Developers’ notes: We’re taking a pass to reduce button and aura bloat in the Mage core tree. We’re also consolidating defensive power to simplify the landscape of Mage defensives and make them more approachable. In Midnight, Barrier spells should be potent, consistent, and reliable. Mirror Image and Invisibility spells should now be able to be used for their utility instead of tacked on defensive benefits. We’re also removing Shifting Power. Shifting Power was uniquely powerful for Fire Mage and substantially less interesting for Arcane and Frost but it came with its own set of tuning challenges that made it difficult to balance their cooldowns appropriately with its existence. Fire Mage will be getting some spec-specific adjustments to make Fire Blast more accessible to compensate for the loss of Shifting Power. We’re also reducing Shimmer’s power to help make the decision between Blink and Shimmer feel like more of a meaningful choice. Players who want to maximize uptime and display mastery over an encounter and its mechanics should feel empowered to express that through Shimmer, whereas progression and more reactive Mages should enjoy the increased availability of Blink.
Arcane Mage: Midnight Expansion Preview
Welcome to our comprehensive guide on the Arcane Mage changes in World of Warcraft's upcoming expansion, Midnight. This page is intended to help you learn about the new changes and help you know what to expect from Arcane Mage in Midnight.
In this guide, you will find detailed breakdowns of the new Talents and Apex Talent system for Arcane Mage. We will explore the most significant updates to the spec, and offer insights into how these changes will impact your overall gameplay. Whether you are an experienced Arcane Mage or new to the spec, this page will be useful in knowing what to expect come launch next year.
Arcane Mage: The Midnight Expansion Preview
Welcome to our Midnight guide for Arcane Mage. Ahead of launch, this page will contain everything you need to know about the Arcane Mage spec in the forthcoming Midnight expansion, including all of the Talent and Build changes, and some light predictions on the state of the spec going into the expansion.
This page is a constantly evolving work in progress, with regular changes expected as updates hit the Midnight Alpha & Beta. This is not meant to be a launch guide for Arcane Mage, but instead serves as a resource for you to keep up to date with how the spec is evolving on Alpha & Beta, and what you can expect from its playstyle and feel on launch.
Midnight Changes for Arcane Mage
Midnight comes with a huge rework for almost all classes and specs due to Blizzard's new approach on Addons and class design. Arcane Mage is no exception, and has received a lot of changes.
Mage Changes
Mage is having a lot of its button bloat removed in Midnight. Especially
on the defensive side of things, almost all of our defensive power will now
lie
entirely in Prismatic Barrier and
Ice Block, with most
of our other defensives being removed, or turned into pure utility spells.
Additionally, the Mage tree overall is seeing a bunch of nodes
removed, which makes it significantly easier to pick up all remaining strong
nodes with little trade off.
Summary of Mage Changes
The base Mage part of the talent tree has received significant changes so far in Midnight. Many talents have been combined into one, or have been fully reworked, or turned into choice nodes, etc. Reading the full changes can be quite difficult to parse how it actually impacts you, so below I provide a summary of how it actually impacts what spells you have access to and how these have changed. Afterwards I will list the full detailed changes.
Prismatic Barrier has been buffed, providing more damage reduction and a lower global cooldown (meaning you can go back to DPSing quicker).
Greater Invisibility and
Mirror Image are now purely utility spells and no longer provide damage reduction, but their utility has been improved. (more movement speed, lower cooldowns, etc)
- Instead of being able to choose between
Ice Floes +
Blink vs
Shimmer, you can now choose between Shimmer or an improved Blink. Shimmer is also nerfed, having only one charge and less ways to reduce its cooldown.
- You can now only have
Ice Nova or
Cone of Cold.
- You can now only have
Mass Polymorph or
Ring of Frost.
Incanter's Flow is removed and
Overflowing Energy now only provides critical strike chance to
Arcane Barrage, however various new talents are added that provide similar benefits in the form of
Charm of Aegwynn and
Charm of Medivh.
- The following active spells are removed:
Blast Wave
Ice Floes
Mass Barrier
Shifting Power
Slow
Supernova
Detailed Mage Changes
Mirror Image no longer reduces damage taken, allowing you instead to use it for its threat management effect. It now lasts 15 seconds. (from 40)
Greater Invisibility no longer reduces damage taken, allowing you instead to use it for its threat management and target avoidance effects.
