Arcane Mage DPS Spell List and Glossary — Dragonflight 10.2.5
On this page, we present you with all spells and procs that you need to understand as an Arcane Mage in World of Warcraft — Dragonflight 10.2.5.
If you were looking for WotLK Classic content, please refer to our WotLK Classic Arcane Mage spells.
Arcane Mage Spell Summary
If you are new to Arcane, it is recommended you read this before proceeding! In this section, we will discuss what abilities you have, what they are used for within the specialization, and how they interact with important cooldowns. If you have played this spec before or have already achieved a level of comfort playing this spec in a practical environment, it is recommended you skip this section and move on to the rest of the guide.
Keep in mind, some spells might be much easier to use via macros or are more easily used in combination with other spells. Visit the macro page below to get a good idea of such macros.
Unlocking Abilities
Note that this page simply lists all the different abilities, assuming you are at max level. If you are leveling, check out our dedicated Mage Leveling page, which has detailed information on when you unlock all of these abilities.
Main Resources of Arcane Mage
Mana and Arcane Charges are your primary resources, and interact with each other in a fashion unique to Arcane.
Arcane Charges are generated by Arcane Blast and Arcane Explosion, and by some talented spells. They go to a maximum of 4 and increase the Mana cost of Arcane Blast by 100% per stack. They also increase the damage of Arcane Blast and Arcane Barrage by a percentage dictated by your current Mastery value.
Mana is the main resource of Arcane Mages. With the above information in mind, managing your Mana can be a challenging task. On one hand, casting spells while at 4 Arcane Charges allows you to do maximum damage. The consequence of this is that you will quickly chew through your Mana bar, leaving you with no option but to stand there and wait for your Mana to slowly regenerate. This relationship between Mana and Arcane Charges forms the central theme of the Arcane specialization and will be discussed at length later in the guide.
Baseline Abilities for Arcane Mage
These abilities are available no matter what talents you chose and form the bread and butter of this specialization.
Ability | Abbreviation | Description/Effect |
---|---|---|
Arcane Blast | AB | This is your main filler and nuke and generates 1 Arcane Charge when cast. This spell has a low Mana cost when you have no Arcane Charges, but can make your Mana bar disappear in only a handful of casts at 4 Arcane Charges. It has no travel time, which makes it great for instantly applying damage or finishing off an important add. |
Arcane Blast | AB | This is your main filler and nuke and generates 1 Arcane Charge when cast. This spell has a low Mana cost when you have no Arcane Charges, but can make your Mana bar disappear in only a handful of casts at 4 Arcane Charges. It has no travel time, which makes it great for instantly applying damage or finishing off an important add. |
Arcane Barrage | Abarr | Although technically a talent, Arcane Barrage is the very first node and required to pick. It is an instant-cast spell that clears your Arcane Charges and makes your Arcane Blast cheaper to cast again. This ability is used as a reset button to help you maintain a stable Mana pool. You can generate charges with Arcane Blast and Arcane Explosion. Arcane Barrage itself hits relatively hard when used at 4 Arcane Charges, especially on multiple targets. |
Arcane Missiles | AM | Although technically a talent, Arcane Missiles is the second node and required to pick. It is a channeled spell that deals more damage then Arcane Blast. It can be cast at any time, but in practice is only used in combination with the Clearcasting proc, which makes it cost no Mana channel 20% faster and cause an additional missile to fire. Any Mana you spend on damaging abilities (and Spellsteal) has a chance to proc Clearcasting. Arcane Missiles has relatively slow travel, which means you should avoid casting it on any target that is about to die, as it may not reach in time. |
Arcane Explosion | AE | Arcane Explosion is an instant cast spell which is your primary AoE ability that generates 1 Arcane Charge if you hit any amount of targets with it. Unlike Arcane Blast, the Mana cost and damage of Arcane Explosion does not go up with the number of Arcane Charges. Unlike practically all other Arcane Mage spells, Arcane Explosion, requires you to be near the targets you want to hit, potentially putting you closer to danger. |
