Had an idea, a way to change up the abilities and remove the spammy nature of Arcane while making it possibly more fun.
Mana no longer matters like fire and ice. Arcane Charges still cap at 4 and are our primary resourse.
Arcane explosion: removed
Arcane Blast: No longer grants arcane charges. 2 second cast -.25 sec per charge. Forks to up to 4 targets for 20% damage preferring targets afflicted with nether tempest tempest. Hits 1 less target per arcane charge. Beam animation is larger with more charges.
Nether tempest: instant, core ability, costs 1 arcane charge, max 4 active at once. Lasts 8 seconds. Can stack multiple on a target to increase duration, not damage. Damage from nether tempest has a 10% chance to proc clearcasting per target hit.
Clearcasting: reduces the recharge time for arcane orb if it is on CD by 50% for 1 use/charge and prevents the next cast of Arcane orb from consuming a use/charge.
Arcane orb: 1.5 second cast, 2 use/charges. 4 second CD. Explodes when it hits your target doing damage in an area. Generates an arcane charge. Orb size and area increases with the number of arcane charges you have.
Arcane missiles: consumes all arcane charges and fires additional missiles for each charge. Worth casting at 4 charges. 25% chance per arcane charge spent to grant clearcasting. Castable while moving.
Optional 2nd talent: hits up to 5 targets, increased targets per charge.
Arcane barrage: instant, costs 1 arcane charge, 8 sec CD. bonus damage based on arcane charge on casts. No longer shotguns
Optional 2nd talent: slow
Arcane power: 2 min CD. grants bonus spell power and haste,
Evocation: 4 second channel(hasted), grants up to 4 arcane charges. 2 min CD. Castable while moving.
Optional 2nd talent: reduce CD to 60 sec or channel time to 2 seconds.