Arcane Mage DPS Rotation, Cooldowns, and Abilities — The War Within Pre-Patch
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 — The War Within Pre-Patch.
If you were looking for WotLK Classic content, please refer to our WotLK Classic Arcane Mage rotation.
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 Raiding scenarios.
Mythic+
The primary focus on this page is on raiding scenarios. Although the rotation is going to give pretty good results in Mythic+ as well, for a more Mythic+ oriented rotation, see our Mythic+ page.
Easy Mode
If the rotations below seem overwhelming to you, or you would like to read a more simplified version of the rotation, you might benefit from visiting our Easy Mode page, which outlines a close-to-optimal rotation in simpler terms.
PvP
The content on this page is purely PvE-related. If you are looking for PvP Rotation Tips, please visit our PvP page below.
Arcane Mage Rotations
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 buttons below can be used to select between curated Single-Target and AoE/Mythic+ loadouts. You can also use the switches below to add or remove individual talents you may also be using. Keep in mind, some talents are so critical to the spec to function correctly, or you must take them to be able to navigate the tree properly, in which case they will not have a checkbox below and will be assumed picked.
Talent Selections, etc. |
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Arcane Explained
Arcane has a relatively unique playstyle, where managing your Mana is key. However, proper mana management is only a small part of the rotation. Below, we go over some of the key concepts to playing Arcane well:
- Do not waste Mana. Generally, Mana = DPS for Arcane, so whenever you
sit on maximum Mana for long periods of time, you are losing damage. There
are, however, some notable exceptions to this rule:
Evocation on the pull. At the start of the fight, you will still cast Evocation, even though all of the Mana from it will be wasted. This is because of the large Intellect boost it gives, and it allows you to sync the cooldown with your other cooldowns.
- Maximize using spells on 4 Arcane Charges. There are many ways to gain
Arcane Charges quickly, and we want to maximize these to avoid casting
Arcane Blast on less than 4 Arcane Charges, as this does little damage,
- Use cooldowns quickly. This is important for almost all specs in the
game, but Arcane really suffers when you sit on your cooldowns for a long time.
Not only are you losing damage from not gaining the damage benefits from your
cooldowns like
Arcane Surge, but you also end up violating the previous rules because your mana generation is directly tied to your cooldowns, further lowering your damage.
- Maximizing
Nether Precision procs. It is key that the procs from Nether Precision are maximized. There is a "trick" where you can get 3 spells out of the 2 stacks. When you have 1 stack left, you can cast
Arcane Blast into
Arcane Barrage, and both will benefit from the final stack. It is key to apply this method; however, be careful to only apply this method when you have a quick way to build back Arcane Charges, for example, via
Arcane Missiles via
High Voltage, or
Arcane Orb.
Single-Target Rotation for Arcane Mage
The rotation of an Arcane Mage is outlined in the following priority list. The concept is to maintain a high and stable Mana pool during your Conserve Phase, biding time until your cooldowns are available. As soon as your cooldowns are ready, you enter the Burn Phase, where you do as much burst damage as possible, ignoring mana constraints.
Opener / Burn Phase Sequence
You should go into the Burn Phase whenever Evocation,
Arcane Surge
and
Touch of the Magi are ready.
The opener consists of a very specific sequence of spells into a standard priority system. The same sequence below applies to any burn phase, not just the opener.
- Cast
Evocation, for
Clearcasting and the Intellect buff.
- Cast
Arcane Orb, if you do not have 4 Arcane Charges;
- Use any on-use trinkets or racials;
- Cast
Arcane Missiles, consuming the
Clearcasting from Evocation and granting
Nether Precision and any potentially missing Arcane Charges via
High Voltage;
- Cast
Arcane Surge;
- Cast
Arcane Barrage;
- Shortly after Arcane Barrage, while it is traveling toward the target,
cast
Touch of the Magi. Due to Touch of the Magi being off the global cooldown, it should apply before Arcane Barrage reaches the target;
This marks the end of the specific opener/burn sequence. After this, follow the priority list below:
Burn Phase Priority
- When you have
Nether Precision and at least 12 stacks of
Arcane Harmony and either
Clearcasting,
Arcane Orb or
Touch of the Magi: cast
Arcane Blast 2 times into
Arcane Barrage. This specific sequence allows you to fit 3 spells into 2 Nether Precision stacks. Make sure you only do this with Clearcasting or Arcane Orb ready, as you need a way to build Arcane Charges back quickly. Without a method to get Arcane Charges back quickly, simply consume both stacks via Arcane Blast and continue the rotation normally. For more information on when to use this trick, check our when to use Nether Precision Trick section below;
- Cast
Arcane Missiles when
Clearcasting is up. Keep in mind the following notes for casting Arcane Missiles:
- Interrupt the channel when the global cooldown is over if you have 4 Arcane Charges.
