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Arcane Mage

Mirrors the current rank-1 Sinister Single parse — every slot is what the best Arcane Mage actually wears.

117,984 1 target
167,566 2 targets · 42%
216,819 3 targets · 84%
301,171 5 targets · 155%

Simulated DPS on the best-in-slot profile below, five-minute patchwerk. Compare every spec →

The short version

Hero tree: Sunfury
Stat priority: Critical Strike > Haste > Versatility > Mastery
Content: Raid

How it plays

Measured on the reference parse below, not a description of the spec — so it changes when the tuning does.

Stat priority

Critical Strike > Haste > Versatility > Mastery

These are not weights pulled from a spreadsheet — they are the live ratings on the reference character this build is taken from, so the order reflects what the best-performing Arcane Mage is actually stacking right now.

SECONDARIES Critical Strike
Critical Strike36%
Haste28%
Versatility20%
Mastery16%

Source: 凜冽寒风 — the log. Rank 1 Arcane Mage on Sinister Single (Dummy Dome), avg ilvl 335.

Talent build

Laid out exactly as the in-game talent UI draws it, hero tree Sunfury. Lit nodes and gold lines are the path this build takes; everything dimmed was passed over. Hover any node for what it does.

Mage · 34 points

Prismatic BarrierShields you with an arcane force, absorbing $<shield> damage and reducing magic damage taken by for . The duration of harmful Magic effects against you is reduced by .
Alter TimeAlters the fabric of time, returning you to your current location and health when cast a second time, or after ${+} sec. Effect negated by long distance or death.
Ice BlockEncases you in a block of ice, protecting you from all attacks and damage for , but during that time you cannot attack, move, or cast spells. While inside Ice Block, you heal for ${*10}% of your maximum health over the duration. Causes Hypothermia, preventing you from recasting Ice Block for .
Time WalkAlter Time resets the cooldown of Blink and Shimmer when you return to your original location.
Choice node
1/2 Master of TimeReduces the cooldown of Temporal Realignment by ${/-1000} sec.
2/2 Winter's ProtectionThe cooldown of Ice Block is reduced by ${/-1000} sec.
Frost ConditioningHypothermia's duration is reduced by ${-/1000} sec.
2/2 Arcane WardingReduces magic damage taken by .
Inspired IntellectArcane Intellect grants you an additional Intellect.
Mirror ImageCreates copies of you nearby for , which cast spells and attack your enemies. While active, you generate significantly reduced threat. Taking direct damage will cause one of your images to dissipate.
SpellstealSteals all beneficial magic effects from the target. These effects lasts a maximum of 2 min.
Not taken
Quick WittedCounterspell's cooldown is reduced by ${-/1000} sec.
SupernovaPulses arcane energy around the target enemy or ally, dealing Arcane damage to all enemies within yds, and knocking them upward. A primary enemy target will take increased damage.
Choice node
Remove CurseRemoves all Curses from a friendly target. If any Curses are successfully removed, you deal % additional damage for .
Not taken
2/2 Improved ConjurationMirror Image's cooldown is reduced by ${-/1000} sec.
Improved SpellstealSpellsteal repeats its effect after , but it now has a cooldown of ${/1000}.1 sec.
Not taken
ShimmerTeleports you yds forward, unless something is in the way. Unaffected by the global cooldown and castable while casting. Gain a shield that absorbs % of your maximum health for after you Shimmer.
Choice node
Improved CounterspellCounterspell prevents casting for an additional ${/1000}.1 sec.
Overflowing EnergyEach time your $?a137021[Arcane Barrage]?a137019[Fireball]?a137020[Frostbolt][Arcane Barrage, Fireball, or Frostbolt] fails to critically strike, it gains $?a137021[]?a137019[]?a137020[][]% increased critical strike chance. Critical strike bonus is removed when the affected spell critically strikes.
Improved Remove CurseCasting Remove Curse on a friendly target also casts it on yourself, but its cooldown is increased by ${/1000} sec.
Not taken
Greater InvisibilityMakes you invisible and untargetable for , removing all threat. Any action taken cancels this effect. Increases your movement speed by ${}% for .
Improved Frost NovaFrost Nova duration is increased by ${/1000} sec.
Choice node — not taken

