Arcane Brilliance: PvPing as an Arcane Mage after 3.1

Each week Arcane Brilliance comes to work totally motivated, ready to sit down and manufacture a fantastic, insightful, entertaining column about Mages. Then Arcane Brilliance's wife brings him breakfast, because she's awesome like that, and Arcane Brilliance takes a break to eat it. Fat and happy, Arcane Brilliance flexes its fingers and gets ready to resume the creative process. Then winamp shuffles through to a song from the new Silversun Pickups album and Arcane Brilliance gets distracted again, and has to listen to the whole album before it can concentrate. Then Arcane Brilliance's kids come in the room and Arcane Brilliance plays with them for awhile. Lunch approaches, and Arcane Brilliance needs to get the column up. And, that, loyal readers, is a preemptive apology for any inaccuracy, inconsistency, misspelling, and grammatical eror that may follow this opening paragraph. Sorry!
Before we begin, let's get a couple items out of the way.
First: In case you haven't gotten it yet, or weren't aware, today is your last day to obtain Polymorph: Rabbit, at least during this calendar year. This is purchasable from the Noblegarden vendors for the low, low price of 100 Noblegarden Chocolates (it's only visible on the vendor if you're a Mage), which shouldn't take very long to obtain if you put your mind to it. Noblegarden ends tonight at 11:59pm server time, so even if you have no interest in the rest of the holiday, don't miss out on this little Mage-only perk.
Second: Mirror Images aren't stupid anymore! Yes, when the PTR for patch 3.1.2 went live, the patch notes included one tiny note for Mages, but what a note it was. Your Mirror Images will now attack only the target that you've generated the most hate from, instead of targeting whatever shiny object happens across their fields of vision first. In addition, they'll no longer break CCs whenever they feel like it. I've tested this out a bit, and I'm happy to report that it seems to be working as advertised. Rejoice, my fellow Mages: our copies are no longer ham-fisted, drooling, mouth-breathers. I'm giddy.
And with the news and notes out of the way, we are free to move on to this week's topic: PvPing as an Arcane Mage.
Last week, we talked a bit about how to start going about gearing your Mage for PvP. Beginning this week, we'll be dealing with each of the three main Mage specs, and going over the very unique ways to be successful with each of them in the various types of PvP found in the game. First, we'll talk about Arcane Mages.
Arcane Mages excel at dealing consistent burst damage while staying remarkably mobile. With so many instant-cast options at their fingertips, Arcane Mages are able to run-and-gun like no other Mage spec. Though their raw damage output isn't quite as high as Fire, and Frost Mages have them beat in terms of pure survivability, nobody can hit-and-run quite like an Arcane Mage.
Talent builds
PoM/Pyro 57/14/0
This is an updated version of the classic PoM/Pyro builds from days of yore. It doesn't quite pack the same kind of punch it once did, thanks to Arcane Power and Presence of Mind sharing a cooldown, but what it loses in the "punch-in-the-mouth" department, it more than makes up for in the "now-I-don't-die-when-a-Warlock-looks-sideways-in-my-general-direction" department. There are several popular variations on this build out there, including:
PoM/Pyro 57/14/0
This build sacrifices a bit of damage output for more survivability in the form of Arcane Fortitude, Arcane Shielding, and Improved Blink, trading away some spellpower from the Arcane Mind/Mind Mastery combo. It also trades the silence/interrupt protection of Burning Determination for two more points of Ignite, which is really just a matter of preference. There are several ways to rearrange about 8-10 points of this build to suit your team's needs and your own playstyle, so tweak it however you see fit.
The main goal with an Arcane PvP build is to provide as many survival/escape options as possible, while maximizing the damage and frequency of Arcane's instant-cast repertoire. It's not that difficult a balance to strike, as the tree is fairly well-designed as is, and the opening tiers of the Fire tree are well-suited to complement it.
Arcane+Icy Veins 57/3/11
This is another variation floating around out there. It trades most of the Fire tree stuff for Icy Veins and shorter cooldowns on such essentials as Ice Block and Frost Nova from Ice Floes. Icy Veins can be extremely useful for firing out a few speedy Arcane Blasts to build up a super-strong Arcane Missiles opportunity. It can be otherwise difficult to chain three ABs together in the pushback-filled world of PvP, and this build certainly helps with that.
Tips
When you bring an Arcane Mage into any PvP situation, you should know a couple things, and be aware that a few of these will apply to all Mages.
First: you're still a Mage. You're not designed to take much in the way of direct hits. The survival/escape talents in this tree aren't going to change that. If you let that Death Knight pull you in, and then you stick around for any length of time at all, you are going to die, and it will be painful.
Second, and this goes hand-in-hand with the first thing, you should always be moving. With very few exceptions, your talents are designed to help you most when you're on the move. Improved Blink will allow you to avoid a few hits, but only if you're actually Blinking. Your instant-cast damage spells, from Arcane Barrage to Fire Blast to Presence of Mind+Arcane Blast/Pyroblast, allow you to fire them out on the fly, so don't waste the freedom this provides. Run around like a crazy person, Blinking when appropriate, Frost Novaing and Slowing your opponents to keep them at bay, and pausing only to throw out the occasional Polymorph or Arcane Blast.
