Arcane Brilliance: Which mage spec should you be raiding with?

Because for a very vocal minority, this game isn't about having fun but rather about having an e-peen of wider girth than the virtual fellow at the virtual urinal next to you, someone out there will always be happy to tell you which mage spec you should be using. The correct answer varies depending upon who you are talking to, what time it is, the force of the winds coming out of the north, the positioning of Venus in the night sky, and whether or not Michael Bay is directing or just producing.
The simple fact of the matter is that there are too many variables at play. To use a basketball analogy, picking a "best" spec is sort of like picking a "best" way to shoot free throws. No two shooting forms look entirely identical. As of this writing, Kevin Love and Kirk Hinrich are both shooting exactly 87.6% from the free throw line, and yet their shooting forms look completely different. Both players start out with the same potential (both possess two arms, opposable thumbs, and functioning brain stems) and yet achieve the exact same result with completely different methods of shooting. Hell, Rick Barry used to shoot a very similar percentage using an underhanded granny shot. He did that for 12 seasons. So should everybody shoot granny shots? I say yes, but mostly for the comedic value.
Pure numerical simulations will tell you that at any given point in time, one spec has the potential to provide more DPS than the other two. I don't know about you, but I don't typically play the game with a simulator. I play the game with my e-peen. Just kidding. Sort of.
No two players approach the game in identical fashion. We're all unique, special snowflakes, and we play the game in completely different ways. Maybe you have a faster computer than me, a mouse with more buttons, and a keyboard that gently massages your fingers and injects cold beverages directly into your bloodstream. Maybe you have some awesome addons, or maybe you don't use any at all. Maybe your mage is geared better than mine, but mine is better optimized. Maybe I'm standing in the fire, oblivious to anything but the escalating series of numbers on Recount, but you're running around like a crazed ninja, decursing everything that moves and kiting 72 mobs at once. Maybe you're playing alone in your nerd-cave with six monitors and no distractions, while I have three screaming babies on my lap and no idea which one of them just pooped.
The point I'm trying to make is that while on paper, one mage spec might currently be the "best," the numbers your damage meter spits out at the end of any given encounter may not bear that out. There are good mages and there are bad mages, and your raw DPS numbers at the close of a fight don't determine your worth, or the worth of your chosen spec. We've been over this before.
Now, having said all of that, it still pays to evaluate the three mage specs before selecting one. At various times in our illustrious history, mages have frequently had one or two specs that stand head and shoulders above the others. When one spec is so glaringly superior to the others that raiding with it is literally the only option, this discussion becomes a lot less subjective. For example, if you were raiding with a fire mage in Molten Core or a frost mage at any point during the vast majority of The Burning Crusade, you were shooting yourself and your raid in the foot.
This is not one of those times. Thanks to the major revamp of every talent tree in Cataclysm, there has never been a period of greater equality between the trees than there is now. Though each spec is still quite unique, the pure DPS potential of each has never been more similar. The argument over whether a spec is "viable" or not is pretty silly right now. All three mage specs are viable. You can raid with any of them. Which one is best depends largely upon you, your own special circumstances, your playstyle, and your skill set.
Let's look at each spec with a critical eye. I'll list the pros and cons of all three specs, and then we'll see where we are.
Arcane
The last patch and its ensuing batch of hotfixes brought arcane back into line with the other two specs by reducing the mana cost of Arcane Blast. Anything that reduces mana cost is a pretty massive DPS increase for arcane thanks to Mana Adept, especially at higher levels of mastery.
Pros:
- Extremely high burst damage potential No single burn rotation concentrates more output into less time than pure, full-mana Arcane Blast spam. Granted, it doesn't last especially long -- but holy crap is it awesome when you have it precisely when you need it.
- Competitive single-target DPS After the patch and hotfixes, arcane still lags a bit behind fire in simulations, but it's certainly in a better place than it was. Particularly douchey guild leaders will still tell you you need to switch to fire, but I give you permission to ignore them and find a less douchey guild to raid with. There are plenty out there.
- 3% raid damage buff Arcane Tactics provides this buff, which is arguably a lot more desirable than either fire's or frost's buffs, assuming someone else isn't already bringing the same buff to the raid buff buffet.
- Good threat management No fade-out and a lowered cooldown on Invisibility provide arcane with some excellent threat reduction options, which is good because when arcane is bursting, it can be difficult to throttle back.