Not taken
Captured ThoughtsThe duration of $?a137019[Hot Streak]?a137020[Brain Freeze][Clearcasting] is increased by ${/1000} sec.
Tome of RhoninIncreases critical strike chance by .
Improved WardingDamage taken from area of effect attacks reduced by .
Tome of AntonidasIncreases Haste by .
Incantation of SwiftnessGreater Invisibility increases your movement speed by for .
Not taken
Master of EscapeReduces the cooldown of Invisibility by ${-/1000} sec.
Charm of AegwynnThe critical strike damage of your spells is increased by .
BrainstormGaining $?a137021[Clearcasting]?a137020[Brain Freeze][Hot Streak] increases your Intellect by % for . Multiple instances may overlap.
Flow of TimeThe cooldowns of Blink and Shimmer are reduced by ${/-1000} sec.
Mana ConfluenceYour mana costs are reduced by ${-}%.
Not taken
Charm of MedivhYour Mastery is increased by .
Permafrost BaubleThe cooldown of Ice Block and Ice Cold are reduced by ${-/1000} sec.
Freezing ColdEnemies hit by Cone of Cold are frozen in place for instead of snared. When your roots expire or are dispelled, your target is snared by %, decaying over .
Choice node — not taken

Not taken
Time ManipulationThe cooldowns of your loss of control spells are reduced by ${-/1000} sec.
Not taken
Ring of FrostSummons a Ring of Frost for at the target location. Enemies entering the ring are incapacitated for . Limit 10 targets. When the incapacitate expires, enemies are slowed by % for .
Choice node — not taken

Not taken
Energized BarriersCasting your barrier removes all snare effects.
Mass InvisibilityYou and your allies within yards instantly become invisible for . Taking any action will cancel the effect. $?a415945[] [Does not affect allies in combat.]
Not taken
Barrier DiffusionWhen your Barrier is removed, reduce its cooldown by ${/1000} sec.
Ice ColdIce Block now reduces all damage taken by % for but no longer grants Immunity, prevents movement, attacks, or casting spells. Does not incur the Global Cooldown.
Spatial ManipulationShimmer gains an additional charge.
Choice node
Improved Prismatic BarrierPrismatic Barrier gains an additional charge and further reduces magic damage taken by .

Sunfury · 13 points

Spellfire SpheresCasting a damaging spell has a chance to conjure a Spellfire Sphere. While you're out of combat, you will slowly conjure Spellfire Spheres over time. $@spellicon448604 that ability $@spelldesc448604
Mana CascadeCasting Arcane Blast, Arcane Pulse, Arcane Barrage, or Prismatic Bolt grants you ${/10}.1% Haste for . Multiple applications may overlap.
Invocation: Arcane PhoenixWhen you cast Arcane Surge, summon an Arcane Phoenix to aid you in battle. $@spellicon448659 that ability Your Arcane Phoenix aids you for the duration of your Arcane Surge, casting random Arcane and Fire spells.
Burden of PowerArcane Blast damage increased by . Arcane Pulse damage increased by .
Glorious IncandescenceGenerating a Spellfire Sphere causes your next cast of Fire Blast to call down a storm of Meteorites on its target. $@spellicon449559 that ability $@spelldesc449559
Merely a SetbackThe bonuses provided by your Barrier spells persist at effectiveness for an additional after your Barrier is removed.
Choice node
Codex of the SunstridersWhen your Arcane Phoenix is summoned, it consumes all your Spellfire Spheres. Each Sphere consumed increases your spell damage during Arcane Surge by and causes your Arcane Phoenix to cast an exceptional Arcane or Fire spell over its duration.
Explosive PotentialAfter casting Arcane Surge, your next Shimmer will cause a Blast Wave at your previous location, dealing Fire damage, knocking enemies back yds, and slowing them by % for .
Choice node
PyrocosmEach wave of Arcane Missiles has a chance to summon a Meteorite. When a Meteorite lands, you have a chance to gain Clearcasting.
Savor the MomentWhen you cast Arcane Surge, its duration is extended by ${/1000}.1 sec for each Spellfire Sphere you have, up to ${/1000}.1 sec.
Choice node
Ashes of InspirationEach time your Phoenix casts a spell, gain stack of Mana Cascade. Exceptional spells grant additional :stacks;.
RondurmancyYour chance to generate a Spellfire Sphere is increased by . Spellfire Spheres grant an additional spell damage.
Spellfire SalvoArcane Salvo can stack additional times. Meteorite damage increased by .
Memory of Al'arWhen your Arcane Phoenix expires it empowers you, granting Arcane Soul for ${/1000}.1 sec. $@spellicon451038that ability: $@spelldesc451038

