Arcane Brilliance: Fire 101

Since publishing Arcane 101 and Frost 101, for our series of class 101 guides, I've received numerous requests for Fire 101. Where is it? When is it coming? Why haven't you written it yet? There's even one guy who I swear has emailed me pretty much daily inquiring as to Fire 101's whereabouts. These emails progressed steadily in their tone and verbiage from mild annoyance to frustrated desperation, to thinly veiled threats to do me bodily harm. It wasn't long before the emails began coming with increasingly creepy pictures attached: first one of a road map with a thumbtack in the southwestern portion of Nevada, then one of the "Welcome to Las Vegas" sign, then one of the street where I live, then one of my house, my driveway, and so on. The picture contained in yesterday's email was of a naked man who wasn't me standing in my bathroom brandishing a large knife. So, I've decided that today is the day!
Now, please ... get out of my bathroom, crazynakedguy@iwillstabyouinthefacechrisbelt.com.
As always, these posts come with a small disclaimer: these are meant to be basic guides covering a general overview of the spec from a PvE perspective. This one is meant as an introduction to Fire. It will not help you maximize your DPS on heroic 25-man Lich King. It will, however, help you get some idea of what the fire spec is, and how to go about playing it.
Without further ado, I bring you Fire 101.
1. What is fire?
In prehistoric times, man discovered that by rubbing two sticks together or by striking flint to steel, he could produce a spark, which if allowed to settle upon dry tinder could then be made to grow into a flame. Then, man learned to conjure that same flame from the air around him and hurl it at warlocks. Thus, the fire spec was born.
Fire is a pure DPS spec, producing high burst damage, frequent crits, extremely high AoE damage, and a delicious smoky flavor. Fire is perhaps the most random-number-generator (RNG) dependent spec in the game, and certainly the most RNG-dependent mage spec. There are fights when the game's internal dice are kind to this spec, when the crits will flow freely and your DPS will be high. There are times when none of that happens, and your DPS will suck.
2. Fire benefits
- High single target damage
- Extremely high multiple target damage, especially in longer fights
- Good raid utility
- Simple rotation
- Only one cooldown to manage
- Living Bomb is awesome
- Highly RNG dependent
- Boring rotation
- DPS is currently still generally lower than Arcane
- Terrible survivability
- Extremely high hit cap
Intellect and stamina are both important parts of a balanced fire mage diet, but you get plenty of both from your gear. You should never need to gem or enchant for either of those stats.
- Spellpower. By far the most important mage stat, fire or otherwise. This is your priority for gemming and enchanting. Almost all mage gear will have spellpower on it, but you always want more. Unlike most other stats, its value doesn't grow or diminish over time. Adding spellpower will always increase your DPS by the same amount, every time.
- Haste. This is less important at lower levels of gear, but becomes more valuable as your gear improves. It speeds up spellcasting and lowers your global cooldown.
- Crit rating. Unlike haste, crit is more important at lower levels, and becomes less important as your gear improves. It increases your chance to get a critical strike with your spells, but by the time your fire mage is well-geared, your crit chance will be so high as to make adding more crit rating slightly unnecessary.
- Hit rating. Unlike frost and arcane mages, fire has no access to talents that grant hit rating, meaning that the hit cap for fire is very high. Your cap, unbuffed, is 446. That's a buttload. Hit rating, until you reach that magical 446 number, is the single most important DPS stat for you to hunt down. Once you reach the cap, any additional hit rating is a total waste. You want the cap and no more.
- Spirit. This increases your crit chance via Molten Armor, and your out-of combat mana regeneration (which isn't important). This isn't a bad stat, but you'll get most of what you need from gear, and should never need to go looking for spirit.
- MP5. This is never a mage stat. It's always a healer stat. It's going away entirely in Cataclysm, but for now, if a piece has MP5 on it, it's not for you.
This cookie-cutter talent spec for fire mages goes deep into the fire tree, but makes a short excursion into arcane for Torment the Weak, a mandatory talent.
Fire 18/53/0
This spec maximizes single target DPS. You may find it useful, depending on your raid's needs, to redistribute your points a bit in order to pick up Dragon's Breath or Blast Wave (or both) for added AoE options. A good place to get the points from is Flame Throwing, as in doing so you only give up a bit of range.
