SoD Phase 3 Arcane Mage DPS Guide | Season of Discovery

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season of Discovery phase 3 is here and I'm going to show you absolutely everything you need to know to succeed as an Arcane Mage let's start off by looking at the stat priority we're going to want to pursue first up is going to be hitting the 5% hit chance for sunken Temple bosses this is really important in phase three but one thing I will say is most of this isn't going to come from our gear and there is a very specific reason for that being that we have a talent that is going to cover most of this off for us I am going to go through this with you wait and see what we have in store for that second is going to be spell and Arcane damage these are a 1:1 ratio so if you have 10 Arcane damage or spell damage this is going to give you the same of course it does depend on what your gear you get with the other stats as to what would be more important crit chance of course increasing the chance that we land a critical hit on our Target this can be increased with a few passives that we'll be going through in this video today fourth is intellect which is going to increase our maximum mana and also some spell crit as well and lastly spirit for a bit of Mana regen next up let's go through the talance now as I just spoke about regarding the hit we're going to see this in Arcane Focus where we're going to put five out of five points you can see here it's going to reduce the chance that an opponent can resist our Arcane spells by 10% and again this is going to really help with that hit chance that we want to get we could put two into Arcane subtlety reducing the target's resistance to all of our spells by 10 and also reducing the threat caused by 40% which is huge on the next line we're going to put five out of five into Arcane concentration giving you a 10% chance to enter a clear casting state after any damage or spell hits a Target basically that's going to reduce the Mana cost of our next spell by 100% so it's free on the next row down one points going into Arcane resilience increasing the armor by an amount equal to 50% of our intellect massive win there for survivability three points into improved Arcane explosion increasing the crit chance of that by 6% and two points into magic achievement increasing the effect of amplify and dampen magic spells by 50% on the next row we're going over to the right for arcan meditation allowing 15% of our Mana to regen while we're casting really really good for that MP5 one point into presence of mind this is a three minute cool down where we can make our next Spell instant cast and is very useful five out of five points into Arcane mind increasing our maximum Mana by 10% three points into Arcane stability increasing the spell damage and crit strike Chance by 3% which is a no-brainer again and then one into Arcane power really useful here when we activate it your spells deal 30% more damage but they are going to cost 30% more Mana as well it will last 15 seconds now for our last 10 points this is really interesting and we're actually going to put these into fire five out of five going into impact increasing sorry giving our fire spells a 10% chance to stun the target for two seconds seconds and then five out of five into ignite our critical strikes from fire damage cause our Target to burn for an additional 40% of your Spell's damage over 4 seconds and if you're thinking well hang on a minute I thought this is Arcane when we got on the runes this will all make sense which actually is now cuz we've just spent all of our talent points first upon on the hands we're going to stick with Arcane blast this is going to blast the target with Arcane energy but every time you use it the damage and healing of our other spells will be increased by 50 % however the Mana cost subsequentially of Arcane blast will be increased by 175% so every time you use it the Mana cost goes up exponentially but it does increase our healing and spell damage done this does this does actually stack four times or 6 seconds depending on if you use another spell or not and is really really fun to use on the legs if we're going for single Target it's going to be Icy Veins hastening our spell casting increasing spell casting speed by 20% and reducing push back suffered by 100% if you are doing AOE you can also go into living flame summoning a spell flame that moves towards the Target in a trail in a straight line well kind of a straight line um it's going to deal spell fire damage every uh second nearby enemies um for this we're going to be looking mainly at single targets I'll put Icy Veins in here depending on how quick or long the fight is you can then go for Burnout if it's going to be over really quickly um Trash Packs you know probably dungeons Etc um or just shorter fights in general this is going to increase our spell spell crit chance of all spells by 15% but our non-periodic spell crit strikes now have an additional Mana cost of 1% of our base Mana which I don't think is too bad otherwise go for enlightenment if it's