Clearcasting | CC | The only rotational proc Arcane has. This proc allows you to cast Arcane Missiles and Arcane Explosion for free, and makes Arcane Missiles channel 20% faster. It can proc from anything that costs Mana. |
Invisibility | Invis | Invisibility is a utility spell that makes you invisible over 3 seconds. It can be very useful to skip certain enemies in a dungeon or open world content. Additionally, it also completely drops your aggro over 3 seconds, which can be useful when you are at risk of getting aggro on enemies. |
Blink | - | Blink is an instant cast spell that immediately travels you 20 yards forward, breaking any stuns and roots you might be affected by. This iconic Mage spell is a very strong mobility spell that helps with getting around the battlefield. |
Counterspell | CS | Counterspell is an instant-cast spell that is not on the global cooldown, which, when cast, will interrupt your target's spell cast and also locking them out of casting any spells of the same school as the interrupted spell for 6 seconds. If you cast this on a target that is not casting, it will have no effect. |
Time Warp | TW/BL | Time Warp is an instant cast spell that is not on the global cooldown, which increases Haste by 30% for 40 seconds for all party and raid members within 100 yards. This ability debuffs everyone with a debuff that prevents the possibility of benefiting from Time Warp, Heroism, and Bloodlust for the next 10 minutes. |
Arcane Intellect | AI | Arcane Intellect buffs the entire raid, giving them more Intellect. Mages are the only class that gives this buff, so most raids will want at least 1 Mage to ensure the raid has this buff. |
Polymorph | Poly | Polymorph, one of the most iconic Mage spells in the game, turns your target into a critter that cannot do anything while at the same time healing them. This spell does no damage. Instead, it heals your target, so it is not used in any DPS rotations. However, it is a very useful spell used very actively in PvP and sometimes in PvE content to reduce the number of enemies you are fighting at the same time. There are different collectibles to change the appearance of your Polymorphed target, but as a baseline, your target turns into a sheep. |
Cone of Cold | Cone/CoC | Cone of Cold is an instant-cast spell that slows enemies in front of you. It is generally not used as a damage spell but purely as a control spell. |
Conjure Refreshment | - | Conjure Refreshment is a utility spell that generates food for you. If you are in a group, instead of directly creating food, it instead creates a table that you and your party or raid members can click to gain food instead. This food will regenerate health and mana out of combat while eating it, but it does not provide any combat buffs like some other types of food. |
Slow Fall | - | Slow Fall is an instant-cast spell that, as the name suggests, makes you fall more slowly, avoiding any fall damage. You can also use this on other players to reduce their falling speed and fall damage. This is primarily used to save yourself from dying when falling from high places and in some niche PvP situations. |
Fire Blast | FB/IB | Fire Blast (often abbreviated IB due to its old name, "Inferno Blast") is an instant-cast spell that does a tiny bit of damage. It is generally not used as part of any DPS rotation, but it has some niche uses, like tagging enemies quickly or stopping an enemy in PvP from eating food. |
Frost Nova | - | Frost Nova is an instant-cast spell that does a bit of damage to targets around you, freezing them in the process. This freeze effect stops them from moving but not from using any spells or abilities. The freeze effect can also break from damage, both yours or anyone else's damage. This spell is usually not used in a DPS rotation, but it is often used for its crowd control effects in PvP or open-world content. |
Frostbolt | - | Frostbolt is a spell that does a bit of damage and slows the target. It is generally not used in a DPS rotation. There are other ways to slow enemies that do not require casting that are often preferred, but it is sometimes used in niche situations in PvP. |
Portal | - | Portal is a spell that opens up a portal to a specific destination. There are multiple variants of this spell that open up Portals to most of the big cities in World of Warcraft. Anyone in your party or raid group can take this portal to quickly travel around the world. |
Teleport | - | Teleport is a lot like Portal, except instead of opening up a portal for you and your allies to use, it immediately teleports you to the designated city. |
To learn how to use these abilities together in your rotation, read the rotation part of our guide below.
