
Spell queueing is a mechanic whereby pressing a spell while casting towards the end of the cast "queues" that spell, casting it immediately after the first cast finishes. Touch Of The Magi is off the global cooldown and by casting Touch Of The Magi immediately, the Arcane Barrage cast prior will land during Touch Of The Magi due to the travel time.
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We cast Nether Tempest prior to Rune of Power so that it will still being active during the second cast of Nether Tempest, adding it's duration to the already existing one causing it to last for the full duration of Touch Of The Magi.Ĭast Touch Of The Magi immediately after Arcane Barrage. We cast it as late as possible as the primary use of Nether Tempest is to trigger ArcaneEcho a significant number of times during Touch Of The Magi. We cast Nether Tempest at 4 charges before Arcane Surge Arcane Barrage as Arcane Barrage will clear our Arcane Charge.

Nether Tempest (Does not interact with Radiant Spark).Arcane Orb (It's ok to miss this if you aren't at 0 Arcane Charge).With Siphon Storm prior to the burn phase you should cast Evocation.Įnter the mini burn whenever Rune of Power, Radiant Spark, and Touch Of The Magi are off cooldown, and Arcane Surge is on cooldown. Blast Wave is simply best used as an AOE stop.Įnter the burn phase whenever Rune of Power, Radiant Spark, Arcane Surge and Touch Of The Magi are off 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.

Damage and mana cost are increased per Arcane Charge. Their specialty magic is called Time Magic, and usually consists of spells that increase or decrease speed, such as Slow and Haste, and those that manipulate the forces of gravity, such as Gravity and Meteor. They usually equip daggers, rods, hoods, and mage robes. Time Mages have low physical stats and high magic stats. Time Mages are classified by wearing traditional wizard's robes and pointy hats, usually with the shape of some type of heavenly body on it, such as a star or pentacle.
