Arcane Mage DPS Spec, Builds, Talents, and Glyphs (WoW MoP 5.3)
In this article, we present you the viable talent and glyph choices for your Arcane Mage (WoW MoP 5.3). We detail what each of the talents and glyphs do and in which situations they should be taken.
The other articles of our Arcane Mage guide can be accessed from the table of contents on the right.
This guide has been reviewed and approved by Blatty, one of the best Mages in the world, who raids in Method, the currently ranked #1 guild on WoWProgress. He has been contributing a lot to the community through his streams on Twitch and now works for Millenium, his new streaming platform.
1. Talent Choices↑top
- Performance-enhancing
- Survival
- Crowd Control
- Movement
- Utility
- Situational
There is no longer such a thing as a default build. Most of the talents are
now viable. They can easily be changed, thanks to
Dust of Disappearance
(and
Tomes of the Clear Mind from level 86 to 90).
You will frequently find yourself changing talents and glyphs between
encounters, in order to adapt your play style to different mechanics.
Therefore, it is important to understand what each of your talents does and
how they affect your play style.
2. Tier 1 Talents↑top
Tier 1 talents have been designed with mobility in mind. You have the choice between:
Presence of Mind, which grants you an instant-cast for the spell of your choice every 90 seconds;
Blazing Speed, which suppresses slowing effects and increases your movement speed by 150% for 1.5 seconds;
Ice Floes, which allows you to cast two spells while moving, every minute.
The choice between
Blazing Speed and
Ice Floes depends on the type of
movement during the encounter. Blazing Speed provides you with emergency movement,
for when you need to move really fast for a short period of time. Blazing Speed
is a good complement to
Blink. So, if you think Blink is not enough
to handle all the emergency movement, then use Blazing Speed. Otherwise,
use Ice Floes.
Presence of Mind does provide a very small DPS gain on encounters that do
not require movement, but these encounters do not really exist (even in LFR).
3. Tier 2 Talents↑top
Tier 2 talents have been designed with survivability in mind. You have the choice between:
Temporal Shield, which has a 10-second effect: the damage you take
during the first 4 seconds will be healed back over the course of the last 6 seconds;
Flameglow, which grants you a passive shield that always absorbs a bit of
the damage you receive;
Ice Barrier, which absorbs a quantity of damage (the absorption effect scales with Spell Power) and
prevents spellcasting from being delayed, while active;
Ice Barrier should be the default choice in Normal/Heroic difficulty
raiding because it can be used to absorb huge bursts of damage (which you
will take during most encounters).
Flameglow is not as powerful as Ice Barrier, but it provides its
shield passively, which may be more suited to the occasional player.
Temporal Shield is a very good survival cooldown, but only take it
when you actually plan on using it (for bypassing encounter mechanics, for
example).
4. Tier 3 Talents↑top
Tier 3 talents have been designed with crowd control in mind. Whichever talent you will choose will depend on the encounter, but we think that these talents are mostly for PvP and will be most often be irrelevant in PvE. You have the choice between:
Ring of Frost, which summons a 10-yard ring that lasts for 10 seconds and
that freezes, for 10 seconds, enemies entering it (up to a maximum of 10 enemies);
Ice Ward, which causes all enemies within 10 yards of a friendly target
to become frozen for 5 seconds when the target is struck;
Frostjaw, which silences and freezes the target in place for 8 seconds.
5. Tier 4 Talents↑top
Tier 4 talents have been designed with survival in mind. You have the choice between:
Greater Invisibility, which improves
Invisibility,
giving it an instant effect and making you take 90% less damage while
Invisibility is active (and for 3 seconds after coming out of
Invisibility);
Cauterize, which causes an attack that would otherwise kill you to
instead bring you to 50% of your maximum health, after which you will burn for
40% of your maximum health over 6 seconds;
Cold Snap, which finishes the cooldown of your
Ice Block,
Frost Nova, and
Cone of Cold while also restoring 30% of your
maximum health.
Greater Invisibility is the best choice for Normal and Heroic raiding.
Combined with
Ice Block, it will enable you, on many occasions, to bypass
encounter mechanics and soak damage that would otherwise kill you.
Cauterize is more suited to occasional players who want a passive way
of preventing a death.
Cold Snap can be useful when you need
to use
Ice Block twice in quick succession (though you will still
get 30 second of
Hypothermia).
6. Tier 5 Talents↑top
Tier 5 talents provide you with abilities that will become an integral part of your rotation.
Nether Tempest deals damage over time to a target. Each time it ticks,
Nether Tempest also deals half the damage to a random target within 10 yards.
Living Bomb deals damage over time to a target. When it expires or the
target dies, Living Bomb also deals damage to up to 3 other targets within 10 yards.
Living Bomb cannot be applied on more than 3 enemies.
Frost Bomb deals delayed damage to a target, also dealing half of that damage
to all other targets within 10 yards. In addition, affected targets are slowed by 70% for 2
seconds.