- Low mobility Improved Blink does provide some decent movement, but the problem with arcane is that its only consistent damage spell during movement phases remains Arcane Barrage, a spell that should be whole hell of a lot more awesome than it is. During movement-heavy fights, arcane suffers a larger drop-off than the other two specs.
- Crappy AoE Not that AoE is that big a deal in Cataclysm, as a rule, but arcane's only talented option is Arcane Explosion, which still sucks pretty hard. Multi-target DPS for arcane is awful.
- Inconsistent DPS output Thanks again to the mana management meta-game required by Mana Adept, arcane mages see some wildly fluctuating damage numbers throughout the course of any long fight. The difference between your burn phase and your conservation phases is too steep, and god help you if you somehow get your Evocation interrupted.
Fire's been the consensus pick throughout these early stages of Cataclysm, thanks to consistently high DPS numbers in the majority of fights. I've long maintained that the current design of the fire tree is a model for all other trees to follow, and the fire playstyle is quite simply the most fun to be had in a DPS spec in the game right now. It's a popular spec, and for good reason.
Pros:
- Multiple AoE options In multi-target fights, fire truly shines. In fact, the tree is designed around doing damage to more than one thing at a time, and the spec only reaches its full potential when you're given multiple tanked targets to blow up.
- High single-target DPS Yes, fire's good no matter how many people you're shooting at. Though it is better when AoE is called for, even setting fire to a solo enemy is going to get you some excellent numbers.
- Excellent mobility Firestarter provides you with a fully mobile rotation to switch to when movement is called for, revolving around various instant abilities and Scorch spam. The dropoff in damage from standing still to moving is comparatively miniscule.
- 5% crit buff This is a nice buff, but not as attractive as arcane's 3% increase to damage. Still, fire is so crit-dependent, it's nice to know we're bringing the crit buff ourselves.
- Ignite Munching The biggest ongoing bug for mages is found in the fire tree. I could (and probably will) spend an entire column on this at some point, but for now, let me put it as simply as I can. Ignite munching is the ongoing issue with Ignite procs -- a significant portion of fire's DPS -- overwriting each other or canceling each other out due to simultaneous crits or server delays. It basically means that the server doesn't count every Ignite that happens, meaning that often the largest possible Ignite DoT will be lost in the shuffle. It's been costing fire mages a good chunk of damage for a very long time, and doesn't look likely to get fixed any time soon.
- Overly reliant on crits The random number generator can make or break a fire mage, and thought the problem isn't as severe these days as it once was, it's still a major issue. Very few things in this life are as frustrating as getting a remarkable string of non-critting spells as a fire mage. It causes incredible variances in damage output and wild, potentially murderous swings in mood for me, personally.
Frost's long been the redheaded stepchild of mage specs when it comes to raiding. For perhaps the first time since vanilla WoW, frost's now in a pretty competitive place in both PvE and PvP, though the last patch was a bit of a step backwards for the spec. Still, at least we have perma-pets now.
Pros:
- High single-target DPS/burst capabilities The recent Deep Freeze nerf has taken some of the bite out of our raid damage, but frost mages still manage very competitive DPS numbers on single targets. Frost has a strong, interactive rotation, and their damage output is probably the most consistent and dependable of the three mage specs. AoE is also good.
- Replenishment As far as raid buffs go, this is the one that your healer will thank you for. You're providing mana return for the entire raid, and though the damage buff provided by arcane is still probably the most desirable, Replenishment is also quite sexy.
- Excellent survivability As we discussed the past two weeks, no mage keeps from becoming a dead mage like a frost mage. That is and always has been the main reason for frost's PvP dominance, and it carries over into raiding. Also, frost is arguably the best at warlock-killing. Doesn't matter in raids, but bears mentioning. Oh, who am I kidding? Any spec is good for warlock killing.
- Kiting When it comes to controlling multiple mobs, frost has all the tools you could ever want. From Blizzard+Ice Shards to Cold Snapped double Rings of Frost, if the fight calls for keeping mobs busy, you want a frost mage.
- Short range Seriously, this just seems like an oversight, and it's an easy fix. Though the max range of the other two mage specs sits at a comfortable 40 yards, frost mages still need to be within 35 yards of the boss to cast their whole rotation. As issues go, it isn't the worst thing I can think of -- in most cases, 35 yards is still relatively safe -- but it just seems like such an easy fix. Roll the range increase into one of any number of frost DPS talents and call it good.
