Arcane Mage DPS Uldir Raid Guide — Dragonflight 10.2.5
On this page, you will find tips, tricks, and strategies tailored to your Arcane Mage for each boss of the following raid: Uldir. All our content is updated for World of Warcraft — Dragonflight 10.2.5.
Disclaimer
This page will be a rough outline of the bosses and mechanics in Uldir. This page will focus primarily on how an Arcane Mage can optimize its performance on the raid bosses in Uldir, and not on an actual raid strategy for the bosses. Initially, this page will focus on Heroic mode and lower, however, as more bosses are being killed on Mythic, the guide will also include optimizations for Mythic bosses.
Arcane Mage in Uldir
Arcane Mages are looking to be a very strong pick in Uldir, due to their strong burst DPS, which is amplified on multiple bosses. This is mainly due to the bonus damage phases or strict DPS checks on certain mechanics. Additionally, there are no fights which Arcane truly struggles with, since none of the fights contain Arcane's main weakness, 2-target cleave.
Talent Cheatsheet
Taloc
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Rune of Power should only be used when you are very comfortable on the
encounter, as there are a lot of mechanics that can make good Rune of Power
usage very difficult.
Arcane Mage Playstyle on Taloc
The fight is comprised of two main mechanics,
Plasma Discharge and
Sanguine Static. Sanguine Static
targets a player in the raid and shoots 5 blood orbs towards the target. Be ready
to sidestep the projectiles when he finishes the cast. If you are not running
Slipstream, make sure you are not channeling
Evocation when
you are targeted with this spell, as it will knock you back and interrupt you.
A location to drop Plasma Discharge should be marked before the
fight begins. You should use
Blink (or
Shimmer, if you chose
the talent) to get out of the group and start dropping the blood. When you are
done dropping the blood, you can use
Displacement to get back into the
group. This mechanic is the main reason for picking
Slipstream, as it
allows you to still do some damage while dropping these debuffs off, if you get
any
Clearcasting procs. If Taloc has cast
Cudgel of Gore and his
weapon remains on the ground, do not stand between the boss and his weapon at
any time in Phase One or Phase Three.
In Phase 2, you begin your descent into the raid. Taloc goes immune to all damage and begins to spawn two sets of adds, so make sure that you do not use any big DPS cooldowns right before the boss enters Phase 2. Coalesced Blood is the Phase 2-exclusive add and must be prioritized over all other targets. Volatile Droplet will be soaked or burned down quickly as a secondary target.
M.O.T.H.E.R.
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Rune of Power is a lot better for DPS on this boss if you can pull it
off effectively, so it is advised that you practice with Rune of Power, only
changing to
Incanter's Flow if you end up having a lot of issues
with Rune of Power.
Arcane Mage Playstyle on M.O.T.H.E.R.
Effectively playing Arcane on M.O.T.H.E.R. is all about how effectively you can deal with the different abilities that force you to move a lot.
M.O.T.H.E.R is another 3-phase fight, split into three rectangular boss rooms. Each room is on a timer, based on when the boss enters. All players must pass through the barrier and reach the end to defeat M.O.T.H.E.R. before they are incinerated.
Each room has set mechanics. While the boss is in the first room, she will
cast Wind Tunnel and
Purifying Flame, and
once she enters the second room, she can cast
Uldir Defensive Beam.
Once she reaches the final room, she begins to take additional damage and the
fight ends quickly thereafter.
Wind Tunnel conjures a gust of wind in the room, which pushes you
towards zones of fire. On beta, you could stand against the wall where the boss
is tanked to avoid getting pushed into the fire. However, the assumption is that
this will be changed to no longer work on live. If this indeed does not work on
live, you can deal with this effectively by using
Shimmer early on when
the wind starts pushing you, and then waiting a couple of seconds and using
Displacement to get back to where you Shimmered from. This should allow
you to keep DPSing for the entire duration of the wind without ending up in the fire.
Purifying Flame creates several void zones beneath players that must be
moved from. You can use a stack of Shimmer on this, but make sure you check the
timer of Wind Tunnel, and hold on to the Shimmer if Wind Tunnel is coming soon.
