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Arcane Mage
Mirrors the current rank-1 Sinister Single parse — every slot is what the best Arcane Mage actually wears.
Simulated DPS on the best-in-slot profile below, five-minute patchwerk. Compare every spec →
Hero tree: Sunfury
Stat priority: Critical Strike > Haste > Versatility > Mastery
Content: Raid
How it plays
- Arcane Missiles is both what you press most and where the damage comes from: 35% of it, at roughly 16 casts a minute.
- Damage is concentrated — the top three abilities are 79% of it, so protecting those casts matters more than squeezing the filler.
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.
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
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Sunfury · 13 points
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Arcane · 32 points
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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.
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.
Priority
Arcane Barrage at four charges, as ever — it cleaves.- Arcane Explosion above three targets to build instead of
Arcane Blast.
Arcane Missiles still takes every Clearcasting.
Arcane Orb through the pack to rebuild.
Cooldowns
- Unchanged.
Touch of the Magi then
Arcane Surge, with the pack already gathered.
- Arriving at
Touch of the Magi without four charges wastes most of it. Build first, press second.
Openers
Single target
Arcane Blast to four charges.
Touch of the Magi, then
Arcane Surge.
Arcane Barrage to cash out inside the debuff.- 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.
| Ability | Share | |
|---|---|---|
| Arcane Missiles | 34.5% | |
| Prismatic Bolt | 26% | |
| Arcane Barrage | 18.4% | |
| Touch of the Magi | 6.4% | |
| Meteorite | 5.4% | |
| Arcane Orb | 3.1% | |
| Arcane Blast | 2.6% | |
| Arcane Phoenix | 2% | |
| Arcane Surge | 0.7% | |
| Arcane Assault | 0.5% |
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.
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
- 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.
- 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).
- 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.
- 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.
- 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.
- 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.
- Head — Errant Scrollsage's Hood instead of Venomkeeper's Horrific Cowl
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.