Arcane Mage DPS Rotation, Cooldowns, and Abilities — Midnight (12.0.1)
On this page, you will learn how to optimize the rotation of your Arcane Mage in both single-target and multiple-target situations. We also have advanced sections about cooldowns, procs, etc. in order to minmax your DPS. All our content is updated for World of Warcraft — Midnight (12.0.1).
If you were looking for TBC Classic content, please refer to our TBC Classic Arcane Mage Rotation, Cooldowns, and Abilities.
Arcane Mage Rotation
Welcome to our Rotation page for Arcane Mages. On this page you will find everything you need to know about actually playing the spec in PvE scenarios.
Each of the sections below explain the rotation for Arcane Mage at different target counts. Click the boxes to switch to the desired damage type.
Arcane Mage Rotation
The
icon below means it is the recommended choice.
| Active Talents | Passive Talents |
|---|---|
Single Target Rotation
Note: you have
High Voltage and
Orb Mastery selected, which have significant anti-synergy. Make sure to use the presets if you want to see recommended builds instead of manually picking individual talents.
Note: you have
Overpowered Missiles and
Orb Mastery selected, which have significant anti-synergy. Make sure to use the presets if you want to see recommended builds instead of manually picking individual talents.
The Arcane rotation follows a priority system. Below we list this priority system. You should read from the top to the bottom, and then execute the first action where all conditions match.
As
Spellslinger, your rotation revolves all around generating as many
Arcane Splinter stacks as possible. This greatly synergizes with
Orb Mastery, with which we also completely stop using
Arcane Missiles, instead using
Arcane Orb as a
Clearcasting spender.
- Cast
Arcane Barrage when
Arcane Soul is active. - Spend any
Clearcasting stacks on
Arcane Missiles when Arcane Surge is about to end, so you have no Clearcasting stacks left when
Arcane Soul procs. - Cast
Arcane Orb when you have
Clearcasting and your previous spell was
Arcane Barrage. - Use
Presence of Mind for when you need to move and need to cast
Arcane Blast - Cast
Arcane Barrage when you have 4
Arcane Charge stacks and 20 stacks of
Arcane Salvo. - Cast
Arcane Barrage if you have 4
Arcane Charge stacks,
Clearcasting, at least 5
Arcane Salvo stacks, and
Overpowered Missiles. - Cast
Arcane Barrage when you have 4
Arcane Charge stacks and 25
Arcane Salvo stacks. - Cast
Arcane Missiles whenever you have
Clearcasting and less than 3
Arcane Charge stacks. Cast
Arcane Missiles whenever you have 2 or more
Clearcasting stacks. - Click for advanced usage tips- Only cast Arcane Missiles when you have fewer than 14
Arcane Salvo stacks - Only cast Arcane Missiles when you have fewer than 6
Arcane Salvo stacks if you also have
Overpowered Missiles
- Only cast Arcane Missiles when you have fewer than 14
- Cast
Arcane Orb when you have fewer than 2
Arcane Charge stacks. - Cast
Arcane Pulse as your filler if you have fewer than 4
Arcane Charge stacks, or if
Arcane Surge is almost ready and you do not yet have maximum
Arcane Salvo stacks, to quickly cap Arcane Salvo before casting Arcane Surge. - Cast
Arcane Blast as your filler. - Cast
Evocation when out of mana and you are not currently during
Touch of the Magi or
Arcane Surge. - Cast
Arcane Barrage if you do not have enough mana for
Arcane Blast.
Cooldown Usage
Cooldown usage for Arcane is very important, as not only do they provide huge damage increases, they also grant massive mana generation and greatly increase your buff generation.
- During the opener, and any time after that when Arcane Surge is about to come up, you want to first get to 20 stacks of
Arcane Salvo via
Arcane Pulse. You can skip this on the opener if you cannot delay your burst damage, for example on a high priority target in a dungeon that needs to die very quickly. - During the opener, and any time after that when Arcane Surge is about to come up, you want to first get to 20 stacks of
Arcane Salvo via
Arcane Blast. You can skip this on the opener if you cannot delay your burst damage, for example on a high priority target in a dungeon that needs to die very quickly. - Use any potions, racials or other items that buff your damage/stats that last 15 seconds or longer before
Arcane Surge. - Cast
Arcane Surge. - Use any potions, racials or other items that last less than 15 seconds after
Arcane Surge. - Cast
Touch of the Magi. - Cast
Arcane Surge. - Use any potions, racials or other items that buff your damage/stats in such a way so that they last throughout
Touch of the Magi. Since Touch of the Magi lasts 12 seconds, any item that lasts 12 seconds should be used together with it, an item that lasts 15 seconds should be used 3 seconds before, and any items that last for example 30 seconds should be used together with
Arcane Surge. Any items that last less than 12 second should be used somewhere during Touch of the Magi. - When there are around 5 seconds left of
Arcane Surge, cast
Arcane Barrage into
Touch of the Magi. We do this to make sure Touch of the Magi is active when
Arcane Soul procs. - 45 seconds later, cast
Touch of the Magi when it is ready. You can do this once in-between
Arcane Surge uses. It has exactly half the cooldown of Arcane Surge, so try not to delay it much, as it will force you to delay your next Arcane Surge as well.
