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We Don't Wipe - Arcane Mage

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  • World of Warcraft
  • 3,588 Monthly Downloads
  • Supports: 6.1.0
  • 8,334 Total Downloads
  • Updated 02/24/2015
  • Created 07/27/2013
  • 16 Favorites
  • Project Site
  • Comments
  • Release Type: Release
  • License: All Rights Reserved
  • Newest File: We Don't Wipe - Arcane Mage - v2.06
Support development! **

About We Don't Wipe - Arcane Mage

A DPS maximiser module for the We Don't Wipe AddOn.

How to Use
You will need the latest We Don't Wipe. After any AddOn instal or update always quit WoW completely. Relaunch WoW. Enjoy. See We Don't Wipe for any further information.

Other Available Modules

  • Windwalker Monks Patch 6.1!
  • Frost Deathknights 2H
  • Frost Deathknights DW
  • Fire Mages
  • Frost Mages Patch 6.1!
  • Enhancement Shaman
  • Elemental Shaman

With more to come!


Arcane Mages have three 'Phases', executed in a cycle: Burn -> Replenish -> Conserve mana.

Some parts of the Burn and Conserve Phase are shared as "Common", below.

  • Buff
  • Arcane or Dalaran Brilliance
  • Burn
  • Arcane Power
  • Prismatic Crystal
  • 2xSupernova
  • Common (below)
  • Arcane Blast spam
  • Replenish
  • Arcane Missiles if AM will expire before Evo completed
  • Evocate
  • Conserve
  • 1 or 2 Supernova if mana < 94% and < 3xAM and sure to have 2xSN for AP
  • Common
  • Arcane Blast if mana > 93%
  • Arcane Missiles if 4xAC and AM>0
  • Arcane Barrage if 4xAC
  • Arcane Blast filler
  • Common
  • Nether Tempest if 4xAC and buff expires < 3.6s
  • Arcane Orb if AC < 2
  • Presence of Mind (to buy milliseconds for Orb to hit)
  • Mirror Images
  • Arcane Missiles if 3xAM or expiring

General Rotation Notes
Sometimes, if you are unable to follow the rotation closely, certain abilities will just not be suggested in the queue. This is probably because preconditions to establish optimal use of the ability were not met. Additionally, some cool downs are very specific in terms of the movement/static nature of a fight, upcoming mobs, etc and so cannot be reliably included.

The selection of what to display for Cooldowns in the mini icon rows is a personal thing. I have thrown in some ideas but you should really customise for your liking. It is very possible to show a cooldown and yet to exclude it from appearing in the main rotation icons. This would avoid you being nagged, for example, to blow a major cool down on trash and just prior to a boss fight. Enter "/wdw coo" from chat.

Notes Specific to the Arcane Mage Module
BURN commences when the Evo cooldown is below a threshold. The aim is to be down to 50% mana at exactly the time that Evo comes of CD.
Yup, impossible to predict so the module "learns" as it goes, starting at a low 15s. REPLENISH commences at 50% mana. Evo will be in queue position #1. Do it! CONSERVE occurs when Evo is on CD.

* Brilliance Buff *
Dalaran Brilliance / Arcane Brilliance bring a +10% Spell Power buff and +5% Crit buff to groups. This is better than a Shaman's Burning Wrath buff and does NOT overwrite the +10% Stamina of a Warlock's Dark Intent. If a BM Hunter is present then it shouldn't be choosing a pet to give the Still Water buff. Similar logic with respect to Crit buffs such as LotWT, LotP, FH, etc. Thus: Always cast AB/DB if it is not present (on yourself - to save checking everyone).

I encourage others to suggest their own ideas, perhaps even upload your own module if you have some LUA skills. I am happy to assist.

Modifiable Parameters New!
From the chat line, the following modifiable parameters can be adjusted by you. The values are saved between sessions.

/wdw amp burntimer=nn
'nn' is the time in seconds before Evocate comes off cooldown and is the ideal time to commence your burn phase. The default is 15 (seconds).

/wdw amp minmana=nn
'nn' is the ratio of current mana to maximum mana for which Evocate should be triggered. The default is 0.5 (i.e. 50%). Setting this too low will result in a never ending burn phase. Most players settle for 0.4 to 0.6.

/wdw amp train=x
Your Arcane Mage module can automatically learn the amount of time it takes for you to burn your mana down from 100% to 50%. Setting train=y will cause your 'burntimer' parameter to be adjusted automatically. A value of 'n' turns the training off.

/wdw amp
Will list all modifiable parameters and their current values.

Updates & Favourites
Why not make We Don't Wipe a Favourite and/or use the Curse Installer?