The easiest way to do this is to simply spam press
Arcane Blast while Missiles is channeling;
- Only cast Arcane Missiles when
Nether Precision is not up to avoid overcapping Nether Precision procs. There are 2 exceptions to this rule:
- If you are on 3 stacks of Clearcasting, then you can use Arcane Missiles even if it would overcap Nether Precision;
- If you have 1
Nether Precision stack, and are on less than 4 Arcane Charges, you can use Arcane Missiles.
- Interrupt the channel when the global cooldown is over if you have 4 Arcane Charges.
The easiest way to do this is to simply spam press
- Cast
Arcane Barrage if
Arcane Tempo has less than 2 seconds left.
- Cast
Arcane Orb when available and you have 0 or 1 Arcane Charge;
- Cast
Arcane Blast as your filler, consuming
Nether Precision procs;
- When you drop below 70% mana and
Arcane Surge has finished, throw out
Arcane Barrage to dump your Arcane Charges immediately into
Arcane Orb to regain them. Cast
Shifting Power after Arcane Orb.
- When
Arcane Surge ends, it marks the end of the burn phase/opener.
Conserve Phase
Whenever Arcane Surge is not active, you
are considered in the conserve phase.
Conserve Phase Priority Differences
The conserve phase priority list is very similar to the burn phase priority list. The main differences are as follows:
- Use
Shifting Power when it is ready. Just like with Arcane Orb, you do not want to spend the time doing this while Arcane Surge is active, but outside of that, it is important to Shifting Power as often as you can.
- Try to stay above 70% mana (for
Enlightened) unless
Evocation is coming back up in less than 40 seconds. When Evocation is coming back up soon, you know you will be recovering all of your Mana, so you are free to spend it more aggressively.
- Use
Touch of the Magi at the end of a
Nether Precision combo as a way to get back 4 Arcane Charges. During Touch of the Magi, avoid dropping 4 Arcane Charges unless you can get all 4 of them back instantly.
Conserve Phase Priority List
- Go into the burn phase when you have
Evocation,
Arcane Surge and
Touch of the Magi ready;
- Cast
Arcane Orb when available and you have 0 or 1 Arcane Charge;
- Cast
Shifting Power when available;
- When you have
Nether Precision and at least 12 stacks of
Arcane Harmony and either
Clearcasting,
Arcane Orb or
Touch of the Magi: cast
Arcane Blast 2 times into
Arcane Barrage. This specific sequence allows you to fit 3 spells into 2 Nether Precision stacks. Make sure you only do this with Clearcasting, Touch of the Magi, or Arcane Orb ready, as you need a way to build Arcane Charges back quickly. Without a method to get Arcane Charges back quickly, simply consume both stacks via Arcane Blast and continue the rotation normally. For more information on when to use this trick, check our when to use Nether Precision Trick section below;
- Cast
Arcane Missiles when
Clearcasting is up. Keep in mind the following notes for casting Arcane Missiles:
- Interrupt the channel when the global cooldown is over if you have 4 Arcane Charges.
The easiest way to do this is to simply spam press
Arcane Blast while Missiles is channeling;
- Only cast Arcane Missiles when
Nether Precision is not up to avoid overcapping Nether Precision procs. There are 2 exceptions to this rule:
- If you are on 3 stacks of Clearcasting, then you can use Arcane Missiles even if it would overcap Nether Precision;
- If you have 1
Nether Precision stack, and are on less than 4 Arcane Charges, you can use Arcane Missiles.
- Interrupt the channel when the global cooldown is over if you have 4 Arcane Charges.