Class Tree Active Abilities for Arcane Mage
In this section, we will go over all the active abilities in the Mage general talent tree. Active abilities are abilities you can press yourself.
Ability | Abbreviation | Description/Effect |
---|---|---|
Prismatic Barrier | - | Prismatic Barrier is an instant-cast spell that provides you a shield that absorbs damage before your health pool. Additionally, while the shield is up, it also reduces the Magic damage you take by 15% and reduces the duration of harmful Magic effects by 25%. This is an incredibly strong defensive tool, and proper usage of this will increase your survivability greatly. |
Ice Block | Block/IB | |
Spellsteal | - | Spellsteal is a utility spell that steals one beneficial effect from your target and applies it to yourself for a maximum of 2 minutes. There are many powerful effects in all types of content that can be stolen with this spell, which can greatly boost your damage or survivability. |
Remove Curse | - | Remove Curse can be used to remove Curses from your raid or party. |
Mirror Image | MI | Mirror Image spawns 3 copies nearby which will attack your enemies. While you have at least one copy alive, you will take 20% less damage. Any direct damage will you take will cause one of the copies to be removed. These copies can not be controlled, but they do have a health bar and can die. Although the copies do some damage, it is primarily a defensive ability, as the damage they do is very low. The copies will also take aggro before you, which allows you to survive significantly longer in solo content. |
Alter Time | AT | Alter Time can be used as both a defensive and a mobility tool. Ten seconds after casting this ability, or after pressing it a second time, you will be returned to your location and health from when you cast it. One common usage is to activate it right before a big hit and then re-activating it after the big hit to immediately heal back to full health. |
Mass Polymorph | - | Mass Polymorph is an AoE version of Polymorph, hitting all enemies within 10 yards. Due to the requirement to be within 10 yards of enemies to hit them, it loses significant value as it requires you to get in combat with the enemies before being able to Polymorph them. It can however still be used as a mass interrupt or for other niche situations. |
Slow | - | Slow is an instant cast spell that slows your target by 50%. It can be active on multiple enemies at the same time. It is a very effective tool for kiting enemies. |
Ring of Frost | Ring/RoF | Ring of Frost allows you to spawn a relatively big Ring of Frost in a targeted location that will incapacitate enemies for 10 seconds. Only enemies in the actual outer section of the circle, get incapacitated. Any damage will break the incapacitation effect. |
Ice Nova | - | Ice Nova is an instant cast spell that freezes your target and targets around it for 2 seconds. Although it does do some damage, it is generally not used for the damage aspect, as the damage is not high enough to make it worth casting just for damage. Unlike the freeze from Frost Nova, the freeze from Ice Nova will not break from damage. |
Shimmer | - | Shimmer replaces Blink when picked. Shimmer is an instant cast spell that has 2 charges and immediately moves you forward 20 yards. It does not apply a global cooldown and can be cast while casting other spells. Shimmer is one of the best mobility spells in the entire game. Unlike Blink, it will not break root or stun effects, but you can still cast it while rooted. Due to being usable while casting, Shimmer lets you get around the battlefield without giving up any DPS. |
Ice Floes | IF | Ice Floes while placed in the same node as Shimmer, does not replace Blink when picked. It has 3 stacks, and just like Shimmer, it does not apply a global cooldown and can be cast while casting other spells. When you cast Ice Floes, your next spell will be able to be cast while moving. It is a very strong spell, but because it competes with Shimmer, it is not picked as often as it would be on its node. Generally, people will pick between Shimmer and Ice Floes depending on personal preference. If you re-cast Ice Floes in the last 0.5 seconds of an existing cast when you already have Ice Floes active, it will not consume a charge. This allows you to get 5 casts while on the move if you do it perfectly. |
