#0 - June 1, 2009, 10:52 a.m.
There are countless threads nowadays in our boards asking for advice as to how to raid with arcane and after posting in 3-4 of them and see a couple others being created, I've decided to try and help out as much as I can so all the questions can be summarised in one post. I'll either type it or paste stuff that I've myself written on other threads. Here goes! :)
-Advantages of being arcane:
-Disadvantages of being arcane:
-Build:
This is the build I'm using: http://www.wowhead.com/?talent#ofoVcu0IzxGuMxedcZbhf0o:Nzwo0m
Explanation: Bear into mind, arcane talent tree is pretty bloated at the moment so while there's a few "must" talents that every mage will pick - torment the weak, missile barrage, etc - there's not enough points to pick everything that could possibly improve your raiding. For instance, I've left Arcane Stability out of my builds because during raids I'm hardly in a situation where I'm missing it. I've also left Magic Attunement out because I find range isn't a concern at all except for some situations.
But you have to understand these were my personal choices. If for example you find increased range a necessity then by all means go for it, so long as you don't drop any fundamental talent!
I would add as tip to use the filling points in frost tree and spec Frost Warding instead of Ice Shards. What would you prefer as arcane, higher crits on blizzard AoE or a 30% chance to negate a fire/frost based damage spell and restore as much mana as that spell would've caused? In fights such as Ignis, Hodir, Mimiron, Razorscale, it's an invaluable talent... Pop it before Ignis uses Flame Jets and watch how you absorb all the damage and regen 5k-6k mana for free!
-Glyphs and armor:
You should use Arcane Missiles, Arcane Blast and Molten Armor glyphs. You will be using Molten Armor during bossfights. As for Mage Armor, never glyph for it - with Arc.meditation and Mage Armor up you'll be capped at 100% regen already without the need of a further glyph - but don't hesitate to use it at lower gear levels or during long fights if you find mana an issue. As gear gets better, though, you will find using Molten Armor is more than enough.
-Gearing:
These are the steps I usually follow when gearing up as arcane:
So a quick recap: hitcapped > spellpower / haste > crit all while keeping a decent spirit rate.
-Gems:
These are the ones I normally use:
As for the epic gems which came out when 3.2 was released, the choices remain the same gems-wise: Runed Cardenal Ruby (23 spellpower) for red sockets, Reckless Ametrine (12 spellpower - 10 haste) for yellow sockets, and Purified Dreadstone (12 spellpower - 10 spirit) for blue sockets. Meta gem choice remains the same: Chaotic Skyflare Diamond.
-Rotation (3.2.2 updated):
These were the changes announced by GC a few weeks ago:
* Arcane Blast: The buff from using this ability now stacks up to 4 times instead of 3, and each application increases mana cost by 130% instead of 200%.
Let's see, with the new changes, this will be the mana cost for Arc.Blast on each charge:
0 stacks = 215
1 stack = 591
2 stacks = 967
3 stacks = 1343
4 stacks = 1720
* Missile Barrage: The effect from triggering this talent now removes the mana cost of Arcane Missiles. In addition, the chance for Arcane Blast to trigger this talent is now 8/16/24/32/40%. All other listed spells continue to have a 4/8/12/16/20% chance to trigger it.
Yeah, you read that one right! The new effect for Missile Barrage talent, by the way, isn't replacing the old one - making the missiles fire in half the duration - but being added to it. Good news for us arcaneheads.
The rotation will now be the following: Use Arc.Blast 4 times and since each cast now has a 40% chance to proc Missile Barrage you'll have the proc up nearly for sure. Fire those Arc.Missiles! To sum it up, Arc.Blast x 4 --> A.Missiles, repeat.
-A concern for the arcane mage come 3.2.2: is it worth to push more dps at the cost of a less fun-to-play spec?:
See these numbers to check the dps calculated for each rotation according to Simcraft from EJ:
ABx4+AMissiles (With Missile Barrage proc): 6988.205 dps, 227.2016 mps
Traditionally, an arc.mage juggles with mana in the sense that the more mana he uses, the more dps he pushes. But as shown by simcraft, with 3.2.2 changes, spamming Arc.Blast increases mana-per-second greatly where as the dps increase is but a measly 150ish dps. Why would you spend three times as much mana for slightly 150 more dps? This means arc.mages have no choice but to use ONE rotation and as such destroys what made this spec fun to play to begin with: the fact you could adjust your rotation to how much damage you wanted dealt - and how much mana you could afford.
However, GC has acknowledged this in a post one week ago. Here's the linkie: http://blue.mmo-champion.com/28/19110160602-the-new-real-top-mage-questions.html
To sum up what he said, they realise that dealing with mana was what made players feel attracted by arcane so they will try to make some changes before 3.2.2 is released so this "fun" factor when speccing arcane remains. We shall see about whether those words turn into something real so I'll leave this section open for updates. :)
-Evocation: the blue "whoosh!" and you:
Evocating safely is a must to push numbers as arcane. Actually - contrary to what people say about arcane being bad in long fights - if you can evocate when needed you can keep a heavy mana rotation forever. Generally speaking what you should do is learning boss abilities - i.e. the ones who will ruin your evo - and time evocation accordingly.
For instance, wait for Ignis to cast Flame Jets before using it, or when doing Sarth with drakes up wait until the drakes have spawned their voidzone somewhere before popping evo - so it doesn't spawn ontop of your sorry mage arse while you are evocating.
It usually helps to have a discipline priest shield you before you evocate in high damage fights and I have a whispering macro ready for that. Not only do those bubbles absorb up to 6k-7k with raidbuffs but they get mana back when casting them thanks to Rapture talent.
Another tip - thanks Cinondra - is profiting of casting speed buffs - icy veins, heroism/bloodlust, procs from trinkets - to evocate even quicker to reduce the chance to have it interrupted. As a rule try to use the last second of such procs so you squeeze the most dps out of it.
That was it, hope it helped, good luck for all the arcane-heads out there. :)