Arcane Mage DPS Rotation, Cooldowns, and Abilities — The War Within (11.2.5)
On this page, you will learn how to optimize the rotation of your Arcane Mage in both single-target and multiple-target situations. We also have advanced sections about cooldowns, procs, etc. in order to minmax your DPS. All our content is updated for World of Warcraft — The War Within (11.2.5).
If you were looking for Mists of Pandaria Classic content, please refer to our Mists of Pandaria Classic Arcane Mage rotation.
Arcane Mage Rotation
Welcome to our Rotation page for Arcane Mages. On this page you will find everything you need to know about actually playing the spec in PvE scenarios.
Each of the sections below explain the rotation for Arcane Mage at different target counts. Click the boxes to switch to the desired damage type.
Arcane Mage Rotation
The buttons below can be used to select between curated Single-Target and AoE/Mythic+ loadouts. You can also use the switches below to add or remove individual talents you may also be using. Keep in mind, talents which are always picked because they are either critical to the spec's function, required to path the tree, or just such large DPS boosts, will not have a checkbox below because they will be assumed picked.
Presets
Manual Selection
| Hero Talents | |
|---|---|
| Talent Selections, etc. | ||
|---|---|---|
Arcane Basic Rotation
Arcane is largely focused around a couple of key concepts:
- Use cooldowns quickly. This is important for almost all specs in the
        game, but Arcane really suffers when you sit on your cooldowns for a long time.
        Not only are you losing damage from not gaining the damage benefits from your
        cooldowns like  Arcane Surge, but your mana generation is directly tied
        to your cooldowns, further lowering your damage and making it much harder
        to remain at 4 Arcane Charges. Arcane Surge, but your mana generation is directly tied
        to your cooldowns, further lowering your damage and making it much harder
        to remain at 4 Arcane Charges.
- Staying at 4 Arcane Charges as long as possible to cast hard hitting
         Arcane Blasts and Arcane Blasts and Arcane Barrages, while ensuring
        you do not run out of mana until Arcane Barrages, while ensuring
        you do not run out of mana until Evocation is back up.
        This moves us onto the next point: Evocation is back up.
        This moves us onto the next point:
- Using  Arcane Barrage as much as possible when it does
        more damage or you can immediately gain Arcane Charges back, to avoid going
        out of mana while still keeping up high damage abilities, while avoiding
        low damage Arcane Barrages. Arcane Barrage as much as possible when it does
        more damage or you can immediately gain Arcane Charges back, to avoid going
        out of mana while still keeping up high damage abilities, while avoiding
        low damage Arcane Barrages.
This leads us to the following basic rotation:
- Cast  Evocation into Evocation into Arcane Surge into Arcane Surge into Touch of the Magi when all 3 are ready. Touch of the Magi when all 3 are ready.
- If only  Touch of the Magi is ready, but not the other 2, cast
        Touch of the Magi. You can do this once in-between each Evocation +
        Arcane Surge usage. Touch of the Magi is ready, but not the other 2, cast
        Touch of the Magi. You can do this once in-between each Evocation +
        Arcane Surge usage.
- Cast  Arcane Missiles when you have Arcane Missiles when you have Clearcasting
        and you do not have Clearcasting
        and you do not have Nether Precision. Nether Precision.
- Cast  Arcane Barrage in any of the following scenarios: Arcane Barrage in any of the following scenarios:- You have  Intuition. Intuition.
- You have
                 Glorious Incandescence (the proc after Glorious Incandescence (the proc after Burden of Power). Burden of Power).
- You have  Arcane Orb ready. Arcane Orb ready.
- You are out of mana.
 
- You have 
- Cast  Arcane Blast as your filler. On multiple targets,
        cast Arcane Blast as your filler. On multiple targets,
        cast Arcane Explosion as your filler until 3 Arcane Charges, then Arcane Blast. Arcane Explosion as your filler until 3 Arcane Charges, then Arcane Blast.
If you feel like you have a good understanding of the basics, we recommend checking out the other tabs for the full single-target and AoE rotations.
Single-Target Rotation for Arcane Mage
The rotation of an Arcane Mage is outlined in the following priority list. First, you go into a specific sequence of spells to activate your cooldowns, followed by a priority list.