The main fight mechanic revolves around Defense Grid. Everytime
players cross into the next room, the entire raid takes damage and adds spawn,
based on how many players crossed the threshold. If many players are crossing
over, make sure you preemptively cast
Prismatic Barrier, or if a huge
number of people are moving over at once, use
Greater Invisibility.
These adds are the top priority in this encounter. They must be stunned, interrupted, and knocked back until they are dead. If their cast completes, the raid will wipe. Depending on how many people move over at once, you should either burn them down one after the other, or AoE them down if there are 3 or more close to each other.
When the boss enters the last room, she will gain a 100% damage taken debuff. Because of this, you have to make sure that your DPS cooldowns and second potion are ready before entering this final room.
Fetid Devourer
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Arcane Mage Playstyle on Fetid Devourer
Fetid Devourer is a fight that Arcane Mages should excel on. This is due to the vulnerability phase, which Arcane Mage can exploit very well due to its high burst DPS. During the vulnerability phase, the boss will take increased damage from 50% onwards. If the boss is close to 50%, save your cooldowns to burn the boss.
The main boss casts very few abilities. Rotting Regurgitation is
a cone ability targeted at a random player, which must be dodged or you will take
a large amount of damage and have
Malodorous Miasma applied to you.
If you are afflicted with Malodorous Miasma, be it random or through the breath,
it will evolve into
Putrid Paroxysm, which is another debuff which
does substantially more damage in a short duration. If you have this debuff,
consider casting
Greater Invisibility, especially if it lines up with
Shockwave Stomp.
Shockwave Stomp (Heroic and up) is a raid-wide knockback, which pushes you
backwards a considerable distance. Make sure you watch for this timer before
using cooldowns, such as
Rune of Power. You can use
Shimmer while
mid-air from this knockback to return back to your original position.
Two adds will spawn from six waste disposal units at random. You can save
a stack of Rune of Power for these adds to quickly burn them down.
Make sure you have enough Mana when these adds spawn, so you can focus on
priority damage to them.
Zek'voz, Herald of N'Zoth
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There are a couple of choices that you can make in terms of talents. It
mostly comes down to what your raid needs extra help with. If your group has
trouble clearing the phase one Silithid Warriors, you can opt into
Reverberate (or
Nether Tempest, for a more hybrid approach).
Arcane Mage Playstyle on Zek'voz, Herald of N'Zoth
This encounter is split into three phases,
with a few basic mechanics that persist through the whole fight. The main
mechanic is Surging Darkness. This creates three zones of darkness
centering where the boss casted the ability. One zone will be safe for every
pulse. Make sure you have
Shimmer stacks available for this mechanic.
Phase 1 spawns many Silithid Warriors that fixate a target and can
be stunned and burned down effortlessly. Simply use Arcane Explosion on
them when they are clumped up until 4 Arcane Charges, and then use
Arcane Barrage, repeating until they are dead. If you talented into
Nether Tempest or
Arcane Orb, you should use them as described
on the Rotation page.
During Phase 1, players will be targeted with Eye Beam at random.
Players fixated by C'Thun's gaze will have a small indicator below them that will
show if they are standing close enough to cleave another player. Always avoid
having other players in your circle while being fixated and use a personal coolwdown,
such as
Prismatic Barrier.
Phase 2 is a priority damage phase. Three adds will spawn and begin
casting on players. These casters can be interrupted, stunned, CC'd, but not moved.
Counterspell should be used to interrupt them. The boss mechanic during this
phase casts
Roiling Deceit on a handful of players. These players
will take damage and then drop a cloud at their feet upon expiration. Get this
cloud out of the raid by using
Shimmer right before the debuff
expires, and then using
Displacement to get back to the group.
Phase 3 is the final phase of the fight. There will be no more adds or
previous Old God mechanics during this phase. Instead, the boss will spawn
Orb of Corruption around the boss room. These orbs must be soaked by
players. Players who soak the orb get a temporary damage increase and once the
buff times out, they will be mind controlled until killed. Mind controlled
targets must be silenced, stunned, or interrupted while they live. You should
soak one of these orbs while all your cooldowns are ready, so you can maximize
the DPS bonus from the orbs.