The easiest way to do this is to simply spam press
- Use
Touch of the Magi as one of your methods to get Arcane Charges. Make sure you do this shortly after Touch of the Magi is available to avoid wasting the cooldown. During Touch of the Magi, your rotation is virtually the same, however, do not drop your Arcane Charges unless you can get them back quickly via
High Voltage or
Arcane Orb.
- If you are below 70% mana, cast
Arcane Barrage when you have 4 Arcane Charges. Try to combine these Arcane Barrages with the second stack of
Nether Precision where possible. For example, if you are close to 70% but not quite below, but you have Nether Precision, you should do the Double
Arcane Blast -> Arcane Barrage sequence. If
Evocation comes up within 40 seconds, you can go lower than 70% Mana as you will soon regain all of your Mana;
- Cast
Arcane Blast as your filler.
Multi-Target Rotation for Arcane Mage
The Aoe rotation for Arcane Mage is a relatively straight forward rotation. The AoE rotation is Mana neutral, meaning you never run out of Mana following the AoE rotation, so there is no need to manage/conserve conserve your Mana. However, we still have an opening/burst rotation, followed by waiting for our cooldowns.
Arcane Mage AoE Opener/Burst Sequence
You should go into the Burn Phase sequence when Evocation,
Arcane Surge
and
Touch of the Magi are ready.
The opener consists of a very specific sequence of spells into a standard priority system. The same sequence below applies to any burn phase, not just the opener.
- Cast
Evocation, for
Clearcasting and the Intellect buff.
- Cast
Arcane Orb when available and you have 0 or 1 Arcane Charge;
- Use any on-use trinkets or racials;
- Cast
Arcane Missiles, consuming the
Clearcasting from Evocation and granting
Nether Precision and any potentially missing Arcane Charges via
High Voltage;
- Cast
Arcane Surge;
- Cast
Arcane Barrage;
- Shortly after Arcane Barrage, while it is traveling toward the target,
cast
Touch of the Magi. Due to Touch of the Magi being off the global cooldown, it should apply before Arcane Barrage reaches the target;
- Cast a single
Arcane Blast to trigger the Arcane Blast portion of
Magi's Spark, immediately followed by
Arcane Barrage, both benefitting from the second Nether Precision stack;
This marks the end of the specific opener/burn sequence. After this, follow the priority list below:
Arcane Mage AoE Priority List
The AoE rotation outside of the specific cooldown sequence is very straightforward:
- Go into the above burst sequence when
Evocation,
Arcane Surge and
Touch of the Magi are ready;
- Cast
Arcane Orb when you have no Arcane Charges;
- Cast
Shifting Power while
Arcane Orb is on cooldown;
- Cast
Arcane Barrage when you have 4 Arcane Charges;
- Cast
Arcane Missiles when you have
Clearcasting;
- Cast
Arcane Explosion to generate Arcane charges.
Important Notes for Arcane Mage
Arcane Charges: Understanding Your Mana Pool
Arcane is unique among DPS specs, as it is one of the few who not only have to manage their Mana, but Mana itself is a key part of the spec identity. Arcane Charges are the main reason for this. Arcane Charges have the following effect:
- Increase the mana cost of
Arcane Blast by 100% per stack.
- Increase the damage of
Arcane Blast by 60% per stack and reduce the cast time by 8% per stack.
- Increase the damage of
Arcane Barrage by 30% per stack.
- The above effects are further increased by your Mastery.
- Arcane Charges stack up to 4.
As you can tell, Arcane Charges have a significant impact on the damage of some of your key abilities, but it also makes Arcane Blast cost significantly more Mana. Due to this, simply spamming Arcane Blast while on 4 stacks of Arcane Charges will cause you to go out of Mana very fast.
To deal with this, Arcane Barrage exists to drop your Arcane Charges
back to zero and make your
Arcane Blast more affordable.
Having said that, because casting Arcane Blast on low charges does
very little damage, you want to avoid casting those as much as possible. This
offers a unique challenge, where you try to limit your low stack Arcane Blasts
without running out of Mana and being completely unable to cast anything.
The main way we do this is by using other spells that do high damage and
then recouping our Mana during the time we are casting those spells. The biggest
factor for this is Arcane Missiles. This does high damage, provides
various other beneficial effects, and costs a few seconds to cast, giving us
valuable time to regenerate our Mana. However, this is locked behind the
Clearcasting proc.