Opener / Cooldown Sequence
You should go into the Cooldown Sequence whenever  Evocation,
 Evocation,  Arcane Surge
and
 Arcane Surge
and  Touch of the Magi are ready.
 Touch of the Magi are ready.
The opener consists of a very specific sequence of spells into a standard priority system. The same sequence below applies any time you have your cooldowns ready, not just the opener.
- Cast  Evocation, for Evocation, for Clearcasting and the Intellect buff. Clearcasting and the Intellect buff.
- Cast  Arcane Missiles, consuming the Arcane Missiles, consuming the Clearcasting from Evocation and granting Clearcasting from Evocation and granting Nether Precision; Nether Precision;
- Activate any on-use items that provide stat increases, like  Araz's Ritual Forge. Araz's Ritual Forge.
- Activate any on-use Racials that provide stat boosts, like  Berserking or Berserking or Blood Fury. Blood Fury.
- Cast  Arcane Surge; Arcane Surge;
- If you have 4 Arcane Charges, cast  Arcane Barrage.
This will not be the case in the opener, but later in the fight, you will
do this sequence while on 4 Arcane Charges; Arcane Barrage.
This will not be the case in the opener, but later in the fight, you will
do this sequence while on 4 Arcane Charges;
- Cast  Touch of the Magi. If this is
after Arcane Barrage, make sure you cast it while Arcane Barrage is traveling
towards the target. Due to Touch of the Magi being off the global
cooldown, it should apply before Arcane Barrage reaches the target. Touch of the Magi. If this is
after Arcane Barrage, make sure you cast it while Arcane Barrage is traveling
towards the target. Due to Touch of the Magi being off the global
cooldown, it should apply before Arcane Barrage reaches the target.
This marks the end of the specific opener/cooldown sequence. After this, follow the priority list below:
Arcane Mage Priority List
- Go into the cooldown sequence above whenever  Evocation, Evocation, Arcane Surge
and Arcane Surge
and Touch of the Magi are ready; Touch of the Magi are ready;
- Cast  Arcane Barrage if Arcane Barrage if Arcane Tempo
    would expire before you can finish your next cast. Arcane Tempo
    would expire before you can finish your next cast.
- Cast  Shifting Power whenever it is ready and none of your cooldowns
are currently active: Shifting Power whenever it is ready and none of your cooldowns
are currently active: Arcane Surge, Arcane Surge, Arcane Soul, Arcane Soul, Siphon Storm (the buff from Siphon Storm (the buff from Evocation) or Evocation) or Touch of the Magi; Touch of the Magi;
- During  Arcane Soul
(the buff you get after Arcane Soul
(the buff you get after Arcane Surge ends), cast Arcane Surge ends), cast Arcane Barrage. Arcane Barrage.
- Cast  Arcane Missiles when you have Arcane Missiles when you have Clearcasting, and you do not
have Clearcasting, and you do not
have Nether Precision, OR you have 3 Clearcasting stacks. Nether Precision, OR you have 3 Clearcasting stacks.
- You should interrupt  Arcane Missiles by casting Arcane Missiles by casting Arcane Blast
    as soon as your global cooldown is over. Arcane Blast
    as soon as your global cooldown is over.
- Cast  Arcane Orb when available and you have less than 3 Arcane Charges; Arcane Orb when available and you have less than 3 Arcane Charges;
- Cast  Arcane Blast if you have Arcane Blast if you have Leydrinker. Leydrinker.
- Cast  Arcane Barrage into Arcane Barrage into Touch of the Magi if Touch of the Magi is ready, Touch of the Magi if Touch of the Magi is ready, Arcane Surge is not ready in the next 45 seconds, and you have
    4 Arcane Charges. Arcane Surge is not ready in the next 45 seconds, and you have
    4 Arcane Charges.
- Cast  Arcane Barrage in any of the following
    situations: Arcane Barrage in any of the following
    situations:- You have  Intuition. Intuition.
- You have  Glorious Incandescence (the proc after Glorious Incandescence (the proc after Burden of Power). Burden of Power).
 
- You have 
- Cast  Arcane Blast as your filler. Arcane Blast as your filler.
- Cast  Arcane Barrage if you are out of Mana. Arcane Barrage if you are out of Mana.