Vectis
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Arcane Mage Playstyle on Vectis
Vectis will begin the fight by casting Omega Vector on
a few party members. This debuff does not expire and will bounce from target to
target the entire fight. Everytime the debuff bounces, the player contracts one
stack of
Lingering Infection, which increases all nature damage taken.
While Omega Vector deals shadow damage, other fight mechanics deal nature damage.
During the "up phase", the boss will cast two abilities.
Contagion is a raid wide nature damage explosion and
Gestate stuns the target dealing shadow damage to all players
around the target and spawns and add. This add must be burned down immediately
or the healing absorb debuff it casts on the raid will be too much for your
healers. If you get this debuff, you should
Shimmer out of the group,
and
Displacement back into the group after you have spawned the add.
Vectis submerges and spawns Plague Bombs, which must be
soaked by players. During this phase, Vectis will also send out waves of blood
that must be sidestepped or the player will take a stack of
Lingering Infection. These waves of blood move quite quickly and
are hard to dodge if you are close to the submerged boss, so you should remain
relatively far away. If a Plague Bomb spawns close to the submerged boss, you
can soak this by using
Shimmer to get to it, and then casting
Ice Block to avoid getting hit by the waves of blood.
Zul, Reborn
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If you are very comfortable with the fight, you can run Rune of Power
to help burst down adds quicker. However, there are a lot of reasons that make
Rune of Power hard to use, especially if you are one of the main soakers for
Pool of Darkness, in which case
Incanter's Flow is a better option.
Additionally, you can run either
Resonance or Charged Up,
depending on if you need more priority DPS or more AoE DPS. The same choice
goes for
Touch of the Magi versus
Nether Tempest.
Arcane Mage Playstyle on Zul, Reborn
The main mechanic that Arcane Mages can handle is
Pool of Darkness (Heroic and up). Due to having both
Shimmer and
Displacement, we have a lot of mobility to get into the pools. You can
then use
Prismatic Barrier to reduce the damage taken from them, or
Greater Invisibility /
Ice Block if you are soaking these pools
at the same time
Dark Revelation or
Deathwish is happening.
There are three sets of adds that spawn in Phase 1.
Nazmani Bloodhexer spawn in packs of two and must remain separated.
Focus these first and kill them quickly. If your group runs a strategy in which
you crowd control these adds, you can use Polymorph on them when needed.
The second Bloodhexer may possibly cast
Congeal Blood; the add that
spawns from this cast is the only target that takes priority over the two
Bloodhexers. Bloodhexers can be hard CC'd, knocked back, stunned, and silenced,
as well as the add that they spawn. These adds are the ones you will most likely
want to use your DPS cooldowns on.
Nazmani Crusher is your second priority and Bloodthirsty Crawg are normally just burned down through passive cleave. The Crushers will spawn one at a time and the Crawgs will spawn four at a time. When there are no Nazmani Bloodhexers active, target the Crusher and cleave off of him.
Mythrax the Unraveler
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The choice between Rune of Power and
Incanter's Flow largely
depends on how comfortable you are with the encounter. You will want to
go the standard single-target DPS talents on this fight, however,
Resonance and
Reverberate can be considered if your group
has trouble killing the groups of adds.
Nether Tempest is a good
hybrid option if you want to add a bit more DPS to the groups of adds,
without giving up a lot of single-target DPS.
Arcane Mage Playstyle on Mythrax the Unraveler
This fight consists of a boss phase and an intermission phase. During the
boss phase, just be aware of any Annihilation stacks you have.
Clear them if they get too high, or if you are called to clear them using
Existence Fragments. You can limit the number of stacks you receive
by avoiding casts of
Obliteration Blast, which targets a random player
and shoots a laser at them, and its intermission counterpart,
Obliteration Beam. If you get
Imminent Ruin, simply
Shimmer when it is about to expire, and then use
Displacement
to get back.
