Class guide
Arcane Mage Guide for WoW Forever
How to play Arcane Mage in WoW Forever, with leveling, raid and PvP builds and how to stack Arcane Blast without running out of mana.
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Variants
Overview
Arcane in WoW Forever is a real damage spec, not a mana battery for Frost and Fire. It is built on two new tools. Arcane Blast is a tier 3 talent that raises the damage of your other spells by 10% per cast, stacking four times. Missile Barrage gives every Arcane Blast a 40% chance to make your next Arcane Missiles free, twice as fast, with a missile every half second. Blast, Blast, Missiles is the heartbeat of the spec.
The catch is mana. Every Arcane Blast raises the cost of the next one by 175% of its base cost, so a fourth Blast in a row costs 6.25 times the first. Playing Arcane well means choosing when to push the stacks and when to spend them cheaply. The rest of the tree helps: Arcane Mind now makes your Arcane crits deal double damage, Arcane Concentration hands you free spells, and Arcane Meditation with Mage Armor keeps all of your regeneration running while you cast.
At 60 Arcane brings a burst window built from Arcane Power and Presence of Mind on a four-stack Arcane Blast and a Missile Barrage. In PvP, the same stacks turn a Frost Nova into a Shatter kill.
Strengths
- A huge burst window: Arcane Power, Presence of Mind and four Arcane Blast stacks on one Missile Barrage.
- Arcane crits deal double damage with Arcane Mind, and Arcane Impact, Arcane Instability and Incineration stack crit on top.
- Range: Arcane Geometry puts Arcane Blast and Arcane Missiles at 36 yards.
- Improved Counterspell silences for 4 seconds every time, on top of the 10-second school lockout.
- Improved Channeling keeps Arcane Missiles going through damage and gives Arcane Blast a 70% chance to avoid interruption caused by damage.
Weaknesses
- Mana. Stacking Arcane Blast drains you fast, and a careless Arcane Mage runs dry halfway through a boss.
- No slows or freezes in the Arcane tree. While leveling you lean on baseline Frostbolt and Frost Nova.
- A decision-heavy rotation: when to stack, when to spend, when to hold a proc.
- The key talents sit deep in the tree. Arcane Power needs 31 points, so the spec peaks late.
What's new in Forever
- Arcane Blast is a tier 3 talent (available at 20), with new ranks trained at 30, 40, 50 and 60. It costs 15% of your base mana and is a 2.5-second cast. Each cast adds 10% damage to your other spells and 175% to its own cost, up to four stacks, for 8 seconds or until you cast another damage spell.
- Missile Barrage (tier 4): Arcane Blast has a 40% chance, and Fireball, Frostbolt and Frostfire Bolt a 20% chance, to make your next Arcane Missiles free, half as long and firing every 0.5 seconds.
- Arcane Mind now gives 10% Intellect and +100% critical strike damage bonus to Arcane spells.
- Arcane Impact adds 6% crit to all Arcane spells, not only Arcane Explosion.
- Arcane Instability gives 3% damage and 3% crit at 3/3.
- Arcane Focus is +5% hit with Arcane spells. Improved Channeling also protects Arcane Blast.
- Arcane Geometry is new: +6 yards of range for Arcane spells.
- Improved Counterspell silences for 2 or 4 seconds every time, with no proc chance.
- Arcane Meditation reaches 50% at 3/3, and Mage Armor lets another 50% of your regeneration continue while casting.
- Incineration in the Fire tree adds 6% crit to Arcane Blast.
Talents
The build for players who want to be Arcane from day one. Improved Channeling keeps your spells going while mobs hit you, Arcane Concentration pays for them, and from 25 Missile Barrage turns your Arcane Blasts into free, fast Arcane Missiles. Frost levels faster and safer; this build trades some of that for a head start on the endgame spec.
Split 21/0/0 · 21 points at level 30 · Open in calculator
Talent order
- Levels 10–11: 2/2 Wand Specialization. +25% wand damage. Your wand finishes every mob from 10 to 30, and in Forever it's your cheapest damage.
- Levels 12–14: 3/5 Improved Channeling. Arcane Missiles keeps channeling through 60% of the hits that would stop it.
- Levels 15–19: 5/5 Arcane Concentration. A 10% chance after every damage spell to make the next one free.
- Level 20: 1/1 Arcane Blast. Your new main spell. Two Blasts make your next Arcane Missiles hit 20% harder.
- Levels 21–23: 3/3 Arcane Impact. +6% crit on Arcane Blast, Arcane Missiles and Arcane Explosion.
- Level 24: 4/5 Improved Channeling. Unlocks tier 4.
