Arcane is a build-and-spend rotation.
Arcane Blast builds stacks that make your next other spell hit harder, and a free
Arcane Missiles or a second spell spends them. Your cooldowns go at the pull and mana takes care of itself.
Before the pull
- 1At -2.5 s: Cast
Arcane Blast
Start an Arcane Blast 2.5 seconds before the pull so it lands as the fight begins. Its stack is up for your first spender, and the line is worth 94.5 %. Your
Mage Armor should already be on: it lets half your mana regeneration run while you cast.
Priority
Whenever you are free to cast, take the first line whose spell and condition are ready. The list is a priority, not a sequence.
- 1Use the other cooldowns as they come up+90 DPS · 11.8 %
- 2Cast
Presence of Mind if
Arcane Blast stacks ≥ 2 or mana % < 20%1.0/min+15 DPS · 2.0 % - 3Cast
Pyroblast if
Presence of Mind known and
Arcane Blast stacks ≥ 2 and
Presence of Mind active1.0/min+15 DPS · 1.9 % - 4Cast
Fire Blast if
Arcane Blast stacks ≥ 32.6/min−18 DPS · −2.4 % - 5Cast
Arcane Missiles if
Missile Barrage active6.1/min+167 DPS · 22.0 % - 6Cast
Arcane Blast17/min+719 DPS · 94.5 %
In words, skipping the cooldown line:
Presence of Mind at two stacks, then
Pyroblast. The six-second Pyroblast goes out instant, with two stacks behind its hit. You get one a fight, and the line is worth 1.9 %.
Fire Blast at three stacks is in the searched rotation, but on this fight the sim scores 18 DPS better without it. Most likely Fire Blast spends stacks that the next Missile Barrage would put on five missiles. Skip it and keep casting Arcane Blast.
Arcane Missiles whenever Missile Barrage is up. It is free and its five missiles land in half the usual channel. It also spends your stacks: in our simulator each stack adds 15 % to every missile. That figure is fitted to a beta combat log. The tooltip says 10 %. The line is worth 22.0 %.
Arcane Blast otherwise. Mana isn't short on one minute, so the rising cost of each stack matters little: the mana potion is worth next to nothing (0.0 %).
More than one target
The three-boss rotations switch to
Arcane Explosion and
Cone of Cold when three bosses stand within 10 yards of you. Our three-boss fights put casters 8 yards away so both reach all three. There Arcane Explosion is 76.0 % of your damage over three minutes and Arcane Blast is only the pre-pull cast. Mana then becomes the limit, so the Clearcasting and Arcane Meditation talents gain value.
Cooldowns
Arcane Power goes at the pull with Talisman of Ascendance, and Blood Fury if you are an Orc. The sims stand still the whole fight. On a real boss, start Arcane Power where you can cast for all of its 15 seconds.
Presence of Mind follows a few seconds in, once your stacks are up.
Your mana cooldowns go as soon as their mana fits under your maximum. On this length that means the Robe of the Archmage early and a Mana Ruby, with a rune and a potion only on two minutes.
What your log should show
Compare your Warcraft Logs report with this table. Casts a minute well below these mean time lost to movement or slow reactions.
Numbers to check: about 16.6 Arcane Blasts a minute, Arcane Missiles near 40.2 % of your damage, and about 6 Arcane Missiles channels a fight, one for each Missile Barrage. The log counts every missile, five to a channel. If you cast Arcane Missiles without the proc, it costs mana and takes twice as long.
Uptimes
Watch the Arcane Blast buff, up about 33.4 % of the fight. Missile Barrage itself shows almost no uptime, because you spend it the moment it appears.