At 75% Health, the boss moves into the middle of the room and takes 99% less
damage, so make sure you do not activate your DPS cooldowns when the boss is close
to 75% Health. During the intermission, two large N'raqi Destroyers spawn
and must stay separated while being burned down. Additionally, several players will be
targeted with Visions of Madness. Try to stay grouped so players can cleave
them down easily.
Counterspell any adds that are out of the main group.
Damage timings are very telegraphed during this fight. Raid-wide damage is
dealt after every mind control break, at the beginning of every intermission,
and also when Imminent Ruin expires. If any mechanics line up, or you
are afflicted with Imminent Ruin, be sure to use your
Greater Invisibility
or
Ice Block.
G'huun
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You can run Nether Tempest over
Touch of the Magi if you need
more add DPS during the first phase. Aside from that, a standard single-target
talent setup is recommended.
Arcane Mage Playstyle on G'huun
G'huun is the final boss of the raid. The encounter consists of an upstairs minigame portion, as well as three downstairs phases.
Arcane Mages are a decent choice (but by no means the best choice) for the
upstairs mini-game, as with the double Shimmer usage, they can get very far
along the platform to deliver the Power Matrix. So, if your group is lacking
Warriors, Monks and Demon Hunters, it is worth trying as an Arcane Mage.
Phase 1 is the add phase. Your focus in this phase is to cleave down all
units, but have at least one target ready to be focused down. The priority is
Blightspreader Tendril (Heroic and up), then
Cyclopean Terror, and finally Dark Young. Make sure all
casts during this phase are interrupted. The Dark Young add will cast an ability
called Dark Bargain in a circle around itself. If you take one stack,
you deal increased damage and healing but also take increased damage. If you get
a second stack, you will be mind controlled. You can coordinate with your
healers to get one stack of this for bonus DPS. You should make sure to line up
your DPS cooldowns for this buff. During this phase, G'huun will also
cast
Explosive Corruption on one random player. This player should
move to the edges of the room, so they do not infect any other members. This
ability will persist through the fight. You can simply
Shimmer out
right before it expires and use
Displacement to get back in.
When G'huun is forced from his lair, he stops stops spawning the
adds from the previous phase and brings new mechanics to the fight. Be sure to
spread to reduce stacks of Putrid Blood contracted from the
Wave of Corruption. A player will be targeted with
Blood Feast, rooting them to the ground. Stack up on that player to
remove all stacks of Putrid Blood. He will spawn a Gibbering Horror,
whose strength is increased by the amount of Putrid Blood stacks that were
removed. Focus this down when it is active and avoid being interrupted by
Mind-Numbing Chatter.
At 15%, the final phase begins. The upstairs mechanics end and the raid takes
a large amount of damage. Only two new mechanics are added to the phase, but you
are no longer able to remove Putrid Blood, so spreading is very
important.
Malignant Growth (Heroic and up) must be moved away from
if they spawn nearby. G'huun will also be casting
Gaze of G'huun, which will fear you if you face him, so make sure to
turn away right before it. If you have a
Clearcasting proc, you can
start the
Arcane Missiles channel before Gaze of G'huun finishes, and
turn around already, as your channel will not be interrupted from facing away.
Changelog
- 13 Jan. 2020: This page has been reviewed for the release of Patch 8.3 and no changes are necessary.
- 24 Jun. 2019: This page has been reviewed for the release of Patch 8.2 and no changes are necessary.
- 15 Apr. 2019: This page has been reviewed and no changes are necessary for the release of the Crucible of Storms raid.
- 10 Dec. 2018: This page has been reviewed for Patch 8.1 and no changes are necessary.
- 30 Aug. 2018: Added guides and talent recommedations for Heroic and Normal modes.
- 10 Aug. 2018: Added Arcane Mage Boss by Boss page (empty for now).
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This guide has been written by Dutchmagoz. Dutchmagoz is a Mythic raider in one of the top raiding guilds, Turtles and the owner of the Mage Discord server, Altered Time, where he is involved in all things Mage, and you can reach out to him directly for feedback or questions about the guide.
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