a really long fight and you think you're going to run out we can do 10% more damage when you have more than 70% Mana when below 30% Mana 10% of your Mana regen continues while casting and therefore you see why this is so important if it's a really long fight regarding our Mana so let's go with burnout on this one for now moving on to the waist we're going for missile this is going to give our Arcane blast a 40% chance and our Fireball frostbolt Frost Firebolt and spell frostbolt a 20% chance to reduce the channeled duration of your next Arcane missiles by 50% reducing the Mana cost completely and they'll fire every five at 0.5 seconds this Rune is really good it does quite a lot of damage and it's a great way to use our Arcane blast aack without destroying our Mana in the process of that then we're going to go on to the feet Rune we're going to go with spell power increasing Critical Strike damage by bonus of all spells by 50% which is absolutely insane it does synergize very well with that burnout Rune but again we are going to be throttling through that Mana quite quickly if we do use these on the head then which is our new exciting Rune we're going to be opening Advanced warding increasing the magnitude of our Mana Shield Frost Ward or fire Ward and decrease the Mana drained by Mana Shield by 50% per damage done on the wrist then it's actually going to be bail fire bolt and this is where when I put those points into five fire this is why we done it unleash a reality distorting burst of magic and it's actually going to deal spell fire damage this is Arcane and fire each time you cast baale Firebolt the damage of your next baale Firebolt within 30 seconds will be increased by 10% and your spirit will be decreased by 10% for 30 seconds both stacking up to 10 times if your spirit reaches zero as a consequence you will immediately die the spell will be checked against the lower of the targets Arcane and fire resists so do be careful with this regarding balefire bolt as well it is a fantastic way of spending those Arcane blast Stacks as well it really synergizes really well with that especially if you can't get your missile barrage to proc so the question of course then is how does this all come together into a rotation it's really quite straightforward we're going to use our a Arcane blast four times and then follow that up with either our Icy Veins or living flame cooldowns depending on which one you have runed then AR activate then you're going to activate your Arcane power when activated or spells deal 30% more damage remember of course you've going to get that huge damage increase from Arcane blast already then stacked up you've used it four times and then we can add Arcane power and any other cool Downs you have on your gear or potions Etc to get the absolute Max damage output we can possibly get then we're looking to spend it we're going to be using balefire bolt up to nine stacks and then we can cast Arcane bolt sorry Arcane blast until we get a missile barrage proc at which point we can then use our Arcane missile because remember after we use our missile barrage it's going to reduce um the Mana cost of Arcane missiles by 100% they're going to fire every 0.5 seconds and reduce the duration of them by 50% so you always want to be using your arcan missiles after a missile barrage just to recap on that then use your Arcane blast four times then use either your Icy Veins or your living Flame use your coold Downs like Arcane power then do nine stacks of baale fire bolt then use Arcane blast again then get your missile barrage to proc and then Arcane missiles that's literally it if you're looking at AOE you can just use your living flame and Arcane explosion and that will really be enough on its own and that's it guys that is how you're going to play Arcane Mage in Phase 3 of s o if you did enjoy this video please do consider subscribing below you can also join the Discord where have a really friendly veteran and beginner friendly community and everyone is very kind in helping out and answering questions Etc you can also join my patreon where you can DM me in there one-onone and I can help you out of anything you may need and we also have a VIP channel in Discord for patreons with a lot of behind the scenes info on upcoming projects and things like that thanks for watching guys if you are looking for more sod guides then please do check out my channel if you do go onto my channel you can see here there is a current class guides Shelf and this will include of course as you can see seasonal Discovery phase three guides for you as well as retail and Phase 2 Etc thanks for watching and I will see you in sod phase 3
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Channel: Javier
Views: 3,674
Rating: undefined out of 5
Keywords: world of warcraft, wow, wow classic, Paladin, druid, hunter, priest, warlock, warrior, raid, m+, classic wow, sod, arcane, season of discovery, Phase 3
Id: yw4Zgz352Eo
Channel Id: undefined
Length: 9min 11sec (551 seconds)
Published: Fri Apr 05 2024
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