- Level 25: 1/1 Missile Barrage. Every Arcane Blast now has a 40% chance to make your next Arcane Missiles free and twice as fast.
- Level 26: 5/5 Improved Channeling. Arcane Missiles is never interrupted by damage, and Arcane Blast has a 70% chance to avoid interruption caused by damage.
- Levels 27–29: 3/3 Arcane Meditation. Half of your mana regeneration continues while casting. From 34, Mage Armor adds the other half.
- Level 30: 1/1 Presence of Mind. An instant Arcane Blast or Polymorph when a pull goes wrong, every 3 minutes.
Flexible points
- Fighting mobs above your level and seeing resists? Swap Wand Specialization for 2/5 Arcane Focus.
The raid build. 41 points in Arcane buy every damage talent in the tree, from Arcane Blast and Missile Barrage to Arcane Mind, Arcane Instability and Arcane Power. The 10 in Fire buy Incineration for Arcane Blast crits and Improved Fireball for a faster filler.
Split 41/10/0 · 51 points at level 60 · Open in calculator
Arcane: 41 points
- 5/5 Arcane Focus: +5% hit with Arcane spells. Every missed Blast is a lost stack.
- 5/5 Improved Channeling: uninterrupted Arcane Missiles, and Arcane Blast ignores 70% of the interrupts from damage.
- 2/2 Arcane Subtlety: -15 to the target's resistances and 30% less Arcane threat.
- 2/2 Magic Absorption: +10 to all resistances, and 2% of your mana back on every spell you fully resist.
- 5/5 Arcane Concentration: Clearcasting on 10% of your damage spells. A Blast cast at four stacks costs 8 times its base cost, so a proc there is worth 8 normal Blasts of mana.
- 2/2 Arcane Geometry: Arcane Blast and Arcane Missiles reach 36 yards.
- 3/3 Arcane Impact: +6% Arcane crit.
- 1/1 Arcane Blast: the spell the whole build runs on.
- 2/2 Improved Counterspell: a 4-second silence on every Counterspell.
- 3/3 Arcane Meditation: with Mage Armor, all of your mana regeneration continues while you cast.
- 1/1 Missile Barrage: free, double-speed Arcane Missiles.
- 1/1 Presence of Mind: an instant Arcane Blast during your burst, every 3 minutes.
- 5/5 Arcane Mind: +10% Intellect and double-damage Arcane crits.
- 3/3 Arcane Instability: +3% damage and +3% crit on every spell.
- 1/1 Arcane Power: +30% damage for 15 seconds, every 3 minutes.
Fire: 10 points
- 3/3 Incineration: +6% crit on Arcane Blast. With Arcane Mind, every Blast crit hits for double.
- 5/5 Improved Fireball: a 3-second Fireball for the cycles where you spend stacks cheaply.
- 2/2 Wake of Fire: Fire Blast every 6 seconds, your instant spell while moving.
Flexible points
- A boss that hits the raid with magic damage: move Improved Counterspell into 2/2 Arcane Shielding for 50% more resistance from Mage Armor.
- A fight where adds or cleaves hit you physically: move Magic Absorption into 2/2 Arcane Resilience for armor equal to 50% of your Intellect.
The PvP build. 31 Arcane points buy Presence of Mind, Arcane Power, Improved Counterspell and double-damage Arcane crits. 20 Frost points buy Frostbite, Improved Frost Nova, Ice Lance, Shatter and Ice Block. Shatter works on all your spells, so a frozen target takes Arcane Blasts with +50% crit chance, and those crits deal double damage.
Split 31/0/20 · 51 points at level 60 · Open in calculator
Arcane: 31 points
- 5/5 Arcane Focus, 2/2 Arcane Subtlety: fewer resisted spells against geared players.
- 5/5 Arcane Concentration: free spells in long fights.
- 2/2 Arcane Resilience: armor equal to 50% of your Intellect against Rogues and Warriors.
- 3/3 Arcane Impact, 1/1 Arcane Blast: your burst spell and its crit.
- 2/2 Improved Counterspell: Counterspell locks the school for 10 seconds and silences everything else for 4.
- 1/1 Missile Barrage: free Arcane Missiles from Blasts and Frostbolts.
- 1/1 Presence of Mind, 5/5 Arcane Mind, 3/3 Arcane Instability, 1/1 Arcane Power: the kill window.
Frost: 20 points
- 5/5 Improved Frostbolt: a 2.5-second Frostbolt, your slow.
- 3/3 Frostbite: 15% of your chills freeze the target for 5 seconds, a free Shatter window.
- 2/2 Improved Frost Nova, 2/3 Permafrost: Frost Nova every 21 seconds and longer, stronger slows.
