Arcane Brilliance: A Cataclysm 101 guide for mages

It has come to my attention that there are still some of you out there who are not mages yet. Unacceptable, people. Frankly, there are only a few legitimate reasons left that make not being a mage OK:
- You are a warlock.
- You are a tauren. (A reminder: the Interracial Humanitarian Association of Tauren and Everyone in WoW Against Race Limits On Choosing Kinship with Sorcerers, or IHATEWARLOCKS, still meets every Saturday, right here at WoW Insider. I'm bringing nachos and punch this week. You should totally come.)
- That's it, really. I don't know, maybe you have a severe allergy to massive crits or something? Just roll a mage already.
Arcane 101
Arcane is the go-to spec for high, single-target damage. The spec's mastery, Mana Adept, varies your damage output based on how much of your mana pool you've got left. On paper, it's relatively simple: The closer to max mana you are, the more damage your spells do. The way it plays out is actually far more complex. Playing an arcane mage requires skill, patience, and a willingness to do some research on your class. Once you get a good grasp on what you're doing, though, the spec is incredibly rewarding. There's very little I can do to describe the feeling you get when you see an Arcane Blast crit for six figures, not only killing the mob you had targeted, but also doing damage to his posterity down through seven generations, causing his children's children's great-great-grandchildren to speak in hushed tones about the time many generations past when a mage blew up his forefather.
Detailed talent analysis for arcane can be found here.
Base spec Arcane 31/2/3
This gets you the basic DPS talents (and the always-useful movement talent Improved Blink). It also picks up the crit-increasing Piercing Ice from the frost tree and the mana-refunding Master of Elements from the fire tree. As you make your way to level 85, you'll pick up five more discretionary talent points that you can deploy however you wish.
Basic rotation Arcane's rotation is governed by Mana Adept's dependency on your mana pool. Your highest damage rotation is simple Arcane Blast spam, but spamming that spell also burns through your mana pool at an incredibly rapid clip. The idea is to break your rotation up into phases.
- Burn phase Arcane Blast spam until you get to about 40 percent of your mana pool. Slip in Arcane Power and your Mana Gem when you deem appropriate (to buff your damage output during this high-output phase and return your mana to full when it gets low enough).
- Recovery phase Evocation to get your mana pool back to 100 percent.
- Conservation phase The actual rotation here varies based on your gear and level. The concept is to keep your mana at the same optimal level long enough to get close to the cooldown of your Evocation being up and thus primed for another burn phase. For most mages, you want your mana pool top stay around 85 to 90 percent. The best rotation to maintain this mana level (and thus consistent high DPS output) will change as your gear improves, and you will need to do some tinkering and/or research to determine the rotation specific to your mage.
Arcane Blast x2 (or more) --> Arcane Missiles (or Arcane Barrage if Arcane Missiles hasn't procced) --> repeat
Adjust that as necessary to make sure your mana pool stays at 85 to 90 percent; then when Evocation comes back, you begin the burn phase. Mastery of this complex rotation is something of an art, and I firmly believe that Blizzard has placed playing this this spec properly so far beyond the scope of the casual WoW player's reach that number-crunching, spreadsheet jiggery, and outside research is pretty much required for arcane mages now.
If that sounds like too much work to you, don't spec arcane.
Fire 101
Fire is an incredibly well-designed tree. The talents interplay with each other throughout the tree in such a way that the entire spec just feels incredibly cohesive. Based around damage over time effects and area of effect spells, the fire tree provides exceptional and consistent multi-target DPS but still packs a punch even when there's only one enemy to be blown up. But what can't overstated about the fire tree is this: It's really, really fun to play. You may not get the gigantic crits of arcane or the PvP dominance of frost, but you will get moving Scorches. And moving Scorches are the shiznit.
Detailed talent analysis for fire can be found here.
Base spec Fire 3/32/3
This build nets you every DPS talent and grabs Piercing Ice's crit increase and Netherwind Presence's haste buff from the frost and arcane trees, respectively. The three points in Burning Soul are for pushback protection, something that's only beneficial if you're actually getting hit regularly. If you don't get a lot of pushback normally, you might want to redistribute those points elsewhere. This build leaves you with three floating talent points to put wherever you wish.
