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PTR
12.1.0
PTR
12.0.7
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版本12.0.7
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Arcane Mage DPS Guide - Midnight
來自 Porom
已更新:
2026/03/04
Welcome to Wowhead's Arcane Mage guide. This guide will help you master your Arcane Mage in most forms of PvE content in the game, including raids and dungeons.
Overview
BiS Gear
Rotation
Talent Builds
Consumables
Stats
Basics
Arcane Mage Overview
Thematically, Arcane Mages are masters of time and space. They are able to rewind the flow of time itself faster and more frequently than any other Mage spec, using this for healing or mobility. They are also typically unmatched when it comes to burst damage.
Mechanically, Arcane Mage is a ranged, cloth-wearing caster DPS specialization with huge burst and a focus on direct damage. The spec revolves around the principle of knowing your enemy, whereby planning your cooldowns, both offensively and defensively, is key. Mages rely on knowledge of incoming damage patterns ahead of time to effectively use defensives. Offensively, Arcane Mages deal bursts of heavy damage every 90 seconds with a smaller one inbetween. Our short cooldowns allows us to leverage fight mechanics. Mobility-wise, Arcane is very good at handling repeated, short bursts of movement.
Arcane Mage Strengths and Weaknesses
Strengths
Weaknesses
Arcane Mage Cheat Sheet
stat-guide=5554
stats=int>>mastery>>haste>crit=versatility]
,251094; alt=249286;]Weapons
,249343; alt=250144;,249810;,250258;,250256;]Trinkets
Consumables
,250058;,250063;,250061; alt=251090;]Tier Set
stat-guide=5554
stats=int>>mastery>>haste>crit=versatility]
,251094; alt=249286;]Weapons
,249343; alt=250144;,249810;,250258;,250256;]Trinkets
Consumables
,250058;,250063;,250061; alt=251090;]Tier Set
stat-guide=5554
stats=int>>mastery>>haste>crit=versatility]
,251094; alt=249286;]Weapons
,249343; alt=250144;,249810;,250258;,250256;]Trinkets
Consumables
,250058;,250063;,250061; alt=251090;]Tier Set
Arcane Mage Changes in Midnight
For Midnight prepatch, Arcane Mages have seen an extensive rework changing many of the underlying mechanics of the spec, essentially redesigning it from the ground-up. I am going to list out the impactful changes going from War Within to Midnight prepatch.
Arcane Tree
虛空精準
has been removed, along with all tie-ins from other talents and effects. This dramatically reshapes how we deal damage, the biggest impact has been that
秘法飛彈
just deals more damage on its own.
秘法和諧
has been renamed
秘法齊射
and is now more thoroughly tied into the spec and hero tree with many other talents and abilities interacting with it to some degree, however.
秘法彈幕
remains the only ability that can consume the effect.
喚醒
no longer grants
虹吸風暴
while channeling, this overall lowers our burst, however
魔導師之觸
has been buffed up to compensate a bit.
秘法節奏
is now just a straight haste buff instead of a maintenance buff.
動能
now just makes
秘法衝擊
gain 2
秘法充能
s instead of being a random chance.
光球彈幕
procs based on
秘法齊射
instead of
秘法充能
s, this has been one of the more impactful feeling changes as it feels like you can't really benefit much from this talent anymore.
Many talents were removed that were mostly passive. Of note in this category,
魔導師火花
,
能量重組
, and
飲脈者
all had cool animations and will be missed.
Among the talents that were added to compensate the above removals,
過載飛彈
and
光球精通
are very cool.
直覺
reworked completely, no longer restores
秘法充能
s.
]Spellslinger
How Splinters deal damage was reworked and the ability for
秘法裂片
to embed themselves into targets for damage over time was removed. Instead, splinters do their entire damage up front and have a chance to spawn a bunch more splinters in the same manner as before.
Multiple tie-ins with
秘法齊射
that trigger on consuming stacks or help generate stacks.
意志之力
does something now, woo!