AoE Rotation
Note: you have
High Voltage and
Orb Mastery selected, which have significant anti-synergy. Make sure to use the presets if you want to see recommended builds instead of manually picking individual talents.
Note: you have
Overpowered Missiles and
Orb Mastery selected, which have significant anti-synergy. Make sure to use the presets if you want to see recommended builds instead of manually picking individual talents.
Currently, Arcane is in a bit of a weird situation, where the single-target and AoE rotation are practically identical, with only very minor changes. This is mostly because AoE damage highly revolves around
Arcane Barrage, which has very strict usage due to talents like
Intuition and various others making it so that you almost always want to cast Arcane Barrage with maximum Arcane Salvo stacks.
Additionally,
Arcane Pulse is already used as part of the single-target rotation, which further causes the difference in rotations to be very minimal.
Below I list the differences you should apply to the single-target rotation based on various target counts.
- On 2+ targets, always use
Arcane Pulse as your filler instead of
Arcane Blast. For more priority DPS, you can stil to using Arcane Blast at any target count, for significantly more priority target DPS at the cost of significant AoE DPS. - On 4+ targets, cast
Arcane Orb whenever you have
Clearcasting and less than 18
Arcane Salvo stacks. - On 3+ targets, in addition to the single-target
Arcane Barrage conditions, also cast it if you have 4
Arcane Charge stacks, less than 18
Arcane Salvo stacks, and either a
Clearcasting proc or an
Arcane Orb ready. Basically, the goal here is to cast Arcane Barrages whenever you have a good way to get Arcane Charges back, but not so high Arcane Salvo stacks that it is better to wait until you have maxed stacks. - On 3+ targets, in addition to the single-target
Arcane Barrage conditions, also cast it if you have 4
Arcane Charge stacks, less than 10
Arcane Salvo stacks, and either a
Clearcasting proc or an
Arcane Orb ready. Basically, the goal here is to cast Arcane Barrages whenever you have a good way to get Arcane Charges back, but not so high Arcane Salvo stacks that it is better to wait until you have maxed stacks. - That's all!
Arcane Mage Gameplay Mechanics
In order to better explain the specific usage and benefits of the Arcane Mage kit, we have compiled a more detailed explanation on individual parts of our rotation, from important rotational mechanics that you need to pay attention to, to cooldowns and how to use them, so you can reach your full potential when playing Arcane Mage.
Arcane Mage Mechanics
Arcane Salvo
Arcane Salvo is a stacking buff which is granted by using
Arcane Missiles, by default, which greatly increases
Arcane Barrage
damage. It can also be generated with
Arcane Blast and
Arcane Pulse
when specced into
Expanded Mind, which is generally always done
due to how important Salvo stacks are. As
Spellslinger,
you also generate them from
Arcane Orb and
Arcane Barrage,
and have a chance to generate them from
Arcane Splinters.
Not only does Arcane Salvo itself greatly increase the damage of
Arcane Barrage, with the addition of
Intuition, having maximum
Arcane Salvo stacks (20 as
Spellslinger, 25 as
Sunfury)
becomes even more important, as the damage bonus only applies when you
use Arcane Barrage on maximum stacks.
Due to this, Arcane Salvo and Intuition have a massive impact on the rotation, as the entire rotation basically revolves around trying to build up to maximum Arcane Salvo stacks efficiently, then using Arcane Barrage and making sure rebuilding both Arcane Charges and Arcane Salvo stacks is as efficient as possible.
Arcane Pulse
Arcane Pulse is a spell that at first glance is very simple,
but actually has a lot of small niche uses that cause it to be used
in different ways.
At its most basic, it is an AoE version of
Arcane Blast. It does most
things that Arcane Blast does: Generate Arcane Charges and
Arcane Salvo
stacks, while ramping up in both damage and mana cost as you get more Arcane
Charges. The main difference being that is does AoE damage instead of
single-target.