Multi-Target Rotation for Arcane Mage
The AoE rotation for Arcane Mage
is relatively similar to the single-target rotation. You can be a bit more
aggressive with  Arcane Barrage usage, generally dumping your charges
whenever you have any way to get back Arcane Charges, like
 Arcane Barrage usage, generally dumping your charges
whenever you have any way to get back Arcane Charges, like  High Voltage,
 High Voltage,
 Arcane Orb or
 Arcane Orb or  Intuition.
 Intuition.  Arcane Explosion is used
minimally, only on low Arcane Charges while
 Arcane Explosion is used
minimally, only on low Arcane Charges while  Arcane Blast has a very slow
cast time.
 Arcane Blast has a very slow
cast time.
When to do AoE Rotation as an Arcane Mage
Most of the AoE rotation already applies as low as on 2 targets. This is because the rotation is mostly a cleave based rotation, while gaining single target damage out of it. This makes it so that even for priority DPS, doing your AoE rotation is already worth it on 2 targets.
Arcane Mage AoE Opener/Burst Sequence
You should go into the Burn Phase sequence when  Evocation,
 Evocation,  Arcane Surge
and
 Arcane Surge
and  Touch of the Magi are ready.
 Touch of the Magi are ready.
The opener consists of a very specific sequence of spells into a standard priority system. The same sequence below applies to any burn phase, not just the opener.
- Cast  Evocation, for Evocation, for Clearcasting and the Intellect buff. Clearcasting and the Intellect buff.
- Cast  Arcane Missiles, consuming the Arcane Missiles, consuming the Clearcasting from Evocation and granting Clearcasting from Evocation and granting Nether Precision; Nether Precision;
- Activate any on-use items that provide stat increases, like trinkets or  Araz's Ritual Forge. Araz's Ritual Forge.
- Activate any on-use Racials that provide stat boosts, like  Berserking or Berserking or Blood Fury. Blood Fury.
- Cast  Arcane Surge; Arcane Surge;
- If you have 4 Arcane Charges, cast  Arcane Barrage.
This will not be the case in the opener, but later in the fight, you will
do this sequence while on 4 Arcane Charges; Arcane Barrage.
This will not be the case in the opener, but later in the fight, you will
do this sequence while on 4 Arcane Charges;
- Cast  Touch of the Magi. If this is
after Arcane Barrage, make sure you cast it while Arcane Barrage is traveling
towards the target. Due to Touch of the Magi being off the global
cooldown, it should apply before Arcane Barrage reaches the target. Touch of the Magi. If this is
after Arcane Barrage, make sure you cast it while Arcane Barrage is traveling
towards the target. Due to Touch of the Magi being off the global
cooldown, it should apply before Arcane Barrage reaches the target.
This marks the end of the specific opener/burn sequence. After this, follow the priority list below:
Arcane Mage AoE Priority List
- Go into the cooldown sequence above whenever  Evocation, Evocation, Arcane Surge
and Arcane Surge
and Touch of the Magi are ready; Touch of the Magi are ready;
- Cast  Arcane Barrage if Arcane Barrage if Arcane Tempo
    would expire before you can finish your next cast. Arcane Tempo
    would expire before you can finish your next cast.
- Cast  Shifting Power whenever it is ready and none of your cooldowns
are currently active: Shifting Power whenever it is ready and none of your cooldowns
are currently active: Arcane Surge, Arcane Surge, Arcane Soul, Arcane Soul, Siphon Storm (the buff from Siphon Storm (the buff from Evocation) or Evocation) or Touch of the Magi; Touch of the Magi;
- During  Arcane Soul
(the buff you get after Arcane Soul
(the buff you get after Arcane Surge ends), cast Arcane Surge ends), cast Arcane Barrage. Arcane Barrage.
- Cast  Arcane Missiles when you have Arcane Missiles when you have Clearcasting, and you do not
have Clearcasting, and you do not
have Nether Precision, OR you have 3 Clearcasting stacks. Nether Precision, OR you have 3 Clearcasting stacks.
- You should interrupt  Arcane Missiles by casting Arcane Missiles by casting Arcane Blast
    as soon as your global cooldown is over. Arcane Blast
    as soon as your global cooldown is over.