Basic rotation Like most other rotations in Cataclysm, fire's is priority-based but varies depending upon the situation at hand:
- Living Bomb (if not already up)
- Combustion (if off cooldown and if Living Bomb, Pyroblast, and a large Ignite DoT are all up on your main target at the same time)
- Pyroblast! (if Hot Streak has procced)
- Fireball (or Frostfire Bolt with glyph if your mastery is high enough that it becomes better than Fireball)
In short, this means you keep Living Bomb up at all times, spam Fireball (or Frostfire Bolt) until Hot Streak procs, then cast Pyroblast. When all of your major DoT effects are up on your main target and Combustion is off cooldown, Combust the living crap out of it. Add water, stir, bake for 45 minutes at 375 degrees, and serve hot. Enjoy!
Frost 101
The frost spec is based upon control, high burst damage, and sexy, blue-green water elemental familiars. This is the kind of mage you want to be if you like freezing your opponent in his tracks, then pelting him repeatedly in the face with sharp spikes of deadly ice while you run away from him laughing. Ever been hit in the head by a snowball some kid thought it would be funny to put a rock in? Being a frost mage is like being that kid. Only not an asshole. Well ... maybe a little bit of an asshole. Frost mages excel at keeping their enemies at a safe distance while they kill them. Still the most effective of the three mage specs for PvP combat, frost mages are also (finally) competitive single-target damage-dealers in PvE. Oh, and they have a freaking pet. He's big and blue, enjoys long walks through the Wetlands, and subsists on a strict diet of warlock tears.
Detailed talent analysis for frost can be found here.
Base spec Frost 3/0/31
This gives you access to all of the damage talents in the frost tree and nabs the massive haste increase of Netherwind Presence in arcane. You have a great deal of free talent points to work with here -- seven, to be precise. Frost is by far the most flexible of the three mage specs. You can swoop back into the frost tree to make your mage a PvP powerhouse, or go into the fire tree to grab spell pushback or mana return. The arcane tree could be exploited for Improved Counterspell or even Improved Blink. Go crazy, guys. Seven totally discretionary talent points is a lot to play with.
Basic rotation Again, frost's rotation is less a rotation in the classic sense than a list of priorities. Just like adult life. Only with more magic and less bill paying.
- Deep Freeze (when cooldown is up and Fingers of Frost is active)
- Frostfire Bolt (if Brain Freeze has procced and FoF is up)
- Ice Lance (if FoF is active)
- Freeze from your water elemental (if off cooldown and if Deep Freeze is also off cooldown and ready to be deployed, but FoF is not active)
- Frostbolt
Stat weights
So now you've rolled your new mage. Chances are he's a wolfperson. That's fine; wolfpeople are indeed pretty cool. Whatever kind of mage you've created, you've probably leveled him to 10 by now and picked a spec. But now you've gone and completed a quest that rewards you with a choice of weapons. There's a dagger there with some stats on it. But wait ... there's also a staff with some other different stats on it! Crazy! In desperation, you turn to the internets. After typing randomly for hours, stumbling across all manner of fajita recipes and midget porn, you somehow manage to find Arcane Brilliance. "Weekly internet mage column!" you say, "What should I take? The Dagger of Hasty Agile Strength or the Staff of Intelligent Critical Spirituality?" Then you stare at your computer screen, feeling foolish for talking to the screen out loud at the computer kiosk there in the middle of the public library. The homeless guy sleeping next to you snorts awake and gives you a funny look, murmuring something that sounds suspiciously like "noob." Mashing the mouse buttons, you eventually make the web page scroll down to this paragraph. It is there that you find your answer.
Mage stat priorities (in descending order)
- hit rating (until cap, which is 446, or 17%) Edit: The cap at level 85 is still 17%, only at 85, it'll require 1742 hit rating to get there. Man, it would sure be nice to have a hit talent or two ... you know ... like every other DPS caster class? Wink wink, nudge nudge? Thanks to g2g591 for pointing this out.
- intellect (gives you spellpower, mana, and a small amount of crit; you will find it on every piece of cloth gear ever)
- mastery (only available after level 80, but awesome once you can get a lot of it)
- haste rating
- crit rating (the values of this and haste vary depending upon your spec and how much you have of both, but at higher levels, mastery will almost always trump both)
- You are made of wet tissue paper. Avoid sharp things, stiff breezes, children with runny noses, and uneven terrain.
- Aggro is what happens when you're in an instance and you attack something you aren't supposed to. Or you attack something you're supposed to attack, but you attack it too much. You will know you have aggro when something large and pointy lumbers in your direction, ignoring the guy with the big armor who is trying to protect you. When aggro happens, stop casting.
- There's no shame in running away. The shame comes when you do it by jumping off a cliff, then realize in mid-air that you don't have any reagents to cast a Slow Fall spell.
- A steady diet of nothing but magically conjured strudel is not heart-healthy.
