Playstyle & Rotation
- Use Potion / Trinkets
- Arcane Surge
- Arcane Missiles to build Arcane Salvo stacks
- Arcane Blast spam
- Touch Of The Magi when Arcane Surge has 5 seconds remaining
- Arcane Barrage spam during Arcane Soul
- Arcane Barrage if Arcane Soul is up
- Arcane Barrage if you have Clearcasting and Overpowered Missiles and 4 Arcane Charge
- Arcane Barrage if you have 25 Arcane Salvo stacks and 4 Arcane Charge
- Arcane Barrage if you have 4 Arcane Charge, Clearcasting ready and less than 16 stacks of Arcane Salvo
- Arcane Missiles if you have Clearcasting and less than 16 Arcane Salvo stacks
- Arcane Orb if you have less than 2 Arcane Charge
- Arcane Blast
- Arcane Barrage if you are out of mana
- Arcane Barrage if Arcane Soul is up
- Arcane Barrage if you have Clearcasting and Overpowered Missiles and 4 Arcane Charge
- Arcane Barrage if you have 25 Arcane Salvo stacks and 4 Arcane Charge
- Arcane Barrage if you have 4 Arcane Charge, Clearcasting OR Arcane Orb ready and less than 16 stacks of Arcane Salvo
- Arcane Missiles if you have Clearcasting and less than 16 Arcane Salvo stacks
- Arcane Orb if you have less than 2 Arcane Charge
- Arcane Blast
- Arcane Barrage if you are out of mana
- Arcane Blast
- Arcane Orb once
- Spam Arcane Blast until you reach 20 Arcane Salvo stacks
- Arcane Surge
- Touch Of The Magi
- Arcane Barrage
- Arcane Orb if you’ve just cast Arcane Barrage and have Clearcasting up
- Arcane Barrage if you have 20 Arcane Salvo stacks
- Presence Of Mind if you’ve just cast Arcane Barrage and don’t have Arcane Orb and Clearcasting ready
- Arcane Blast
- Arcane Barrage if you are out of mana
- Arcane Orb if you have 15 or less Arcane Salvo stacks
- Arcane Barrage if you have 20 Arcane Salvo stacks
- Presence Of Mind if you’ve just cast Arcane Barrage and don’t have Arcane Orb and Clearcasting ready
- Arcane Blast
- Arcane Barrage if you are out of mana
General Playstyle
Arcane Mage is all about building a massive Arcane Barrage through buff stacking and unloading as much damage as possible during your burst windows: Arcane Surge and Touch Of The Magi. Arcane Barrage is by far your highest damaging ability, but that does not mean you can cast it freely.
Sunfury
What primarily scales your Arcane Barrage damage is Arcane Missiles, which can only be cast when you have a Clearcasting proc. Each wave of Arcane Missiles grants 1 stack of Arcane Salvo, making Arcane Missiles extremely important.
Clearcasting procs are mostly random and can occur after any Arcane spell is cast, with a few exceptions. Arcane Surge, Touch Of The Magi, and Arcane Barrage during Arcane Soul each guarantee a Clearcasting proc.
Outside of that, there is no way to force or game them. Arcane Missiles also serve as an Arcane Charge generator, where all of the builds are casting Arcane Barrage if you have Clearcasting available and below 16 Arcane Salvo stacks, because it allows you to get your Arcane Charges back due to the talent High Voltage. Arcane Blast functions mainly as a Clearcasting fishing tool and a filler spell.
Spellslinger
All Spellslinger builds currently play Arcane Orb and talent into Orb Mastery, which makes Arcane Missiles useless. With this build, you should spend Arcane Orb only with Clearcasting procs, which makes it shoot out three Arcane Orb in total. Each Arcane Orb cast this way grants you two Arcane Salvo stacks.
Additionally, each Arcane Splinter you automatically fire (thanks to your Spellslinger hero talent tree) has a 25% chance to grant you one Arcane Salvo stack. The talent Polished Focus makes Arcane Barrage worth using only at 20 Arcane Salvo stacks. Therefore, your objective is to build up Arcane Salvo stacks with Arcane Orb (only if you have Clearcasting) and then use Arcane Barrage as soon as you reach 20 stacks.
Cooldowns
It’s extremely important to use Arcane Surge and Touch Of The Magi on cooldown and always together. Arcane Surge has a 1.5-minute cooldown, while Touch Of The Magi has a 45-second cooldown.
This timing allows for an extra use of Touch Of The Magi in between each Arcane Surge. The only time you would wait with pressing Touch Of The Magi is if you are playing Sunfury - you need to wait for Arcane Surge buff to have 5 seconds remaining so that Touch Of The Magi carries over to the Arcane Soul window as well.
However, if you are playing Spellslinger, you should just cast Touch Of The Magi right after Arcane Surge.
Mages typically refer to this as the “Big Burn” (when Arcane Surge and Touch Of The Magi are up together) and “Miniburn” (a standalone Touch Of The Magi). It is essential that you never delay the Miniburn Touch Of The Magi, as doing so will desync your cooldowns.
Defensives
Mage is, by default, the squishiest class in the game without using any defensives, but they also have access to some of the best defensives if used properly.
Prismatic Barrier: The most spammable Mage defensive. It places an absorb shield on you and has a 30-second cooldown by default, which can be reduced by 5 seconds with the talent Barrier Diffusion. As of Midnight, all Mage barriers are on a shorter GCD than your other abilities.
Ice Cold / Ice Ice Block: The biggest Mage defensive cooldown. Ice Block makes you immune but also prevents you from casting anything, whereas Ice Cold grants 70% damage reduction, is off the GCD, and allows you to cast spells while active. Most Mage players prefer Ice Cold for this reason. It is on a 3-minute cooldown by default, which can be reduced to 2.5 minutes if talented into Permafrost Bauble.
Alter Alter Time: One of the best Mage defensive cooldowns, but extremely difficult to use. The first time you press it, it snaps both your location and current health. Pressing it a second time teleports you back to the snapshotted location and health. Use this defense when you are about to take a big hit, then press it again to restore your health and position.