Blast Wave | BW | Blast Wave is an instant cast spell that does a bit of damage, but more importantly, it knocks all enemies close to you away from you and slows them by 70%. It is generally not used as a DPS ability but used only for its crowd control effects. The knockback will also interrupt enemies that are casting. |
Greater Invisibility | GI | Greater Invisibility is a very strong defensive ability. This can help your healers out in a lot of situations when high damage is incoming. It also removes some debuffs and often stops any type of targeted ability from hitting you. It replaces Invisibility. |
Dragon's Breath | DB | Dragon's Breath is another short-range instant cast crowd control spell. It will disorient all enemies in front of you for 4 seconds when cast, canceled by damage. It is often used as a way to interrupt targets in front of you, or to give you time to cast something else while the enemies are disoriented. |
Shifting Power | SP | Shifting Power is a channeled AoE ability. While channeling, it will do decent damage to enemies around you while also decreasing the cooldown of all your spells by 12 seconds. The cooldown reduction is very significant for your shorter cooldown spells, but not very significant for your longer cooldown spells. |
Displacement | - | Displacement is another instant-cast mobility spell that teleports you back to the location you last used Blink (or Shimmer, if talented) from. |
Mass Barrier | - | Applies Blazing Barrier to yourself and your 4 closest allies. Keep in mind this does not apply the cooldown on your own Barrier, so even without any allies, it still provides defensive value. |
Mass Invisibility | - | Makes you and all your party or raid members invisible for 12 seconds. The invisibility breaks when any ability or item is used and does not work if applied when already in combat. Incantation of Swiftness does not apply to the invisibility gained from Mass Invisibility. |
Class Tree Passive abilities for Arcane Mage
In this section, we will go over all the passive abilities in the Mage general talent tree. Passive abilities are abilities you cannot press yourself, but instead apply some effect to other abilities.
Ability | Abbreviation | Description/Effect |
---|---|---|
Overflowing Energy | - | Overflowing Energy boosts the damage of your critical strikes by 10%. Additionally, it will increase your chance to critically strike by 2% every time you fail to crit, stacking up to 5 times (10%). Whenever you crit, the bonus chance resets to 0%. |
Incanter's Flow | IF | Incanter's Flow increases your damage by 4-20%, cycling every 10 seconds. |
Winter's Protection | - | Winter's Protection reduces the cooldown of Ice Block by 20 seconds. |
Tempest Barrier | - | Tempest Barrier gives you an absorb shield worth 3% (per talent point, max 2 points) of your maximum health any time you use Blink, or Shimmer if talented. This is a strong defensive passive, especially combined with Shimmer. Keep in mind, the absorb does not stack if you cast Shimmer twice within quick succession. |
Incantation of Swiftness | - | Incantation of Swiftness gives you 40% (per talent point, max 2 points) increased movement speed after casting Invisibility or Greater Invisibility for 6 seconds. |
Arcane Warding | - | Arcane Warding reduces all magic damage you take by 2%. (per talent point, max 2 points) |
Cryo-Freeze | - | Cryo Freeze heals you for 40/80% of your maximum health while inside Ice Block. This also works when combined with Ice Cold, causing you to heal significantly even when not stuck in an Ice Block. |
Reduplication | - | Reduplication reduces your Mirror Image's cooldown by 10 seconds whenever one dissipates due to direct damage. This means whenever you take direct damage, and one of your Mirror Images disappears due to it, not when a Mirror Image dies due to being attacked. |
