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Spec Overview
"There is nothing like the sight of the World burning" - this is a pretty common opinion among Fire Mages. These masters of the Fire element have specialized themselves in reducing their enemies to ashes, by unleashing wild flame magic spells on them. Fire Mages are strong ranged damage dealers who excel at doing the Encounter-specific tasks, thanks to their incredible mobility kit. They are also great at finishing off wounded enemies.
Pros | Cons |
Great mobility kit | Cannot control its Cleave Damage well |
Strong Single Target sustained Damage | Weak against spread out targets |
Can Cleave multiple stacked enemies without sacrificing any Single Target Damage | Somewhat lackluster in Damage over Time department |
Very Strong Burst Damage capabilities, especially in execute phases |
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Statistics Priority
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The Best Talent Choices
Level 15: Recommended choice - Searing Touch |
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Searing Touch - Damage of your Scorch is increased by 150%, and it Crits 100% of the time. This Talent boosts your Damage output significantly, especially during Execute phases and provides you with a nice instant Cast filler spell that can be used for avoiding downtime while relocating. | |
Firestarter makes your Pyroblast and Fireball always Crit against Targets above 90% of their total Health. This is a situationally good Talent that could be selected if an Encounter warrants it. Pyromaniac gives your Hot Streak empowered Flamestrike and Pyroblast casts an 8% chance to reactivate Hot Streak immediately. This talent is too RNG dependant to be worth consideration in most encounters. |
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Level 30: Recommended choice - Shimmer |
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Shimmer - It is a great upgrade over the Blink ability; Shimmer has 1 more charge, can be cast off the global cooldown, and does not interrupt your spellcasting, but it has 5s more cooldown (the 20s instead of 15s) and does not break stuns. This Talent will improve your mobility greatly and will allow you to dodge Raid mechanics quickly, without losing DPS. | |
Blazing Soul causes your Blink to surround you with the Blazing Barrier that absorbs Damage equal to 20% of your total Health for the 60s. This Talent boosts your survivability slightly but is a lot less flexible than the Shimmer. Blast Wave knocks back, damages and slows down (by 70% for 4 seconds) all enemies within 8 yards around you. It is a good Crowd Control Talent, that provides you with an additional Kiting tool; it has 25-second Cooldown. That being said, it is useful mostly in Mythic+. |
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Level 45: Recommended choice - Rune of Power |
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Rune of Power - an Active Ability that lets you place said Rune of Power on the ground which increases your spell damage done by 40% for 10 seconds if you stay within 8 yards from it; has two charges and 40-second recharge timer. This is the best choice for Burst Damage as well as sustained damage output, but using it in some encounters might get tricky. If fights require you to move a lot, and you lose a good portion of Rune of power's uptime, consider choosing Incanter's Flow instead. | |
Incanter's Flow gives you a sustained damage bonus that starts at 4%, builds up to 20% over 10 seconds, and then resets back to 4% just to start building up again. This talent doesn't restrict your mobility, and therefore could be selected instead of the Rune of Power for very dynamic encounters. Mirror Image summons 3 copies of you, which cast spells at your Target and gain Enemy's attention; Copies last for the 40s. This, while "classic" gives the worst overall damage boost, especially in AoE heavy encounters, and should not be picked. |
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Level 60: Recommended choice - Flame On |
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Flame On - Gives your Fire Blast an additional charge and reduces its recharge time by 2s. Thanks to Fire Blast's synergy with the Hot Streak this Talent is the best choice for Single Target DPS that also boosts your AoE Damage potential, as it provides you not only with more Hot Streak procs, but also greatly increases your control over them. | |
Alexstrasza's Fury causes your Dragon's Breath to contribute towards Hot Streak, and always deal Critical Damage. This is a very strong option for AoE-heavy encounters, but it requires you to be in the melee range. Phoenix Flames is an active ability that has 3 charges and 30-second recharge time. It deals solid Damage to your primary Target and some splash Damage to all enemies around it; Phoenix Flames always deals Critical Damage. This Talent provides you with solid Burst AoE Damage and should be chosen if an Encounter requires it. |
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Level 75: Recommended choice - Frenetic Speed |
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Frenetic Speed - Your Scorch ability now also increases your movement speed by 30% for 3 seconds. This provides you with some extra mobility, which comes in handy in almost all Raid encounters. | |
Ice Ward grants a second charge to your Frost Nova ability. Ring of Frost lets you summon a Ring on the target location; up to 10 enemies entering the Ring will be incapacitated for 10 seconds. Both of these Frost-related Talents melt in comparison to the Frenetic Speed and the utility provided by it (see what I did there...?). |
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Level 90: Recommended choice - Conflagration |
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Conflagration - Your Fireball now also applies an 8-second Damage over Time effect to your Target; this Talent also causes all Targets affected by your Mastery: Ignite or by Talent's DoT effect to sometimes flare up dealing Damage to all nearby enemies. This is the best choice for Single-Target DPS and encounters with limited AoE. | |
Flame Patch causes your Flamestrike to deal additional Damage over 8 seconds to all enemies within its area of effect, by igniting the ground that it is cast upon. This is a good option for dealing with large waves of Targets, that can be grouped up. Living Bomb applies a short DoT effect on your Target. After the effect ends, the Bomb explodes, damaging all enemies within the 10yd radius, and affecting them with Living Bomb. This is the best choice for 10+ Targets, and it also allows you to deal with your priority Target more effectively (as it doesn't require you to spend Hot Streak procs on it) than Flame Patch does. |
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Level 100: Recommended choice - Meteor |
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Meteor - Calls down a Meteor on heads of your Enemies, dealing high amounts of Fire Damage to all Targets within the 8yd radius, and leaving a patch of burning ground that damages enemies standing inside of it for 8,5 seconds. It has 45-second Cooldown and a 3-second after cast delay. This Talent is the strongest choice for Single Target Damage, as long as you are able to hit your Target with it reliably. It is also really strong in AoE situations if Targets are grouped up, and stationary. | |
Kindling makes your Pyroblast, Fire Blast, and Fireball critical hits reduce the Cooldown of Combustion by 1s. This Talent is a good choice for dynamic encounters that feature multiple Targets, and/or frequent burn phases, but it does not outperform Meteor most of the time. Pyroclasm is a passive ability that activates 15% of the time when you spend your Hot Streak proc, and causes your next non-instant Pyroblast to deal 225% bonus Damage; it stacks up to 2 times. This might be a decent choice for encounters that feature 1 Target that moves around a lot. |
The Basic Rotation
At its base, Fire Mage's rotation revolves around trying to score 2 Critical Hits in a row in order to activate the Hot Streak. This is done mainly by using the Fire Blast after scoring a single Crit (single Critical Strike gives you the Heating Up status).
Use the following priority list to maximize your Single Target Damage output: | |
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Use the following priority list to maximize your AoE Damage output: | |
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Tips and Tricks for Improving your Gameplay
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END NOTE This is an early version of our guide, we plan to upgrade upon it, and add further sections. So please leave your suggestions in the comments section below. We would also like to state that this is meant as a pocket guide and therefore we will not go into too much detail (however, if we are missing some information that is important to you, please let us know, and we will gladly add it). |
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