Prismatic Barrier's cooldown is increased to 30 seconds. (from 25) It now shields you for 25% of maximum health (from 20%) and has a shorter global cooldown, allowing you to more quickly go back to casting other spells.
- Mobility changes:
Shimmer now has a 30 seconds cooldown (from 25) and no longer has 2 charges.
Blink now has a 15 second baseline cooldown. (from 13)
- New talent:
Spatial Manipulation —
Blink gains an additional charge.
- New talent:
Improved Blink — Reduces cooldown of
Blink by 2 seconds. Choice node with
Shimmer.
- New talent:
Time Walk —
Alter Time resets the cooldown of
Blink /
Shimmer when you return to your original location. Choice node with
Temporal Realignment.
Master of Time no longer grants a charge of
Blink/
Shimmer, but instead grants 5/10 seconds cooldown reduction on
Alter Time.
- New talent:
Temporal Realignment — When you drop below 25% health, you automatically retroactively cast
Alter Time and get healed back up to 50% health, putting Alter Time on cooldown. Choice node with
Time Walk
- New talent:
Improved Conjuration — Reduces
Mirror Image's cooldown by 30/60 seconds.
- New talent:
Charm of Aegwynn — Increases the critical strike chance of your spells by 5%.
- New talent:
Charm of Medivh — Increases your mastery by 3%.
- New talent:
Permafrost Bauble — Reduces
Ice Block and
Ice Cold by 30 seconds.
- New talent:
Master of Escape — Reduces the cooldown of
Greater Invisibility by 45 seconds.
Overflowing Energy now only increases the critical strike chance of
Arcane Barrage, instead of all spells.
Quick Witted now reduces
Counterspell's cooldown by 5 seconds.
Time Manipulation now reduces your crowd-control cooldowns by 5 seconds.
Incantation of Swiftness now reduces your movement speed during
Invisibility by 30/60% for 6 seconds.
Ice Nova replaces
Cone of Cold when talented. Ice Nova is now a choice node with
Freezing Cold.
Mass Polymorph and
Ring of Frost are now choice nodes.
Improved Frost Nova and
Ice Ward are now choice nodes.
- Many talents were removed. Most of them just talents related to
spells which have been reworked to include them directly in their main
effect, or otherwise are no longer relevant to the changed version of
spells.
Below a list of the relevant deletions:
Blast Wave
Displacement
Ice Floes
Incanter's Flow
Mass Barrier
Shifting Power
Slow
Supernova
Arcane Changes
Developers’ notes: In Midnight, our biggest goal with Arcane is simplifying the decision-making around when to Arcane Barrage by reducing the number of effects and folding the remaining ones into a new resource called Arcane Salvo. Arcane Mages can talent into different ways to generate Arcane Salvo and should expect their Hero Talents to provide some unique behaviors that might augment their cadence of Arcane Barrage drastically. We’re also removing all effects that refund Arcane Charges when you Barrage while adding some new and unique ways to regain charges throughout the tree to help reinforce the Arcane Charge climb as a core part of the Arcane Mage experience. Lastly, we’re introducing a new area damage spell called Arcane Pulse that will replace Arcane Explosion when learned. This spell features a 40 yard range, ramping damage, mana cost, and area effect per arcane charge, and should feel like an intuitive and powerful option when doing rotational filler in AOE.
One thing that is immediately obvious when you play Arcane on the Alpha, is
the huge reduction in number of buffs / debuffs you need to track. As
Blizzard describes, effectively all buffs that interact with your
Arcane Barrage are all combined into a single buff,
Arcane Salvo. Many Talents and Hero talents interact with this new
buff.
Basically anything that previously interacted with Arcane Barrage, is now
mostly reworked to work via Arcane Salvo. This makes it a lot easier in
terms
of the actual buffs you need to track and think about, however, if it will
actually significantly decrease complexity of decision making is not yet
known.
Summary of Arcane Changes
Arcane has received a large rework in Midnight, with a very large amount of changes across almost all spells and talents. I will first highlight the core changes made to the spec and how this impacts your available spells and how they work. Afterwards I also provide the full changes for context.