Arcane · 32 points

Arcane MissilesRequires Clearcasting Launches ${(/)+1} waves of Arcane Missiles at the enemy over , causing a total of ${(/)*} Arcane damage.
Concentrated PowerArcane Missiles channels faster.
Arcane SalvoEach wave of Arcane Missiles increases the damage of Arcane Barrage by %, up to ${*}%.
Improved ClearcastingClearcasting can stack up to additional times.
Refractive Images$<base>% of damage you would take is instead dealt over . Casting Mirror Image increases this effect to ${$<base>+}% for .
Not taken
Arcing CleaveFor each Arcane Charge, Arcane Barrage hits additional nearby :targets; for damage.
Arcane PulseA pulse of Arcane magic erupts from underneath your target, dealing Arcane damage to all enemies within yds. Damage reduced beyond targets. Generates Arcane :Charges; for each enemy struck.
Not taken
Arcane SurgeExpend all of your current mana to annihilate your enemy target and nearby enemies for up to ${**(/100+1)} Arcane damage based on Mana spent. Deals reduced damage beyond targets. For the next , your Mana regeneration is increased by % and spell damage is increased by %. Generates Clearcasting.
Arcane OrbLaunches an Arcane Orb forward from your position, traveling up to 40 yds, dealing Arcane damage to enemies it passes through. Grants 1 Arcane Charge when cast and every time it deals damage.
ReverberateArcane Pulse has a chance to repeat its explosion at effectiveness.
Not taken
SlipstreamArcane Missiles and Evocation can now be channeled while moving.
Choice node
Mana BombArcane Surge's damage is increased by an additional based on your mana spent.
Arcane FamiliarCasting Arcane Intellect summons a Familiar that attacks your enemies and increases your maximum mana by % for .
Charged OrbArcane Orb gains additional charge. Arcane Orb damage increased by .
IntuitionUpon reaching maximum stacks of Arcane Salvo, your next Arcane Barrage deals increased damage.
AmplificationArcane Missiles fires additional :missiles;.
Not taken
Touch of the MagiApplies Touch of the Magi to your current target, accumulating of the damage you deal to the target for , and then exploding for that amount of Arcane damage to the target and reduced damage to all nearby enemies. Generates Arcane Charges.
Energized FamiliarDuring Arcane Surge, your Arcane Familiar fires bolts instead of 1. Damage from your Arcane Familiar has a chance to restore % of your maximum mana.
Expanded MindCasting Arcane Blast or Arcane Pulse grants :stacks; of Arcane Salvo. Casting Arcane Orb grants :stacks; of Arcane Salvo. Casting Prismatic Bolt grants :stacks; of Arcane Salvo.
Consortium's BaubleReduces Arcane Blast's mana cost by and increases its damage by .
Arcane TempoYour Haste is increased by .
Aether AttunementArcane Missiles now damages ${} additional targets at effectiveness.
Not taken
Aegwynn's TechniqueCasting Touch of the Magi grants Clearcasting.
Choice node
ResonanceArcane Barrage deals increased damage per target it hits beyond the first.
Not taken
ImpetusArcane Blast generates an additional Arcane Charge.
Not taken
EvocationIncreases your mana regeneration by for .
Choice node — not taken

Not taken
EnlightenedArcane damage dealt is increased based on your current mana, up to % at full mana.
Focusing CrystalEach wave of Arcane Missiles has a chance to grant additional :stacks; of Arcane Salvo.
Illuminated ThoughtsClearcasting has a increased chance to proc.
Not taken
2/2 Prodigious SavantArcane Charges increase the damage of Arcane Blast and Arcane Barrage by an additional .
EurekaWhen a spell consumes Clearcasting, its damage is increased by .
2/2 Arcane SingularityArcane Salvo damage bonus increased by . $@spellicon1242974 that ability: Increases the damage of your next Arcane Barrage by %.
High VoltageEach wave of Arcane Missiles has a chance to grant you Arcane Charge. Arcane Missiles damage increased by .
Choice node
Overflowing InsightThe damage of Arcane Blast and Arcane Pulse are increased by , but their mana costs are increased by .
Not taken
Overpowered MissilesGaining Clearcasting has a chance to cause your next Arcane Missiles to be Overpowered, causing it to deal % increased damage, generate maximum stacks of Arcane Salvo, and strike additional :targets; at % effectiveness.
Orb MasteryCasting Arcane Orb fires additional Arcane :Orbs; at effectiveness.
Not taken
Orb BarrageArcane Barrage has a chance per stack of Arcane Salvo to launch an Arcane Orb in front of you at effectiveness.
4/4 Prismatic BoltArcane Barrage has a chance per stack of Arcane Salvo consumed to replace your next Arcane Blast with Prismatic Bolt. $@spellicon1295924 that ability $@spelldesc1295924
Choice node
Paste into the in-game talent UI to load this build exactly.

