Recommended Raiding Build
Recommended Mythic+ Build
Boss specific recommendations and strategy:
Tier 1 (15)
AmplificationPassive Rule of ThreesPassive Arcane FamiliarInstant
Amplification: When clearcast, Arcane Missiles fires 1 additional missile.
Rule of Threes: When you gain your third Arcane Charge, the cost of your next Arcane Blast or Arcane Missiles is reduced by 100%.
Arcane Familiar: Summons a familiar that increases your mana by 10% and attacks enemies for 60 minutes.
Rule of Threes is the best choice here for both Single Target and most AoE, however when we get up to 10+ targets Arcane Familiar overtakes it.
Tier 2 (30)
Mana ShieldPassive ShimmerInstant SlipstreamPassive
Mana Shield: Prismatic Barrier no longer has a cooldown, but your mana is drained by 50% of the damage you take.
Shimmer: Replaces blink and gives an additional charge, is not on the global cooldown and can be used while casting.
Slipstream: Evocation can be cast while moving, clearcasting also allows you to move while casting Arcane Missiles.
Most of the time Shimmer is your best choice as it offers the most freedom and uptime, however there are situations you can play Slipstream to not lose uptime.
Tier 3 (45)
Incanter's FlowPassive Mirror ImageInstant Rune of Power1.5 sec cast
Incanter’s Flow: Increases your damage between 4% and 20%, cycling every 10s.
Mirror Image: Create 3 copies of yourself that deals damage for 40 seconds. Does not deal enough damage for it to be used.
Rune of Power: Place a rune on the ground for 10s which increases your spell damage by 40% while standing within 8 yards, 2 charges.
Arcane is a burst spec which means Rune of Power is the default choice, Incanter’s Flow could be used for extreme movement fights or if you are less comfortable with rune.
Tier 4 (60)
ResonancePassive Charged UpInstant SupernovaInstant
Resonance: Arcane Barrage deals 10% increased damage per target it hits.
Charged Up: Immediately grants you 4 Arcane Charges.
Supernova: Knock up AoE damage spell.
Charged Up is the default choice for raids and Resonance is the go to for Mythic+ or if there is a lot of targets to make use of it. Supernova doesn’t really have a use as the knock up isn’t that great and the damage is minimal.
Tier 5 (75)
Chrono ShiftPassive Ice WardPassive Ring of Frost2 sec cast
Chrono Shift: Arcane Barrage slows enemies by 50% and increases your movement speed by 50%.
Ice Ward: Gives you 2 charges of Frost Nova.
Ring of Frost: AoE crowd control spell.
None of these choices are great for raiding, but by default Chrono Shift will at least gain you something in a fight and movement speed isn’t a bad thing. The other two choices are very situational and could be good if crowd control is needed.
Tier 6 (90)
ReverberatePassive Touch of the MagiPassive Nether TempestInstant
Reverberate: If Arcane Explosion hits 3 or more target there is a 40% chance you gain an extra Arcane Charge.
Touch of the Magi: Gives Arcane Blast a 10% chance to apply a debuff which stores 15% of the damage you do to that damage for 8 seconds, after the 8 seconds it will deal the built up damage to the target and all nearby enemies.
Nether Tempest: Puts a DoT on the target that deals damage to the target and everything within 10 yards.
Touch of the Magi is the best Single Target choice, Reverberate is good for Mythic+ and other cleave where you can use Arcane Explosion properly. Nether Tempest could be used if you can’t use Arcane Explosion but still need to do cleave/AoE damage.
Tier 7 (100)
OverpoweredPassive Time AnomalyPassive Arcane OrbInstant
Overpowered: Causes Arcane Power to now increase damage by 60% and reduce mana costs by 60%.
Time Anomaly: Chance to give you 8 second Arcane Power, give you 1 second of Evocation or give you 4 Arcane Charges.
Arcane Orb: AoE orb that travels in a line, deals damage and generates 1 Arcane Charge every time it deals damage.
Overpowered is the best Single target choice and Arcane Orb is the best for cleave/AoE. Time Anomaly isn’t that far behind, but it’s the worse choice.