- At a very high level: All buffs either impacting or benefitting from
Arcane Barrage, like
Arcane Harmony,
Intuition,
Arcane Tempo have either been changed, or combined into
Arcane Salvo. This makes it so you only really need to track this single buff, in combination with your Mana and Arcane Charges, to decide on your Arcane Barrage usage:
Arcane Salvo is a new talent which grants you a buff every time you cast a damaging spell, increasing your
Arcane Barrage damage by 3%, stacking up to 60%. Note: baseline, this is per cast, meaning that
Arcane Missiles gives a single stack, not one per Missile.
- New talent:
Focusing Crystal — Each wave of
Arcane Missiles grants a stack of
Arcane Salvo. Also increases Arcane Missiles damage by 15%.
- New talent:
Arcane Singularity — Increases
Arcane Salvo's damage bonus by 2% per stack.
- New talent:
Expanded Mind — Gain an additional stack of
Arcane Salvo when casting a damaging spell.
- New talent:
Electrostatic Orb — Damage from
Arcane Orb has a 50/100% chance to grant a stack of
Arcane Salvo, up to 5.
- Updated talent:
Orb Barrage — Now causes
Arcane Barrage to have a 3% chance per
Arcane Salvo stack to launch
Arcane Orb.
Arcane Tempo now just grants 2% Haste passively, instead of stacking Haste based on
Arcane Barrage usage.
- New Apex Talents:
Touch of the Archmage. This is a set of talents buffing the strength of
Touch of the Magi. Most notably, it gives Touch of the Magi a second charge, which might open up interesting optimizations around its usage. It also greatly improves the strength of Touch of the Magi by increasing the damage of all your core damage abilities based on Arcane Charges, and leaves behind a pulse effect after Touch of the Magi, doing significant damage to enemies based on the damage done to Touch of the Magi.
Arcane Pulse is a new talent, which replaces
Arcane Explosion when talented. This provides a ranged AoE option, which is not only ranged, but also has a few different mechanics, like doing increased damage with Arcane Charges, but also costing more mana. This is effectively an AoE version of
Arcane Blast. This makes Arcane now able to be played fully from ranged instead of needing to go into melee for AoE.
Nether Precision has been removed. This talent was a very impactful buff which was played around a lot, like making chaining
Arcane Missiles very unfavorable. With its removal, chaining Missiles might become much more common again. Which is a great quality of life buff, as channeling spells are difficult to properly queue up without losing ticks, unless you follow it by another channeling spell.
Evocation has been changed to now only grant Mana. Previously also granted Intellect and
Clearcasting.
Detailed Arcane Changes
- All buffs related to
Arcane Barrage have been changed/removed:
Arcane Salvo is a new talent which grants you a buff every time you cast a damaging spell, increasing your
Arcane Barrage damage by 3%, stacking up to 60%. Note: baseline, this is per cast, meaning that
Arcane Missiles gives a single stack, not one per Missile.
- New talent:
Focusing Crystal — Each wave of
Arcane Missiles grants a stack of
Arcane Salvo. Also increases Arcane Missiles damage by 15%.
- New talent:
Arcane Singularity — Increases
Arcane Salvo's damage bonus by 2% per stack.
- New talent:
Expanded Mind — Gain an additional stack of
Arcane Salvo when casting a damaging spell.
- New talent:
Electrostatic Orb — Damage from
Arcane Orb has a 50/100% chance to grant a stack of
Arcane Salvo, up to 5.
- Updated talent:
Orb Barrage — Now causes
Arcane Barrage to have a 3% chance per
Arcane Salvo stack to launch
Arcane Orb.
Arcane Tempo now just grants 2% Haste passively, instead of stacking Haste based on
Arcane Barrage usage.
- New Apex Talents:
Touch of the Archmage. This is a set of talents buffing the strength of
Touch of the Magi:
Touch of the Magi accumulates an additional 5% damage and has an additional charge.
- Arcane Charges further increase the damage of
Arcane Blast,
Arcane Pulse and
Arcane Barrage by 15/30%.
- When
Touch of the Magi explodes, it leaves behind a pulsing rune at the explosion location, dealing 25% of Touch of the Magi's damage over 6 seconds to nearby enemies. Does double damage on your main Touch of the Magi target.
Arcane Pulse is a new talent, which replaces
Arcane Explosion when talented. Deals AoE damage to all enemies near your target, reduced after 5 targets. Each Arcane Charge increases its damage, radius and mana cost. This allows Arcane to be fully played from range even on AoE.