- Cast  Arcane Orb when available and you have less than 3 Arcane Charges; Arcane Orb when available and you have less than 3 Arcane Charges;
- 
Cast  Arcane Blast if you have Arcane Blast if you have Leydrinker. Leydrinker.
- Cast  Arcane Barrage into Arcane Barrage into Touch of the Magi if Touch of the Magi is ready, Touch of the Magi if Touch of the Magi is ready, Arcane Surge is not ready in the next 45 seconds, and you have
    4 Arcane Charges. Arcane Surge is not ready in the next 45 seconds, and you have
    4 Arcane Charges.
- Cast  Arcane Barrage in any of the following situations: Arcane Barrage in any of the following situations:- You have  Intuition. Intuition.
- You have 4 Arcane Charges and
             Arcane Orb is ready and you have 2 stacks of Arcane Orb is ready and you have 2 stacks of Nether Precision. Nether Precision.
- You have  Glorious Incandescence (the proc
            after Glorious Incandescence (the proc
            after Burden of Power). Burden of Power).
 
- You have 
- Cast  Arcane Explosion whenever you have no Arcane Charges. Arcane Explosion whenever you have no Arcane Charges.
- Cast  Arcane Blast as your filler. Arcane Blast as your filler.
- Cast  Arcane Barrage if you are out of Mana. Arcane Barrage if you are out of Mana.
Tier Bonus Rotation Changes
The tier set provides different bonuses depending on your Hero Spec:
 Sunfury: Sunfury:- 
                 Mage Sunfury 11.2 Class Set 2pc — Mage Sunfury 11.2 Class Set 2pc — Spellfire Spheres
                spell damage bonus increased by 1.0%. Spellfire Spheres
                spell damage bonus increased by 1.0%. Mana Cascade now grants
                an additional 0.5% Haste per stack. Mana Cascade now grants
                an additional 0.5% Haste per stack.
 Mage Sunfury 11.2 Class Set 4pc — Exceptional spells cast
                by your Phoenix adds an additional 0.5 sec to the duration of your
                next Mage Sunfury 11.2 Class Set 4pc — Exceptional spells cast
                by your Phoenix adds an additional 0.5 sec to the duration of your
                next Arcane Soul. When your Phoenix expires, it empowers you even
                further, granting Lesser Time Warp, which grants Haste, and increased spell damage for 10 sec. Arcane Soul. When your Phoenix expires, it empowers you even
                further, granting Lesser Time Warp, which grants Haste, and increased spell damage for 10 sec.
 
- 
                
 Spellslinger: Spellslinger:- 
                 Mage Spellslinger 11.2 Class Set 2pc — Mage Spellslinger 11.2 Class Set 2pc — Arcane Blast
                damage increased by 12% and Arcane Blast grants 1 stack of Arcane Blast
                damage increased by 12% and Arcane Blast grants 1 stack of Arcane Harmony.
                Direct Splinter damage has a 25% chance to grant a stack of Arcane Harmony. Arcane Harmony.
                Direct Splinter damage has a 25% chance to grant a stack of Arcane Harmony.
 Mage Spellslinger 11.2 Class Set 4pc — Splinter damage
                increased by 8%. Mage Spellslinger 11.2 Class Set 4pc — Splinter damage
                increased by 8%. Arcane Orb has a 100% chance to grant a stack
                of Arcane Orb has a 100% chance to grant a stack
                of Arcane Harmony, up to 8 times. Upon reaching 20 stacks of
                Arcane Harmony, gain Arcane Harmony, up to 8 times. Upon reaching 20 stacks of
                Arcane Harmony, gain Intuition at 100% effectiveness. Intuition at 100% effectiveness.
 
- 
                
For  Sunfury, you do not make any decisions based on the tier set.
    However, it does cause the rotation to be faster, due to the additional haste
    from
 Sunfury, you do not make any decisions based on the tier set.
    However, it does cause the rotation to be faster, due to the additional haste
    from  Mana Cascade and Lesser Time Warp after
 Mana Cascade and Lesser Time Warp after  Arcane Soul.
    It also makes your Arcane Soul last longer, providing more mobility, making
    Arcane even better at doing damage while moving.