Rotation

Four Arcane Charges, then Arcane Barrage. The whole rotation is building to four and cashing out, over and over — and Clearcasting jumps the queue every time.

Single target Three or more targets

Priority

  • Arcane Barrage at four Arcane Charges. On Sunfury that is what spends the spheres.
  • Arcane Missiles on every Clearcasting — it is free and it is not worth banking.
  • Arcane Orb below two charges, to rebuild quickly.
  • Arcane Blast for everything else.

Cooldowns

  • Touch of the Magi first, then Arcane Surge into it — the debuff absorbs everything you do next.
  • Presence Of Mind at low charges to get back to four inside the window.
  • Evocation below 10% mana with Arcane Surge down, not as an emergency.
  • Arriving at Touch of the Magi without four charges wastes most of it. Build first, press second.

Openers

Single target

  1. Arcane Blast to four charges.
  2. Touch of the Magi, then Arcane Surge.
  3. Arcane Barrage to cash out inside the debuff.
  4. Rebuild with Arcane Orb and Arcane Blast, taking every Clearcasting.

Where the damage comes from

Measured on the reference log — a 300-second single-target parse. Worth comparing against the rotation above: the button you press most is rarely the one doing the most.

AbilityShare
Arcane Missiles34.5%
Prismatic Bolt26%
Arcane Barrage18.4%
Touch of the Magi6.4%
Meteorite5.4%
Arcane Orb3.1%
Arcane Blast2.6%
Arcane Phoenix2%
Arcane Surge0.7%
Arcane Assault0.5%

Source: Sinister Single, 300s.

Best in slot

The finished loadout, built by Pathfinder — the strongest item available for every slot, with the item level to chase and where it drops. 334 average item level across 16 slots, gathered from 3 places.

Venomkeeper's Horrific Cowl 334 · Myth 6/6 The Venomous Abyss — Ula'tek ✦ Empowered Hex of Leeching
Aqirbane Reliquary 334 · Myth 6/6 The Venomous Abyss — Ula'tek ◆ Powerful Eversong Diamond
Primal Leywarden's Manaflux 334 · Myth 6/6 The Venomous Abyss — The Lost Explorers ✦ Silvermoon's Mending
Adherent's Silken Shroud 331 · Spark Crafted +Myth Epic Profession Items — Tailoring
Crest of the Primal Leywarden 334 · Myth 6/6 The Venomous Abyss — Vashnik the Malignant ✦ Mark of the Worldsoul
Aetherlume Silken Cuffs 331 · Spark Crafted +Myth Epic Profession Items — Engineering
Jan'thrazet, the Soul Fang 334 · Myth 6/6 The Venomous Abyss — Ula'tek ✦ Acuity of the Ren'dorei
Spine of the Hissing Abyss 334 · Myth 6/6 The Venomous Abyss — Entombed Sentinels ✦ Acuity of the Ren'dorei
Arcane Mage 334 average item level
Primal Leywarden's Manashapers 334 · Myth 6/6 The Venomous Abyss — Entombed Sentinels ✦ Gloves Enchant (+3 Stamina)
Caustic Chain-Wrapped Sash 334 · Myth 6/6 The Venomous Abyss — Sszorak
Primal Leywarden's Tailored Legwraps 334 · Myth 6/6 The Venomous Abyss — Sszorak ✦ Sunfire Silk Spellthread
Nek'zali's Spiritwalkers 334 · Myth 6/6 The Venomous Abyss — Nek'zali the Soulcoiler ✦ Lynx's Dexterity
Apex Brute's Claw Ring 334 · Myth 6/6 The Venomous Abyss — Sszorak ✦ Nature's Fury◆ Flawless Quick Garnet
Vile Alchemist's Band 334 · Myth 6/6 The Venomous Abyss — Vashnik the Malignant ✦ Nature's Fury◆ Flawless Quick Garnet
Gebbo's Bottomless Bag 334 · Myth 6/6 The Venomous Abyss — The Lost Explorers
Wavecaller's Seastone 334 · Myth 6/6 The Tidebound Grotto — Nymrissa Wavecaller

Where to spend bonus rolls as Arcane Mage

A Voidcore pays out an item every time — the question is only whether it is one you wanted. For this build, in order:

Roll Sszorak — 3 of its 3 drops are on your list

Every roll here lands something on the list — this boss cannot miss. In The Venomous Abyss, it owes you waist, legs and ring 1.

