1. January 29, 2012

    [Guide] Arcane Mage PvE Guide

    1. Pros & Cons of being an Arc Mage
    2. Race Choosing
    3. Talent Tree
    4. Glyphs
    5. Statistics
    6. Gear
    7. Enchants
    8. Gems
    9. Professions
    10. Rotation Explanation
    11. Tips & Tricks
    12. Macros & Keybindings
    13. Addons & UI
    14. Frequently Asked Questions



    Pros & Cons of being an Arc Mage
    • Pros
      - Increase your party/raid members damage by +3% from Arcane Empowerment (more about it below)
      - "Easy" spell rotation (huge damage even without skill)
      - Low Hit Cap (good for low geared players)
      - Easy switch between Brust (high DMG) and Mana-Saving modes (allows you to manage your mana all time)
      - Each gear upgrade will give you awesome DPS upgrade
    • Cons
      - Buggs on Molten: sometimes, with higher latency and haste close to hard cap (cast in 1 sec) your Arcane Missiles launch only 3-4 times instead of 5 (huge DPS lost)
      - Some uneducated players will name you "arcane noob"
      - Very restricted gearing (you can't depend only on GearScore, but need to re-think every item in inventory three times)

    Now, more about raid buff from Arcane Empowerment. Some people says that +3% is nothing special, but lets do some maths.
    • What we know for sure:
      - Icecrown Citadel 25-mode bosses have - in average - 50'000'000 health (I'm not counting Lower Spire)
      - There are usualy 2 tanks, 5 healers and 18 DPSers in 25-man raid
    • Raid math without Arcane Mage:
      - Lets count how much DMG is required
      50'000'000 HP : 18 DPSers ~ 2'777'777 DMG on 1 head

      - It means each DPS must do around 2'770'000 DMG during the fight to kill boss
    • Raid with Arcane Mage
      - All raid members have +3% of their normal DMG
      50'000'000 HP * 3% = 1'500'000 HP

      - It means 1'500'000 DMG comes for free without any special activity
    • Conclusions
      - In raid without Arc Mage every DPS must do 2'770'000 DMG
      - In raid with Arc Mage 1'500'000 DMG comes for free
      (1'500'000 * 100%) / 2'770'000 ~ 54%

      - Arcane Empowerment gives you another (hypothetical) DPSer with 54% of normal DPSer damage (so it's like "Twenty-five An Half Man" mode ;) )


    Race Choosing
    Alliance:

    Horde


    Talent Tree
    This is my recomended Talent Tree for Arcane Mage raiding:

    Molten Armory Mage build 57/3/11

    I'm not recomending any changes in Frost and Fire tree - those points are 100% worthy to spend. You want to know why? Use your brains - at the end you want to be mage so start think ;)

    Now, about Arcane tree. There might be some variations of those 57 talents. Fell free to find your own set. This is some other builds i saw in-game:



    Glyphs
    Major Glyphs

    Minor Glyph
    • Glyph of Slow Fall - no more feathers in your bags, life saving spell when Archmages come at Valithria Dreamwalker encounter
    • Glyph of Frost Ward - you may use Frost Ward sometimes while moving at Sindragosa and Lich King encounter, it gives healers a bit help. Better than any other Minor Glyph.
    • Glyph of Fire Ward - you may use Fire Ward sometimes while moving at Blood Prince Council (Valanar) and Koralon the Flame Watcher encounter, it gives healers a bit help. Better than any other Minor Glyph.



    Statistics
    You shall read proper sections of this topic:

    [3.3.5a] Ultimate Mage Theorycraft - Everything is Here! 3.3.5a

    It explains everything about differences between Ratings and Chances, etc.
    In short words for Arcane Mages PvE:
    • Statistics priority:
      Hit > Spell Power = Haste > Critical > Spirit

    • Hit Cap (never miss on boss) = 17% Hit Chance (446 Hit Rating)
    • With Arcane Focus and Precision you need 289 Hit Rating to cap (11% Hit Chance)
    • Every point less in Arcane Focus means that you need 26.232 Hit Rating more to cap
    • Spell Power - around 3'000-3'500 is good
    • Haste - as much as you can get, until you reach Arcane Blast casting time = 1 sec (count all haste buffs like Icy Veins, Heroism, etc.)
    • Critical strike - you shall focus on it when you reach good amount of Haste
    • Spirit - well, better don't go for it, let Priests, Warlock and Fire Mages have items with +Spirit. Equip such items ONLY if you don't have any replacment. Contribution from Molten Armor shall not be reason to waste item slot for +Spirit. If you have weaker item with stats other than Spirit better use it instead - your DPS will be higher.



    Gear

    • Comming soon.



    Enchants
    This is only enchants without any Prfessions on your character. Bonuses from them will be show in proper section.