However, it has a couple of things that set it apart:
- It has a very high mana cost when used at 4 Arcane Charges, even higher than Arcane Blast, causing you to run yourself oom very quickly if used actively.
- It has a faster base cast speed than at 0 Arcane Charges than Arcane Blast, but a lower cast speed when at 4 Arcane Charges.
Reverberate applies to it. Although this only applies the
damage at 30% effectiveness, it causes double the
Arcane Salvo
stacks. This stacks with
Impetus, causing you to gain 4 Arcane
Salvo stacks from a single Arcane Pulse cast.
These effects cause
Arcane Pulse to be used in a few interesting
ways on single-target:
- Due to its faster cast speed (at low
Arcane Charge stacks)
and higher
Arcane Salvo generation,
Arcane Pulse is preferred over
Arcane Blast when on
low Arcane
Charges to rebuild both Arcane Charges and Arcane Salvo quicker. - When you are about to go into your big cooldowns (
Arcane Surge +
Touch of the Magi), and you do not have max
Arcane Salvo
charges, it should be used to quickly cap Arcane Salvo charges
because of its higher Arcane Salvo generation.
Mana Management and Arcane Charges
Arcane is one of the few DPS specs that cares about its mana,
which is primarily driven by
Arcane Charges.
Arcane Charges are a special resource that stack up to 4 times,
each stack greatly increasing the damage and mana cost of
Arcane Blast and
Arcane Pulse, while also greatly increasing the damage of
Arcane Barrage. (but not the mana cost) Arcane Charges
are mainly stacked by Arcane Blast on single-target, or
Arcane Explosion and
Arcane Pulse in AoE, but various other spells and talents also
generate them.
Since Arcane Charges massively increase the damage of your core damaging abilities, you will generally want to spend as much time as possible casting abilities on 4 Arcane Charges, minimizing time spent casting spells on low Charges. However, only casting Arcane Blast while on 4 Arcane Charges will very quickly run you out of mana.
To handle this, Arcane has various tools. Arcane Barrage being the main one,
as it resets Arcane Charges back to 0, resetting the mana cost increase
as well as the damage, while itself doing massive damage, if used with
high
Arcane Salvo stacks.
This creates the core rotation of building up to 4 Arcane Charges -> getting max Arcane Salvo stacks -> casting a hard-hitting, stack resetting Arcane Barrage.
Arcane does have a few other tools to manage mana, notably
Arcane Surge. Although Arcane Surge itself fully drains your mana,
it
also grants so much mana generation, that it actually causes you to
regenerate to full mana after casting it. Although Arcane Surge damage
scales with your mana when you cast it, you practically never care
about this, because the extra damage is minor. So you actually use Arcane
Surge instead as a method to regenerate back to full mana by casting it when you
are low.
Then, there are a few other less common ways to generate mana, like
using
Evocation (only sometimes talented) or the passive
Mana Adept (if talented).
Finally, arguably the most important method of regenerating your mana: Passive mana generation. Arcane has high mana generation, because your Mastery not only increases your damage, but also increases your passive mana generation, which throughout the entire fight actually adds up to a very large amount of total mana gained.
Apex Talent for Arcane Mage
Arcane has the following Apex Talent:
Touch of the Archmage:
Touch of the Magi increases
the damage your target receives from you by 15%.
Touch of the Archmage: Arcane Charges further increase the damage
of
Arcane Blast,
Arcane Pulse, and
Arcane Barrage.
Also increases
Arcane Missiles damage. Has 2 ranks.
Note: This always counts, not just during
Touch of the Magi.
Touch of the Archmage: When
Touch of the Magi explodes,
it leaves behind a pulsing rune on its target, dealing 75%
of its damage over 6 seconds to nearby enemies. This damage
is increased by 50% on the initial Touch of the Magi target.
The Apex Talent is very strong for both Hero specs,
and is virtually always taken. It has no meaningful rotational impact,
but it does put even more emphasis on
Touch of the Magi,
making it very important that you use Touch of the Magi on targets
that will live the entire duration, as you will lose a lot of damage
if the target dies halfway through the duration.
Arcane Mage Cooldowns
Arcane Mage Major Cooldowns
Arcane Surge
Arcane Surge is Arcane's primary DPS cooldown. It has a 90 second
cooldown, and when used drains all of your mana for one big hit
on your target and nearby enemies, dealing damage based on the mana spent.
However, the real benefit comes after the initial cast, where it increases
all your spell damage by a massive 35% for 15 seconds, while also greatly
increasing your mana regeneration, which basically regenerates your mana
to full mana during its duration.
