Posting this in the classic forum because there isn’t a Season of Discovery forum yet. Spoiler tags over everything in case people don’t want runes spoiled.

Arcane is the mages’ healing specialization in Season of Discovery. Although, from what I can tell it plays as indirect healing class via damage done

I’ll list the primary healing related runes, and then the more generally related ones after.

The first big one is Arcane Blast: “Gloves | Blasts the target with energy, dealing 190 to 221 Arcane damage. Each time you cast Arcane Blast, the damage and healing of all other Arcane spells is increased by 15% and mana cost of Arcane Blast is increased by 175%. Effect stacks up to 4 times and lasts 6 sec or until any other Arcane damage or healing spell is cast.”

Mass Regeneration: “Legs | Heals all of target player's party members within 15 yards of target player for 262 health over 3 sec and applies Temporal beacon to each target for 15 sec.
Records the subject's space-time position. 100% of all Arcane damage done by the caster will be converted to chronomantic healing and divided among the caster's current Temporal Beacon targets.”
Regeneration: “Chest | Heals the target for 485 health over 3 sec and applies Temporal Beacon for 30 sec.
Records the subject's space-time position. 100% of all Arcane damage done by the caster will be converted to chronomantic healing and divided among the caster's current Temporal Beacon targets.”


With these three runes we see that Arcane Mages have a beacon like Paladins’ however the healing done is based on damage done. AB stacks as normal and buffs the damage of other arcane spells. So, if you have time and you know big damage is coming you can stack Abx3 or Abx4 and use Regen or Mass Regen for big heals on single target or group, respectively. Or if your beacons are already up, you can dump the stacks with Arcane Missiles.

You can forgo Rune of Arcane Blast and take Rewind Time: “Gloves | Your current target with your Temporal beacon instantly heals all damage taken over the last 5 seconds. Ineffective on targets that did not have a Temporal beacon 5 seconds ago.” Which puts to use the “space-time position” and places a Temporal Beaconed player where they were and the health they were at (possibly more based on damage they received). This is a pseudo Lay on Hands/Life grip. It’s probably better for dps’ oopsies and not so much for tank placement. This leaves you without the primary damage ability for Arcane, and leaves you with Arcane Missiles and Arcane Explosion for damage and beaconed heals.

If you’re not concerned with group heals you can forgo Mass Regeneration and take Icy Veins: “Legs | Hastens your spellcasting, increasing spell casting speed by 20% and reduces the pushback suffered from damaging attacks while casting by 100%. Lasts 20 sec.” Which you can always use as an offensive cooldown or if you need a lot of heals fast.

The other option for the Leg rune is Arcane Surge: “Legs | Unleash all of your remaining mana in a surge of energy focused at the target dealing 95 to 111 Arcane damage, increased by up to 300% based on your mana remaining. Afterward, your normal mana regeneration is activated and increased by 300% for 8 sec.” This is obviously a Lay on Hands styled ability but is also modified by AB stacks. It’s an “oh shit” button.
The last tangentially related rune is Enlightenment: “Chest | You deal 10% more damage while you have more than 70% mana. While below 30% mana 10% of your mana regeneration continues while casting.” To take this leaves you without Regeneration, but gives you some mana security. Good choice if you’re raid healing as you can only take Mass Regeneration with this, and you need either regeneration spell to heal.
Since the level cap is 25, we have a decent array of utility spells. Teleports to Org/SW/IF/UC, no portals sadly. Evocation. Arcane Intellect. Amplify magic, which is great for fights that are solely physical damage. Remove Lesser Curse. Conjure Food. Conjure Water. Polymorph.

I think the two major builds are going to be Regen/Mass Regen/Arcane Blast or Regen/Mass Regen/Rewind Time.

And for talents, of course all 16 points in the arcane tree. I’d suggest 5 points in Arcane Focus, to reduce arcane spells resisting, 5 points in Improved Arcane Missiles to stop pushback of likely your most common heal, 5 points in Arcane Concentration for clearcasting procs, and a point in Arcane Meditation for more mana regen.
The other talents seem marginally useful, like Arcane Subtlety for reduced threat or Improved Arcane Explosion for more crit if you find yourself in many target situations.