]Sunfury
光榮白熾
reworked completely, no longer restores
秘法充能
s.
Overall, Sunfury changed significantly, with less damage embedded in your own spells and more damage tied to
隕星
generation.
More damage is tied to random procs as opposed to the cyclical proc nature of
魔焰球體
, which has been reworked from generating every 6th cast of
秘法衝擊
or
秘法彈幕
to having a chance to proc from many abilities.
愈挫愈勇
was reworked to actually be very strong for us, 8 seconds of a persistent barrier effect, on top of the low cooldown of
稜彩屏障
, means a significant amount of our time will be covered by the defensive effect. Sunfury is going to be a powerhouse defensively for Arcane, and thats without even looking at
時間扭曲
as the choice for this, which is also very strong.
Class
The damage reduction effect was removed from
鏡像
and
強效隱形
, these spells are now just a threat tool and invisibility spell. Mirror now has a talent to reduce its cooldown, so you can have it up for every burst window and, likewise, Greater Invis still has a nerfed version of it's sprint option.
法能移轉
was removed, effectively making our cooldown cadence locked in at 90 seconds apart.
浮冰
was removed, leaving no alternative to
閃爍
, so you'll only ever not play Shimmer when you need the stun/root break from
閃現術
.
群體屏障
was removed, probably one of the most fun defensives we have ever had, RIP.
Several cool passives were removed and replaced with really poorly designed passives, I cannot emphasize enough how bad our class tree was made during the alpha/beta of Midnight.
強化解除詛咒
alone is just a giant red flag that they didn't care about what they put into this tree.
There are also a lot more throughput nodes that you will pickup that passively add damage without any effect or impact to your gameplay or aesthetics.
In a minor saving grace, the global cooldown on all Mage barrier spells was reduced from a full GCD to half.
There were a lot of other changes, obviously, but mostly unimpactful. Interestingly, they also changed some things under the hood for Arcane in Midnight.
節能施法
, for those of you who didn't know, had a sort-of "bad luck protection" built into it, where every cast you made that you did not get a proc from would result in a slightly higher chance to proc on the subsequent spell cast, this would happen starting as low as 4% on your first cast and incrementally notching up to 21% chance on your 12th cast, then your 13th cast was guaranteed to proc Clearcasting. This resulted in a very reliable feeling to never be subject to extended chain casts without procs, this has been changed since players were starting to track it, in Midnight it is doing that first part, albeit at a higher rate, but there is no 13th cast guarantee, instead you can get chains of 20+ casts without proccing, though this will be extremely rare. Funny enough,
魔焰球體
still works off this type of system as of writing this; however, post-redesign it is not worth tracking for Arcane.
Arcane Mage Hero Talents: ]Spellslinger and ]Sunfury
For Hero Talents, Arcane Mages are able to choose between the ]Sunfury and ]Spellslinger trees. These trees have a fair number of tie-ins with
秘法齊射
,
秘法衝擊
,
秘法彈幕
, and
秘法飛彈
, but lack many for
秘法光球
or
魔爆術
which, in combination with the simpler spec tree talent design, results in very little variance in gameplay for Arcane Mages.
For ]Sunfury Arcane Mages, the rotation is essentially the same as with Spellslinger. ]Sunfury comes with Spellfire Spheres and a strong Arcane Phoenix during your
秘法奔騰
window, which lets you really embrace the Kael'thas fantasy. However, the only differentiator mechanically is the addition of the backloaded cooldown effects of
秘法靈魂
and
靈感灰燼
, resulting in a brief, but potent window after
秘法奔騰
ends.
]Spellslinger Arcane Mages, on the other hand, are more built around the generation of
秘法裂片
s. ]Spellslinger embraces the Arcane aesthetic a bit more with more pink and purple effects and now stands out in gameplay embracing
秘法光球
.
