Arcane Mage Rework Idea

With Arcane being such a strange spec where either it can be complex or braindead at two different extremes, I think it is time to suggest an iteration that has more structure than it has had in the past. I’m an advocate for in-depth and active spec designs that either require reflexes or good decision-making. Specs like them, are exciting and have a great deal of replay value as there always is something new to learn to improve one’s ability.


Arcane has two major resources it works with: mana and Arcane Charges. In my eyes mana management has been decently designed but Arcane Charges frequently just feel like a stand-in resource that only matters when you have zero or four. My aim with this rework idea is to combine both resources together to enable a very involved spec design that requires good decision-making.

According to the Wowpedia, Arcane Magic is a cold and intellectual magic (it requires intelligence to use). Furthermore, unlike other schools of magic like Fire or Frost, Arcane has no less than 8 sub-schools (Abjuration, Conjuration, Divination, Enchantment, Illusion, Transmutation, Necromancy, and Evocation) related to it which indicates that Arcane magic is about structure, rules, and order. It does not possess the wildness of fire nor does it have the simplicity of frost; it is a complex magic that in the real world would requires something akin to a Doctorate to use effectively.

With all these facts in mind, Arcane should be about decision-making, resource management, and planning. It SHOULD NOT be a 1-button spec that is so that a toddler could use it effectively.


New Arcane Design:

Arcane Power is now toggle-able off the global cooldown and now continuously drains mana with the drain rate increasing exponentially over time while active, with no cooldown.

2 basic Single Target spells:

  • Arcane Bolt ( 2 second cast, cheap spell with a random chance to generate an arcane charge)
  • Arcane Missiles (can be cast anytime, completing a channel generates an Arcane Charge, expensive mana cost)

Activating Arcane Power converts Arcane Bolt to Arcane Blast, Arcane Blast deals high damage (costs no mana but costs 1 Arcane Charge per cast)


The core of design would be building up Arcane Charges to then Spend on your hard hitting Arcane Blasts. Talents like Arcane Orb and Charged Up could be used to further extend your burn phase with more Arcane Charges, you can till generate Arcane Charges while Arcane Power is active but the mana drain is a factor to be concerned about.

This would be the core gameplay loop of Arcane with various talents modifying costs or providing utility as needed.

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Sounds pretty fun! I like the idea of draining mana at an increasing rate. Drawing from spriest design is cool but also dangerous as they’ve proven hard to balance.
I can’t link it and it might be hard to find but I posted on the r/wow reddit a simulator I made in ue4 for an arcane rework. It’s just a ui but it might interest you if you like to day dream about this stuff too :slight_smile: the basic premise was adding a mana and charge freeze effect to barrage and making 4 charge blast unsustainable without this freeze. It was actually cool because it allowed storing up new charges during the freeze at 4 charges so you could skip back to 2 charges post-freeze and avoid the terror of being a 0 charge arcane mage.
Anyways, I just hope that arcane is no longer a 1 button spec even if we’re not getting an overhaul.

Actually all of the offensive spells Mages use are part of Conjuration; along with Conjure Refreshment and Water Elemental. The various utilities, Blink, Invisibility, etc, fall under the other schools; with the exception of Necromancy which, given the current cosmology, might not even be considered a school of Arcane magic anymore, given that Death is now it’s own thing.

In regards to this rework idea, I think it’s interesting. Of late I find myself taking some small issue with the relative lack of variety of baseline spells in Arcane and this design seems to do little to change that. Regardless, at least at time of writing, it seems mechanically sound.

Personally I feel like the current core, that of mana management, could use an expansion. Currently there’s no shortage of means to burn mana away, but there’s only one ability that replenishes a significant amount in combat; and that ability entails just waiting around. I’ve often felt like there should be more, and more active, means of restoring mana. Making Arcane Missiles restore mana, rather than heavily cost it, could work towards this; perhaps at comparably reduced damage out of Clearcasting, to prevent it from being too powerful.

I like the idea, i think arcane suffers from a severe disconnect from its fantasy of bending this volatile raw magic through intense disipline, ordering it into spells and runes.

And the idea of playing more with arcane charges and mana management in more interesting ways has been appealing to me, and making arcane missiles more impactful. Arcane blast tries to evolve as a spell, over its 4 charges atleast mildly with its visuals, but i think shifting arcane blast, missiles, barrage, and explosion into more spells or powers with charges could make them more interesting.

If they were to rework arcane I’d also like them to make our AOE a bit more interesting and maybe the option to not have to be in melee range. It’d also be kind of cool to see an aoe talent/ability added similar to Li-Ming’s disintegrate from HoTS. If you’ve never played it’s a channeled beam that does aoe, arcane damage. Like maybe once you hit 4 charges after spamming arcane explosion you could use disintegrate as sort of a finisher that consumes the charges? But idk that kind of defeats the purpose of dumping charges for a cleave arcane barrage, however arcane barrage has a target limit so the beam could be used in situations of more than the limit?

Idk I just really wish the aoe was more interesting. This is probably a really dumb idea so don’t mind me. :sweat_smile:

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I agree! There are so many great examples in HotS, and they have stolen a few for other classes, Li-Ming and Medivh both have great arcane mage designs.

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Funny enough the WoW classes that are portrayed in HoTS are actually very enjoyable. Like I’m not a fan of resto druid healing but as annoying as Malfurion is in WoW he’s so much fun to heal with in HoTS.

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If they just went back to Legion Arcane Mage and made the kilt effect of replenishing mana with Arcane Barrage baseline, I would be fine with Arcane

I, personally, don’t like the idea of spamming missiles. :man_shrugging:

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I agree, I miss the WotLK arcane mage when arcane missiles was essentially a spender and did big damage.

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According to wowhead Arcane Barrage rank 3 gives you 2% mana back per charge spent.