 Arcane Soul.
    It also makes your Arcane Soul last longer, providing more mobility, making
    Arcane even better at doing damage while moving.
For  Spellslinger, you will end up casting more
 Spellslinger, you will end up casting more  Arcane Barrages,
    as you will generate quite a few more
 Arcane Barrages,
    as you will generate quite a few more  Intuition procs due to the
    4-set. To account for this, whenever you are about to get your 20th stack
    of
 Intuition procs due to the
    4-set. To account for this, whenever you are about to get your 20th stack
    of  Arcane Harmony, you will want to queue up an
 Arcane Harmony, you will want to queue up an  Arcane Barrage
    immediately after your
 Arcane Barrage
    immediately after your  Arcane Blast, as the Arcane Blast
    will give you a guaranteed
 Arcane Blast, as the Arcane Blast
    will give you a guaranteed  Intuition from the 2 and 4-set bonuses.
    Just like with the
 Intuition from the 2 and 4-set bonuses.
    Just like with the  Sunfury, this will also make you more mobile
    due to the increased amount of Arcane Barrages.
 Sunfury, this will also make you more mobile
    due to the increased amount of Arcane Barrages.
Important Notes for Arcane Mage
Arcane Charges: Understanding Your Mana Pool
Arcane is unique among DPS specs, as it is one of the few who not only have to manage their Mana, but Mana itself is a key part of the spec identity. Arcane Charges are the main reason for this. Arcane Charges have the following effect:
- Increase the mana cost of  Arcane Blast by 100% per stack. Arcane Blast by 100% per stack.
- Increase the damage of  Arcane Blast by 60% per stack and reduce the cast time by 8% per stack. Arcane Blast by 60% per stack and reduce the cast time by 8% per stack.
- Increase the damage of  Arcane Barrage by 30% per stack. Arcane Barrage by 30% per stack.
- The above effects are further increased by your Mastery.
- Arcane Charges stack up to 4.
As you can tell, Arcane Charges have a significant impact on the damage of some of your key abilities, but it also makes Arcane Blast cost significantly more Mana. Due to this, simply spamming Arcane Blast while on 4 stacks of Arcane Charges will cause you to go out of Mana very fast.
To deal with this,  Arcane Barrage exists to drop your Arcane Charges
back to zero and make your
 Arcane Barrage exists to drop your Arcane Charges
back to zero and make your  Arcane Blast more affordable.
 Arcane Blast more affordable.
Having said that, because casting  Arcane Blast on low charges does
very little damage, you want to avoid casting those as much as possible. This
offers a unique challenge, where you try to limit your low stack Arcane Blasts
without running out of Mana and being completely unable to cast anything.
 Arcane Blast on low charges does
very little damage, you want to avoid casting those as much as possible. This
offers a unique challenge, where you try to limit your low stack Arcane Blasts
without running out of Mana and being completely unable to cast anything.
The main way we do this is by using other spells that do high damage and
then recouping our Mana during the time we are casting those spells. The biggest
factor for this is  Arcane Missiles. This does high damage, provides
various other beneficial effects, and costs a few seconds to cast, giving us
valuable time to regenerate our Mana. However, this is locked behind the
 Arcane Missiles. This does high damage, provides
various other beneficial effects, and costs a few seconds to cast, giving us
valuable time to regenerate our Mana. However, this is locked behind the  Clearcasting proc.
There are also other ways we can recoup some mana, for example,
casting
 Clearcasting proc.
There are also other ways we can recoup some mana, for example,
casting  Arcane Barrage into
 Arcane Barrage into  Arcane Orb into
 Arcane Orb into  Arcane Barrage
gives you a few precious seconds of mana regeneration without having to cast
these low-stack Arcane Blasts.
 Arcane Barrage
gives you a few precious seconds of mana regeneration without having to cast
these low-stack Arcane Blasts.  Intuition is another great way
to have a hard hitting Arcane Barrage while regenerating some mana.
As a
 Intuition is another great way
to have a hard hitting Arcane Barrage while regenerating some mana.
As a  Sunfury Arcane Mage, we also get
access to
 Sunfury Arcane Mage, we also get
access to  Glorious Incandescence.
 Glorious Incandescence.