Fun Stuff™ New!
At any time you may raise your arms high and command Storm, Earth and Fire. You indeed have the power of Go'el in your hands! Heed My Call™ with '/wdw sef' or '/wdw poth' in chat. Or say hello to yourself with '/wdw sal'. Enjoy!

Cookies, Beer & Donations
It is all about the cookies & beer although, and don't let Gallywix know about this, a "thank you" in the comments section fuels my programming appetite and is very much appreciated. And then, you could cut straight to Donate to lend your support! because as Gallywix would say... "time is money, friend".


  • Change 'sm' references to 'amp'
  • Added special 'low mana' queue items for use during the Conserve phase
  • Remove the Evocate icon from position #1 when mana is nearly full
  • Included the new low mana logic in the 'bt' flag debug output
  • Update TOC file for Patch 6.1


  • Stand alone AddOn (requiring We Don't Wipe v4.00) but hopefully Wowinterface & Curse compatible


  • Module confused between minMana parameter as a ratio or percentage.
    (Thanks to wowinterface member Baine for noticing this)
  • Retain duplicate AM tests BUT safeguard against FOUR AMs appearing in the queue
  • Removed a small block of redundant code in the Evo routine (benign)


  • Trained burnTimer was not saving between sessions. Doh!
  • Redo Supernova logic for throttling SN while AP is on CD. Leaner + more precise
  • Safety check to throttle Arcane Barrage for when player selects a burnTimer < 8s (Weird)
    (Net effect of above is fewer superfluous SN icons, seemingly more Barrage)


  • Totally redone (again). Massively changed


  • Warlords of Draenor updates - totally redone


  • Version number update for Patch 6.0.3


  • Removed old 'party' rotation due to errors
  • Fixed programming error in the 'Levelling' rotation
  • Added a conventional 'Single' target rotation
  • Added an 'Alternative' single target rotation (inferior)
  • Added Mana Gem code to all rotations. Should never really be needed
  • Version number update for Patch 5.4


Initial release


First Previous Page 1 of 5 Next Last
  • #70

    i can't seem to see the Main Spell chain, but i can see the cooldowns... am using the arcane module and i have turned always show on.. not sure whats happening

  • #71

    This should work as intended as I haven't tampered with the related code for quite a while. I just tested again and it still works. For me at least. I am using v2.06 and not a development/internal version.

    Go to '/wdw opt'.

    The top most section is "Optional Inclusions". These are the display switches.

    To ever see the main queue you MUST have Show Main Queue checked/ticked.

    The section below that, "When Outside Combat" controls if you will see anything when you are not targeting or being targetted by baddies.

    You MUST also have the latest Arcane Mage module installed. Instal it as you would any stand alone AddOn.

    If you do NOT have the latest Arcane module then you will surely receive a red error message at login / spec change.


    Last edited by Taraezor on 2/28/2015 8:26:59 PM
  • #69

    Not just a quick 'toc' file update to force the AddOn to load in Patch 6.1 (lol)...

    Evocate is now force removed from queue position #1 when your mana is almost full. Previously it waited for you to interrupt the channeling.

    Some players were experiencing low mana during the conserve phase. With v2.06, the more desperate your mana situation, the more desperate (i.e. less than optimal) is the suggestion to Arcane Missiles / Barrage.

    Yes AM and ABa are a DPS loss but so too is low mana. Better to get the player's mana back up during conserve (defined as Evocate on CD). Feel free to pot etc to override this. The AddOn will adjust itself.

    '/wdw deb bt' enables some messages each time your burn timer has been 'trained'. It now will also add a message if the low mana logic caused an ABa or AM to be queued. '/wdw deb 0' to turn all this off.

  • #68

    No need to manually place this into the WDW Modules folder. I am hopeful that the Curse Installer works with this new schema.

    From now on, it looks like a normal AddOn, except everything gets executed from the main WDW module.

  • #67

    As per the Change log.

    One bug in particular could result in a "never ending burn" phase situation. Ouch! Thanks to wowinterface member Baine for noticing this.

  • #66
    WDW v3.10 * IMPORTANT *

    There was a bug in the main WDW core program file.

    It only affected users of the Arcane Mage module IF and only IF there was a Fire Mage in your party.

    The result: a totally erroneous rotation IF the Fire Mage had his/her Ignite debuff on the boss.

    Please update the main WDW module.

    Yup, so soon after the previous WDW update, but had to be done.

  • #65

    ok so I have done some testing and the last version works much better.

    good work. I Will test it more tonight during the raid.