Talent Builds
Playing an Arcane Mage in
Arcane Mage has a few quirky principles which should be followed in order to deal competent damage, these revolve around the management of multiple resources, cooldowns, procs, and planning. Arcane has three phases of its rotation, Bigburn, Miniburn, and Filler. Bigburn is when you have
秘法奔騰
and
魔導師之觸
active, this is usually when you'll want to use potions and trinkets to maximize your damage, Miniburn is simply
魔導師之觸
and nothing else, and Filler is everything inbetween.
Mana Management:
This is something many newer players struggle with, however it is important you remember going out of mana is perfectly fine, especially after your miniburn. Simply use
秘法彈幕
to clear your
秘法充能
s which throttles your mana spend and continue with the rotation. Mana problems can be tilting, but we are a cooldown-based spec first and our main cooldowns give us all the mana we need for those windows. Just remember to breathe when you run out of mana; Barrage and move on!
Arcane Charges:
秘法充能
s are generated by
秘法衝擊
,
魔爆術
,
秘法脈衝
,
秘法光球
,
魔導師之觸
, and lastly when talented into
高壓電
. The only ways to clear them is
秘法彈幕
,
秘法飛彈
with the talent
充能飛彈
or waiting around while out of combat; spending charges with Barrage makes it hit harder and cleave. Arcane Charges increase the mana cost of Blast and Pulse and their damage. This creates a loop where you want to use Barrage to reduce the mana spend at times so you can ensure a successful Miniburn. Take your time and build muscle memory for the relationship your spells have with Arcane Charge generation. In AOE the opposite is often true where you usually want to get 4 Arcane Charges and then Barrage, that said this is weighed against the next resource.
Arcane Salvo:
秘法齊射
is fairly straight-forward, usually using
秘法彈幕
at max stacks or in conjunction with a way to quickly refund Salvo stacks or Arcane Charges. There are a lot of ways that Salvo interacts with each hero talent and our spells and abilities and as such you should definitely spend the time to read those talents and understand the interactions as they will be relevant later on. Remember you can use the search function in the talent system to identify the talents that actually interact with Salvo!
Don't Sit on Cooldowns:
秘法奔騰
gives us a huge refund on mana on top of the damage increase and other effects for the hero talents. This means holding this cooldown essentially tanks other aspects of the rotation, causing us to run out of mana more frequently, Barrage more without Salvo, causing a cascade of failures downstream in our potential damage. Our cooldowns are also short and on a low cooldown. it is almost always better to squeeze in as many as you can over the course of a fight or dungeon. That said, don't be afraid to volunteer to hold cooldowns for a specific problem in an encounter, as one of the strengths of short cooldowns is to provide targeted damage when you need it most without losing many uses. But as I said above with regards to mana management, your cooldowns are what give you mana to play with and also make that mana worth more, make sure you're using them as much as possible to fuel the arcane engine!
Gearing an Arcane Mage in
As a rough guideline, follow the stat priority of:
Mastery >> Haste > Critical Strike >= Versatility
. Don't neglect the value of
Intellect
, as a substantial increase in item level is generally worth it compared to optimized stats. It is always recommended that you use
Raidbots
to sim your own character since every gear/talent profile has different implications for which secondaries are optimal. Check our
Great Vault
to learn how to increase the chances of obtaining the bis gear for your Arcane Mage.
Best-in-Slot Gear
What Professions are Best for Arcane Mage?
Compared to previous expansions, professions in provide minimal benefits towards the performance of your spec. This means that Arcane Mage players can choose any profession according to personal preference. You might consider
Tailoring
to craft your own armor, as many profession items can be very close to your
Best in Slot gear
. On the other hand, you may opt for Alchemy to craft consumables or Enchanting to enchant gear without relying on the Auction House.
Stats
Professions in Midnight
What Race is Best for Arcane Mage?
Both Horde and Alliance Arcane Mages can be any race.
Ultimately, for Horde and Alliance Mages, it is only about 1% damage difference between the best races (Pandaren, Troll, Orc, Dark Iron Dwarf, Mechagnome, and Void Elf) and most other options. Earthen, Undead, Vulpera, and Lightforged Draenei, however, are closer to 1.5-2% worse and generally aren't played as a result; their active abilities simply do not deal enough damage.