Finally, our big mana regeneration tools are  Evocation, which fully
regenerates our Mana, and
 Evocation, which fully
regenerates our Mana, and  Arcane Surge, which, after fully draining
our Mana, grants us a very high amount of mana regen for some time,
during which we can cast anything we want without losing Mana.
 Arcane Surge, which, after fully draining
our Mana, grants us a very high amount of mana regen for some time,
during which we can cast anything we want without losing Mana.
Arcane Mage: Opening Sequence
At the start of the fight, simply pre-cast  Evocation and then
immediately go into the cooldown sequence.
Keep in mind entering raid combat resets your Arcane Charges, so if you plan
to use
 Evocation and then
immediately go into the cooldown sequence.
Keep in mind entering raid combat resets your Arcane Charges, so if you plan
to use  Arcane Orb (for example, on AoE), you wait until combat
has entered, or you will lose the stack gained from casting it.
 Arcane Orb (for example, on AoE), you wait until combat
has entered, or you will lose the stack gained from casting it.
Combat Assistant For Arcane Mage
Patch 11.1.7 introduced two new combat related functionalities, the Assisted Highlight, and the Single-Button Assistant. For a full overview on how to enable these features and all of their details, check out our Combat Assistant page.
The Assisted Highlight rotation is a relatively decent rotation, so following it can be a good way to learn the rotation, however, you are giving up around 20% damage to do so depending on your talents and hero talents.
The Single-Button assistant is more punishing, giving up another 5% damage compared to the Assisted Highlight, for a total of around 25%. However, it allows you to focus entirely on the dungeon / boss mechanics, which is very valuable.
Note that neither the Single-Button rotation nor the Assisted Highlight rotation
    will cast/highlight  Arcane Surge,
 Arcane Surge,  Evocation, racial cooldowns, or
    items, like trinkets, so you will have to use these manually.
 Evocation, racial cooldowns, or
    items, like trinkets, so you will have to use these manually.
Tips for using the Combat Assistant as Arcane Mage
- Make sure to use  Evocation into Evocation into Arcane Surge as
        close to on-cooldown as possible, while making sure Arcane Surge as
        close to on-cooldown as possible, while making sure Touch of the Magi is ready or nearly ready when you use them. Touch of the Magi is ready or nearly ready when you use them.
- Use your trinkets, potions, racial cooldowns (like  Berserking)
        or other on-use cooldowns during Berserking)
        or other on-use cooldowns during Arcane Surge. Arcane Surge.
- The Single-Button rotation will cast  Arcane Explosion
        when you are fighting 3 or more targets, so make sure you are positioning
        yourself correctly to hit all targets with it. Arcane Explosion
        when you are fighting 3 or more targets, so make sure you are positioning
        yourself correctly to hit all targets with it.
- It will also cast  Arcane Orb as part of its rotation,
        so make sure that you are facing in a way that will hit all targets,
        and not accidentally pull other targets with it. Arcane Orb as part of its rotation,
        so make sure that you are facing in a way that will hit all targets,
        and not accidentally pull other targets with it.
Changelog
- 05 Oct. 2025: Reviewed for Patch 11.2.5.
- 05 Sep. 2025: Updated default talent toggles slightly for Spellslinger.
- 10 Aug. 2025: Updated basic rotation to be more simple and slightly better DPS.
- 04 Aug. 2025: Updated best rotation based on 11.2 changes for both single-target and AoE, added tier rotation changes section.
- 17 Jun. 2025: Updated Combat Assistant damage gains/losses based on latest updated numbers.
- 15 Jun. 2025: Added Combat Assistant information and tips.
- 21 Apr. 2025: Reviewed for Patch 11.1.5.
- 02 Mar. 2025: Updated Arcane Barrage conditions slightly for High Voltage usage to be easier to understand and more consistent across different talent setups.
- 26 Feb. 2025: Updated Arcane Barrage usage slightly to ensure no dropping intuition/arcane tempo and make aoe rotation clearer on funnel vs pure aoe.
- 24 Feb. 2025: Updated for 11.1 changes: New default setup set to Spellslinger, updated rotation for new optimal rotation due to changes, split rotation into basic - medium - advanced.
- 15 Dec. 2024: Updated for Patch 11.0.7.
