Arcane Mage DPS Sanctum of Domination Raid Guide — Dragonflight 10.0.0
On this page, you will find tips, tricks, and strategies tailored to your Arcane Mage for each boss of the following raid: Sanctum of Domination. All our content is updated for World of Warcraft — Dragonflight 10.0.0.
On this page, you will find Arcane Mage specific information to deal with each boss in the Sanctum of Domination raid.
This page assumes that you already understand most of the mechanics of each encounter. These can be found on the full raid guide, so what is contained here are details specifically tailored toward Arcane Mage and what you can do to deal with each fight as best as possible.
During the Dragonflight Pre-Patch, Castle Nathria, Sanctum of Domination, and Sepulcher of the First Ones will be simultaneously featured as Fated Raids. During this time encounters within each specific raid will include an additional mechanic and items will drop at increased item levels. If you would like to learn more general information about the Fated Raids system as a whole, please see our overview below. Otherwise, continue to use this page for specialization-specific tips.
Disclaimer: The tips on this page are based on Shadowlands Season 4, not Dragonflight changes.
Below we list the most common talent setup for all bosses. This talent setup assumes you play as a Kyrian with the Arcane Harmony Legendary.
You can easily import the talent tree below into the game with the following string:
We advise you to use the following Legendary against The Tarragrue: Arcane Harmony.
In general, you will want to pick the damage-increasing Anima Powers, however, depending on strategy of your group, you might need to take certain defensive ones, like Ephemeral Effigy. Below, we have listed some of the best offensive powers you can look for. The Anima Powers are listed roughly in order of highest DPS, however, what is best depends on your strategy and what Anima Powers other people take.
- Twisted Samophlange for highest raid damage, but not best personal dps
- Disembodied Mystic Hands, if less than 3 people have taken it
- Elethium Weights
- Huddled Carvings, if you can activate this most of the fight
- Potent Acid Gland
- V'lara's Cape of Subterfuge
- Obleron Venom
- Any of the stat ones, with Crit and Mastery as highest priority
- Erratic Howler
Keep in mind that even though Lumbering Form does give a lot of damage, it is not listed above, as this power can very easily kill people in your group due to Hungering Mist.
You can use Ice Block and stand in front of the Chains of Eternity target, to soak the Chains and avoid Annihilating Smash.
For more information, please refer to our The Tarragrue guide.
The Eye of the Jailer
We advise you to use the following Legendary against The Eye of the Jailer: Arcane Harmony.
Instead of running all the way to the chains on the edge of the room for Annihilating Glare, you can simply Blink through it. Make sure to stand relatively close to the boss when doing this, as the width of the beam increases the further you are from the boss. This can take some pulls to do effectively, so I do not advise doing this if you are not comfortable with it.
Other than that, this fight does not have many mechanics that you can do anything special for as a Mage.
For more information, please refer to our The Eye of the Jailer guide.
We advise you to use the following Legendary against The Nine: Arcane Harmony.
Make sure you do not use Ice Block on Fragments of Destiny, as it will jump to a nearby random player, instead of a controlled jump via a dispel.
If you get targeted with Essence, make sure you do not take too much damage, by using defensives like Greater Invisibility.
For more information, please refer to our The Nine guide.
Remnant of Ner'zhul
We advise you to use the following Legendary against Remnant of Ner'zhul: Arcane Harmony.
You can use Alter Time before Malevolence expires / is dispelled, and re-activate it it immediately after it does the knockback. Additionally, you can use Blink right after the knockback to cancel it as well. Keep in mind that using Ice Block, while you are affected by Malevolence, will trigger the knockback as well. So do not use this without coordination with your group.
Arcane Mages are quite good at carrying the Orb of Torment to the edges and throwing it off, if you are specced into Shimmer, as you can simply pick it up and Shimmer twice to the edge of the room and throw it off immediately, taking almost no damage. Before picking it up, you can also use Alter Time and re-activate it after dropping the orb off the edge to go back to your original position and heal to full health.
For more information, please refer to our Remnant of Ner'zhul guide.
We advise you to use the following Legendary against Soulrender Dormazain: Arcane Harmony.
Mages are very good at dealing with Warmonger Shackles, as you can pick up the chain, use Shimmer/ Blink to break it, and then immediately Ice Block the Soul Manacles debuff to remove the damage-over-time effect applied by it, and it allows you to pull another chain if needed.
Although you can use Ice Block to get rid of the Brand of Torment debuff, this is not advised, as you do not want to remove this debuff, since it allows you to debuff the enemies with Tormented, and you are better off using Ice Block on the Soul Manacles as described above.
For more information, please refer to our Soulrender Dormazain guide.
We advise you to use the following Legendary against Painsmith Raznal: Arcane Harmony.
This is one of the few bosses in the raid where Shimmer should help you more with movement than Slipstream does. You can use Shimmer to Shimmer through the spikes that erupt from the boss' various abilities. Additionally, Shimmer can be used to Shimmer through the Spiked Balls, which is especially useful if you are affected by Shadowsteel Chains to avoid having to move through the small hole and risk knocking people back.
Try to line up your Arcane Harmony stacks to be at 18 when the Spiked Balls are up, so the hard-hitting Arcane Barrage can get the single target-benefit from Resonance.
For more information, please refer to our Painsmith Raznal guide.
Guardian of the First Ones
We advise you to use the following Legendary against Guardian of the First Ones: Arcane Harmony.