Nether Precision has been removed. This talent was a very impactful buff which was played around a lot, like making chaining
Arcane Missiles very unfavorable. With its removal, chaining Missiles might become much more common again. Which is a great quality of life buff, as channeling spells are difficult to properly queue up without losing ticks, unless you follow it by another channeling spell.
Evocation has been changed to now only grant Mana. Previously also granted Intellect and
Clearcasting.
- New talent:
Charged Missiles — Consumes Arcane Charges to increase Arcane Missiles damage by 80%. Note: This currently consumes one Arcane Charge per wave, meaning that after you are out of Arcane Charges the remaining Missiles do not gain the increased damage. Choice node with
High Voltage.
- New talent:
Orb Mastery — Casting
Arcane Orb with
Clearcasting fires 2 additional orbs, consuming Clearcasting.
- New talent:
Aegwynn's Technique — Casting
Touch of the Magi grants
Clearcasting. Choice node with
Arcane Echo.
- New talent:
Overflowing Insight —
Arcane Blast and
Arcane Pulse deal 15% increased damage but their mana costs are increased by 25%.
Aether Attunement has been updated: Now a 2-point talent, letting
Arcane Missiles deal damage to 2/4 additional targets, at 50% effectiveness.
Reverberate has been updated:
Arcane Pulse now has a 50% chance to repeat its explosion at 30% effectiveness. Note: the extra explosion grants an Arcane Charges.
Surging Urge has been renamed to
Mana Bomb and updated: Now increases
Arcane Surge's damage by 50% based on mana spent.
Presence of Mind and
Slipstream are now a choice node.
Arcane Orb and
Mana Adept are now talents instead of base abilities.
Improved Prismatic Barrier has been moved to the Class talent tree.
Arcane Blast no longer has increased chance to proc
Clearcasting, but the proc chance of Clearcasting has been buffed across the board to compensate.
High Voltage has been reworked slightly: It is now a flat 30% chance to proc, instead of a ramping chance. Overall, this maths out to roughly the same amount of procs as before. Also increases
Arcane Missiles' damage by 10%.
Impetus now causes
Arcane Pulse and
Arcane Blast to generate an additional Arcane Charge, but no longer increases the damage.
Arcane Barrage now replaces
Fire Blast when speccing Arcane.
Arcane Blast now replaces
Frostbolt when speccing Arcane.
- Many spells have had their damage tuned to account for all of the changes.
Hero Talent Changes
Spellslinger Changes
Spellslinger overall has not received major changes, but more targeted tuning
due to the changes to the spec tree. Anything previously
referring to a buff affecting Arcane Barrage has been changed to use
the new
Arcane Salvo buff. And
Splintering Sorcery now just
procs directly from
Arcane Blast and
Arcane Pulse instead of
Nether Precision due to its removal.
- New talent:
Attuned Familiar —
Arcane Familiar has a 50% chance to conjure a Splinter when it attacks.
- New talent:
Infused Splinters — Direct damage from Splinters has a 25% chance to grant a stack of
Arcane Salvo.
- New talent:
Polished Focus — Casting
Arcane Barrage at 20 or more stacks of
Arcane Salvo refunds 5 stacks.
Look Again has been changed: While in combat,
Blink summons a
Mirror Image at your previous location.
Shifting Shards has been changed: Gaining
Clearcasting conjures 2 splinters. Now a choice node with
Attuned Familiar
Force of Will has been changed:
Arcane Barrage conjures an Arcane Splinter for every 5 stacks of
Arcane Salvo consumed, rounding down. (so 4 will give you no Splinters)
Signature Spell has been changed:
Touch of the Magi now grants 4 Arcane Splinters.
Reactive Barrier has been changed to only absorb 25%. (from 50%)
Unerring Proficiency has been removed.
Sunfury Changes
The core mechanics of Sunfury remain mostly the same, however, most of the
buffs are simplified a bit to be more direct, instead of potentially being
played around. For example, Burden of Power simply makes
Arcane Blast/
Arcane Pulse do more damage, instead of being a
proc after reaching a certain amount of stacks.
- New talent:
Ashes of Inspiration — When your Arcane Phoenix expires, grants you Lesser Time Warp, granting 20% Haste for 10 seconds.
- New talent:
Spellfire Salvo —
Arcane Salvo can stack 5 more times.