Reabsorption | - | Reabsorption heals you for 5% of your maximum health whenever one of your Mirror Image's dissipates due to direct damage. This means, whenever you take direct damage and one of your Mirror Images disappears due to it, not when a Mirror Image dies due to being attacked itself. |
Quick Witted | - | Quick Witted reduces your Counterspell cooldown when you successfully interrupt an enemy with Counterspell. |
Master of Time | - | Master of Time reduces the cooldown of Alter Time by 10 seconds. Additionally, whenever Alter Time expires or you press it a second time, it also resets the cooldown of Blink (or returns one stack of Shimmer, if talented). |
Diverted Energy | - | Diverted Energy causes your Prismatic Barrier to also heal you for 10% of the damage it absorbs. |
Mass Slow | - | Mass Slow makes it so that your Slow applies to all enemies within 5 yards of your target. Keep in mind 5 yards is quite small, so it generally will not hit too many targets. |
Improved Frost Nova | - | Improved Frost Nova increases the duration of Frost Nova by 2 seconds. Keep in mind this will not make it break slower from damage. |
Rigid Ice | - | Rigid Ice allows the freeze from Frost Nova to withstand 80% more damage before breaking. Although this sounds like a lot, Frost Nova breaks quickly from damage, and if you are actively damaging a frozen enemy, they will still break long before the full duration of the Freeze is over. This talent is mostly useful to avoid damage over time effects or incidental damage from breaking your Freeze. |
Tome of Rhonin | - | Increases your Critical Strike chance by 2%. |
Tome of Antonidas | - | Increases your Haste by 2%. |
Volatile Detonation | VD | Reduces the cooldown of Blast Wave by 5 seconds, and greatly increases the distance of its knockback. |
Energized Barriers | - | Causes Prismatic Barrier to have a 10% chance when struck by a melee attack to give you a Clearcasting proc. Additionally, casting Prismatic Barrier will remove all snare effects. |
Frigid Winds | - | Increases the snare effects of all your snares by an additional 5/10%. This works for all snares, not just Frost spells. |
Flow of Time | - | Reduces the cooldown of Blink (or Shimmer, if talented) by 1 second. (per talent point, max 2 points) |
Temporal Velocity | - | Increases your movement speed by 5% (per talent point, max 2 points) after you Blink (or Shimmer, if talented) for 2 seconds, and 20% (per talent point, max 2 points) for 5 seconds after returning from Alter Time. |
Ice Ward | - | Gives Frost Nova a second charge. |
Time Manipulation | - | Reduces the cooldown of your crowd control abilities by 1 second any time you cast Arcane Missiles while Clearcasting is active. |
Accumulative Shielding | - | Causes your Prismatic Barrier to recharge its cooldown 10% faster while the shield is active. |
Freezing Cold | - | Causes your Cone of Cold to freeze enemies for 5 seconds instead of slowing them. Additionally, whenever any of your roots expire or are dispelled, the enemies will be slowed by 80%, decaying over 3 seconds. |
Time Anomaly | TA | Gives you a chance to randomly proc Arcane Surge for 6 seconds, Clearcasting, or Time Warp for 6 seconds. The Arcane Surge proc will not do the damage portion, only the increases in mana regeneration and spell damage. The Time Warp proc can happen even while you have Temporal Displacement. |
Temporal Warp | - | While you have Temporal Displacement or similar effects, you can cast Time Warp, and its normal effects will still apply to you. Time Warp will not go on cooldown the first time you cast it, so you can cast it twice. |
Spec Tree Active Abilities for Arcane Mage
In this section, we will go over all the active abilities in the Arcane talent tree. Active abilities are abilities you can press yourself.
Arcane Barrage and Arcane Missiles are technically talents, but they are the first 2 nodes and required to pick, so they are described under the base abilities section.