Generally, you will want to use Arcane Surge immediately as it comes up,
but it can be beneficial to delay it in certain cases, for example if your
group is about to use
Time Warp or a similar effect soon, or an
important raid mechanic that needs high DPS is coming soon, or additional
targets that come up, etc.
Touch of the Magi
Touch of the Magi is a 45 second cooldown, which applies a debuff
to your target, which accumulates 20% of all damage you deal
to the target for 12 seconds, and then exploding for all of the accumulated
damage to the target and nearby enemies. It also grants 4 Arcane Charges,
making it so that you can use it immediately on the pull without needing
to build up stacks.
Touch of the Magi and
Arcane Surge have very tight timings, with
Touch of the Magi having exactly half the cooldown of Arcane Surge.
Since the timing is so close, it is critical you use Touch of the Magi
as soon as it comes up, so you do not run into a situation
where Touch of the Magi is not ready when Arcane Surge is.
Time Warp
Time Warp is an ability which buffs your entire party or raid group
within 100 yards with 30% haste for 40 seconds. This buff is shared
with multiple other spells like
Bloodlust and
Heroism.
These all put a debuff on all your group members which blocks them from
getting the effect again for 10 minutes, so you cannot get this same
effect from multiple sources multiple times.
As Time Warp applies to the whole group, it is generally decided by the raid or party leader when it is used, to optimize usage for the whole group, instead of just using it when it is best for your personal usage. However, if there is no assigned time or you are in a pick up group without any real leadership in terms of strategy, it is generally a safe practice to use Time Warp right after combat starts so it is up while everyone has all of their DPS cooldowns ready. Of course make sure to only do this if there will be enemies active for the entire 40 second duration of the buff on the pull, as on some fights bosses might go inactive or do some kind of phase change early on in the fight.
Combat Assistant For Arcane Mage
Patch 11.1.7 introduced two new combat related functionalities, the Assisted Highlight, and the Single-Button Assistant. For a full overview on how to enable these features and all of their details, check out our Combat Assistant page.
The Assisted Highlight rotation is a relatively decent rotation, so following it can be a good way to learn the rotation, however, you are giving up around 20% damage to do so depending on your talents and hero talents.
The Single-Button assistant is more punishing, giving up another 5% damage compared to the Assisted Highlight, for a total of around 25%. However, it allows you to focus entirely on the dungeon / boss mechanics, which is very valuable.
Note that neither the Single-Button rotation nor the Assisted Highlight rotation
will cast/highlight
Arcane Surge,
Evocation, racial cooldowns, or
items, like trinkets, so you will have to use these manually.
Tips for using the Combat Assistant as Arcane Mage
- Make sure to use
Evocation into
Arcane Surge as
close to on-cooldown as possible, while making sure
Touch of the Magi is ready or nearly ready when you use them. - Use your trinkets, potions, racial cooldowns (like
Berserking)
or other on-use cooldowns during
Arcane Surge.
- The Single-Button rotation will cast
Arcane Explosion
when you are fighting 3 or more targets, so make sure you are positioning
yourself correctly to hit all targets with it. - It will also cast
Arcane Orb as part of its rotation,
so make sure that you are facing in a way that will hit all targets,
and not accidentally pull other targets with it.
Changelog
- 27 Feb. 2026: Updated Arcane Salvo usage phrasing to be more specific.
- 26 Feb. 2026: Updated builds and rotation for Midnight launch.
- 10 Feb. 2026: Optimized Arcane Surge sequences for Sunfury and Spellslinger.
- 19 Jan. 2026: Updated for Midnight Pre-Patch.
- 30 Nov. 2025: Updated for Patch 11.2.7.
- 05 Oct. 2025: Reviewed for Patch 11.2.5.
- 05 Sep. 2025: Updated default talent toggles slightly for Spellslinger.
- 10 Aug. 2025: Updated basic rotation to be more simple and slightly better DPS.
- 04 Aug. 2025: Updated best rotation based on 11.2 changes for both single-target and AoE, added tier rotation changes section.
- 17 Jun. 2025: Updated Combat Assistant damage gains/losses based on latest updated numbers.
- 15 Jun. 2025: Added Combat Assistant information and tips.
- 21 Apr. 2025: Reviewed for Patch 11.1.5.
- 02 Mar. 2025: Updated Arcane Barrage conditions slightly for High Voltage usage to be easier to understand and more consistent across different talent setups.