- New talent:
Pyrocosm —
Arcane Missiles has a 10% chance per hit to summon a
Meteorite. When a Meteorite lands, it grants 2 stacks of
Arcane Salvo.
- New talent:
Explosive Potential — After casting
Arcane Surge, your next
Blink will cast
Blast Wave at your previous location. Choice node with
Lessons in Debilitation.
- New talent:
Time Twist — The cooldown of
Alter Time is reduced by 10 seconds. Choice node with
Merely a Setback.
Codex of the Sunstriders has been changed: When your Arcane Phoenix is summoned (when you press
Arcane Surge), it consumes all
Spellfire Spheres, increasing the damage during Arcane Surge by 2% per stack. It also casts one exceptional spell during its duration for each Sphere consumed.
Merely a Setback has been changed: The effects of
Prismatic Barrier last 8 seconds after it is removed.
Glorious Incandescence has been changed: Now procs when you gain a
Spellfire Spheres (instead of when consuming
Burden of Power).
Memory of Al'ar has been changed: No longer extends
Arcane Soul based on exceptional spell casts. Arcane Soul is now always 6 seconds long. (was 2 baseline + exceptional cast increase). Arcane Soul was changed:
Arcane Barrage during Arcane Soul now also grants 5 stacks of
Arcane Salvo and does not consume Arcane Salvo. The old effects remain, so it also still grants
Clearcasting and 4 Arcane Charges.
Sunfury Execution has been changed: Increases
Arcane Barrage's damage by 15% to enemies affected by
Touch of the Magi.
Burden of Power now pasdsively provides
Arcane Blast and
Arcane Pulse damage instead of being proc based.
Ignite the Future was removed.
Rotational Changes
As it is still early on in the development process, and we have not yet been able to test everything (like how mana sustain feels in seasonal gear), it is currently very difficult to say how the actual optimal rotation will play. However, based on findings so far, we can provide some early thoughts on how the rotation might be impacted:
- Instead of tracking a multitude of buffs to determine
Arcane Barrage usage, we will now only be focusing on a few main aspects:
Arcane Salvo, your mana level, Arcane Charges and your cooldowns. It is too early to tell how exactly Arcane Barrage usage will play out, but it will be based on fewer conditions than before, but perhaps not significantly easier.
- Building up
Arcane Salvo is currently very quick on the Alpha, with limited ways to immediately recoup 4 Arcane Charges. This makes it likely that we will be spending more time rebuilding Arcane Charges, as sitting on max stacks of Arcane Salvo, especially with all of the bonus damage it is currently providing is very punishing. With certain talents providing us ways to make a single
Arcane Blast provide multiple charges, we will likely see a combination of spells like
Arcane Orb for the first 2 Arcane Charges into Arcane Blast for the last 2 be a common way to rebuild charges. Both Hero Talent trees also offer some way to speed up Arcane Charge generation, but the instant 4 Charges after Arcane Barrage seems mostly gone, at least on single-target.
- Having 2 charges of
Touch of the Magi opens up all kind of possibilities. How we will utilize this optimally is anyone's guess at this point, however, it might make us chain them during
Arcane Surge as a way to both regain 4 Arcane Charges, and to further increase our burst damage.
- The removal of
Nether Precision completely changes how we think about using
Arcane Missiles. Previously, any time you used
Arcane Missiles, you would never (unless capped on
Clearcasting) want to cast it again, since you would be wasting the very powerful Nether Precision stacks. Now that this is gone, chaining Arcane Missiles is much less punishing. Arcane Missiles does provide the new
Arcane Salvo buff (and a lot of them, if combined with certain talents), we will probably still not just chain them blindly, but it will be much more flexible in terms of usage, as we no longer have the hard sequence of Arcane Missiles ->
Arcane Blast/
Arcane Barrage.
- The AoE rotation now having a ranged ability (
Arcane Pulse) as our main method to build charges, which in and of itself also scale with Arcane Charges, is going to be quite a new thing to adapt to. Previously, in AoE you really only had
Arcane Barrage as your main damage dealer, and everything else was just used to generate Arcane Charges (or to do cleave/funnel damage via
Touch of the Magi or similar abilities). Arcane Pulse might change this approach, where just like on single-target, we use
Arcane Blast as a major portion of our damage, Arcane Pulse might do the same on AoE.
Changelog
- 12 Oct. 2025: Added Page.
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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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