Ability | Abbreviation | Description/Effect |
---|---|---|
Arcane Orb | AO | Shoots an Arcane Orb forward (depending on how you are facing), giving you one Arcane Charge when cast, and another for each target struck. |
Arcane Surge | AS/Surge | This is Arcane's biggest DPS cooldown. It consumes all Mana, and deals very high damage based on the Mana consumed by your target and all enemies nearby your target. (reduced beyond 5 targets) Additionally, it increases your Mana regeneration by 425% and Spell Damage by 35% for 15 seconds after casting it. The 35% bonus damage is also applied to Arcane Surge damage itself. The increased Mana regeneration is enough to bring you back to full Mana throughout the buff, if you were to cast no other abilities. |
Arcane Familiar | AF (sometimes) | Summons a Familiar that does a bit of damage to your target, and increases your maximum Mana by 10% for 1 hour. The Familiar spawned is not like a normal pet, as it cannot take damage, nor can it die. |
Presence of Mind | PoM | Causes your next 2 Arcane Blasts to be instant cast. Presence of Mind is not affected by the global cooldown. |
Nether Tempest | NT | An instant cast spell that puts a damage-over-time (DoT) effect on your target for 12 seconds. The DoT damage will hit your primary target and enemies near your target. For every Arcane Charge active when casting Nether Tempest, it will do 60% more damage. Although it has no cooldown, it can only be applied to 1 target. |
Touch of the Magi | ToTM | A relatively short cooldown spell that when applied to your target will accumulate 20% of the damage done to the target for 10 seconds, after which it explodes for the total damage accumulated to the primary target, and reduced damage to nearby targets. Additionally, it also generates 4 Arcane Charges, allowing to immediately go into high burst windows without first needing to build up Arcane charges. |
Supernova | SN | A 25-second crowd control ability that knocks your target (if it is an enemy target) and surrounding enemies into the air. This can be used both on enemy and friendly targets but will only knock up enemy targets, and does double damage to the primary target. Although this ability does damage, the damage is very lackluster and is primarily used for its crowd control effect. |
Evocation | Evo | Not a direct damage cooldown, strictly speaking, but it does restore 100% of your Mana bar. As noted, Mana is damage for Arcane Mages, so this ability ends up having a high DPS value. Generally, Evocation will be used when you are out of Mana at the tail end of a burst window, but with certain talents, the exact usage of Evocation can change. |
Conjure Mana Gem | - | Generates a Mana Gem which restores 25% of your maximum Mana and increases your damage by 5% for 12 seconds. The Mana Gem has 3 usages before you need to create a new one. |
Radiant Spark | RS | Does some initial damage and applies a DoT that does damage over 10 seconds. More importantly, it causes your direct damage spells to do 10% increased damage, stacking every time you hit the target with a direct spell, up to 40%. After reaching 4 stacks, the effect ends. |
Spec Tree Passive Abilities for Arcane Mage
In this section, we will go over all the passive abilities in the Arcane talent tree. Passive abilities are abilities you cannot press yourself, but instead apply some effect to other abilities.
Ability | Abbreviation | Description/Effect |
---|---|---|
Reverberate | - | Gives you a 50% chance to get an additional Arcane Charge when Arcane Explosion hits 3 or more targets. |
Concentrated Power | - | Makes your Arcane Missiles channel 20% faster, or Arcane Explosion echo for 40% damage when you have Clearcasting. |
Arcane Tempo | - | Increases your Haste by 2% for 12 seconds any time you consume an Arcane Charge, stacking up to 5 times. |
Improved Arcane Missiles | - | Increases the damage of Arcane Missiles by 10% per talent point, up to 2 points. |
Crackling Energy | - | Increases the damage of Arcane Explosion and Arcane Blast by 10% per point, up to 2 points. |
Nether Precision | - | Increases the damage of your next 2 Arcane Blasts by 20%, after consuming Clearcasting. |
Rule of Threes | Ro3/RoT | Causes your next Arcane Blast or Arcane Missiles to be free after getting your third Arcane Charge. |
Charged Orb | - | Gives Arcane Orb an additional charge. |
Resonance | Reso | Makes Arcane Barrage do 15% more damage per target it hits. This starts at the first target, so even if there are no additional targets, it still causes Arcane Barrage to do 15% more damage. |
