In preparation for the updates to our guides for Mists of Pandaria Patch 5.0.4, we are releasing articles such as this one, explaining what has changed for a particular class and spec, and what the new rotation is likely to be.
Keep in mind that this is still a work in progress (both from Blizzard's side and from our own) and that this article assumes you are at least somewhat familiar with the Cataclysm version of the Arcane Mage rotation and playstyle (such as from reading our guide).
We will first list the most important changes to the Arcane Mage Cataclysm abilities, and then we will proceed to explaining the (likely to be) optimal rotation. Keep in mind that we do not document every single change or new ability, only those that impact the rotation.
Finally, we will give you some information about the most useful talents and glyphs you should choose.
Changes to the Arcane Blast Charge Mechanics
- Charges are generated by the new versions of
Arcane Blast and
Arcane Missiles (if already at 6 charges, the 10-second timer is refreshed).
Arcane Explosion also has a chance to generate a charge and will always refresh the timer on the charges. Using
Arcane Barrage will consume the charges. - The damage of
Arcane Blast,
Arcane Missiles, and
Arcane Barrage is increased by 20% per charge. The damage of
Arcane Explosion does not change with the charges.
New Abilities
You have the following new abilities:
Alter Time is a new DPS cooldown.
Deep Freeze is now available to Arcane Mages. It used to be the 31-point talent of the Frost specialisation.
Nether Attunement causes your haste to increase your mana regeneration. This will be very useful as your amount of mana will be capped to 300k.
Shatter increases the damage you do against frozen targets. It used to be only available to Frost Mages and worked only for Frost spells.
Burning Soul is now a passive skill given to all Mage specs.- The 5th tier of your talent tree gives you the choice between
Nether Tempest,
Living Bomb, and
Frost Bomb. All of them are viable, as we will see in the AoE Rotation section. - The 6th tier of your talent tree gives you the choice between
Invocation (a modification of
Evocation),
Rune of Power, and
Incanter's Ward. All of them are viable, as we will see in the Single-target Rotation section. - There are other new abilities provided by the other tiers of talents. They are not as important as the Tier 5 and 6 talents, so we do not mention them here, but later in this article.
Removed Abilities
Flame Orb is gone.- Most of the old Arcane talents are gone:
Arcane Concentration,
Netherwind Presence,
Torment the Weak,
Arcane Tactics,
Arcane Potency,
Focus Magic, and
Improved Mana Gem.
Mage Ward and
Incanter's Absorption have been removed from the game and merged into one of the tier 6 talents:
Incanter's Ward.
Rotation and Spell Usage
The rotation will depend on the Tier 6 talent that you will choose:- Keep
Nether Tempest up. - Cast
Arcane Missiles whenever it is up. - Spam
Arcane Blast. - Use
Evocation whenever you have 35% mana or less.
- Place your
Rune of Power and stand in it. - Keep
Nether Tempest up. - Cast
Arcane Missiles whenever it is up. - Cast
Arcane Blast. - Cast
Arcane Barrage when below 75% or 80% mana.
- Use
Incanter's Ward. - Keep
Nether Tempest up. - Cast
Arcane Missiles whenever it is up. - Cast
Arcane Blast. - Cast
Arcane Barrage when below 75% or 80% mana. - When
Evocation's cooldown allows it, start a burn phase: spam
Arcane Blast and
Arcane Missiles until 35% mana then evocate.
Cooldowns
Time Warp and
Arcane Power work in the same way that they used to in Cataclysm.
Alter Time is a very interesting cooldown. We see two main ways of using it. If you cast it right after you cast Arcane Power, then you can get 21 seconds of increased damage, with the first 6 seconds costing no mana at all. If you cast it before receiving a large amount of damage or a dangerous debuff, then, after 6 seconds, the damage or the debuff will be gone.
AoE Rotation
In Cataclysm, AoE damage was simple and consisted of spammingFor 2 enemies, you have several choices. In all cases, you should keep
- If you want to focus on one of them while doing collateral damage to the other, keep your
Invocation single-target rotation on one of them (it means you need to have chosen the Invocation Tier 6 talent). - If you want to do more collateral damage on the secondary target (at the expense of the damage on the main target), you can switch to a
Rune of Power or
Incanter's Ward single-target rotation on the main target. The idea is that the frequent casts of
Arcane Barrage will do a lot of collateral damage. - If you want to do even more collateral damage, you need to replace
Nether Tempest with
Living Bomb. You must place Living Bomb on both target and let it explode before refreshing it.
Talents
Tier 1 talents have been designed with mobility in mind. You have the choice between:
Presence of Mind, which should be the default choice because it yields a small DPS increase;
Scorch, which you should be using in an encounter with a lot of movement;
Ice Floes, which allows you to cast two spells while moving and should be used in encounters where you have to move from time to time.
Temporal Shield, which can be very useful in encounters with a lot of raid damage;
Blazing Speed, which might be of use in some encounters, though
Blink should be enough in most cases;
Ice Barrier, which should be the default choice because the shield it gives you also protects you against pushback, resulting in a slight DPS increase.
Greater Invisibility, which seems to be the less viable choice;
Cauterize, which is the most useful of the three talents;
Cold Snap, which can be used in encounters where you need to use
Ice Block twice in a row.
Nether Tempest should be used in single-target situations or when you are fighting two enemies and want a bit of collateral damage on one of them.
Living Bomb should be used in multiple-target situations when you are fighting between 2 and 7-8 enemies.
Frost Bomb should be used when you are fighting more than 7-8 enemies.
Invocation will yield the best single-target damage and we believe that it will only get better with gear. More haste means that you will be able to make better use of the +25% increased damage buff and
Evocation, which you will use very often, will be cast faster.
Rune of Power seems to be more tailored for AoE damage, allowing you to make frequent use of
Arcane Barrage.
Incanter's Ward seems to be more of a situational talent. We need to see how it will fare in the raid encounters, but we believe that the use of this talent will require encounters where periods of downtime on the boss and periods of raid damage are distinct.
Glyphs
Most of your major glyphs will give you more utility, but from a DPS standpoint, only a few will matter:
Glyph of Arcane Explosion can be useful in AoE situations with a large number of enemies that are not stacking.
Glyph of Arcane Power can be useful in some situations. In a 4-minute fight, it will allow you to have a 1-minute uptime on
Arcane Power, as opposed to 45 seconds without the glyph.
Glyph of Fire Blast will enable you to spread
Living Bomb with
Fire Blast. It will save you a few global cooldowns.
Glyph of Mana Gem will grant you more Mana Gems, which can mean more mana, thus more DPS, in long fights.
Note that
This concludes our Arcane Mage preview for Mists of Pandaria. We hope you have enjoyed reading it and that it proved useful to you. As always, we are looking forward to reading your opinions on the matter!
Edited by Damien, 21 August 2012 - 10:36 PM.
Updated for MoP beta build 15961.

Sign In With Facebook
This topic is locked