    Use Icewalker only if you need some Hit Rating to cap. Otherwise i recomend Tuskarr's Vitality - wasting less time on moving means you can start casting faster, what is better than +12 Crit (you don't benefint from Hit after cap). And +15 Stamina isn't bad at all.


    Gems
    The choice of gems is pretty much dictated by the weights of the stats. Best choice is of course the pure +spellpower gems. Carefully consider how much benefit you get from the socket bonus, and decide if it's worth to discard them and putting just red spellpower gems into the sockets.

    Best gems at proper socket color:

    In order to activate the Chaotic Skyflare Diamond meta gem, you need two blue gems (2x Purified Dreadstone). Place them ONLY in blue sockets.
    Decide which yellow sockets you want to fill with Reckless Ametrine - do it only if the socket bonus is worth it (personaly i place it in +7 Spell Power and +9 Spell Power bonuses).
    Fill the rest of the sockets with Runed Cardinal Ruby, regardless of their color.
    If you have Eternal Belt Buckle on your belt fill that socket with Runed Cardinal Ruby - it doesn't count for socket bonus anyway.


    Professions

    • Comming soon.


    Rotation Explanation
    This is power of Arcane Mage - easy rotation that allows you to manage your mana all time and decide how much and HOW LONG you need to DPS on boss. When raid is going fine you can do 100% of your abilities, if something went wrong (and half raid is dead) you can maintain DPS mostly forever.

    Basic Rotation

    Mana-saving Rotation

    High Damage Rotation (without Heroism)

    High Damage Rotation (with Heroism)
    NOTE: most end-game guilds I play use Heroism/Bloodlust after around 10sec from Pull, so:

    AoE Damage Rotation (Area-of-Effect)
    NOTE: Different ranks of Flamestrike give separate DoT (Damage-over-Time) effects. You may cast as many Ranks as you want, but i recomend only Rank 9 and 8.



    Tips & Tricks
    • "Heeee 500 mana here XD" - MAJOR RULE FOR ARCANE MAGE. When boss is dead you shall have only several percent of mana. If you have more it means you didn't make 100% od possible DPS. Try re-think High Damage Rotation and add more Arcane Blast casts.

    • "Keep castin yo @#$!%#!" - you shall casting spell 99,99% time of encounter, any second non-casting = waste of DPS

    • "Police! Dont Move!" - realy, you shall reduce your moving to minimum. Move only if your (or raid mambers) life is in danger

    • "Drinkin, drinkin..." - use first Mana Sapphire after you have 4'000 mana lack in your mana pool (around second Basic Rotation) and another as soon as possible. Also use Runic Mana Potion and/or Runic Mana Injector when needed.

    • "<DND> Meditating" - if you are runing out of mana in long fight use Evocation while you will be able to use Icy Veins again (after High Damage Rotation). NEVER Evocate in fight without Icy Veins!

    • "So cold here, folks..." - your Ice Block is miracle from Heaven. You can use it if healers stoped healing you for some reason or raid (or only you!) is going to take heavy damage from boss abilities

    • "Keep the distance... dude... dude!" - stay in range. Simply. Dont go closer to boss than 20-30 yard range. There is no need to go closer and it may cost you life. In several encounters you shall watch range between raid members too.

    • "Klickin, klickin..." - use Keybindings. I still see players who obviously use mouse to cast spells etc. It's pitiful waste of time.



    Macros & Keybindings
    This is all my Keybindings and Macros I use at the moment. Specially for this guide i re-wrote all of them and set easier keybindings. You can place all those macros in a single action bar.
    Missing things: Arcane Brilliance, Focus Magic, Potions.

    "W","A","S","D" - Moving
    "Space" - Jump

    KEY "1" - Spell Mirror Image

    KEY "2" - Macro "AB Normal":
    #showtooltip
    /cast [mod:ctrl] Presence of mind
    /cast [mod:shift, nochanneling] Arcane Missiles;
    /castsequence [nochanneling] reset=2 Arcane Blast, Arcane Blast
    KEY "3" - Macro "AB Power":
    #showtooltip Arcane Blast
    /use 14
    /cast Icy Veins
    /cast Arcane Power
    /cast [mod:shift, nochanneling] Arcane Missiles;
    /castsequence [nochanneling] reset=2 Arcane Blast, Arcane Blast
    KEY "4" - Macro "AoE Eye"
    #showtooltip
    /cast [mod:shift] Arcane Explosion
    /cast Frost Nova
    KEY "5" - Macro "FireB/Cone"
    #showtooltip
    /cast [mod:shift] Cone of cold
    /cast Fire Blast
    KEY "Q" - Macro "AoE Zone"
    #showtooltip Flamestrike
    /cast Presence of Mind
    /castsequence Flamestrike(Rank 9), Flamestrike(Rank 8), Blizzard
    KEY "F" - Macro "Counter/Slow"
    #showtooltip
    /stopcasting
    /cast [mod:shift] Slow
    /cast Counterspell
    KEY "T" - Macro "Morph/SSteal"
    #showtooltip
    /cast [mod:shift] Spellsteal
    /cast Polymorph
    KEY "G" - Macro "Escape"
    #showtooltip
    /cast [mod:shift] Blink
    /cast [mod:ctrl] Invisibility
    /cast Escape Artist
    KEY "E" - Macro "Defense"
    #showtooltip
    /stopcasting
    /cast [mod:shift] Ice block
    /cancelaura [mod:shift] Ice block
    /cast Mana Shield
    KEY "R" - Macro "Regen"
    #showtooltip
    /cast [mod:shift] Evocation
    /use Mana Sapphire
    KEY "Z" - Macro "PvE Buff"
    #showtooltip
    /castsequence [mod:shift,@player] reset=3 Dampen Magic, Molten Armor, Arcane Intellect
    /cast [@mouseover, exists][@player] Slow Fall