- 1/1 Ice Lance, 3/3 Piercing Ice: an instant finisher that hits Frozen targets for four times its damage.
- 1/1 Ice Block: ten seconds of immunity every 5 minutes.
- 3/3 Shatter: +50% crit on every spell against Frozen targets.
Flexible points
- Mostly fighting casters: move Arcane Resilience into 2/2 Arcane Shielding. Mage Armor's resistances go up by 50%, and Mana Shield drains 33% less mana per point of damage.
- Melee keeps reaching you: move Piercing Ice into 2/2 Frost Warding and the third point of Permafrost. You trade 6% Frost damage for 30% more armor from Ice Armor, and your chills slow 3% more and last 11% longer.
Races
Best races
Alliance: Gnome. Expansive Mind gives 5% more maximum mana, the stat Arcane runs out of first. Eureka! makes your next three damaging spells cost 10% less mana and deal 10% more damage (2-minute cooldown). Spend it on three stacked Arcane Blasts and it saves more mana than on any other spec. Escape Artist breaks every root and snare.
Alliance raiding: Human. Sword Specialization gives +2% critical strike chance with every spell while you hold a sword. The Human Spirit adds 5% Spirit, which Arcane Meditation and Mage Armor turn into mana while you cast. Will to Survive breaks a stun every 3 minutes.
Horde: Troll. Berserking gives 10% casting speed for 10 seconds every 3 minutes. Use it inside Arcane Power so the faster Blasts land while every spell deals 30% more damage. Rapid Regeneration heals 50% of your health over 6 seconds between pulls.
Horde PvP: Orc. Blood Fury gives 10% Spell Power for 15 seconds every 2 minutes, and Shatter Curse removes and blocks Curses and Banes and cuts Magic damage taken by 15% for 8 seconds. Hardiness shortens stuns by 20%.
All playable races
- Human: Sword Specialization, The Human Spirit, Will to Survive, Perception.
- Gnome: Expansive Mind, Eureka!, Escape Artist, Engineering Specialization.
- High Order Skyborne (Alliance, new): Wind Blessed for 1% Haste, Elemental Insight for 5% damage against Elementals, Read Ley Line to double your health and mana regeneration, and Walk on Air to glide for 10 seconds.
- Troll: Berserking, Beast Slaying, Regeneration, Rapid Regeneration.
- Orc (new): Blood Fury, Shatter Curse, Hardiness.
- Undead: Will of the Forsaken removes Charm, Fear and Sleep, a direct answer to Warlock and Priest Fears in PvP. Touch of the Grave gives your spells a 10% chance to drain health, and Cannibalize restores health and mana from corpses.
Rotation
Single-target pull
- Open with Frostbolt from 30 yards. The slow buys you time, and from 25 it has a 20% chance to set up Missile Barrage.
- Cast Arcane Blast twice while the mob walks in. Train Arcane Blast at 30.
- Spend the two stacks on Arcane Missiles. With Missile Barrage it's free and done in half the time, and it hits 20% harder.
- When the mob reaches you, Frost Nova, then walk fully out of melee range before you cast. Arcane Blast damage can break Frost Nova, so the mob can break free after the first Blast.
- Finish low mobs with Fire Blast or your wand. Fire Blast spends stacks too, so use it last.
Mana and downtime
- Two Blasts in a row cost 3.75 times one Blast. Don't go to three stacks while leveling unless you have Clearcasting.
- Clearcasting from Arcane Concentration makes your next damage spell free. Spend it on the second Arcane Blast, your most expensive spell.
- Keep Arcane Intellect and Frost Armor up.
- From 20, Evocation runs your mana regeneration at 16 times its normal rate for 8 seconds, on an 8-minute cooldown. Bank it for the pull that runs long, not as a free drink.
Two or more mobs
Polymorph one mob and kill the other. When three or more mobs reach you, cast Arcane Explosion while they stand on you: it hits everything within 10 yards, with +6% crit from Arcane Impact. Once they're low, Frost Nova, step out and finish them one at a time. Don't explode a frozen group: the damage breaks Frost Nova.
Sustained rotation
This is what you cast most of the fight. It keeps Arcane Blast cheap.
- Cast Arcane Blast twice.
- Missile Barrage up: channel Arcane Missiles. Two stacks make it hit 20% harder, and it's free.
- No Missile Barrage: cast Fireball. It spends the stacks at +20% damage and has a 20% chance to set up Missile Barrage for your next cycle.
- Repeat. Use Fire Blast when you have to move.
Burn phase
Use this at the start of the fight and every 3 minutes, while your mana is high.