Some other random tips:
- Line-of-sight is your friend.
- Buff up beforehand...no, really.
- Escape and heal.
- Save your Impact procs.
- Absorb spells as often as you can.
Judicious use of your various damage absorbing options can make you a powerhouse for a good portion of your fight, so make sure you get the most out of Incanter's Absorption. Imagine, if you will, a fight against a Warlock that goes like this:
Between your Mana Shield, a timely Fire Ward, and your Priest teammate's Power Word: Shield, you manage to increase your spellpower by the maximum allowed by the talent: 600. You do this without taking any significant damage. You hit your I-Win macro button, triggering Presence of Mind, your spellpower trinket, and Arcane Blast. Your spellpower is now increased by an extra 440, and you've got the Arcane Blast buff, which will increase the damage done by your next spell by 15%. Missile Barrage procs. You trigger Arcane Power, increasing the damage of your spells by another 20%, and fire off Arcane Missiles at the same time. Your effective spellpower on this spell --if your normal spellpower is, say, 2k--is 3,040, and the spell itself will do 35% more damage than it ordinarily would do. Let's say, just for fun, that Clearcasting, and thus Arcane Potency, also proc. Each of the five missiles that now issue forth from your extended fingers at the Warlock will do something like 2k damage on a normal hit, and crit for like 3k.
In the space of 3 seconds or so, and with two button presses (assuming the right macros are in place), you've just done something in the neighborhood of 15k damage. Feel free to imagine even more things, like that you've managed to apply Slow to the Warlock, and your spells against him are doing an extra 12% damage thanks to Torment the Weak, or that the game simply couldn't keep up with all the awesomeness you just introduced into the server, and the code of the game breaks down, causing the very foundations of the World of Warcraft to tremble. Somewhere deep within Blizzard/Activision headquarters, a lone game designer looks up from his computer screen and begins to weep openly, though he doesn't know precisely why.
Bottom line? Incanter's Absorption can be awesome, if you know how to use it. Also, killing Warlocks is super fun.
Now that this 1,000 word column is fast approaching 2,000 words, I'd better wrap it up. Arcane PvP Mages out there, what other tips do you have?
Filed under: Mage, Analysis / Opinion, Tips, PvP, Features, Guides, Classes, Talents, Buffs, (Mage) Arcane Brilliance, Battlegrounds, Arena
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Reader Comments (Page 2 of 2)
Valdorin May 3rd 2009 5:57AM
Christian, I dont play a mage, but the way you write makes me want to
Fimbri May 3rd 2009 6:32AM
QFT, it's witty and well written so one keeps reading even if one doesn't know what the f*ck's one saying.
...Yogscast ftw...
pietrex May 3rd 2009 6:37AM
I've just noticed the gnome in this picture.
Shocho May 3rd 2009 8:51AM
I can't believe I read about the bunny polymorph at 9 pm and barely had time to log on to my mage to get it. 100 eggs in one hour, baby! Thanks for the tip, but I wish I had read it earlier!
kilobyte May 3rd 2009 11:52AM
I'm pretty sure you can't cast slowfall before the doors open, I think it gets wiped.
Petden May 4th 2009 2:12AM
Watch Orangemarmalade at http://www.youtube.com/watch?v=Gy8UZR72o9c to see the power of Incanter's Absorption :D
LOLMAGE May 3rd 2009 7:56PM
Another great post.
As a hard core raider, reading this inspires me to use my second spec for PVP. Big yay for the mobility factor of Arc'
I haven't played "Spank the Lock" since level 70.
Thanks for another great read.
Mirantha May 3rd 2009 8:51PM
Just a quick comment on the Mirror Images mention - the patch did not fix this after all. We ran Naxx Sunday evening Australia time with a couple of new-to-80 guildies that had not done it yet, mainly to start getting them gear in our push to Ulduar. I can confirm that my Mirror Images were still happily frostfiring away at the zombies during the Gluth fight. I had to station myself close to Gluth and off to one side to prevent them going after the zombies instead of Gluth himself.
Sinthar May 6th 2009 10:21AM
Minor point, but the MI add so little dps, that their barely worth a CD. Personally i save them for aggro situations (u know the NUKE IT NOW times) when im gonna over aggro. It buys precious time for a quick invis, and a dead mage does no dps. The MI dps is so low i would not even consider moving as in the time it takes to position yourself (and therefore them) acually will lessen your dps.
Limit May 12th 2009 10:43PM
The MI fix will apply once 3.1.2 hits; it isn't live with 3.1 yet.
Entropy May 3rd 2009 10:05PM
I like playing arcane in PvP, but feral druids and rogues are your achilles heel. There is nothing I can do about them.
If I were frost spec'd, I could at least give rogues and feral druids a hard time, even if I do end up dying in the end.
n8 May 5th 2009 11:23PM
Got to this late, but disappointed no one has mentioned Arcane/Shatter build...
dekedent Jul 17th 2009 6:03PM
This is the best article for arcane ever..But i still have the question of what to focus on?
I heard as arcane Haste and spell power is a must. And Since res negates alot of crit it's useless getting any crit gear/enchants/gems.