Night FaeThe 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
신비의 마법 강화, but short ones like
비전의 여파,
마력의 룬 and
비전 보주. 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
마법사의 낙인 as their first Conduit and
비전의 귀재 as their second if they use
비전 메아리 (because Shifting Power means more
비전의 여파 casts, so more uses of
신비한 화살 and more cooldown reduction on
신비의 마법 강화); but if you're using
공명 or
황천의 폭풍우 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
어둠의 문 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.
VenthyrThe 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
비전 작렬. 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
점멸 and
시간 돌리기, 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
일렁임. The targeted aspect is just icing on the cake.
KyrianSimply a flat damage increase to the single-target rotation; quite boring, but highly usable for Arcane thanks to how hard
비전 작렬 hits already. Cast this as part of the opener, before
비전의 여파 and
신비의 마법 강화.
Radiant Spark does have an issue with multi-projectile spells like
신비한 화살: 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
비전 메아리, 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
마법사의 낙인 or
대마법사의 책략 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
평온의 약병 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.
NecrolordThe length of this cooldown - 3 minutes - stops it from lining up with
신비의 마법 강화, 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
죽음의 혈통 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.