This is effectively a tank and spank fight where DPS is extremely important. There are no vulnerability phases, nor does Arcane have any execute, which means you should just play your standard single-target rotation as well as possible. Most important will be to keep your eye out for boss timers that might cause you to have to move, and avoid using your big damage cooldowns right before those.
It can be difficult to find the 8-10 seconds that you need to fully do your Touch of the Magi / Radiant Spark combo. If Threat Neutralization is coming up soon, your cooldowns are ready, and you want to go into your burst window, it is recommended to move out of the raid before starting your cooldowns in case Threat Neutralization targets you so you do not have to move mid-combo. The same goes when the boss is about to go into Purging Protocol, you should pre-position yourself inside the Energy Core before starting your burst. It is generally not advised to start your burst combo if Disintegration or Meltdown are happening soon.
Most strategies tend to have Purging Protocol go off multiple times, which deals a large amount of damage. If this is the case in your group, it is adviced to rotate Alter Time, Mirror Image, Prismatic Barrier, Greater Invisibility, and Ice Block usages on these explosions, as they do very large amounts of damage. Greater Invisibility and Ice Block should be used on the higher stack explosions, while Alter Time, Prismatic Barrier, and Mirror Images should be used on lower stacks.
For more information, please refer to our Guardian of the First Ones guide.
We advise you to use the following Legendary against Fatescribe Roh-Kalo: Arcane Harmony.
If you are targeted by Echo of Eternity, you can use Alter Time and then Blink to the edge of the room and re-activate Alter Time after the debuff expired.
The fight is largely about boss damage, however, you can increase your boss damage and your add damage at the same time by timing your Touch of the Magi and Radiant Spark so that the hard-hitting Arcane Barrage lands closely after the small adds spawn from the Burden of Destiny tank add's defeat. This way, your Arcane Barrage will do more boss damage due to Resonance, you will get a lot of free damage on top of it from Arcane Barrage cleaving the adds, and Touch of the Magi will explode on them. This can be achieved by largely just using your cooldowns as you would normally, only having to delay your cooldowns a couple of seconds here and there depending on how quickly the tank add is killed.
Twist Fate can be removed with Ice Block if needed.
For more information, please refer to our Fatescribe Roh-Kalo guide.
We advise you to use the following Legendary against Kel'Thuzad: Arcane Harmony.
If you are soaking Frost Blast, do not use Ice Block while soaking it, as this makes it so you do not count as a player for the split damage. Instead, use Greater Invisibility to reduce the damage you take from soaking it, or use Alter Time before it lands and immediately after to heal back up to full. However, if you are targeted by Frost Blast yourself, you can Blink away from the group and solo soak it with Ice Block.
If you are assigned to go into the Phylactery phase, you will need to hold cooldowns for this. This phase happens roughly every 2 minutes (exact length depends on your strategy, as it can be pushed quicker, but generally you want to make the outside phase last as long as possible for cooldown management), with the inside phase lasting around 45 seconds. This ends up with the following phase order on Mythic: (heroic and normal can be quicker depending on strategy)
- 0:00 - 2:00, Outside phase
- 2:00 - 2:45, Inside phase
- 2:45 - 4:45, Outside phase
- 4:45 - 5:30, Inside phase
- 5:30 - 7:30, Outside phase
- 7:30 - 8:15, Inside phase
- 8:15- 10:00, Final outside phase (burn phase)
How exactly you want to plan cooldowns for this will most likely depend on the needs of your group, as there are various DPS requirements throughout the fight. Above we have listed the major phases to help you plan these cooldowns based on your group's needs. Generally, it is not recommended to put Arcane Mages on the inside phase, as there is too much movement to reliably gets Arcane's burst combo off.
For more information, please refer to our Kel'Thuzad guide.
We advise you to use the following Legendary against Sylvanas Windrunner: Arcane Harmony.
Keep an eye on the Domination Chains timer, as it will generally be favorable to delay Arcane Orb and 18 stacks of Arcane Harmony for when these spawn so you can quickly kill a set of them.
If you delay your first set of cooldowns by around 10 seconds, you should be able to use your cooldowns easily on cooldown after that. Just keep an eye on the Veil of Darkness timer to make sure Sylvanas does not become untargettable during your burst. Additionally, make sure you are quite close to the boss during your Radiant Spark + Touch of the Magi combo, as you might have to dodge part of her Windrunner combo, so being close to the boss gives you more time to finish your combo.
The intermission is just Domination Chains, but applied to everyone Try to align Arcane Orb and having 18 stacks of Arcane Harmony with this phase.
This is largely an add phase. Make sure to apply Touch of the Magi to a group of enemies that are stacked, focusing it on one of the big adds, and aim your Arcane Orb in such a way that it hits as many targets as possible.
There are a couple of timers which you should watch out for in terms of planning your cooldown. The following timers will all make it so you have to interrupt your cooldowns, so make sure to keep an eye on them and avoid using your burst right before these spells happen:
- Veil of Darkness: Sylvanas will become untargettable
- Banshee Scream: On Normal this will interrupt you, while on Heroic and Mythic it will fully silence you
- Raze: This will force you to move to the next platform
Other than the spells listed above, the phase has minimal movement or other things that could mess with your cooldowns, so you can freely use them as they come up.
If you get targetted by Veil of Darkness, do not use Ice Block, as it will not get rid of the debuff. Instead, use Alter Time at full health, and re-activate it if/when you get low health.
For more information, please refer to our Sylvanas Windrunner guide.
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