    Addons & UI

    • Comming soon.



    Frequently Asked Questions
    From this topic and PM's.

    1. What slowing effects which works in bosses activates torment the weak?
      Look over here: List of Snare effects, List of Slow effects.

    2. Can i win a frostfire mage with this spec and the correct rotation?
      Depends on fire mage you will compare. Arcane Missiles problem makes your dps lower than skilled fire mage with same gear but don't forget about raid buff - none fire mage can bring that to raid.

    3. Potion of speed (500 haste in 15 seconds [30 seconds if you are alchemist]) is better than the Runic Mana potion?
      Well, good question. personaly i dont like haste potions and always use mana instead (more brust AB). but i think its every mage decision. probably haste potion give you more dps...

    4. Any method or haste cap to prevent fire less missiles with missil barrage in latency moments? Or a "latency cap" to use this spec?
      No. simply. just tested some new macros on Dummies in IF and with 150ms and 1.2 sec AB cast i had some (minimum but still) bugged missiles... I think it's about luck...

    5. Whats the priority in brust damage rotation ? Arcane Blast or T10 2 piece bonus?
      If you still can benefit from Bloodmage's Regalia 2 pieces haste buff (your cast is longer than 1sec) it is majority in spell casting. Try to rebuff it every 4 Arcane Blasts. But if you reached 1sec casting, cast Arcane Blast until you can (watch mana pool here!).

    6. Is 3/3 Arcane Stability really necessary? Can I move some point from it?
      There are plenty encounters where whole raid, not only tanks, get damage. ANY pushback you will suffer means HUGE dps lost! If you have Paladin with Concentration Aura you can move 1 point from Arcane Stability. Otherwise better don't.



    *Constructive criticism is always welcome. Feel free do send me PM about any improvements in this topic.
    **Please, remember that I am a living person who has real life and can't be here 24/7.

  2. January 29, 2012
    Wait, Arcane needs a guide? :confused:

  3. January 29, 2012
    Haste > spell power for arcane every time. Even if you reach 1 sec cast with bloodlust+icy veins you can keep stacking it and just dont use icy veins on BL, save it for later.
    +3% raidbuff isnt that useful on molten, your math is weird. Min dps for icc25 is like 150k, thats +4.5k with arcane, not much. Lets say your guild is awesome and you have 300k raid dps, +3% is 9kdps to raid. BiS arcane with heroic trinkets/weapon will do max 14k not moving, on molten. Same items with FFB and you have yourself 23-24k. Same dps increase, less mana problems.
    I would also skip student of mind and get mana regen instead.

  4. January 29, 2012
    In fact Student of Mind works with Molten Armor what gives more DPS. Arcane Meditation gives you only mana regen - useless in end-game raiding becuse its hard to waste all mana as good geared arcane mage.

    My maths is weird? how so? this isn't theory. i see it every week in ICC25.

    max 14k DPS with geared Arc Mage? is it bad joke? so Arcane Mages on Molten realy needed this guide...
    I do 10k- 12k on LORDAERON without any special focus with 5,5k gs and items with ilvl239 and Missiles bug.
    I did 20-25k on FROSTWOLF with 5,8k gs, no Heroic items and Missiles fully working...
    Here on molten...

  5. January 29, 2012
    Wait, Arcane needs a guide? :confused:
    If this makes a mediocre Arcane mage out of the player, then its worth it.

    The feeling is similar to how warlocks (in forums) view Destro, but a spec is still a spec.


    Edit:

    Question: Which is better for an Arcane Mage? Passive or On-Proc Haste?