7. Talent overview
Fire
Improved Fireball: Speeds up your main nuke. Mandatory.
Ignite: Makes your crits (of which there should be many) also apply a very nice damage-over-time (DoT) effect, which adds significantly to your DPS.
World in Flames: Useful for the increased crit chance it gives to many of your best spells, including Pyroblast and Living Bomb, among others.
Flame Throwing: Adds 6 yards of range to all of the spells you'll be using. Range helps in fights where standing at max-range is imperative. These points can be placed elsewhere if you deem another talent more important to your playstyle or raid needs.
Pyroblast: This is your highest damage spell, but has too long of a cast time to be worth casting. Fortunately, you'll be picking up a talent later on that makes Pyroblast instant from time to time. When Pyroblast is instant, it is a mandatory cast. Added bonus: it's a giant freaking ball of fire.
Burning Soul: Reduces pushback and threat. Both are essential, and you won't get them from any other talents.
Improved Scorch: This is your raid utility talent. It applies a 5% spell crit chance debuff to the enemy, improving raid DPS, and also provides a passive 3% crit chance buff to you personally.
Master of Elements: A very useful mana-return mechanic, this talent will give you mana back on every crit, and as a fire mage, crits happen often.
Playing with Fire: For 3 talent points, it increases your damage by 3%. Not shabby. The downside is it also increases your incoming spell damage by 3%, but who are you kidding? You're a fire mage. You're constructed entirely of tissue paper. What are you afraid of? That you'll be 3% less dead when the boss decides it's your time to go?
Critical Mass: 3 talent points gives you a whopping 6% added crit chance. That's a lot of crit.
Blast Wave: This is an excellent AoE spell, but not mandatory. In fact, if used improperly, it can actually hurt your raid's AoE output due to knocking enemies temporarily out of range. Still, its damage is high, and there are times when that knockback can come in handy.
Fire Power: For 5 talent points, this makes your fire spells 10% more powerful. What a deal!
Pyromaniac: Yet another crit-increasing talent, this one also allows 50% of your mana regen to occur during combat.
Combustion: This is your one and only cooldown spell. It basically gives you a stacking crit buff that lasts until you've gotten three crits from it. You'll want to cast it every time it's up, unless the mobs are about to die or something.
Molten Fury: Gives you a whopping 12% damage increase when you need it most -- at the end of the fight. During the burndown phase of a boss fight, your fire mage will see his DPS jump significantly.
Empowered Fire: This talent more than justifies its position so low in the tree. Its benefits are twofold. Firstly, it increases the damage of your primary nuke spells by 15% of your spellpower, which means that the damage increase scales as your gear improves. And second, it grants you some nice mana return whenever Ignite ticks. That'll be frequent.
Dragon's Breath: This is a nice short-range conical AoE spell that carries with it a daze effect. It's powerful, and only costs one talent point, and so is quite worth taking if you need more AoE options.
Hot Streak: Ah, here's your instant Pyroblasts. The trigger is 2 spell crits in a row (not counting those from DoT effects like Living Bomb), and you have 10 seconds during which to unleash your insta-Pyroblast. But why would you want to wait?
Burnout: Provides a massive damage bonus to your spell crits, but makes them cost 5% more mana. The damage increase more than makes up for any lost mana, and your crits will already be giving back a bunch of mana anyway due to other talents.
Living Bomb: I wrote a song about Living Bomb once. I can only guess that the reason nobody's set it to music and played it on acoustic guitar on YouTube yet has something to do with warlocks. Or perhaps that the song only had nine words total. And none of those words rhymed. At any rate, Living Bomb is awesome. It's a very powerful DoT spell that works on multiple targets (yay!) and explodes if allowed to run its 12 second course on a mob. You'll want it up on as many targets as possible pretty much always.
Arcane
Arcane Subtlety: As with pretty much everything in the arcane tree, you're only taking this talent to get to Torment the Weak. If you can find a more personally useful way of distributing your talent points in this tree, feel free. The very minor benefits this talent provides are a lowered threat on arcane spells you won't be casting all that much (Spellsteal, Polymorph, Counterspell, etc.) and a lowered chance your buffs and DoTs will be dispelled (which isn't much of a problem in PvE, really).
Arcane Focus: Lowered mana and improved chance to hit with those same arcane spells, none of which are part of your rotation.
Arcane Concentration: Ah, now this one's actually useful. Gives you a chance on every offensive spellcast to make your next offensive spellcast free. A good mana management tool.
Spell Impact: This one's pretty nice too, as one of the spells covered by its 6% damage increase is Fireball. Also included: Scorch and Blast Wave.
Student of the Mind: You're putting a point here to meet the requirements for Torment the Weak. The extra spirit is just gravy.
Focus Magic: This applies a nice crit buff to a teammate, who then applies that same buff right back at you every time they crit with a spell. Fun for the whole family.
Torment the Weak: The reason we're here. Anytime the enemy you're firing at is affected by any sort of slowing effect (in a normal raiding environment, this will be all of the time, constantly, forever), you will do 12% more damage to them. That's a ridiculous damage buff.
8. Leveling as Fire
Fire is all about killing things before they reach you. Fireball is your main nuke, but it's still probably a good idea to throw out a Frostbolt opener to slow down your target while you set them aflame. Fire Blast is your best close-range attack. Blast Wave and Dragon's Breath are far more important while leveling than they are at max level, simply because both spells do a bunch of damage while peeling mobs off you and dazing them. The watchwords while leveling fire are these: "don't die." Survivability and escape options are scarce for fire mages, so either avoid targeting more than one enemy at once or be very confident in your ability to kill all your targets very quickly.
For more detailed info on leveling a mage, check out Arcane Brilliance's mage leveling series. You can find it here.
9. Your basic fire rotation
Fire's rotation is very simple: Start with Scorch to apply the debuff, then spam Fireball. When Hot Streak procs, throw out a Pyroblast. Use Combustion whenever it's off cooldown unless the fight is about to end. Keep Living Bomb up at all times, on multiple mobs if necessary.
For AoE: Apply Living Bomb on three or so of the mobs, then stack a rank 9 Flamestrike on top of a rank 8. Re-apply a rank 9 Flamestrike when the first wears off, then wait for Living Bomb to explode. Repeat as necessary.
10. Gems
Arcane Brilliance covered gemming for mages in detail in this column. Gemming is pretty much the same for mages no matter the spec.
The short version:
- Spellpower trumps all. Gem a Runed Cardinal Ruby wherever possible.
- If the socket bonus is spellpower, consider filling it with a Reckless Ametrine (for yellow/red slots) or a Purified Dreadstone (blue slots).
- You'll need at least two Purifieds to meet the requirements for your meta, which should be the Chaotic Skyflare Diamond.
- If you need hit rating, gems are a fine place to get it, and you can always replace those hit gems with spellpower ones as you gain better gear.
Full enchant column here. It includes a full list of enchants available at endgame, including best-in-slot and low-price alternatives.
12. Glyphs
- 1st major slot: Glyph of Fireball: This reduces the cast time of your main nuke. Mandatory.
- 2nd major slot: Glyph of Molten Armor: This is the armor spell you'll be using, and the glyph for it only adds to its damage.
- 3rd major slot: Glyph of Living Bomb: This glyph allows for the periodic ticks of Living Bomb to crit, which in turn makes Living Bomb even more awesome. This glyph will provide a bigger DPS increase than any other glyph at endgame.
- Minor slots: If you've specced into Blast Wave, grab the glyph for it, which removes that pesky knockback effect and lowers the mana cost for the spell. The other two slots don't much matter, take whatever you feel will improve your quality of life.
Shudder.
Filed under: Mage, Analysis / Opinion, (Mage) Arcane Brilliance
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Reader Comments (Page 5 of 5)
taristo May 3rd 2010 11:34AM
I had understood that losing the dot on fireball was a very bad option. is the haste worth it? i use Glyph of Scorch... recomended by a guildie.... not a great option but i hate losing my dot... i stuck as arcane instead of fire because with either glyph i could not keep up as a fire mage... here is my armory (in my arcane gear) please let me know how i can help in fire since my ugild wantes me to be fire in our 25m LK kill.
thanks in advance,
Hege
http://www.wowarmory.com/character-talents.xml?r=Daggerspine&cn=Hegetaga&gn=Evade
aspirin May 3rd 2010 3:00PM
The fireball-tick is not doing you much good, as they don't overlap. That means you only get ~25% of the dot's value when spamming fireball(unglyphed), and considering how low that damage is initially, 0.15sec quicker fireball is much better.
Hope that helps
Jeska May 4th 2010 12:38AM
I applaud you, Mr. Belt. But where's the Warlock insults? I see chucking our fireball at them (a given) and a living-bomb song/attempt..but no insults in the italicized intro? No mention of why we should use living bomb on the warlock because they will inevitably cower at us and run back to their friends, blowing them up in the process? As a die-hard, hard-core fire mage, I must object! And yes..I peruse your column for my latest warlock insults, not only is my friend a gnomish warlock, but he is as arrogant as Wilfred Fizzlebang (and subsequently, his trifling is usually his undoing too...).
Sarabande May 4th 2010 8:27AM
I use it right after HS-Pyro because it's instant and when things die as fast as they do these days, I try to get in as many hits as I can.
I generally have LB on at all times if I can manage, so usually, if I'm using fireblast, it's just a quick starter for another possible HS, (if both Pyro and Fire Blast crit, I mean, and I happen to be standing close enough already) not for its inherent damage. It is a bit of a gamble, but then, by the time my fireball finishes casting, the thing is probably dead anyway. :D (It's not unusual for even instance bosses to die within about 20 seconds, unless there is some mechanic that slows us down).
I actually have both Scorchio and Tell Me When, which both alert me (with sound and visually, respectively) when HS procs. Does Power Aura Classic have other features? I've also heard of something called Mage Nuggets. May have to check out both. :)
Thanks for the tip. :D
Sarabande May 4th 2010 8:33AM
damnit . .. wtb an edit button. Tha above was supposed to be a reply to Aspiring.
Sorry about that.
Scuac May 4th 2010 12:34PM
Anyone else thinks it is greatly unfair that Spell Impact does not include frostbolt (or any useful frost spell, not even FFB)?
Meknow May 4th 2010 1:37PM
From the constant decursing/slowing/CCing, I am having trouble keep 4 full stacks of AB on bosses. For the most part I never have any trouble but the bosses that require mage's extra attention Arcane dps takes a toll. I wanna go back to fire like in the days of ulduar. I have some crit pieces saved up but I still feel its not enough crit to raid in. Self-buffed, I sit around 44% crit (with mostly haste gems/gear). What is a good amount of crit to have in order to be competetive in raids? I get mix answers. Someone tells me, 50% crit is the most you wanna have and someone else tell me to keep as much crit as possile. What is the crit cap even if there is any?
http://www.wowarmory.com/character-sheet.xml?r=Stormreaver&cn=Meknowmagic&gn=Refused
jeremiah1988 May 6th 2010 10:54AM
Another really good mage AOE is to get close after the tank has pulled aggro.....use Dragons's breath and then use the instant cast flame strike (if your specced into it)...and then blizzard them down....and occasionally if its 4 or more i'll living bomb all of them before I start this rotation
Regwin May 10th 2010 9:52AM
I know this thread has gone cold but I still feel like this migh tbe the best place to post this question. I'm looking forward to playing fire again. I haven't raided with fire since a brief experimental stint in Ulduar, and I'm wondering if the Improved Shadowbolt/Imp Scorch thing is still relevant? That is, should we not be casting Scorches if the affliction lock in group is still applying the debuff? Will scorch overwrite ISB now? Do the crit% increase and the spell dmg bonus act as separate debuffs? That is, will an affliction lock's ISB also remove the crit% increase debuff from Imp. Scorch?
Or is all this not mentioned in the post because everyone but me already knows that fire mages should always keep the scorch debuff up 100% of the time regardless of any locks lingering around?
Thanks
Cerridwene May 17th 2010 2:30PM
While I'm not completely on par with everything I have to say it's nice to see you write something pertaining to us firemages as well. Been playing fire since I started and still am, must say though that pyro is a common thing in my rotation. Having started off with one I can usually go through laying down the aoe's and then free pyro for all around, well mostly anyway. I've fallen so in love with it that I don't care if I have to wait for my six second cast anymore, the damage it does is more than well worth it.
I must say, it is great fun seeing things burn.
Boreddruid May 27th 2010 11:02PM
Arcane Brilliance covered gemming for mages in detail in this column. Gemming is pretty much the same for mages no matter the spec.
The link in this sentence isn't working for me.