Arcane Mage DPS Rotation, Cooldowns, and Abilities (WoW MoP 5.3)
In this article, we list your Arcane Mage (WoW MoP 5.3) core abilities and how they should be used together (rotation). We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that playing an Arcane Mage will face you with.
The other articles of our Arcane Mage guide can be accessed from the table of contents on the right.
This guide has been reviewed and approved by Blatty, one of the best Mages in the world, who raids in Method, the currently ranked #1 guild on WoWProgress. He has been contributing a lot to the community through his streams on Twitch and now works for Millenium, his new streaming platform.
1. Single Target Rotation↑top
The rotation of an Arcane Mage consists in the following priority list.
- Cast
Arcane Missiles when you have 4 stacks of
Arcane Charge. - Cast
Arcane Barrage when you have 4 stacks of
Arcane Charge (and no proc of
Arcane Missiles). - Apply and refresh
Nether Tempest (refresh it before it expires or when you have
several Intellect procs at the same time). - Cast
Arcane Blast to build up stacks of
Arcane Charge.
The idea is to always stay close to 100% mana, without ever reaching 100% mana.
See our Opening Sequence for instructions on what to cast when the fight starts.
1.1. Tier 6 Talent
Rune of Power is your only viable Tier 6 talent choice. It is very straightforward
to use. Always stand in it and recast it 1 second before it fades.
We discuss how your other choices of talents affect your play style further down the page.
1.2. Cooldown Usage
Arcane Power is your main cooldown and should be used whenever it
is available (always use your potion and on-use trinkets in conjunction with this
cooldown).
After using
Arcane Power, spam
Arcane Missiles (when it procs)
and
Arcane Blast until Arcane Power runs out (use a Mana Gem when you
reach 80% mana).
After
Arcane Power runs out, keep casting
Arcane Blast
and
Arcane Missiles until you reach 0% mana, before using
Evocation
to regenerate your mana. If you chose
Rune of Power as your Tier 6 talent,
then things are different. To recover mana, simply modify your rotation to cast
Arcane Barrage as often as possible, until you reach close to 100% mana
(note that, without stacks of
Arcane Charge, Arcane Barrage deals more
damage than Arcane Blast).
Alter Time returns you to your current location, health, mana, buffs, and
debuffs when you cast it a second time or after 6 seconds. We advise you to always
use it in conjunction with
Arcane Power, so as to increase the duration of
the increased damage effect to 21 seconds (make sure to have 4 stacks of
Arcane Charge
when using Alter Time). If you let Alter Time run the full 6 seconds of its duration,
make sure to cast
Arcane Barrage right before it finishes (Alter Time will reset
your stacks of
Arcane Charge to what they originally were).
Your Mana Gem should be kept for
Alter Time, so try not using it
in between casts of Alter Time.
Glyph of Loose Mana causes your mana to be
restored over time (under the form of a 6-second buff). So, use your Mana Gem
before casting Alter Time to double the amount of mana it restores.
Alternatively, you can use
Alter Time to bypass encounter
mechanics, for example before receiving a large amount of damage or a dangerous debuff.
Mirror Image is a very small DPS cooldown, which you should use
when the images can attack the boss for their entire duration (30 seconds).
2. Multiple Target Rotation↑top
Against 2 targets, keep
Nether Tempest up on both targets
and use your single-target rotation on one of them.
Against 3 or more targets tanked apart, keep
Nether Tempest up on
all targets and use your single-target rotation on one of them.
Against 3 targets tanked together, keep
Nether Tempest up on
all targets and use your single-target rotation on one of them with the following
tweak: cast
Arcane Barrage at 2
Arcane Charges.
Against 4 targets tanked together, keep
Nether Tempest up on
all targets and use your single-target rotation on one of them with the following
tweak: cast
Arcane Barrage at 3
Arcane Charges.
Against 5 or more targets tanked together, keep
Nether Tempest up on
all targets and use your single-target rotation on one of them.
Against a lot of low health targets tanked together, spam
Arcane Explosion and cast
Arcane Barrage whenever you reach
4
Arcane Charges.
3. Armors↑top
Your best choice of armor is
Frost Armor. If your gear is below Tier 14 level,
then
Mage Armor will be slightly better.
4. Optional Read: Mastering Your Arcane Mage↑top
While the rotations we gave in the previous sections will yield very good results, there are many things you should be aware of, in order to play your Arcane Mage to its full potential. In particular, you will need to become a master at managing your mana.
4.1. Arcane Charge System
Arcane Charge is a system of charges that increases the damage and
mana cost of some of your spells.
Arcane Charge is basically a self-debuff that lasts for 10 seconds and stacks up to 4 times. Stacks are granted and consumed by the following spells:
Arcane Blast grants a stack;
Arcane Missiles grants a stack per channel (and not per hit);
Arcane Explosion always refreshes the duration of the debuff and has a chance
to grant a stack if it hits at least one target;
Arcane Barrage consumes all the stacks;
Evocation consumes all the stacks.
Spells are modified by
Arcane Charge in the following ways:
Arcane Blast's damage is increased by 50% per charge and its mana cost
by 50% per charge;
Arcane Missiles always costs no mana and its damage is increased by 50% per
charge;
Arcane Explosion's damage and mana cost are not affected by the charges;
Arcane Barrage deals 50% more damage per charge and hits 1 additional target
per charge, for 50% damage;
Evocation's mana regeneration is increased by 25% per charge.
4.2. Mastery, Mana Costs, and Mana Regeneration
Understanding what your Mastery does, how much your spells cost and how your mana regeneration works is an important part of playing an Arcane Mage.
4.2.1. Mastery: Mana Adept
Mastery: Mana Adept is a unique proficiency that you gain by choosing the Arcane
talent tree. It increases the damage you deal with Arcane spells according to
the percentage of mana you currently have. Initially, you start with a 16%
increase, and you increase that value by increasing your Mastery Rating.
For example, the tooltip of your Mastery Rating can say:
- Increases all spell damage done by up to 20%, based on the amount of mana the Mage has unspent.
In this case, for a spell that would otherwise deal 10,000 damage, you will deal:
- at 10% mana, 10,200 damage, which corresponds to the normal damage value increased by 2% (10% of the 20% increase from Mana Adept).
- at 25% mana, 10,500 damage, which corresponds to the normal damage value increased by 5% (25% of the 20% increase from Mana Adept).
- at 50% mana, 11,000 damage, which corresponds to the normal damage value increased by 10% (50% of the 20% increase from Mana Adept).
- at 75% mana, 11,500 damage, which corresponds to the normal damage value increased by 15% (75% of the 20% increase from Mana Adept).
- at 100% mana, 12,000 damage, which corresponds to the normal damage value increased by 20% (100% of the 20% increase from Mana Adept).
As you can see, the penalty for casting spells at low mana is not that
extraordinary, especially if you compare it to the increased damage (+200%)
that
Arcane Blast does when you have 4 stacks of
Arcane Charge.
4.2.2. Mana Costs and Regeneration
Arcane Blast, the spell that you will use the most, has a fixed cost:
5,000 mana for every Mage at level 90. At 4 stacks of
Arcane Charge, the
mana cost of this ability increases to 35,000 mana, which means that you need to
be careful with the number of stacks you allow yourself to build.
Your mana regeneration does not increase with your gear. Technically it does increase with your spell haste, but this does not compensate the fact that casting faster causes your mana to be consumed faster. Also, mana regeneration is not tied to your maximum amount of mana (as it used to be), which will now remain fixed at 300,000 (regardless of gear).
In Mists of Pandaria, your mana regeneration is fixed at 15,000 mana every 5 seconds
(30,000 is you stand in your
Rune of Power). This is increased
by your haste. For example, if you have 10% haste, you regenerate 10%
more mana.
The conclusion to all these facts is that gear will no longer influence the way you play as an Arcane Mage.
4.3. Arcane Missiles
Arcane Missiles has two charges, so if it procs and you do not
use it, it can proc again and you will be able to use it twice in a row.
This is important to take into account because it means that you are not
forced to cast
Arcane Missiles as soon as it procs.
Arcane Missiles' damage is increased by your number of
Arcane Charges (+25% per stack). This means that, while you
are building up charges with
Arcane Blast, you should delay
casting Arcane Missiles for as long as possible, so that it benefits
from the increased damage provided by the charges. Currently,
the best strategy is to build up 4
Arcane Charges before
spending your charges of
Arcane Missiles.
4.4. Opening Sequence
We advise you to use the following opening sequence (or opener).
- Before the pull:
- cast
Mirror Image (-3 seconds); - use your
Potion of the Jade Serpent and start casting
Arcane Blast (-2 seconds); - apply
Nether Tempest.
- cast
- After the pull:
- spam
Arcane Blast and save your procs of
Arcane Missiles; - as soon as you get 2 procs of
Arcane Missiles or as soon as your mana
drops below 70%, use your
Arcane Power+
Alter Time
macro; - during
Alter Time, your priority is
Arcane Missiles >
Arcane Blast; - when
Alter Time is about to expire, make sure to cast
Arcane Barrage (this will clear your
Arcane Charges, but they will be
reset when Alter Time expires).
- spam
4.5. Talent Cooldowns and Abilities
4.5.1. Tier 1 Talents
Blazing Speed currently is the most important Tier 1 talent,
and you should practice and master its usage, in order to minimise your
movement and optimise your DPS.
Rune of Power forces you to stay
as immobile as possible, so keep Blazing Speed for situations where you
need to stand still in your Rune of Power, casting spells, before moving
out of danger in a flash.
Consider it as an extra
Blink: use it to get out of a situation that
would otherwise kill you or if your target goes out of range.
Presence of Mind and
Ice Floes are the other two cooldowns that
you can choose as your Tier 1 talent. If you choose
Presence of Mind
(encounters without movement), it should be made into a macro that will
serve as your primary way of casting
Arcane Blast
(see our Presence of Mind Macro).
If you choose
Ice Floes (encounters with short sequences of movement),
then, whenever you have to move, you should use it with
Arcane Blast
or
Arcane Missiles (both spells have the same cast/channel time).
5. Changelog↑top
- 20 May 2013: Patch 5.3 update: nothing changed (may need to review AoE rotation after a few days of raiding).
- 19 May 2013:
Arcane Missiles should now be cast only at 4
Arcane Charges (thanks to Blatty for the optimisation). - 17 Apr. 2013: Update after Blatty's review of the guide.
- Slight improvements to the single-target rotation.
- Improved AoE rotation.
- Added opening sequence.
- Emphasised the importance of
Blazing Speed over the other two Tier 1 talents
in the talents cooldown section.
- 29 Mar. 2013:
Frost Armor is now the advised armor for Arcane Mages (was
Mage Armor previously). - 13 Mar. 2013: Removed last mentions of
Arcane Charge having 6 stacks. - 07 Mar. 2013: Patch 5.2 update.
Arcane Charge now only stacks up to 4.
Scorch is no longer available to Arcane Mage. The rotation was updated to reflect that.
Evocation now consumes all your Arcane Charges and returns 25% more mana per Arcane Charge consumed.