- Arcane Power, your racial and your trinkets together.
- Cast Arcane Blast to four stacks. Presence of Mind makes one of them instant.
- Spend the four stacks on Arcane Missiles: +40% damage, and +30% more from Arcane Power.
- Keep blasting to four stacks and spending them until Arcane Power runs out, then go back to the sustained rotation.
Mana
- A full four-stack cycle costs 14.5 times a single Blast. The burn phase is where your mana goes, so plan for it.
- Mage Armor is not optional. With Arcane Meditation, all of your regeneration continues while you cast.
- Clearcasting makes your next damage spell free. When it procs on a two- or three-stack Blast, cast another Blast: it's the most expensive spell you have.
- Use your Mana Ruby as soon as you're missing more than it restores, then Evocation and Major Mana Potion late in long fights.
Cooldowns
- Counterspell dangerous casts. With Improved Counterspell the target is also silenced for 4 seconds.
- Remove Lesser Curse removes one Curse or Bane.
The Shatter burst
- Slow the target with Frostbolt. Every Frostbolt has a 15% chance to freeze with Frostbite.
- When they reach you, Frost Nova and Blink away.
- Arcane Power and Presence of Mind, then an instant Arcane Blast into the frozen target. Shatter adds 50% crit chance, and Arcane Mind makes the crit deal double damage.
- Fire Ice Lance right behind it. Arcane Blast damage can break Frost Nova, so the instant Ice Lance has to go out before the target walks free. Against a Frozen target it hits for four times its damage, plus 10% from your Blast stack.
- If the target is still Frozen, hard-cast another Arcane Blast. If it broke free, Frostbolt it and channel Arcane Missiles when Missile Barrage procs.
Control
- Polymorph the healer or the second player, then burst the first.
- Counterspell a healer's cast: 10 seconds without that school and 4 seconds without anything.
- Ice Block blocks everything for 10 seconds, including a Rogue's opener or a Warrior's burst. The block also resets their plan while your Frost Nova comes back.
- Blink breaks stuns and roots. Keep it for the stun, not for repositioning.
Battlegrounds
Darkspear Island is Forever's new 15v15 battleground. In big fights, stand at max range, Counterspell healers, and save Arcane Power for a player your team is already focusing.
Stat priority
Leveling
- Spell Power
- Intellect
- Spirit
- Stamina
Spell Power adds damage to every Blast and Missile. Intellect matters more for Arcane than for Frost: a bigger mana pool means more Blasts before you drink. Spirit pays off from 27, when Arcane Meditation keeps half your regeneration running while you cast.
Raid
- Hit
- Spell Power
- Intellect
- Critical Strike
- Haste
- Spirit
A missed Arcane Blast costs mana, a cast and a stack, so Hit comes first. Arcane Focus gives you 5%; take Hit from gear until your spells stop missing bosses. Intellect sits higher for Arcane than for any other Mage spec, because Arcane Mind adds 10% to it and your burn phase lasts as long as your mana does. Critical Strike is strong too: Arcane Mind makes every Arcane crit double damage.
PvP
- Stamina
- Spell Power
- Hit
- Critical Strike
- Intellect
Stamina keeps you alive through a Rogue's opener long enough to Blink. Spell Power and Critical Strike decide whether your Shatter burst kills. Players resist spells too, so take some Hit even in PvP gear.
Gear
Wands
Wand Specialization makes your wand 25% stronger, so it's worth upgrading on time. Wands don't scale with Spell Power in Forever, so buy on damage per second. Enchanters craft the four you want:
- Lesser Magic Wand at level 5: 11.3 damage per second.
- Greater Magic Wand at level 13: 17.5 damage per second.
- Lesser Mystic Wand at level 26: 25.4 damage per second and +4 Intellect.
- Greater Mystic Wand at level 30: 29 damage per second and +5 Spell Power.
If you're not an Enchanter, buy these from one. Every wand on the list is a big step up from the last, so upgrade the moment you reach each level.
Armor
Cloth with Spell Power first, then Intellect and Spirit. Replace a piece as soon as a quest offers Spell Power. Lesser Arcane Elixir from level 25 adds Spell Power for dungeon runs.
What you're gearing for
Take Hit until your spells stop missing bosses, then Spell Power and Intellect. Tailors make the Robe of the Archmage, a Mage-only chest with Spell Power, Critical Strike and an on-use mana restore.
Consumables
- Brilliant Wizard Oil on your weapon: Spell Power and 1% spell crit.
- Greater Arcane Elixir for Spell Power.
- Greater Mageblood Elixir for 20 mana every 5 seconds.
- Flask of Supreme Power for progression bosses. It lasts 2 hours and persists through death.
