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Arcane mage tower guide icy veins
Arcane mage tower guide icy veins










4.2.1 Mini BurnĮnter the mini burn whenever Radiant Spark, and Touch Of The Magi are off cooldown, and Arcane Surge is on cooldown. Note that if you have Orb Barrage and it procs from Arcane Barrage during Radiant Spark, it will consume a stack of Radiant Spark and you should therefore enter the Touch Of The Magi rotation one spell sooner. By casting Touch Of The Magi immediately after Arcane Barrage, we immediately regenerate our 4 Arcane Charge and the Arcane Barrage cast prior will land during Touch Of The Magi due to the spell's travel time. Touch Of The Magi is off the global cooldown. We cast Nether Tempest at 4 charges before Arcane Surge as the primary use of Nether Tempest is to trigger ArcaneEcho a significant number of times during Touch Of The Magi.

  • Nether Tempest (Does not interact with Radiant Spark).
  • arcane mage tower guide icy veins

    Arcane Orb (It's ok to miss this if you aren't at 0 Arcane Charge).Arcane Blast until all stacks of Radiant Spark have been consumed.Arcane Orb/ Arcane Blast until 4 Arcane Charge.4.2 Cooldown Phases 4.2.1 Arcane SurgeĮnter the burn phase whenever Evocation, Radiant Spark, Arcane Surge and Touch Of The Magi are off cooldown. 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. Swap MassBarrier for MassInvisibility if you plan to skip specific trash mobs.Īs an Arcane mage you always want to cast Touch Of The Magi and Arcane Surge on cooldown.Move these points somewhere else such as ArcaneWarding. If one of the active utility talents is not needed such as Spellsteal or Remove Curse.I recommend also removing the points from Cryo Freeze in this situation as it's very bad with regular Ice Block. Remove the point in Ice Cold if you need Ice Block to be an actual immunity to cheese a boss mechanic or to remove debuffs.Blast Wave is simply best used as an AOE stop. 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 or Winters Protection.Energized Barriers is very powerful in specific situations as it can remove debuffs that slow, but also do other things, such as DOTs or healing absorbs.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. Both Shimmer and Ice Floes are powerful and this is a preference.

    arcane mage tower guide icy veins

    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.Overflowing Energy, Shifting 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.












    Arcane mage tower guide icy veins