In Patch 5.2,
Nether Tempest was your Tier 5 talent of choice in
all situations.
In Patch 5.3,
Living Bomb was changed significantly, and we need to
wait for a few days to see how the talent will fare in raids before giving you
valid advice
(there was no raid testing for Patch 5.3, so there has been no testing of these
changes in a raid environment). That said, Simulation Craft currently values
Living Bomb slightly higher than
Nether Tempest for single-target.
7. Tier 6 Talents↑top
Tier 6 talents are mana management talents. All of them are viable.
Invocation removes the cooldown of
Evocation. After
completing an Evocation, you gain
Invoker's Energy, which lasts 1 minute
and increase your spell damage by 15%. While Invoker's Energy is active, you
passively regenerate 50% less mana.
Rune of Power summons a rune which causes you, when standing in it, to
regenerate 75% more mana and to deal 15% increased spell damage. This spell
replaces
Evocation and the rune that it summons disappears after 1
minute.
Incanter's Ward places an absorption shield on you for 8 seconds. When
the shield disappears, you gain up to 15% increased spell damage for 25 seconds
and you restore up to 18% mana. The strength of the effect depends on the amount
of damage that was absorbed. The effect is maximised when the shield disappears
because it has been entirely consumed. If the shield disappears because the 8 seconds
have run out, then you will only get a fraction of the effect.
Rune of Power is the only viable Tier 6 talent for Arcane Mages. This makes
it very hard for Arcane to be competitive in Tier 15. Indeed, there is a lot of
movement in each of the fights, so your goal is to optimise your positioning so that
you move as little as possible.
8. Major Glyphs↑top
None of your major glyphs will be mandatory. Some will increase your DPS in very specific situations, others will improve your survivability or make some spells more useful.
DPS-increasing glyphs are listed below.
Glyph of Arcane Power doubles the duration and cooldown of
Arcane Power. You should take this glyph when you have
the Tier 15 2-piece
bonus because it allows you to line up Arcane Power with
Alter Time,
making it benefit from
Time Lord (the buff provided by the Tier 15
2-piece bonus) for its entire 30-second duration.
Glyph of Mana Gem will grant you more Mana Gems, which means more mana and more DPS, in long fights.
Glyph of Arcane Explosion increases the radius of
Arcane Explosion by 5 yards. It
can be useful in AoE situations with a large number of enemies that are not stacking.
The other potentially useful major glyphs are listed below.
Glyph of Blink increases the distance you travel with
Blink by 5 yards.
Glyph of Counterspell grants the ability to cast
Counterspell
while channeling or casting another spell, at the expense of increasing its cooldown
by 4 seconds. This glyph will be beneficial every time you will be on interrupt
duty.
Glyph of Evocation adds a self-healing component to
Evocation
and
Rune of Power. This will be a default major glyph when none of the
others can provide anything useful for the encounter(s) you are progressing
on.
Glyph of Ice Block causes
Frost Nova to be automatically cast,
at no mana cost, when
Ice Block terminates, after which time you
are granted a 3-second immunity against all spells.
Glyph of Remove Curse is not a damage-increasing glyph, as one might
think when first reading the tooltip. It provides a temporary damage boost
that almost compensates for sacrificing a global cooldown to cast
Remove Curse.
Glyph of Slow causes
Arcane Blast to apply
Slow on your
target, but only if no other target is currently afflicted by your
Slow.
9. Minor Glyphs↑top
Among the other minor glyphs, two might be of interest.
Glyph of Loose Mana restores your Mana Gem mana over time, which
makes you stay longer at full mana (this equates to more DPS as an Arcane
Mage).
Glyph of Momentum will allow you to blink in the direction where you
are going. It can be very useful if you are moving sideways and want to keep
facing the boss.
10. Changelog↑top
- 20 May 2013: Patch 5.3 update: need to wait for a few days before updating Tier 5 talent recommendations.
Updated explanations for
Incanter's Ward. - 20 May 2013: Updated Tier 1 talent explanations following further testing from Blatty (
Ice Floes is viable). - 17 Apr. 2013: Update after Blatty's review of the guide.
- Improved advice for choosing your Tier 1, 2, 4, 5, and 6 talents.
- Improved advice for choosing your Major Glyphs.
- 01 Apr. 2013: Improved conditions for choosing
Blazing Speed,
Ice Barrier,
and
Invocation. - 07 Mar. 2013: Patch 5.2 update.
- Rewrote explanations for Tier 1 talents, as
Scorch has been replaced with
Blazing Speed.
Ice Floes' cooldown has been reduced to 45 seconds.- Rewrote explanations for Tier 2 talents, as
Flameglow has replaced
Blazing Speed. - Modified description of
Invocation to reflect the changes from 5.2.
Rune of Power now increases mana regeneration by 75% (was 100%).
Glyph of Evocation restores less health than previously.- Glyph of Fire Blast was removed from the game.
Mirror Images now deal 50% more damage with Frostbolt, rendering the glyph useless.
- Rewrote explanations for Tier 1 talents, as