- Low mobility It's not as bad as arcane, thanks to a few good instants that are part of the regular rotation, but frost still falls well short of fire in this area.
Honestly, the decision of which spec to bring rests squarely upon the shoulders of the player. Take the kind of mage you like playing, the kind you feel the fight calls for, and the kind that will complement your raid best. How do you feel most comfortable shooting your free throws? Don't let anybody tell you you can't shoot underhanded, guys. It may look stupid, but if it goes in, it goes in. Points, as they say, are points. And a dead boss is a dead boss.
Is it possible you'll run into a situation where you prefer to play a frost mage but can consistently put out 1,000 more DPS with a fire mage? Yes. Is it also possible that your raid might get stuck on a fight where that extra 1,000 DPS means the difference between success and failure? Also yes. In those cases, switch specs. In every other case, take what you want, and damn the spreadsheets.
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance






Reader Comments (Page 1 of 5)
MikeLive Feb 19th 2011 8:13PM
During the 4.0.1 PTR, I tried out a premade Mage and came to quickly love Fire. So I rolled one with the Shattering, and while levelling, Fire is immensely boring due to low crit levels. Arcane turned out to be way funner until Outland, when I got enough points to get Brain Freeze in Frost to make that the more interesting spec. I'm only just about at Northrend, but I'll probably be going back to Fire once my crit really starts going up, but I don't think I can go back to Arcane - you get Arcane Blast at level 20 and the general gameplay rotation never seems to change past that point (though it was, as I said, fun), only Mana Adept which seems to just make you rethink when you use what.
Pyromelter Feb 20th 2011 3:46AM
Presence of Mind is a very underrated spell that doesn't get utilized as much as it should.
http://www.wowhead.com/spell=12043
With arcane flows and arcane potency, it makes your normal AB much more potent and fun. Also, a lot of people simply macro POM into their AB, which I personally feel is substandard. I haven't raided as arcane for about a year, but the rotation is basically the same - but I had enough experience to know that using an insta-cast AB on the run is superior to simply putting it with your main nuke macro.
Arcane is a "boring" spec in terms of rotation. The depth of it comes with mana management. Not really my cup of tea, but when it was OP, it was fun enough to top the meters.
Mugutu Feb 19th 2011 8:19PM
I'll probably never play Arcane again for raiding. Being a turret and having all of about 3 useful spells at my disposal is hardly appealing.
If they at least gave Arcane an AoE spell that doesn't make warlocks look like the Old Spice Man Your Man Could Smell Like, I would consider it; change the Improved Arcane Explosion talent to something that makes Blizzard do arcane damage or something. Until then I'll take frost or fire so I can at least use the keyboard Steve Jobs gave me.
MikeLive Feb 19th 2011 8:25PM
I envisioned a Glyph that would make Arcane Explosion's epicentre targetable, maybe even able to come from friendly targets as well as enemy.
Cinate Feb 20th 2011 2:53AM
Hello Mages, look at your main, now back to me, now back at your main, now back to me. Sadly, it isn’t me, but if you stopped playing acrane spec and switched to fire, you could pew pew like me. Look down, back up, where are you? You’re still with the spec your main sucks at. What’s in your hand, back at me. I have it, it’s a keyboard I just facerolled with in that boss fight you hate. Look again, the keyboard is now epic gear. Anything is possible when your main specs fire and not arcane. I’m in a mana shield.
Vortigern Feb 21st 2011 6:18AM
@ Cinate
LOL
Microtonal Feb 19th 2011 8:22PM
I'm still in the middle of my love affair with Frost. Loved it during Wrath, still love it during Cataclysm.
Micheal Feb 19th 2011 11:38PM
Ghostcrawler talks Frost Mages:
http://www.youtube.com/watch?v=W-Z6tfik8Bs&feature=related
Not mine, but I lol'd and still do everytime I watch it.
Lee Feb 19th 2011 8:38PM
I'm just getting into heroics on my mage, and I I've had a fiddle with all three specs. While fire has the more interesting rotation and aoe potential, I've found I can get more reliably get decent dps with arcane. I guess it's because I don't need to work has hard: why try to line up 3-4 cooldowns and procs when I can get the same results with one finger :-)
Can someone confirm that fire gets better once crit values increase in heroic gear? If arcane and fire both move up in parallel, then I must be doing something wrong.
