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 8 of 8)
Covert7 Dec 5th 2010 12:55PM
How mad/bad of an idea is it to consider leveling as Arcane? It just seems like the most "Magey" spec considering no one else plays with the Arcane... (Ignorning a couple of Druid spells.)
Kylenne Dec 5th 2010 1:29PM
Despite what a thousand copypasta'd guides might tell you, Arcane's been completely viable as a leveling spec during basically this whole expansion. The problem is that it only *got* feasible once you hit level 64 and you got Arcane Blast, because until then all you had was Arcane Missiles, which was a total mana hog. Hell, it arguably beat Frost once you got to Northrend and rounding up quest mobs to AoE them down started to get less feasible. I leveled two more mages during this xpac (I rerolled servers a couple of times) and between the superior kiting with Slow for soloing elite quests, better mana efficiency (especially when that patch came out that made MBAM mana-free), and arguably just as good a control/survivability toolbox (PoM+Sheep if you accidentally pull too many mobs, and instant Invis from Prismatic Cloak is your get out of jail free card)...plus 2 min evocates? IMO Arcane was the superior leveling spec in Northrend by far. It's not that Frost is bad, but AoE grinding hasn't been an efficient method of leveling since BC, and you just didn't kill things fast enough single target.
Nowadays, Arcane's more feasible at the early levels because you get Arcane Barrage at level 10 and Arcane Missiles costs nothing as a proc, but Frost absolutely kicks its ass now that Squirtle is permanent. Honestly, though, contrary to what people tell you, all three specs are perfectly fine to level with, especially if you have a full set of heirlooms. 2x Discerning Eye of the Beast means you won't even be drinking as Fire.
Boobah Dec 5th 2010 4:02PM
My Night Elf mage pretty much leveled from 10-59 as arcane, and will probably continue to do so. The biggest problem is the 10-19 range, because you have no spammable arcane spells until Arcane Blast at 20. It wasn't really a problem; it just felt weird when fire and frost already have spammable spells at that point.
The leveling rotation is generally Blast, Missiles (or another Blast if Missiles didn't proc), Barrage = dead mob. If the second Blast or Barrage procs Missiles, the proc usually lasts long enough to find the next mob and Blast it once. The only time mana is any sort of issue is in dungeons, when you start spam Blasting bosses.
Gary Hallman Dec 5th 2010 1:00PM
My first ever max level character was a 60 troll mage. I remember well the days of Molten Core taxing frostbolt spam which led me to retire him. The sirens' song of 'rejuv spam!' and guaranteed raid spots led me to the druid.
Mr. Belt, your blog posts make me want to be a better person. Uh...I mean, play my mage again. I mean...hurt warlocks? What is this new feeling?!
Is this what they call...blog love?
Sleutel Dec 5th 2010 1:18PM
Does Mastery > Haste > Crit hold true at lower levels of the stat, too--i.e., should we be reforging for it now? (I know, I know, it will be moot in a couple of days when we start getting upgrades while leveling, but...) Does this priority also hold for Frost Mages, or does the RNG aspect of the Frost Mastery bonus (only works on Frozen targets, which means it's dependent on FoF in raids) mean that Haste and/or Crit is better for PvE Frost?
Kylenne Dec 5th 2010 1:37PM
You should absolutely be reforging for Mastery right now as a Frost Mage. In fact, at level 80 it's the only real way that Frost becomes competitive. Trust me, this is the voice of experience talking. My DPS must have jumped about 2-3k once I reforged for Mastery. Mastery for Frost is like spinach for Popeye.
Haste is kind of an iffy stat for Frost though, because so much of our "rotation" is dependent on proc-based insta-casts (Deep Freeze, Brain Freeze, etc), all it really does is affect Frostbolt, and at the haste levels we have right now it's very easy to get yourself GCD capped, especially during Bloodlust. I'm not a math whiz at all, but just from my own experimenting, Crit seems to be more important. I don't particularly see that changing at level 85 either, though I wasn't in beta and can't speak to that.
Sleutel Dec 5th 2010 1:42PM
@Kylenne:
Great info, thanks!