    Last edited by MOOKKY2 on 2/4/2015 6:10:34 AM
  • #64
    v2.03 Training the Burn Timer

    See Description notes above for the "Burn Timer" and how to manually adjust it.

    You might care to receive a mesage each time it has been "trained":

    In chat enter '/wdw deb bt' to see a message each time the Evo timer is updated. It makes small changes each time, in the direction of the latest timing. (Half of the interval).

    To cancel enter '/wdw deb 0'. That's a zero and not an Oh 

    (Prior to v2.03 the trained value was NOT saved between sessions. It is now)

    Last edited by Taraezor on 2/1/2015 7:46:27 AM
  • #63

    As per the Change Log - Supernova logic while Arcane Power is on CD was rewritten. Leaner / quicker / more precise. You will still get 2xSN at AP time to start a fight and when AP is next up. Outside that, slightly more single SN icons and very much fewer second SN icons (none really for short queue lengths).

    Frequency of Arcane Barrage not altered but now the queue has been freed up, it "feels" like a small increase to me.

    DPS unaltered for me but the queue just "feels" better. Call out to MOOKKY2 and sobermaniac! Thank you!

  • #62

    Jesse we need to cook!

  • #61
    Next Upload Incoming (soonish)

    See discussion below.

    (1) An annoying second SN is appearing in the queue when there is only one charge of Supernova and the second charge is not recharged enough. This is a bug. Restrict the second SN icon (more) if it is hopeless. Fix will make second SN appear lower down the queue (or disappear entirely) as per recharge time.

    (2) Investigating how (if it makes sense) to give more love to Arcane Barrage. During conserve, if mana is above about 93% then it will NEVER get to position #1. During Burn and Replenish it will never appear. This contrasts markedly with old WoW expansions. I contend that this is correct but will check online for any better thinking.

    I am in the middle of my Windwalker module update and this can wait a little while but will get uploaded over the weekend.

    Thanks to Jess and Walt for the Hazmat gear to help track down these bugs.

    Last edited by Taraezor on 1/30/2015 4:03:20 AM
  • #54

    As detailed by Mookky2 below. I have the exact same bug with supernova. 

    When using the "Supernova" lvl 75 talent, sometimes the "Arcane Barrage" icon is replaced with the "Supernova" icon in the priority list. With both Nether Tempest & Unstable magic, it works well. The bug only occurs with supernova, and it also seems to randomly disappear.

  • #56

    Thanks for the report! Answered in the post below.

    TL;DR: Rather than increase priority of Barrage, Supernova has been decreased somewhat.

    If you still think there is an error could you please provide a screen dump.

    You will also notice that Evo doesn't smoothly move from right to left. That is based upon several factors, such as dumping AM before Evo, fluctuating mana levels, etc.

    But when Evo does make it to the first position be ready to hammer your Evo key, lol. AND it is totally up to YOU to cancel Evo at 100% mana. Hit your space bar / move etc.

    Last edited by Taraezor on 1/30/2015 4:06:04 AM
  • #53

    Thank you for this nice add-on, way better than ovale priority list or any other rotations addons I tried.

    I think I found a bug : when using the "Supernova" lvl 75 talent, sometimes the "Arcane Barrage" icon is replaced with the "Supernova" icon in the priority list. With both Nether Tempest & Unstable magic, it works well. The bug only occurs with supernova, and it also seems to randomly disappear (once I did the rotation during 2+ min and the bug fixed itself, the arcane barrage icon worked).

  • #55

    Okay thanks for the comparison to Ovale and others. Appreciated. It is also a good way to answer this problem:

    Arcane Barrage is a very low priority. Ignore the popular Noxxic website. It is useless. Try instead: Icy Veins where it is rated #8 even before phase and cooldowns and buffs and some talents have been included. It is an Arcane Charge dump for when nothing better is available.

    All Tier 5 talents are very worthwhile inclusions in a rotation. Supernova, at Icy Veins is rated #3.

    Now the suddenness. The appear / disappear of Supernova is related to your mana levels. Top players have established mana levels during the conserve phase where Supernova is best to be used / not be used.

    Any other "flashing" of abilities is related to the deliberate design of WDW. For simple cooldown usage spells the icon, in WDW, will slide from right to left. As an extreme example, when there is more complex logic, the spell might suddenly appear in position #1 and then disappear with a single GCD as the optimal conditions are no longer being met.

    That is why, assuming I have not made a mistake and assuming I am up to date with the latest thinking, WDW will always outperform a more static combat log based AddOn.

    I welcome any debate over the positioning of an ability in the rotation.

    Last edited by Taraezor on 1/29/2015 4:38:26 AM
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