There are also other ways we can recoup some mana, for example,
casting
Arcane Barrage into
Arcane Orb into
Arcane Barrage
gives you a few precious seconds of mana regeneration without having to cast
these low-stack Arcane Blasts.
Finally, our big mana regeneration tools are Evocation, which fully
regenerates our Mana, and
Arcane Surge, which, after fully draining
our Mana, grants us a very high amount of mana regen for a period of time,
during which we can cast anything we want without losing Mana.
Maximizing Nether Precision
Nether Precision is a very strong proc, which procs whenever you
consume
Clearcasting. A lot of our single-target rotation revolves
around maximizing the damage we gain from these stacks. There are various goals
we want to achieve with this proc:
- Ensure we do not waste procs by avoiding consuming
Clearcasting when we already have
Nether Precision.
- Maximize the damage of the spells consuming
Nether Precision. This means mainly using it on
Arcane Blast and
Arcane Barrage when you have 4 Arcane Charges.
- Get multiple usages out of a single proc. There is a trick in which a single
Nether Precision stack can be used by 2 spells instead of 1. This can be achieved by casting
Arcane Blast into
Arcane Barrage when you only have 1 stack left. Due to this, the final stack benefits both Arcane Blast and Barrage. See below for when you want to do this.
- Minimize having to re-build Arcane Charges via low Arcane Charges Arcane Blasts if the trick above is used.
Thanks to High Voltage,
Arcane Missiles has a very high chance
to provide us with at least 2 Arcane Charges. Sometimes, you might get unlucky
and only get 1, but this is quite unlikely. In most cases, you will get
2 or more Arcane Charges.
There are 2 main ways to use Nether Precision: Simply cast
Arcane Blast
twice, or cast 2 Arcane Blast into
Arcane Barrage to benefit from the
"trick" described earlier. The latter obviously drops your Arcane Charges to 0,
which is a state we want to avoid as much as possible.
When To Apply Nether Precision Trick
You only want to apply the Arcane Blast ->
Arcane Blast ->
Arcane Barrage sequence in the following situations:
- You have one of the following 3 ready to help with getting 4
Arcane Charges back quickly:
Clearcasting,
Arcane Orb,
Touch of the Magi;
- AND You have 12 stacks or more of
Arcane Harmony;
- AND You have 4 Arcane Charges.
Additionally, there are some situations in which the above conditions do not need to apply, but you should still apply the Nether Precision trick:
Arcane Tempo is going to fall off in less than 2 seconds;
- OR You are below 70% mana and
Evocation has more than 40 seconds left on its cooldown.
After applying the sequence above, you will be on 0 Arcane Charges. Luckily, if you follow the priorities correctly, you will have one or more of the following methods to get back your Arcane Charges:
- A
Clearcasting proc: We can cast
Arcane Missiles combined with
High Voltage to go back to 1-4 Arcane Charges and repeat the above sequence.
- An
Orb Barrage proc: This immediately grants you 1 Arcane Charge (on single-target, more on AoE). This can occur together with the above, causing nearly guaranteed 4 stacks. Keep in mind, only the Orb hitting enemies provide you a charge, as the initial Arcane Charge generated by the Orb proc will be immediately consumed by the
Arcane Barrage that procced it.
- Casting
Arcane Orb or
Touch of the Magi to get back to 4 charges. Touch of the Magi starts the mini burn, so you can combine the above combo with entering the mini burn.
- When all else fails, we have to build back to 4 Arcane Charges via
Arcane Blast. This is the worst-case scenario and should only apply when you combine it with refreshing
Arcane Tempo or for mana reasons. If lucky, you can still proc
Impetus while doing this to further reduce the amount of low-stack Arcane Blasts, or proc a
Clearcasting on one of the Arcane Blasts.
Arcane Mage: Opening Sequence
At the start of the fight, simply pre-cast Evocation and then
immediately go into the Burn phase sequence.
Keep in mind entering raid combat resets your Arcane Charges, so make sure not to cast
Arcane Orb until raid combat has started, or you will lose
the Arcane Charge gained from it.
Changelog
- 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 is a Mythic raider in one of the top raiding guilds, Turtles and the owner of the Mage Discord server, Altered Time, where he is involved in all things Mage, and you can reach out to him directly for feedback or questions about the guide.
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