- You have a spell called Remove Curse in your spellbook. Use it.
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance, Cataclysm






Reader Comments (Page 2 of 8)
Talbot Dec 4th 2010 9:16PM
Then what are you waiting for!?
Gordal Dec 5th 2010 7:44AM
I am waiting until Cataclysm to roll a Goblin Mage. I've got a character slot ready on my main server, I... well, I haven't got heirlooms for her yet, but I've been busy with work and having fun with levelling a Prot Paladin to farm the JP and Tournament Badges.
I've decided on the spec (Fire), I've decided on her professions (Engineering, because the combination of Fire and world-ending explosives is thematically appropriate). I just need to decide on a name.
Meek Dec 5th 2010 7:04PM
Gordal, we have a sub-arm of our guild already set aside for our fire mage Goblin army (Bruisers Inc.). And yes, engineering is mandatory! Have heirlooms. Have name. ... click "Join as Group" and away you go.
Can't wait to have a BG full of Goblins cast mirror image and go to town!
Tim Dec 6th 2010 8:02AM
I have already leveled a mage. Well, I leveled two mages, deleted one, and am preparing to level another one just to have my goblin mage.
Damn you for making it so much harder to wait 19 hours.
:(
Gulron Dec 6th 2010 10:36AM
@Gordal
Goblin? Check
Mage? Check
Fire? Check.
Mine is rolling as the Hobgoblin.
Terrible Name? Probably.
Awesome? Totally.
Dadruidess Dec 4th 2010 8:26PM
Damn I couldn't choose between rolling a worgen warlock or worgen mage...guess I'll go with mage now :P
g2g591 Dec 4th 2010 8:22PM
"hit rating (until cap, which is 446, or 17%)" somehow I don't think we have the same hit RATING cap in WotLK at 80 and Cata at 85
Christian Belt Dec 4th 2010 9:01PM
Yes indeed. The cap at 85 is 1742 hit rating. Thanks for pointing this out. It's in the post now!
Pyromelter Dec 4th 2010 8:27PM
Fantastic article as always, Archamage. I would like to possibly point out one thing you may want to reconsider.
As a dyed in the wool fire mage, I kind of disagree with how you built your fire spec. First, Burning Soul has limited usage. Mages (in raids anyway) take very little if any direct damage that causes pushback, and also, a lot of our spells are instant (pyroblast, fire blast, combustion, living bomb). Also, Improved Flamestrike sucks. Improved Fire Blast is a waaaaaaaaay underrated talent, and some theorycrafters are even considering adding it into the rotation for the extra crit you get from that talent. And Cauterize is just really, really useful and fun. So drop Imp. Flamstrike, drop 2 points from burning soul, and grab Cauterize and the other point in Imp. Fire blast to create a talent tree that looks like this:
http://www.wowhead.com/talent#obhZdfhrk0Rosfoc
With this spec, you can then decide between the super useful Improved Blink or the super awesome for PvP Improved Counterspell or finally for the super mega power boost of Invocation.
"There's no shame in running away. The shame comes when you do it by jumping off a cliff, then realize in mid-air that you don't have any reagents to cast a Slow Fall spell."
The only shame in that is not having the glyph of slow fall. Every mage's first minor glyph should always always always be the glyph of slowfall. I don't care how many warlocks you have to sacrifice at the altar of your guild's Scribe, slow fall is far and away the most useful minor glyph in the game, get that glyph and never have to worry about reagents again.
One more tip for arcane: The most mana-reserving rotation is to just hit Arcane Missiles every time you get a Missile Barrage. If you find yourself at really low mana with no way to regen it, you should be able to regain mana by doing that rotation.
Trilynne Dec 4th 2010 9:06PM
that spec might be the bestest for raid mages, but what about a leveling mage? I'm planning on rolling a goblin mage, and speccing her fire, and then she will get hit by the things that she is lighting on fire. At least until 85, would the pushback talent not be useful? And then one can respec to an optimal raiding spec. Or is it better to just get used to a raiding spec since leveling is so fast now? :P
Artificial Dec 4th 2010 11:39PM
@Trilynne: You're better off doing a respec when you get to top level. Raiding specs are really not that well suited for leveling. Sure, it'll work (practically anything will work), but you definitely want as much utility and things like pushback protection while leveling as you can get. Save the min/maxed raiding spec for when it makes sense.
