Most of the time Arcane Harmony should be treated as a passive increase to Arcane Barrage damage and does not need to be played around. Note that Shifting Power will change these timers slightly. It should however give you a good idea of the cycles you’re supposed to go through. These timings are not exact as you will end up delaying certain spells for a second or two for one reason or another. 1:30 - Radiant Spark + Arcane Surge + Touch Of The Magi again and repeat.0:45 - Radiant Spark + Touch Of The Magi.0:00 - Radiant Spark + Arcane Surge + Touch Of The Magi.Touch Of The Magi casts with Arcane Surge will be referred to as the Arcane Surge burn or big burn, and casts without Arcane Surge will be referred to as the mini burn. As Arcane Surge has twice the cooldown, you will cast it every second Touch Of The Magi. Blast Wave is simply best used as an AOE stop.Īs an Arcane mage you always want to cast Touch Of The Magi and Arcane Surge on cooldown. While having a real knock back can sometimes be useful, I think that it is a downgrade more often than not. I intentionally avoid Volatile Detonation.In raid I de-prioritise active utility in favour of defensive and utility talents such as Tempest Barrier, Incantation Of Swiftness or Winters Protection.In dungeons I prioritise more active utility such as Remove Curse, Spellsteal, Blast Wave or Ring Of Frost.I recommend Shimmer because you can already protect your most important casts with Slipstream and Arcane Surge can still be protected by shimmer due to dropping a Rune of Power at the end of the cast. I recommend Shimmer over Ice Floes but both are powerful and this is preference.Remember that even with a late Bloodlust Temporal Warp can still be useful if DPS at that point is high priority. In situations where you cannot abuse Temporal Warp you can happily take Time Anomaly. Temporal Warp is slightly stronger than Time Anomaly, but is not always viable as you need to lust quite early on.You can access 2 capstone traits, currently Meteor is extremely weak and should never be taken.Overflowing Energy, Rune of Power, Ice Nova, Tome Of Rhonin and Tome Of Antonidas are all easily accessible throughput traits and should always be taken.Evocation - Channelled ability that regenerates our mana over the duration.Drastically increases mana regeneration and spell damage for 12 seconds. Depletes our mana bar and deals damage based on percent mana spent. Touch Of The Magi - 10 second debuff that stores a percentage of the damage we do to the target over the duration at the end the damage is released to deal damage to the target and all nearby enemies.Restores 1.5% mana per Arcane Charge used. With talents, hits an additional target per Arcane Charge. Arcane Barrage - High damage ability that deals additional damage per Arcane Charge and resets our Arcane Charge to 0.Ticks an additional time and costs no mana with Clearcasting. Arcane Missiles - Medium damage channel with a high mana cost.Unlike other filler abilities our resources mean this also works as our primary damage source with Arcane Charge. Damage and mana cost are increased per Arcane Charge.
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