Moonfaxx Feb 19th 2011 10:30PM
"why try to line up 3-4 cooldowns and procs when I can get the same results with one finger :-)"
Interesting. I avoid arcane principally for that reason.
Aescululz Feb 20th 2011 12:52AM
While I can't speak on Arcane's value compared with my gear, as I've gained better gear and reforged everything to crit, my damage has become much more consistent as Fire. Some fights still suck, but I'm typically where I want to be damage-wise. Ignite-munching still throws me into fits of rage when I pop Combustion, though.......
Pyromelter Feb 20th 2011 4:22AM
I'm not sure how long your heroic fights are taking, but remember that arcane has the top burst of any dps spec in the game. The problem is sustaining that burst. What that means is the shorter the fight, the more effective arcane will be. The longer the fight, the worse arcane is. As everyone gets geared up in heroics, including yourself, you'll find arcane better for those shorter heroic fights.
This also will happen in raid fights eventually. Arcane mages started dominating world of logs at the end of wrath because raid dps was so high, some boss fights were lasting under 2 minutes.
Fire dps will definitely go up and become more steady with better gear however. Not enough data on the 4.06a changes yet to see how that has affected arcane. It got seriously buffed so we'll have to see how that plays out in terms of dps.
Quark1020 Feb 20th 2011 3:47PM
I think this is precisely what the article is about. Lee likes his arcane, Moonfaxx likes his fire, and I suppose both are at their best in their specs.
MichaelBerean Feb 22nd 2011 12:47PM
Fire and Arcane are both fun. I felt like Arcane was a lot better for leveling and regular 5 mans. There are certain fights (heroic Ozruk, add fights) where fire is much better even at low gear levels. But overall it seems that until you are raid-ready arcane consistently does better damage than fire.
My question is about how much crit do you need for fire to match arcane's damage in a raid. I have had several guildies experiment with both arcane and fire. While all of them did better with arcane at minimal gear levels they are split more reasonably when wowheroes and gearscore indicate they out-gear the raid encounter.
For my own planning on my mage alt I'd like to know where the breakpoint is (if there is one).
Ianmis Feb 19th 2011 8:38PM
Any chance we (and by we, I mean you guys. I have very low drive for getting things done that I think of. ;] ) can talk Blizz into giving frost spec an option of not using the pet while still having the same dps? Seriously, the water elemental seems like the "special" cousin of the warlock imp. If it gets out of range of a target, it stops the cast, no matter how close it is to finishing and it's cast is silly long. Would much rather see it's cast be instant with a cool down. Also, it has no melee ability. And much like the void walker, it has a tendency to just be in the way. Plus, and I know this argument has been used before, if I wanted a pet, I would play a warlock. I like the concept of frost, minus the pet.
For aesthetic purposes, why does frost have an elemental in the first place? When did Mages become shaman? My understanding was that Mages were arcane users who manipulated arcane to have the properties of fire and frost. If it was a frost construct or ....something (not really sure what you would call it) I would understand better. Also, um, I'm frost, why am I using a non-frozen "pet". Seems like it should be a frost minion with melee capabilities. And for titans sake! Please make it stop bubbling. /cry. I can't stand it, anymore.
Just curious. ;)
MikeLive Feb 19th 2011 8:45PM
I actually agree wholeheartedly. The Water Elemental, particularly since my toon is a Gnome, feels large and clunky and very annoying.
Jason Ralph Feb 20th 2011 12:10AM
I think the reasons Mages have the Water Elemental is because of Warcraft 3. When Arthas first meets up with Jaina, he makes a comment about her needing his protection, and she says she doesn't. She summons a Water Elemental and clobbers some poor enemies.
At least any ways, it looks like now, like it did then.
Only that was a lot cooler to have around. LOL
Aside from seeing that, I concur that Frost Mages really don't need one IMO.
Kylith Feb 19th 2011 9:42PM
The water elemental comes from Warcraft 3. Every time you get to play as Jaina Proudmoore, she's got the water elemental right there with her.
Kylenne Feb 19th 2011 11:36PM
What Kylith said. Water elementals and mages have been like peas and carrots since the RTS games. It's got history in the lore.
*insert obligatory nerdrage and QQ about the lack of a phoenix for Fire Mages in WoW here*
Dvorkin Feb 20th 2011 2:26AM
> And for titans sake! Please make it stop bubbling. /cry. I can't stand it, anymore.
This part you can, actually, fix by yourself:
http://eu.battle.net/wow/en/forum/topic/916824364