That said, 0-2% dps is not really a significant amount in the grand scheme of tings, so most Mages should feel completely fine to just be whatever race they want. Though I would strongly encourage players to consider what utility options are available, things like
滑翔
can end up as one of the stronger racials for dps just due to the increased movement speed. It is generally accepted that
矮人
and
夜精靈
are best for Mythic+ due to their utility, while raid. As always, sim for best results!
Damage & Performance:
Currently,
熊貓人
,
食人妖
,
獸人
,
機械地精
, and
虛無精靈
are all respectable options with varied options and its not a huge gap to many others. The big thing is that you avoid the following;
狐狸人
,
光鑄德萊尼
,
不死族
, and
土靈
.
Mythic+ & Utility:
矮人
or
夜精靈
are the best options here, as they both have utility that allow you to negate some Mythic+ challenges. Dwarf giving poison cleanse and Night Elf allowing you to
影遁
to dodge projectiles and break enemy casts.
Our Arcane Mage guides are always updated with the latest information from in-game experience, simulations, and logs. Make sure to check our changelog for this page by clicking on
View Changelog
in the Quick Facts column or on the book icon at the top of the page. If you are interested in more in-depth Arcane Mage guides for , make sure to browse the
Navigation Bar
at the top of the page.
Feedback
Thanks for reading our class guides! If you have any feedback, feel free to leave a comment in the section below, and we will reply as quickly as possible. If you'd like to talk with any of our writers directly, you can do so by joining our
Discord server
and finding them there!
標簽:
PvE
評論
評論來自
1320202
◾Every race except for Night Elves and Tauren can play a Mage.
Night Elves can be mages.
評論來自
1807671
So all classes nerfed or it's only mages? :)
評論來自
1959589
This guide misses the fact that voidelfs have
超凡沉著
Which can make a huge difference in fights.
Also, shimmer now replaces blink.
"Combined, they can get as many as four teleports in a short space of time." Which teleport am i missing?
評論來自
lynspottery
I do not see Dark Iron Dwarves listed for mages in this posting. In fact I do not even see regular Dwarves listed. It appears who ever is writing these "guides" has overlooked them.
I created my DID about 4 mos ago and have been leveling her casually. Last week I reached lvl 64 now I have decided to concentrate on her more, but its rather disheartening to see other races discussed and DIDs not even mentioned.
評論來自
Willowwhisp
Why is there no blood elf in the Patchwerk SimC build?
評論來自
juana
thank you
評論來自
FriendlyMage
While this guide is a good resource, I would not recommend joining any of the mage community discords for anything but links to other guide information.
The community tends to be unfriendly, unhelpful or--worse still--purposely obtuse towards players they deem unworthy.
All in all, it's far from welcoming and the community managers suffer from a lack of good leadership skills and a preponderance of self-importance.
Information-sharing communities should be a safe space for new players and questions to be worthy of the name, and these groups fall well short of that mark.
評論來自
1833958
The fact that on raid, raid/cleave and delves/open world (literally almost all of the trees) spec points they chose Cryo-Freeze, which makes your Ice Block heal you, while simultaneously choosing Ice Cold, which replaces Ice Block...maybe it's worth making some personal adjustments on this one.
Personally I switched that 1 or 2 points on Cryo-Freeze to Diverted Energy (on the right side of the tree about the same height), which will have some of the same effects but for spells you still actually have.
評論來自
Nap5t3R
Are the Spec talents visible? Mine does not show after 3 levels down
評論來自
Magishan
Is anyone else seeing arcane explosion sitting in the fire spec tree? WTH?
評論來自
Aquatection
In the removed section it doesn't list
法能移轉
but as far as I can tell it is gone right? I can't find it anywhere. (on a side note I'll miss ice floes and without Siphon Storm Evocation seems questionable at best).
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