- 27 Oct. 2024: Updated rotation based on latest theorycrafting findings, primarily simplifying barrage usage for spellslinger, while being slightly more DPS.
- 23 Oct. 2024: Small modification to AoE rotation for spellslinger and added arcane tempo conditions to single-target rotation under advanced section.
- 22 Oct. 2024: Moved various parts of the rotation to advanced to provide a more approachable default rotation and fixed spellslinger rotation showing some sunfury lines.
- 21 Oct. 2024: Updated single-target and AoE rotations for both hero talents 11.0.5 changes. Added Spellslinger presets now that it is a more viable hero talent setup.
- 25 Sep. 2024: Updated AoE rotation to list target counts.
- 16 Sep. 2024: Updated rotation slightly for latest improvements.
- 11 Sep. 2024: Update AoE rotation slightly to move the Arcane Blast line during ToTM to spellslinger rotation, as Sunfury automatically does it already.
- 09 Sep. 2024: Separated the hero talent selector and updated the rotation to include more advanced lines as an optional checkbox. Rewrote arcane barrage usage to be easier to understand.
- 02 Sep. 2024: Updated rotation for the removal of Burden of Power double-dipping.
- 22 Aug. 2024: Slightly change priority on single target rotation to clarify you should use missiles before dumping Burden of Power if you have it, and some small readability improvements on AoE.
- 22 Aug. 2024: Update AoE rotation to clarify funnel vs AoE rotation usage.
- 21 Aug. 2024: Updated for The War Within.
- 26 Jul. 2024: Arcane in Arcane Tempo lines and slightly updated AoE rotation to make it more clear you always Arcane Barrage before Arcane Missiles with 4 charges. Further improved Nether Precision notes to apply more optimisations.
- 25 Jul. 2024: Add in Arcane Missiels interrupt conditions to the rotation, reorganized the burn phase into 2 separate parts, the initial burn phase sequence, into the priority list.
- 24 Jul. 2024: Clearcasting proc rates were changed on live, causing Arcane Blast to have 5% higher proc rate than Arcane Barrage. Updated rotation to incorporate this by removing the Arcane Barrage execute playstyle.
- 23 Jul. 2024: Updated for The War Within Pre-Patch.
- 07 May 2024: Reviewed for 10.2.7.
- 22 Apr. 2024: Reviewed for Season 4.
- 19 Mar. 2024: Reviewed for Patch 10.2.6. and fixed some typos and removed the "quiet movement" section as it was rather duplicate with other sections.
- 15 Mar. 2024: Remove no longer relevant Arcane Missiles clipping section.
- 15 Jan. 2024: Updated rotation with optimisations found.
- 06 Nov. 2023: Updated base rotation for 10.2, added season 3 tier set rotation, season 3 trinkets and other items to the rotation.
- 04 Sep. 2023: Reviewed for Patch 10.1.7
- 10 Jul. 2023: Updated rotation for the reworked Arcane.
- 09 May 2023: Updated rotation to include further 4-set optimisations.
- 01 May 2023: Updated rotation to include Season 2 tier optimisations.
- 20 Mar. 2023: Reviewed for Patch 10.0.7.
- 24 Jan. 2023: Reviewed for Patch 10.0.5.
- 18 Jan. 2022: Updated burst rotation based on latest theorycrafting and expanded on the AoE rotation.
- 13 Jan. 2022: Improve mana gem rotation and added talon usage.
- 13 Dec. 2022: Improve burn rotation slightly and add more clarity to end of the burn phase.
- 11 Dec. 2022: Added section explaining rotational changes due to the tier set.
- 30 Nov. 2022: Updated burst rotation slightly based on new theorycrafting.
- 28 Nov. 2022: Updated for Dragonflight launch.
- 24 Oct. 2022: Updated for Dragonflight pre-patch.
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This guide has been written by Dutchmagoz. Dutchmagoz has been playing Mage since 2009 and writing guides and theorycrafting since 2012, with many top 20-100 world kills and rank 1 parses under his belt. He is the owner of the official Mage Discord server Altered Time, where he is involved in Mage Theorycrafting and everything else Mage. You can reach out to him directly for questions or feedback about the guide there.
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