Pyromelter Dec 5th 2010 2:47AM
Trilynne, I was sort of reading the article as an 80-85 guide, so your question is really good. I would still say that pushback protection won't be all that important, even for a newly leveling mage. You open with pyroblast which should one-shot virtually everything at super low levels, and a fire blast or a scorch should finish off in a two-shot.
Fire is great at single target, and has awesome and really fun AoE capabilities once you get to the level cap. However, from 1-70ish, frost is the king of AoE and surviving huge mob pulls, and fire and arcane end up being pretty squishy if they try to emulate that. What I'm saying is that if you are fire, and you have 3-4 mobs pounding on you as you are solo'ing lets say in your 20s or 30s, there's a good chance you are going to die. This is about the only situation where that talent would matter, and even with 100% pushback resistance, it's not likely to save you.
This is the kind of thing Archmage Pants means when he says, "For you newbies, here's magehood condensed into sound effects: Pew pew! Splat! Rez!"
Starting from your first talent point, I would put 2 into Improved Fire Blast. That extra 8% crit might not look like much, but remember what being a fire mage is all about: You kill it before it kills you. That extra 8% might be enough to push the dice roll in your favor and blow something up that is about to decapitate you.
At higher levels, once you gain blast wave and dragon's breath, those two abilities give you a way to slow your enemies and disorient them to get away. Both are instant and pushback has no effect. Even if you are pvp'ing, burning soul isn't worth it. PvP mages basically spam scorch (because it's fast and you can do it on the run, and fish for hot streaks), living bomb, hot streak pyro, fire blast, blast wave, dragon's breath. Fireball does get cast occasionally when you are on a perch and not being targeted, or when you are way behind the lines, but even then, it's not that often. The main reason you take burning soul is for the pushback on your fireball or frostfirebolt, and there are just so few situations where you'd be casting a fireball while getting smacked, it's just not worth it.
There is one other benefit to taking minimum points in burning soul: It's giving a big middle finger to blizzard for putting such a boring talent in an otherwise awesome tree. Plus you're taking an awesome talent instead.
Pyromelter Dec 5th 2010 2:53AM
Whoop wanted to add for ya Trilynne, theorycrafters are making out Burning Soul to be a must-have talent for raiding at level 85. Since I was never on the beta or raiding, I don't know if it really is an issue. If you see a lot of pushback getting hit on your cast bar once you hit cataclysm dungeons and raids, then yeah, you'd probably want to respec with full 3/3 burning soul.
Personally, I'll believe it when I see it, but others have said it, so it definitely could be true.
Miles Dec 5th 2010 12:50PM
D'oh... I forgot to ever check glyphs on my leveling mage. And I've been watching my light feathers dwindle away...
Thanks for pointing out the glyph.
Iluminador Dec 4th 2010 8:28PM
Great post as always. The warlock hate always has ROFL!
Andrew Dec 4th 2010 8:30PM
Tip: Many enemies you come up against will have shiny lil' spells and buffs on themselves that you can't give yourself. Why not make Christmas come early and Spellsteal them? You may get something as basic as +50-frickin-percent haste, or you might just turn into a ghost wolf. You never know...
Magma Dec 4th 2010 8:31PM
Remember when conjuring mana strudel to yell really loudly. "IM CONJURING MAAAAANA STRUDEEEEL!!!!"
Aellyn Dec 4th 2010 8:33PM
Counterspell and Spellsteal....
Mob casting chain lightning? counterspell it....
Mob has handy little buff that provides haste? extra crit? a hot even? spellsteal it. Extra buffs for you, less inc dmg from mobs.... Everyone wins.
Deius Dec 4th 2010 8:33PM
Your Frost priority and spec are, I think, a little off based on EJ's recent findings. The best spec is right now is - http://www.wowhead.com/talent#obZfcZffMosIszMo:aRo (with the glyphs I put there also being optimal for that). However, new data seems to indicate Frost may have mana problems with that spec, making - http://www.wowhead.com/talent#o0bZfcZffMhsuszMo:RaM viable while using Mage Armor.
Lastly for your stat priority Intellect is actually better than hit until you have 10200 of it. But hit cap is definitely a close second.
Vogie Dec 4th 2010 9:16PM
Unless you use really fuzzy math, and are terribad at statistics, You're not doing any damage when the fireball whizzes past the Large ugly thing with large pointy stick, instead of hitting it. You Always, always, always do more damage when hitting the target.
Even us Warlocks know that.
Same goes for using the remove curse & counterspell buttons. As a mage, you do significantly more damage while alive then while dead.
Affliction Locks used to be able to do about the same amount of damage dead than alive, but that's since been... well, it's been turned into mastery, so that'll be nice to see again.