How it plays
Fire, frost and lightning, and the order you cast them in is the spec. Repeating an element wastes Elemental Resonance, which pays out only when the next spell differs from the last, so the rotation is a deliberate alternation rather than a priority list. Lightning also hits harder into a burning or brittle target, so the order sets up its own payoff — and every generating cast banks a point of Flux toward the six that Elemental Conflux spends at once.
- Main stat
- Intellect
- Resource
- Flux (max 6)
- Mastery
- Elemental ResonanceCasting a different element than your previous spell grants bonus damage.
- Attunement
- Overcharge — potencyAttunement increases the damage of Elemental Conflux, which your Flux pays for.
- Auto-attack
auto_strike· melee- Weapons
- staff, book, knife, mace
- Threat
- ×1
- Per level
- STR +1, AGI +1, INT +7, VIT +5
Level by level
Talents
Spells and passives
How it plays
A ramp spec that pays for itself. Cheap Arcane Bolts build Manaweave. Arcane Blast grows with the ramp and leaves it standing, as Arcane Barrage does, while Arcane Orb consumes the whole ramp at once — each point raising their damage and their cost, so a longer ramp is not straightforwardly a better one. The spending is itself the engine, because it pulls every other cooldown forward; and when the bar rather than the ramp is what you are short of, Arcane Infusion turns one back into the other.
- Main stat
- Intellect
- Resource
- Mana (max 100)
- Mastery
- Arcane AccelerationMastery widens your Mana pool, and spending Mana reduces all your active spell cooldowns.
- Attunement
- Amplification — potencyAttunement increases the damage of Arcane Blast and Arcane Orb, which your Mana and Manaweave pay for, and the Mana Arcane Infusion restores, by the same share.
- Auto-attack
auto_strike· melee- Weapons
- staff, book, knife, mace
- Threat
- ×1
- Per level
- STR +1, AGI +1, INT +7, VIT +5