Mana Adept | - | Makes your Arcane Barrage give you 2% maximum Mana back per Arcane Charge consumed. |
Slipstream | - | Allows you to cast Arcane Missiles while moving if it is empowered by Clearcasting. Additionally, it also allows you to cast Evocation while moving. If you have the Ice Floes buff active, it will not be consumed by Clearcasting Arcane Missiles nor Evocation. |
Amplification | - | Makes Arcane Missiles empowered by Clearcasting also fire 3 additional missiles in the same duration. |
Foresight | - | Makes it so that after standing still for 10 seconds, you will be able to cast any spell while moving for 4 seconds. If you have the Ice Floes buff active, it will not be consumed until Foresight expires. |
Arcing Cleave | - | Makes Arcane Barrage hit one additional target for 40% damage per Arcane Charge consumed. |
Improved Prismatic Barrier | - | Makes Prismatic Barrier an even stronger defensive cooldown by further reducing magical damage taken by 5% and reducing the duration of harmful Magic effects by another 10%. |
Impetus | - | Causes Arcane Blast to have a 10% chance to generate two Arcane Charges instead of one. If this effect procs while at 3 or more Arcane Charges, it will give you 10% Arcane damage for 10 seconds instead. |
Improved Clearcasting | - | Allows you to stack Clearcasting up to 3 times. This allows you to store them for later, for example, to save one of them for a period of high movement combined with Slipstream or to keep the Nether Precision buff up. |
Chrono Shift | - | Adds a lot of kiting capability to Arcane by increasing your movement speed by 50% and slowing your enemies by 50% for 5 seconds when you hit Arcane Barrage. You will still get the movement speed buff even if you hit a target that cannot be slowed. (like a Raid boss) |
Enlightened | EN | Increases your Arcane Damage while above 70% Mana by 6%, while increasing your Mana Regen while below 70% Mana by 20%. |
Arcane Echo | Echo | Causes your Touch of the Magi to also explode and do AoE damage any time you hit your target affected by Touch of the Magi. (reduced beyond 8 targets) Multiple hits will trigger multiple explosions, so for example, Arcane Missiles will trigger a lot of explosions. |
Arcane Bombardment | Abomb/Bombardment | Will increase the damage of Arcane Barrage by a massive amount of 100% against targets below 35% heath. |
Illuminated Thoughts | - | increases the chance of Clearcasting to proc by 5% per talent point (max 2). |
Siphon Storm | SS | Causes Evocation to also grant one Arcane Charge, while also increasing your intellect by 2% per second channeled (so up to 14%), lasting 30 seconds. |
Prodigious Savant | - | Causes your Arcane charges to further increase the Mastery Effectiveness of Arcane Blast and Arcane Barrage by 20% per talent point (max 2). |
Concentration | - | Causes Arcane Blast to have a chance to cause your next Clearcasting to not be consumed. |
Cascading Power | - | Makes it so that you get 2 Clearcasting stacks when you consume a Mana Gem. |
Orb Barrage | - | Makes your Clearcasting also reduce the cooldown of Arcane Orb by 2 seconds. Additionally, after casting 15 Arcane Missiles, you will automatically fire Arcane Orb. Any Arcane Missiles under the effect of Clearcasting will count as 2 casts. |
Harmonic Echo | - | Causes damage you deal to the target with Radiant Spark vulnerability to also do damage to your current target and 4 additional nearby enemies for 20% of the damage dealt to the Radiant Spark target. |
Arcane Harmony | Harmony | Causes your Arcane Missiles hits to give you a stacking buff that increases the damage of your next Arcane Barrage by 5%, stacking up to 20 times. (100% bonus damage) |
For more information on when to pick the above-described talented abilities, and their relative strength, see our talent page.
Changelog
- 15 Jan. 2024: Reviewed for Patch 10.2.5.
- 06 Nov. 2023: Reviewed for patch 10.2.
- 04 Sep. 2023: Reviewed for Patch 10.1.7
- 10 Jul. 2023: Updated all spells and talents for the Arcane Mage rework of 10.1.5
- 01 May 2023: Updated some descriptions to be more clear and cleaned up some duplicate spells.
- 20 Mar. 2023: Reviewed for Patch 10.0.7.
- 24 Jan. 2023: Reviewed for Patch 10.0.5.
- 11 Dec. 2022: Reviewed for Dragonflight Season 1.
- 30 Nov. 2022: Updated Temporal Warp description for changed time warp functionality.
- 28 Nov. 2022: Updated for Dragonflight launch.
- 24 Oct. 2022: Updated for Dragonflight pre-patch.
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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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