Ianmis Dec 5th 2010 3:10PM
Why do Frost mages have a pet? Is it warlock envy? No seriously, I've been leveling a mage recently and I really like him, especially in frost. Kiting is fun. ;) But what is with this over-sized "special" imp that I have to tote around? I mean, it's a water elemental? What am I, lukewarm mage? Shouldn't I have a frost elemental? As far as soloing goes, I find it easier to just not bother with the elemental's Freeze ability, or the elemental for that matter. I suppose it would be different if the Water Elemental was a melee pet with a Frost Nova of it's own, rather than a area target instant that it can't use cause it's too busy trying to get in range to cast it's 3sec water bolt as I'm kiting the mob. (I am refering to elite mobs, 3 lvls above me. I like the challenge) Also, he's too big and does the same thing as the void walker in that he seems to always be in the way. I would like to trade my water elemental in for a stacking DoT, plz. Call it frostbite, maybe? It could be a stacking slow as well and have a talent in the frost tree that reduces casting and attack speed. Just a thought.
Prelimar Dec 5th 2010 7:59PM
i've been a fire mage and only a fire mage for (i think) three years now. this new love for us from all over is... *SNIFF!*... so meaningful. i mean, you have no idea how nice it is to finally be getting the respect we've always knew we deserved... : )
RastaOkana Dec 5th 2010 11:03PM
A few pointers:
1. Use Spellsteal. A lot of buffs that are dispellable can be stolen, and can boost your numbers.
2. Have some form of shield up (Mana or Frost, with Mage Ward for good measure) and know your "outs" to a bad situation (Invis, Ice Block, etc.).
graber4 Dec 6th 2010 11:40AM
Arcane is really fun right now. I like the challenge blizz put into the spec after numerous patches where my raid role was 11112 repeat. One thing the writer of this column didn't mention regarding the "burn phase" of an arcane mages rotation is that you should really be timing the cooldown of your evocate so that it is available exactly as you are finishing a burn phase. After my first burn phase I will evocate, then I'll sit back and use a mana building rotation until I think I can guess about when evocate will be ready. Then I start in on another burn phase, guessing that I've timed my evocate cool down correctly. The fun is when you actually time the cooldown of evocate to coincide with the end of your burn phase (40% mana, like the author said). I guess my point is that you shouldn't wait to begin the burn phase until Evocate is off cool down and ready for use, you should use the cooldown time to begin another burn phase and then evocate back to full when its ready. With Arcane, your evocate should always be in cooldown, if its not your aren't doing it right.
grendelstein Dec 6th 2010 2:35PM
Um... the only casters who have a hit talent are priests (for shadow), druids (for balance), and shamans (for elemental) all of whom have healing specs - with points in those talents they can mostly avoid having 2 different gear sets. However, said increase in hit requires Spirit. I presume you meant pure casters don't get any hit talents because neither warlocks or mages have a talent any longer for +hit.
Ozzphreak Dec 7th 2010 11:44PM
i played a warlock since vanilla...and now i feel the awesomeness of a worgen mage calling to me. so i believe im very close to joining the ranks of the reformed! but is it normal to worry about the fact that there might be a few too many mages runnin around on ur server? hmm? tell me please.
jeff Dec 8th 2010 1:52PM
ILUVMAGES: International Love, Unity and Versatility of Mages Across Global Enemies Surprise
magetoon Dec 8th 2010 5:27PM
I does have a mage too!
Anielle Dec 9th 2010 12:09AM
I'll be honest, This is the first time I've posted so if I'm outta line, I apologize. But one of the things that helps me the most as a mage, in dungeon or raid, and before it was updated I missed the MOST is the add-on x-perl unit frames. It alters the appearance your character frame in the corner and your party's frames BUT it shows what EACH party member is hitting on. So you can automatically go straight to what the tank is beating on.. even if you have a tank that constantly changes target, just continue to click on their target- the little one in the frame by their name. Chances are good that if you are attacking the exact same mob the tank is, there is little chance you can pull aggro.
A threatmeter is also a handy tool to have if you pulling threat is a problem... once you get a certain percentage it warns you so you can cool your casting long enough so the tank can pick it back up.
harry Jan 7th 2011 6:03PM
This is a very good article. You are a very good writer. I like that I got info and funny. How long did it take you to get that acronym though?
Snowstream Jan 26th 2011 2:09AM
Hi guys im having lotta trouble with my dps.
these are my stats
Spell Power - 5312
Haste - 6.41%
Hit Chance - 11.94%
Crit - 15.04%
Mastery 12.16
Im a lvl 85 fire mage doing like avg 5k dps in dungeons, very embarrasing, can someone help me out?