- Major Mana Potion after your gem and Evocation, or during a second burn phase.
What you're gearing for
Stamina and Spell Power on every piece, then Critical Strike. Keep a separate set: raid gear with no Stamina gets you killed before your burst goes off.
Consumables
Greater Arcane Elixir before a premade, and Major Mana Potion for long fights. Conjure a stack of water and a mana gem before you queue.
Professions
Tailoring and Enchanting is the Mage pair. Tailoring makes your cloth gear and bags from 1 to 60, plus the Robe of the Archmage at the end. Enchanting disenchants the cloth you outgrow and makes every leveling wand you want. With Wand Specialization, those wands hit even harder.
For gold, level with Herbalism and Skinning or Herbalism and Mining, then switch at 60. PvP Mages who want every tool can swap Enchanting for Engineering; Gnomes get fewer device failures from Engineering Specialization.
Group play and dungeons
Your job in a group is damage, crowd control and interrupts.
- Counterspell is your best tool. With Improved Counterspell, Counterspell silences for 4 seconds on top of the school lockout. Call the healer or caster you're taking.
- Polymorph one Beast or Humanoid on every pull that has more than the tank can hold. Polymorph breaks on damage, so keep AoE off it.
- Threat: Arcane Subtlety cuts your Arcane threat by 30%, but a four-stack Arcane Missiles is a big number. Save the burn phase for the boss, not the first trash pull.
- Buffs: Arcane Brilliance at 56 buffs your whole raid for an hour. Amplify Magic on a tank who takes only physical damage increases the healing they receive; Dampen Magic on a player who takes spell damage.
- Remove Lesser Curse clears one Curse or Bane from any party member.
- Food, water and portals. Conjure water for your healer before you enter, and make portals at 40.
PvP
The PvP build pairs Arcane's burst with Frost's control: Frostbite and Frost Nova freeze the target, Shatter adds 50% crit chance to every spell against it, and Arcane Mind makes your Arcane crits deal double damage. A Presence of Mind Arcane Blast into a frozen target lands before the target can react.
- Open on healers and casters with Counterspell. Four seconds of silence is long enough for a full burst on their teammate.
- Keep Polymorph on the player you're not killing. Damage breaks it, so don't Arcane Explosion near a sheep.
- Ice Block is your reset. Use it before you're in execute range, not after.
- Against another Mage, Counterspell their Polymorph or their Blast, not their Frostbolt.
Tips
After two Arcane Blasts you have a 64% chance of a Missile Barrage proc. Spend it on Arcane Missiles. No proc? Cast a Fireball instead of a third Blast, unless you're in a burn phase.
Arcane Blast stacks last 8 seconds and vanish when you cast any other damage spell, including Fire Blast. Plan your finisher so it spends the stacks, not wastes them.
Clearcasting goes on the expensive spell. Each stack makes the next Blast dearer: the second costs 2.75 times the first, the fourth 6.25 times, and every Blast at four stacks 8 times. The higher your stacks when Clearcasting procs, the more mana a free Blast saves.
Line up your burst. Arcane Power and Presence of Mind each have a 3-minute cooldown, so start them together at the pull and they come back together. Berserking also has a 3-minute cooldown and fits the same window. Blood Fury and Eureka! come back every 2 minutes: use them on cooldown rather than holding them for Arcane Power.
Mage Armor from 34. Arcane Blast burns mana on every pull, so an Arcane leveler switches from Frost or Ice Armor to Mage Armor as soon as it's trained, and keeps it for raids.
Range is a talent. Arcane Geometry gives Arcane Blast and Arcane Missiles 36 yards. Stand at the edge of the fight and let melee mechanics happen to someone else.
Macros
Wand macro: starts wanding and never cancels it by accident when you press it twice.
#showtooltip Shoot
/cast !ShootCounterspell that stops your current cast first, so you can interrupt out of an Arcane Blast.
#showtooltip Counterspell
/stopcasting
/cast CounterspellPolymorph your focus target, or your current target if you have no focus.
#showtooltip Polymorph
/cast [@focus,harm,nodead][] PolymorphPresence of Mind into an instant Arcane Blast on one button.
#showtooltip Arcane Blast
/cast Presence of Mind
/cast Arcane BlastBurn phase opener for Trolls: Berserking and Arcane Power together. Orcs swap in Blood Fury, Gnomes swap in Eureka!.
#showtooltip Arcane Power
/cast Berserking
/cast Arcane PowerChangelog
- Guide published with Level 30, Level 60 Raid and Level 60 PvP builds.
- Corrected the Darkspear Island battleground name; refreshed the page summary.