- 26 Feb. 2025: Updated Arcane Barrage usage slightly to ensure no dropping intuition/arcane tempo and make aoe rotation clearer on funnel vs pure aoe.
- 24 Feb. 2025: Updated for 11.1 changes: New default setup set to Spellslinger, updated rotation for new optimal rotation due to changes, split rotation into basic - medium - advanced.
- 15 Dec. 2024: Updated for Patch 11.0.7.
- 27 Oct. 2024: Updated rotation based on latest theorycrafting findings, primarily simplifying barrage usage for spellslinger, while being slightly more DPS.
- 23 Oct. 2024: Small modification to AoE rotation for spellslinger and added arcane tempo conditions to single-target rotation under advanced section.
- 22 Oct. 2024: Moved various parts of the rotation to advanced to provide a more approachable default rotation and fixed spellslinger rotation showing some sunfury lines.
- 21 Oct. 2024: Updated single-target and AoE rotations for both hero talents 11.0.5 changes. Added Spellslinger presets now that it is a more viable hero talent setup.
- 25 Sep. 2024: Updated AoE rotation to list target counts.
- 16 Sep. 2024: Updated rotation slightly for latest improvements.
- 11 Sep. 2024: Update AoE rotation slightly to move the Arcane Blast line during ToTM to spellslinger rotation, as Sunfury automatically does it already.
- 09 Sep. 2024: Separated the hero talent selector and updated the rotation to include more advanced lines as an optional checkbox. Rewrote arcane barrage usage to be easier to understand.
- 02 Sep. 2024: Updated rotation for the removal of Burden of Power double-dipping.
- 22 Aug. 2024: Slightly change priority on single target rotation to clarify you should use missiles before dumping Burden of Power if you have it, and some small readability improvements on AoE.
- 22 Aug. 2024: Update AoE rotation to clarify funnel vs AoE rotation usage.
- 21 Aug. 2024: Updated for The War Within.
- 26 Jul. 2024: Arcane in Arcane Tempo lines and slightly updated AoE rotation to make it more clear you always Arcane Barrage before Arcane Missiles with 4 charges. Further improved Nether Precision notes to apply more optimisations.
- 25 Jul. 2024: Add in Arcane Missiels interrupt conditions to the rotation, reorganized the burn phase into 2 separate parts, the initial burn phase sequence, into the priority list.
- 24 Jul. 2024: Clearcasting proc rates were changed on live, causing Arcane Blast to have 5% higher proc rate than Arcane Barrage. Updated rotation to incorporate this by removing the Arcane Barrage execute playstyle.
- 23 Jul. 2024: Updated for The War Within Pre-Patch.
- 07 May 2024: Reviewed for 10.2.7.
- 22 Apr. 2024: Reviewed for Season 4.
- 19 Mar. 2024: Reviewed for Patch 10.2.6. and fixed some typos and removed the "quiet movement" section as it was rather duplicate with other sections.
- 15 Mar. 2024: Remove no longer relevant Arcane Missiles clipping section.
- 15 Jan. 2024: Updated rotation with optimisations found.
- 06 Nov. 2023: Updated base rotation for 10.2, added season 3 tier set rotation, season 3 trinkets and other items to the rotation.
- 04 Sep. 2023: Reviewed for Patch 10.1.7
- 10 Jul. 2023: Updated rotation for the reworked Arcane.
- 09 May 2023: Updated rotation to include further 4-set optimisations.
- 01 May 2023: Updated rotation to include Season 2 tier optimisations.
- 20 Mar. 2023: Reviewed for Patch 10.0.7.
- 24 Jan. 2023: Reviewed for Patch 10.0.5.
- 18 Jan. 2022: Updated burst rotation based on latest theorycrafting and expanded on the AoE rotation.
- 13 Jan. 2022: Improve mana gem rotation and added talon usage.
- 13 Dec. 2022: Improve burn rotation slightly and add more clarity to end of the burn phase.
- 11 Dec. 2022: Added section explaining rotational changes due to the tier set.
- 30 Nov. 2022: Updated burst rotation slightly based on new theorycrafting.
- 28 Nov. 2022: Updated for Dragonflight launch.
- 24 Oct. 2022: Updated for Dragonflight pre-patch.
More Mage Guides
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This guide has been written by Dutchmagoz. Dutchmagoz has been playing Mage since 2009 and writing guides and theorycrafting since 2012, with many top 20-100 world kills and rank 1 parses under his belt. He is the owner of the official Mage Discord server Altered Time, where he is involved in Mage Theorycrafting and everything else Mage. You can reach out to him directly for questions or feedback about the guide there.
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