana and
Arcane Charges are your primary resources, and
interact with each other in a fashion unique to Arcane.
Arcane Charges are generated by most of your basic spells, and
by some talented spells. They go to a maximum of 4, and increase the Mana cost
of your basic spells by 100% per stack. They also increase your damage by a
percentage dictated by your current Mastery value.
Mana is the main resource of Arcane Mages. With the above information in
mind, managing your Mana can be a challenging task. On one hand, casting spells
while at 4
Arcane Charges allows you to do maximum damage. The
consequence of this is that you will quickly chew through your Mana bar,
leaving you with no option but to stand there and wait for your Mana to slowly
regenerate. This relationship between Mana and
Arcane Charges
forms the central tenet of the Arcane specialization and will be discussed at
length later in the guide.
3. Basic Abilities
These abilities are available no matter what talents you chose, and form the bread and butter of this specialization.
Arcane Blast is your main filler and nuke, and generates 1
Arcane Charge when cast. This spell has a low Mana cost when you
have no
Arcane Charges, but can make your Mana bar disappear in
only a handful of casts at 4
Arcane Charges. It has no travel time,
which makes it great for instantly applying damage, or finishing off an
important add.
Arcane Missiles is a channelled spell that deals slightly more
damage than
Arcane Blast, but is only available when it procs off
other spell casts. It generates 1
Arcane Charge. Damaging spells
have a 15% chance to grant a charge of
Arcane Missiles, and the
chance for
Arcane Blast is doubled (30%). You can store a total
of 3 charges of
Arcane Missiles. This spell costs no mana, which
makes it ideal for use at 4
Arcane Charges, as it allows you to
bypass the high Mana multiplier while still taking full advantage of the
increased damage. It also allows you to regenerate some Mana during the
channel.
Arcane Missiles has a moderate travel time which means
you should avoid using it right as things are about to die, as the missiles
will likely not make it there in time to deal damage.
Arcane Barrage is an instant cast spell that clears are your
Arcane Charges. This ability is used as a reset button to help
you maintain a stable Mana pool. You can generate charges with
Arcane Blast, take advantage of the damage buff with
Arcane Missiles, then clear your charges with
Arcane Barrage and start over again. Clearing your charges helps
you keep your Mana pool healthy so you can unleash heavy burst during your
cooldowns.
4. Important Procs
Arcane Missiles is the only rotational proc Arcane has. As
noted above, this ability has 3 charges, so be sure to spend a charge
immediately when you hit 3, so you do not overcap by accident!
5. DPS Cooldowns
Arcane Power is your main damaging cooldown. It increases your
spell damage by 30%, and reduces all Mana costs by 30%. While it only lasts
10 seconds, it allows for a potent burst window. It is best to combine this with
4
Arcane Charges and a healthy Mana bar so you can really unleash
hell while this is active.
Evocation is not a direct damage cooldown, strictly speaking,
but does restore 100% of your Mana bar. As noted, Mana is damage for
Arcane Mages, so this ability ends up having an extremely high DPS value. This
is typically used after
Arcane Power is over, as you will be out
of Mana from casting so many spells at 4
Arcane Charges.
Time Warp increases Haste by 30% for 40 seconds for all party and
raid members within 100 yards. This ability debuffs everyone with a debuff that
prevents the possibility of benefiting from
Time Warp,
Ancient Hysteria,
Netherwinds,
Heroism, and
Bloodlust for the next 10 minutes.
6. ChangeLog
+ show all entries - show only 10 entries- 12 Jun. 2017: Page reviewed and deemed updated for 7.2.5.
- 29 Aug. 2016: Updated for Legion's launch.
- 18 Jul. 2016: Updated for the Legion pre-patch.
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