Then Ula'tek — 3 of its 4 drops are on your list

75% of every roll here lands something on the list. In The Venomous Abyss, it owes you head, neck and main hand.

The general principles behind this — knockout protection, why finishing one boss beats spreading rolls, and the crests a roll quietly costs you — are in the bonus roll guide.

Week-by-week route

  1. Pre-season: the campaign, a world tour of Mythic 0s for a 292 loadout, and the weekly Spark quest. No Myth crests exist yet — bank the Spark.
  2. Week 1: farm +10 keys to a full Hero 3/6 (311) loadout and fill the vault. The first Myth crests arrive, so spend the banked Spark on Adherent's Silken Shroud. Every Hero crest goes into lifting pieces toward 6/6 (321).
  3. Week 2: first Voidcore — roll Sszorak, where 3 of 3 drops are on this list. Catalyse the set slots for the 4-set. Second Spark goes to Aetherlume Silken Cuffs.
  4. Weeks 3–6: one Voidcore a week down the order above — finish a boss before starting the next. Keep spending Hero crests; every slot should sit at 321 by about Week 6.
  5. Week 7 onward: two Voidcores a week (the vault and Orin Straylight). Roll Myth-track bases in the set slots, re-catalyse them, and take each to 6/6 for 80 Myth and 20 Hero crests.
  6. Late season: everything here caps at Myth 6/6 (334); this list has no end-boss item to chase past it.

The fast variant

Same stat priority, 1 slot moved. Pathfinder builds the list above for raw power and does not care how many bosses that takes; Slate prices the route as well, and takes an equal-strength item from a boss you are already farming over one that sends you somewhere new. It visits 3 places against the strongest list's 3, at the same average item level.

Errant Scrollsage's Hood 334 · Myth 6/6 The Venomous Abyss — The Lost Explorers ✦ Empowered Hex of Leeching
Aqirbane Reliquary 334 · Myth 6/6 The Venomous Abyss — Ula'tek ◆ Powerful Eversong Diamond
Primal Leywarden's Manaflux 334 · Myth 6/6 The Venomous Abyss — The Lost Explorers ✦ Silvermoon's Mending
Adherent's Silken Shroud 331 · Spark Crafted +Myth Epic Profession Items — Tailoring
Crest of the Primal Leywarden 334 · Myth 6/6 The Venomous Abyss — Vashnik the Malignant ✦ Mark of the Worldsoul
Aetherlume Silken Cuffs 331 · Spark Crafted +Myth Epic Profession Items — Engineering
Jan'thrazet, the Soul Fang 334 · Myth 6/6 The Venomous Abyss — Ula'tek ✦ Acuity of the Ren'dorei
Spine of the Hissing Abyss 334 · Myth 6/6 The Venomous Abyss — Entombed Sentinels ✦ Acuity of the Ren'dorei
Arcane Mage 334 average item level
Primal Leywarden's Manashapers 334 · Myth 6/6 The Venomous Abyss — Entombed Sentinels ✦ Gloves Enchant (+3 Stamina)
Caustic Chain-Wrapped Sash 334 · Myth 6/6 The Venomous Abyss — Sszorak
Primal Leywarden's Tailored Legwraps 334 · Myth 6/6 The Venomous Abyss — Sszorak ✦ Sunfire Silk Spellthread
Nek'zali's Spiritwalkers 334 · Myth 6/6 The Venomous Abyss — Nek'zali the Soulcoiler ✦ Lynx's Dexterity
Apex Brute's Claw Ring 334 · Myth 6/6 The Venomous Abyss — Sszorak ✦ Nature's Fury◆ Flawless Quick Garnet
Vile Alchemist's Band 334 · Myth 6/6 The Venomous Abyss — Vashnik the Malignant ✦ Nature's Fury◆ Flawless Quick Garnet
Gebbo's Bottomless Bag 334 · Myth 6/6 The Venomous Abyss — The Lost Explorers
Wavecaller's Seastone 334 · Myth 6/6 The Tidebound Grotto — Nymrissa Wavecaller

Load this into a plan

GearPath can load this build straight into a full season plan — the BiS list, the talents, and the route — then price it against the crests, sparks and vault choices you will actually earn, and tell you when the plan is impossible. Free while in open beta.

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