The stuff that Arcane dreams are made of, and certainly Arcane's best Covenant choice: getting all of our cooldowns back faster is just fantastic. This isn't so much for long cooldowns like
, but short ones like
. The downside is standing still in melee range for four seconds. Luckily, the damage is not the important part of this spell and if you have
to be outside melee range, it's not the end of the world.
Starts off as the strongest Conduit at rank 1, but others surpass it at higher ranks. Night Fae Arcane Mages will normally run
as their first Conduit and
as their second if they use
(because Shifting Power means more
casts, so more uses of
and more cooldown reduction on
); but if you're using
instead, Discipline of the Grove would fit nicely into the second Potency slot.
Teleports are universally valuable, and while it might not be as strong as
this is a great second-place option, especially as you can cast while shapeshifted. Three Blinks in the 12-second duration enables easy repositioning and the ability to dodge some nasty mechanics. The minigame of collecting new forms is also very cool.Venthyr
The damage from the ability really carries this spell, as it doesn't interact with Arcane's mechanics enough to give it a decent boost. The mana return isn't even enough for half of a 4-stack
. As long as the target stays alive long enough to consume all three stacks (18-20 seconds), it's a strong spell - just a boring one.
Again, a decent second Potency choice, and gives Mirrors of Torment a bit of use in AoE - if indirectly.
We already have
, but mobility is a major aspect of Mages' defensive repertoire. Adding another spell to Get Out of Bad is not shabby, especially with the increased cooldown on
. The targeted aspect is just icing on the cake. Kyrian
Simply a flat damage increase to the single-target rotation; quite boring, but highly usable for Arcane thanks to how hard
hits already. Cast this as part of the opener, before
Radiant Spark does have an issue with multi-projectile spells like
: each Missile will consume a stack, so one full channel will consume all of Radiant Spark. It's annoying, but it's also the system that allows each Missile impact to proc
, so we have to take the bad with the good. Just be sure not to use Arcane Missiles while Radiant Spark is on the target.
Simple and straightforward, even if it's not as strong as spec-specific Conduits like
in situations with more than one target. A good second Potency choice.
Much more useful than first thought, there are many nasty debuffs in Mythic+ that
can cleanse - and Castle Nathria is full of Bleed effects (only two, so far, can't be cleansed using this, both on the Stone Legion Generals fight). Not as flashy as other Signature abilities, but a solid choice.Necrolord
The length of this cooldown - 3 minutes - stops it from lining up with
, our other major burst ability. While it's very strong on 2-3 targets, it loses out on a single target and 4+ targets. Basically it's competitive (not the strongest choice, but competitive) in Mythic+, but it loses out in other content simply due to the length of the cooldown. On the other hand, if the cooldown were lowered to match Arcane Power it would be by far our strongest Covenant ability.
Not a strong enough buff to make
any more appealing; if you do roll Necrolord, you won't be using Gift of the Lich.
This extra self-survivability is fantastic, but the 4-second channel is a real downer; Arcane hardly needs another long cast-time ability to fit into its attempts at dodging mechanics. This is hard to justify taking compared to Door of Shadows or Soulshape.