Mists of Pandaria Classic Arcane Mage Rotation and Cooldowns
On this page, you will learn how to optimize the rotation of your Arcane Mage in both single-target and multi-target PvE situations in Mists of Pandaria Classic. We also have advanced sections about cooldowns, procs, etc. in order to minmax your DPS.
Arcane Mage Rotations
Before delving deeper into a rotation, make sure you always have
Mage Armor (
Frost Armor for pure single-target
encounters) up. There are weakauras to help you remind you, if any
of your self-buffs is missing.
Single-Target Rotation
The Arcane Mage single-target rotation is more of a priority list.
- Apply
Living Bomb or
Nether Tempest.
- If you gain a strong damage-increasing proc (from trinkets, weapon enchants, etc.), feel free to refresh the DoT early, even if a few seconds remain.
- Otherwise, refresh it just before it expires.
- Cast
Arcane Missiles only when you have 4 stacks of
Arcane Charge.
- Cast
Arcane Barrage only when all the following are true:
- You have 4 stacks of
Arcane Charge.
- You do not have a proc of
Arcane Missiles.
- You have less than 2 stacks of
Profound Magic (applies only with the Tier 16 2-piece bonus).
- You have 4 stacks of
- Cast
Arcane Blast. This is your filler and primary damage spell outside of the conditions above.
As a pre-pull strategy, to utilize Invoker's Energy from
Invocation, it is
recommended to use the following pre-pull strategy (the numbers in brackets is the time
left on the pull timer).
- (5 seconds prepull) Put down two
Rune of Power.
- (3 seconds prepull) Cast
Mirror Image.
- Under certain conditions, this can pull the boss, so you can also skip this step.
- (1.5 seconds prepull) Use
Potion of the Jade Serpent and on-use trinkets and begin casting
Arcane Blast.
- Apply the Mage Bomb from your Tier 5 talent.
Movement and Bomb Management as an Arcane Mage
When movement is required, the first step is to place a
Rune of Power at your destination. This takes a bit of
foresight and planning.
Ice Floes is extremely helpful
in this situation, as it allows you to continue casting
while repositioning.
Once your new Rune of Power is placed, you can use
Ice Floes
again to cast
Arcane Blast or
Arcane Missiles while moving.
Avoid casting
Arcane Barrage unless you meet the
single-target conditions outlined in the rotation section.
If you must move a long distance and are about to lose
your Arcane Charge stacks, you can cast
Arcane Explosion
to refresh them, provided there is a target within range.
Refreshing your bomb spell ( Living Bomb, or
Nether Tempest) can
be tricky as an Arcane Mage. These spells benefit from
Mastery: Mana Adept, meaning their damage scales with your
current mana. However, your Mana Bomb also snapshots your
Intellect and damage buffs the moment you cast it. So it is always
wise, to refresh the Mage Bomb, just before a strong buff is about
to run out. Proper timing and usage of your bomb can
significantly boost your DPS.
AoE Rotation
- Heavy AoE damage on low-health enemies:
Cast glyphed
Cone of Cold on cooldown and spam
Arcane Explosion as a filler.
- Heavy AoE damage on high-health enemies:
Spam
Arcane Explosion to build
Arcane Charges and cast
Arcane Barrage when you reach four
Arcane Charges. Maintain
Nether Tempest on as many enemies as possible, but only apply it to targets that will survive long enough for the DoT to run its full duration.
- Other situations: Use your single-target rotation on one priority target and keep Nether Tempest active on multiple enemies (again only using it on those that will live long enough to benefit from the full DoT).
Whenever mobs are about to be stacked or spawning in a specific location,
you can also pre-cast Flamestrike at the location in question. Otherwise,
avoid this spell.
Cooldowns
Alter Time is the Arcane Mage's most impactful DPS cooldown.
When activated, it creates a 6-second window during which, once
the effect ends (or is manually reactivated), your buffs are
restored to the exact values and durations they had at the time
of casting. This effectively extends all active buffs by 6 seconds.
Proper use of Alter Time requires some planning. It shares a
3-minute cooldown with Arcane Power (when using
Glyph of Arcane Power), so these two abilities should always
be used together, with Arcane Power cast just before
Alter Time for maximum benefit (you can macro the abilities in order).
Using Alter Time at the start of a fight is slightly different
from using it later during the encounter, so we'll break
down both scenarios separately.
Cooldowns on Pull
When using Alter Time at the start of a fight, begin by
casting Arcane Blast to build up 4 stacks of
Arcane Charge
and to trigger your trinket procs. If your trinket(s) do not
proc, avoid spamming
Arcane Blast, as it will unnecessarily drain your mana.
Instead fish for procs by casting
Fire Blast to try to
trigger a proc. If that does not work, use
Arcane Missiles (if you have
charges available). As a last option, use
Arcane Barrage to avoid
excessive mana consumption of
Arcane Blast. If Arcane Barrage procs
your trinket, use your
Alter Time macro immediately, otherwise start
over with rebuilding
Arcane Charge stacks.
Once your trinkets activate, you should use Arcane Power and
Alter Time quickly-ideally while their effects still have
at least 6 seconds remaining. This ensures that the full
duration of those powerful buffs is effectively extended.
If you're using a trinket with a ramp-up effect it is
best to wait until there are exactly 6 seconds remaining
on the buff before activating
Alter Time to
capture the peak of it's power.
Cooldowns During the Fight
For subsequent uses of Alter Time, the only strict requirement is
having 4 stacks of
Arcane Charge. Having charges of
Arcane Missiles is optional - you should never delay
Alter Time
just because you do not have them. That said, it is beneficial
to enter
Alter Time with Missiles charges ready, so try to plan
ahead by saving them 10 to 15 seconds before
Alter Time comes off cooldown.
There are situations where it is better to delay Alter Time
rather than using it immediately. For example, you might want
to hold it for upcoming boss vulnerability phases, high AoE
damage, or any moment requiring heavy burst damage.
You can also choose to delay Alter Time slightly to fish
for trinket procs, especially if your trinkets have internal cooldowns,
as they tend to trigger reliably once that cooldown expires.
To make this easier and more consistent, it is highly
recommended to use a WeakAura that tracks your
trinkets' internal cooldowns.
What to Cast During and After Alter Time
During Alter Time, your priority is to use all
available charges of
Arcane Missiles. If you do not have any
charges of Arcane Missiles, simply spam
Arcane Blast.
Mana consumption is not a concern during
Alter Time,
because your mana will be restored to its previous
level once Alter Time ends.
Just before Alter Time expires, be sure to cast
Arcane Barrage with four stacks of
Arcane Charge. This will
reset your charges, but this does not matter because
your Arcane Charges will be restored when Alter Time ends.
After Alter Time fades, your buffs will reset
to their previous state, which means you will still
benefit from the full duration of
Arcane Power.
While Arcane Power is active, your rotation remains
largely the same. However, since spells cost 10%
more mana during Arcane Power, you need to adjust
your rotation to avoid excessive mana consumption.
Our recommendation is to cast
Arcane Barrage more
frequently in order to reset your
Arcane Charges and
better manage your mana usage.
Mirror Image is a minor DPS cooldown. Use it when the
summoned images can fully attack the boss for their entire 30-second duration.
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This guide has been written by Wrdlbrmpft aka Arcanaenus, playing Mage since 2008. He is usually found in the Mage Discord, where you may also ask him questions his guides do not answer.