  6. January 29, 2012
    I did 20-25k on FROSTWOLF with 5,8k gs, no Heroic items and Missiles fully working...
    screenshot or didnt happen ;) unless you get chained power infusions....

    and those "14k" is stable dps that you can expect, same for ffb and 23k, ofc you can get more with some luck on timing, 6.1k gs doing 26k dps as ffb for example

    Question: Which is better for an Arcane Mage? Passive or On-Proc Haste?
    passive is better for overall dps, proc is better for bursting
    but you dont really have much choice once you're done with lvl 245 and lower trinkets

  7. January 30, 2012
    Nice guide, pretty much everything the way i'd write myself, but there's something i really wanna talk about: 3/3 on Student of the Mind.
    If you do the math, 10% spirit increase means barely 20 extra crit. Having 2/2 on Magic Attunement, therefore having a 6 yards increase is waaaaay better than those extra spirit. And with the 1 leftover point, we can put it into Magic Absorption, which will help a little bit your healers, will give you a chance to recover mana (even though it will be very rare to recover it), but the main reason why we'd pick this talent instead of Student of the Mind is Frost Warding.
    Why? Well, on the frost build, there's no point into having 2/3 in ice shards instead of 2/2 in Frost Warding. We all know that mana is a issue on arcane spec, so why are we leaving behind 30% chance to recover 4k+ mana while giving a little hand to your healers, and getting critical damage bonus on FROST spells instead?

    I think that's it for now... Later i'll finish reading it and maybe i'll add something else here =D

  8. January 30, 2012
    Nice guide, pretty much everything the way i'd write myself, but there's something i really wanna talk about: 3/3 on Student of the Mind.
    If you do the math, 10% spirit increase means barely 20 extra crit. Having 2/2 on Magic Attunement, therefore having a 6 yards increase is waaaaay better than those extra spirit. And with the 1 leftover point, we can put it into Magic Absorption, which will help a little bit your healers, will give you a chance to recover mana (even though it will be very rare to recover it), but the main reason why we'd pick this talent instead of Student of the Mind is Frost Warding.
    Why? Well, on the frost build, there's no point into having 2/3 in ice shards instead of 2/2 in Frost Warding. We all know that mana is a issue on arcane spec, so why are we leaving behind 30% chance to recover 4k+ mana while giving a little hand to your healers, and getting critical damage bonus on FROST spells instead?

    I think that's it for now... Later i'll finish reading it and maybe i'll add something else here =D
    I agree about the Student of the Mind talents, the range is much more valuable. As for the points in Ice Shards, the biggest reason not to take Frost Warding is that it doesn't work. The second biggest reason is AOE trash.

    Edit: Read through the comments and you have actually bumped the bug a couple times, didja just forget about it? :)

  9. January 31, 2012
    ok, i will add your builds and explanations to guide. you may have right that long range is better than some spirit :)

    i will try add my macros and profession comparision tonight or tomorow morning.

  10. January 31, 2012
    Edit: Read through the comments and you have actually bumped the bug a couple times, didja just forget about it? :)
    Lol, there are so many mage bugs i can't even keep track of them all. Yeh, i just checked a report i have done few days ago: Frost Warding now, instead of proccin 30% of the times, it's proccing around 3%. I have the data from the tests i have done here. Procced on 2 lava burts from 80, and on 4 frostbolt from around 150.

  11. February 1, 2012
    I find the 2 points in icy shard beyond ridiculously useless, +66% damage on a rare coc/fn crit is useless, i'd rather take 3/3 frostbite 1/2 frostward or 2/2 frostward
    Also 10% spirit is useless since nothing in your gear gives you spirit(except wand possibly); magic absorption/magic attunement or arcane med would be better imo

  12. February 2, 2012
    I find the 2 points in icy shard beyond ridiculously useless, +66% damage on a rare coc/fn crit is useless, i'd rather take 3/3 frostbite 1/2 frostward or 2/2 frostward
    Also 10% spirit is useless since nothing in your gear gives you spirit(except wand possibly); magic absorption/magic attunement or arcane med would be better imo
    Again, Frostward is bugged. If you want to throw away 66% increased crit damage on mobs for a measly 3% chance to negate Frost/Fire damage then go for it, but that makes no sense to me. That crit damage is much more helpful to the raid/party that the absorb/mana return, and you are going to be AoE waaaay more frequently than you are going to be taking Frost/Fire damage with a shield up. I'd actually be interested to see the dps loss that would result from a mage wasting a GCD every 30 secs on a shield refresh that has a 3% chance to award mana; I'd imagine it would be significant.

    Even if it was working I don't see it being better. But maybe I'm just thick. :)

  13. February 2, 2012
    what to do on second flight on BQL?

  14. February 3, 2012
    Raid math without Arcane Mage:
    And without a ret pala and BM hunter

  15. February 3, 2012
    And without a ret pala and BM hunter
    Again, we gotta start checking the bugtracker, Sanctified Retribution is bugged. Hunter's talent is working, but how many BM hunters do you see in ICC?

123 Last

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •