A Fire Mage is a real-life pyromaniac who has mastered Fire to perfection. For them, turning their enemy into a pile of cinder is no big deal.
Introduction
Let’s take a closer look at the weakest and the strongest aspects of this specialization:
Advantages:
An extremely potent burst;
Great AoE;
Nice switch to priority targets.
Disadvantages:
No opportunity to deal effective damage to disassociated targets;
In case some of the enemies in the pack do not need to be damaged, there’s no opportunity to eliminate cleave.
Basic information on the spec:
All Mage specializations have one key resource – Mana. In the Fire specialization, it does not play a crucial role as it regenerates quite quickly. Only frequent utilization ofSpellsteal might cause problems with this resource.
(Area of Effect) is basically the area where this of that effect is actuated regardless of whether its damage or healing. This command is usually used to act in a team/raid on several targets. It is also used to describe any ability of a Boss with the aforementioned effect.
Buff stands for any positive effect. Always reflected to the left of the mini-map, by its upper edge.
Burst is an ability to do – in multiple ways – massive damage within a short period of time.
Gear is what it is.
GCD (Global Cooldown) is the overall ability recovery time.
Debuff stands for negative effect. By default, it’ reflected to the left of the mini-map by its lower edge.
DoT stands for Damage over Time.
DPS (Damage per Second) is a measure that reflects the damage done within one second.
Cleave is an ability to damage secondary targets through damaging the main one with no (or minor) loss in the damage done to the main target.
Cooldown (often CD) primarily refers to the ability recovery time. Can be often applied to bursts and various protective abilities.
Melee and Range. Melee is the close-range combat zone, also used in the titles of all the classes and specs that do effective damage in this zone. Range usually refers to a zone that is not a close-range one and is used, respectfully, in the titles of all classes and specs that do effective damage remotely.
Trait is a name for the ‘talents’ your azerite armor has.
Dragon’s Breath deals medium Fire damage to the enemies within a small cone in front of you disorienting then for 4 secs. Any other damage received by those enemies cancels the disorientation effect. CD 20 secs.
Pyroblast is a 4.5 sec cast spell dealing major Fire damage. Can be cast instantly due to the procHot Streak.
Fire Blast is an instant spell dealing medium Fire damage that is always critical. Can be cast simultaneously with a different spell. 2 charges; CD 12 secs.
Flamestrike deals nice Fire damage to all the enemies within a selected area, also slowig them down by 50% for 8 secs. Has a 4-sec cast.
Fireball has a 2.5-sec cast and deals medium Fire damage.Enhanced Pyrotechnics makes each non-critical strike buff off it with a 10% increase in Crit change. The effect stacks up, and is completely absorbed in case of a critical strike.
Scorch is a 1.5-sec cast spell that can be used on the go. Deals minor Fire damage to the selected enemy.
Bursts, important CDs and passive effects
Combustion – Critical strike increases your Crit by 100% for 10 secs, and your Mastery – by 50% of your Crit. Can be used simultaneously with a cast of a different spell. CD 2 min
Time Warp CD 5 min; but those receivingTime Warp get a 10-min debuff which prevents them from triggering similar effects over the debuff’s action time.
Mastery: Ignite makes yourFireball, Fire Blast, Scorch,Pyroblast andFlamestrike as well as your talentsMeteor andCinderstorm leave a 9-sec DoT on the target. The DoT deals 6% (the figure is increased with the Mastery rate). When the DoT is renewed, the whole remaining damage is added to the new one. Once every 2 secs,Mastery: Ignite can spread over to the closest enemy.
Critical Mass is a passive aura that increases your chance of delivering a critical strike with your spells by 15%. The Crit bonuses raise by 10%.
Hot Streak can be triggered if you deliver a critical strike with a single target spell twice in a row (the first critical strike gives you the buffHeating Up, the second consecutive one makes the buff transform intoHot Streak). Once activated,Hot Streak gives your nextPyroblast orFlamestrike an instant cast, and doubles their damage delivery.
Enhanced Pyrotechnics grants you a buff increasing the chance of delivering a critical strike byFireball by 10% after each non-critical strike delivered by that spell. The effect stacks up and gets absorbed by the first successful crit delivered due to the ability.
Deffensive abilities
Ice Block makes you immune to damage of any type for 10 secs, but it also prevents you from taking any actions over that period. It also touches you with the effectHypothermia which keeps you from enteringIce Block again for the next 30 secs. CD 4 min.
Invisibility makes you gradually disappear within the 3 secs after you cast the spell. After that time, you become invisible for your enemies. TheInvisibility effect stays on for 20 secs. Any action on your side, apart from moving, cancels the effect ofInvisibility. If you receive any damage within the 3 secs of spell activation period, you won’t enter the state ofInvisibility.
Blazing Barrier allows you to absorb a certain quantity of damage. If you’re being attacked from your Melee zone, your enemies will receive minor Fire damage. The shield itself exists for 1 min. CD 25 secs.
Cauterize restores you 35% of your max HP upon receiving mortal damage. You will, however, lose 28% of your max Health over the next 5 secs. During Health loss you are immune to any movement-impairing effects, and your moving speed grows by 150%. This effect can be triggered as often as once every 5 min.
Utility abilities
Counterspell interrupts spell casting by your enemy and prevents them from using a spell of the same school for 6 more secs. CD 24 secs.
Slow Fall helps you reduce an ally’s falling speed for 30 secs.
Frost Nova makes your enemies within the 12-m range freeze for 8 secs and dealtiny Frost damage. Any damage received by the enemies can cancel the effect.
Blink moves you 20 m forward or to the nearest barrier and cancels any stunning or movement impairing-effects on you. CD 15 secs.
Portal allows you to open a portal for your group/raid-mates leading into one of your fraction’s major cities or big-scale general Sanctums.
Polymorph turns your enemy into a sheep that wanders near its initial location for 50 secs. In this shape, you enemy can take no actions but does restore Health rapidly. Any received damage cancels the effect on the target. This transformation can only be applied to one enemy at a time. Applicable to humanoids and beasts only.
Conjure Refreshment creates food that restores Health and Mana. The generated items disappear from your inventory if you leave the game for over 15 min.
Teleport allows you to teleport into your fraction’s major cities as well as to other key locations.
Spellsteal costs quite a lot Mana, and allows you to steal one positive magic effect off your enemy. The effect’s max duration is 2 min.
General information. On achieving several new levels you’ll get access to new talent ‘Tiers’. Talents may have different effect on abilities: add new features, replace old ones, modify passively different effects and spells. Talents can be changed in Sanctuaries or any recreational zones. However, if you don’t have any of those places nearby you can use theCodex of the Tranquil Mind which allows you to switch channels within a minute. You can’t change talents in combat. You can’t change a talent if the talent you’ve picked in the last Tier is on Cooldown. You’ll have to wait until it’s restored first.
Searing Touch. “Scorch” deals 150% increased damage and is guaranteed Critical strike when the target is below 30% health.
*Searing Touch is the best choice for a single target and m+. Firestarter is a way to go at encounters, where you need to do as much dps as possible at the beginning of the fight. Pyromaniac is not used anywhere at this moment.
Shimmer. Replaces the ability Blink. Can be cast during the casting of a different spell, and has no effect on GCD. 2 charges, CD 15 secs.
Blast Wave. The ability deals minor Fire damage to all the enemies within the 8-m range and reduces their moving speed by 70% for 4 secs. CD 25 secs.
*Shimmer is the most efficient talent on this Tier as it significantly increases your mobility and keeps you from interrupting another cast. Blast Wave is occasional, for cases when you need control. Blazing Soul may only be good for upgrading, in case you’re going to stand up face to face to your enemy.
Tier 3. Lvl 45
Incanter’s Flow. During combat the damage dealt by you grow by 4 to 20%. The factor increases or decreases in cycles. The duration of a cycle is 10 secs.
Mirror Image. Summons 3 copies of yours which attack your enemies. Copies live for 40 secs. CD 2 min
Rune of Power. Within 1.5 secs, you generate a rune of power in the selected area. The rune lives for 10 secs. As long as you’re within an 8-m range of your Rune, your spells deliver 40% more damage. At least 2 charges. CD 40 secs.
*Rune of Power is the best choice for the most of the cases. Incanter’s Flow is a good choice for fights where you need to move a lot. Mirror Image is not used.
Tier 4. Lvl 60
Flame on. The restoring time ofFire Blast is 2 secs shorter, and the charge count is up by 1.
Phoenix Flames – deals Fire damage to the target and splashes damage to other nearby enemies. Always deals a critical strike. Has 3 charges and 45 sec cd.
*Flame On is the best talent for a single target and m+ because allows you to gain often Hot Streak.
Ring of Frost. Select an area and generate aRing of Frost there for 10 secs. Enemies to enter its action area get paralyzed for 10 secs. Max target count: 10. CD 45 secs.
*Frenetic Speed is the only talent on the Tier that is good for any situation. Ring of Frost andIce Ward are really occasional. Just keep in mind that you have control abilities like those in case one day you need something of the kind.
Tier 6. Lvl 90
Flame Patch. After acting,Flamestrike leaves an area that deals minor Fire damage for 8 more secs.
Conflagration.Fireball rags the target with the effect Conflagrate dealing additional minor Fire damage for 8 secs. Enemies under Conflagration and Ignite have 10% probability of delivering minor Fire damage to all enemies close to them.
Living Bomb. You turn your enemy into a walking bomb which receives minor Fire damage over the next 4 secs, after which it explodes and hits all the enemies within the range of 10 m. All the targets hit also become bombs, but the effect does not spread upon further explosions. CD 12 secs.
*Conflagration is the best choice for a single target. Flame Patch is extremely potent for AoE when all the targets in the pack are worth its full action, and there are no priority targets that need more damage. If your situation complies with all the conditions, this is your 4-10 target choice. For cleave and AoE damage without loosing much on main target – Living Bomb.
Pyroclasm. Consuming “Hot Streak” has a 15% chance to make your next non-instant “Pyroblast” cast within 15 sec deal additional 225% damage. Maximum 2 stacks.
Meteor. Select an area in which in 3 secs a meteorite falls and deals major Fire damage. The damage is split evenly between all the enemies hit. Besides that, on the landing site, the ground catches fire for 8 secs. In this area, additional Fire damage is delivered.
*Pyroclasm is the best choice for a single target. Kindling is not used currently. Meteor is used on AOE and m+ and also if there are a lot of adds that need to be killed.
So, we can boil it all down to the following builds:
In BFA typical sets were removed and Azerite armor took their place. Now every chest/helmet/shoulders have a few rings for traits.
Wildfire. “Pyroblast” deals additional damage. When you activate “Combustion“, you gain Critical strike, and up to 4 nearby allies gain Critical strike for 10 sec. The best trait that increases your burst and the main damage ability. You must have at least one of it. More = better.
Firemind. Consuming “Hot streak” Grants you intellect for 12 sec. This effect stacks up to 3 times. It is a good trait that you could take a few for intellect increase.
Duplicative Incineration.“Fireball” deals additional damage, and has 5% chance to launch the second “Fireball“. Casino trait that you can take 1 in case you will get lucky.
A good common trait Treacherous Covenant is good to have 1-2. This trait increases intellect but has its downside. It stops granting intellect if your health is below 50% and you take 15% increased damage if your health while below 20%.
* It is the list of the best traits only so we recommend to use raidbots.com to see other good traits/combinations.
We recommend to use Herodamage and AzeritePowerWeight addon. Import the addon command from the site and you can easily compare your azerite in the game.
Scorch, if you need to relocate, and instant spells andShimmer per CD.
Also if the target is below 30% and you play with Searing Touch, then instead of Fireball use Scorch that will be critical.
How to efficiently utilize crits and how to get Hot Streak more often
As you already know,Hot Streak is a 2-step thing: the first critical strike by your spell grants you the procHeating Up. If you crit again right away during this buff, you getHot Streak. Should the next spell cast duringHeating Up be non-critical, the effect is cancelled. So, here you have 2 lifesaving abilities:Fire Blast andPhoenix’s Flame. Meaning as soon as you getHeating Up, your goal is to turn it intoHot Streak as soon as possible, and to do that, you need to utilize one of these two spells. The rotation would be as follows:
Since yourFireball takes time to fly, you are most likely to start casting your nextFireball. During that time, you have the chance of gettingHeating Up off the previous one.
Thus, your latestFireball and yourPyroblast hit the target simultaneously which gives you a good opportunity to get newHeating Up or evenHot Streak which altogether lands you onIgnite at its finest. In case only one of the spells is critical, you have a chance to use anotherFire Blast. It would give you one moreHot Streak which you can spend on the followingPyroblast.
Now, let’s take a look at the spells that don’t affect Heating Up in any way:
This is the only – and extremely potent – cooldown that needs to be discarded as often as possible. You should also try intersecting it with various damage enhancers on the encounter –Rune of Power,Meteor, trinket procs.
* In case you’re out ofFire Blast charges, useScorch to getHot Streak as soon as possible (Scorch has a shorter cast thanFireball, and it doesn’t take time to fly which makes is possible to activate the proc instantly once the cast is over).
*Firestarter should make things easier, as it makes your firsFireball critical.
Mobility:
A Fire Mage is extremely mobile and can move around without any DPS losses over short-distance relocations while casting instant spells orScorch, as well as making long distances viaBlink orShimmer, without even interrupting the current cast. Try to minimize various unnecessary relocations and to utilize your instant spells at their max efficiency during your run spans. Also keep in mind that relocation is a good reason to useBlazing Barrier.
The basic priority rating for the characteristics is as follows:
Mastery>Haste>Versatility>Crit
* Blaster Master decreases you Mastery value, you should concentrate on Haste and Vers.
The current specialization’s Mastery gives youIgnite – the DoT your spells leave on a target, one that deals a % of the spell’s damage to the target for 9 secs.
Haste reduces the casting time for all your spells, reduces the CD for your Inferno Blast, and reduces the time of yourLiving Bomb going off.
This stat value is universal for various combat types and implies that you play talented withFirestarter. This is the reason for Crit being so low. If not talented, Crit has the value approximately equal to that of Versatility. In general, all the stats are quite close to each other in terms of value which is why they are going to move around a lot. That’s why is recommended, once you receive new equipment, you use Simcraft or Raidbots.com. There is no way to get a more precise answer to which stat to focus on first, but through a simulation.
Based on the aforementioned characteristics and results of your character’s own simulation results, you can draw conclusions on Gems, Chants and Raid Chemicals.
Leveling. If your character has been inactive since the previous expansions, the best option to level up it is by Timewalking dungeons. You will gain a lot of experience, but there is one big disadvantage of leveling this way. Timewalks are available only for one week during a month, but Overgear is always here.
Raids. Raids are the top-tier PvE content in the game. That’s why the equipment’s base ilvl is higher than anywhere else. These dungeons require knowing all the tactics and have a good gear to kill the bosses. The possibilities of Overgear might let you skip those criteria.
Azerite. It is also not the best idea to forget about the Heart of Azeroth and not to feed it with more Azerite. Ignoring this won’t make your character stronger. The easiest way to do it – just complete all the world quests with Azerite rewards everyday. You can get extra azerite from Island Expeditions. Companions can be found at Overgear.