Cataclysm Classic Fire Mage PvE Guide

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This Cataclysm Classic Fire Mage PvE Guide is a consolidated resource for Fire Mages. It will address all key points Fire Mages need to understand or be aware of.

Cataclysm Classic Fire Mage PvE Guide

At various points in this post, we’ll make reference to “Patchwerk Style Fights”. This refers to fights that have little-to-no movement, no adds, and nothing else of note other than simply “Stand still and DPS the boss.” Argaloth is a good example of a Patchwerk-style fight for Cataclysm.

Firstly, why play a Fire Mage? Let’s answer that by taking a quick look at the strengths and weaknesses of the spec itself.

Cataclysm Classic Fire Mage: Strengths and Weaknesses

Strengths

Excellent DPS Mobility. You can cast Scorch, Living Bomb, Pyroblast!, Blastwave and Flamestrike all on the run. Make sure you take maximum advantage of this, it’s a key strength of a Fire Mage on movement heavy encounters. Always cast something while moving: while moving to position, while grouping up or spreading out, while avoiding boss mechanics, while kiting – even while mid-air after being knocked back. Just don’t stop casting something!

Strong AOE Power. Impact, Impact-Combustion, Blastwave, Improved Flamestrike, Pyromaniac: They all work together to make you a powerful AOE caster. Even while nuking a single target, Impact will allow you to splash your DOTs to nearby targets. Take advantage of this whenever possible.

Ability to cast even while OOM. Improved Scorch makes the spell totally free, so you can always cast it regardless of your mana level. A Scorch rotation isn’t optimal DPS, but it’s much better DPS than an OOM caster who can’t cast anything.

Weaknesses

Crit Dependency: Crit is the heart of the Fire spec: Hot Streak Pyroblasts are the result of crits, Master of Elements restores mana after Crits, Flashburn mastery is more useful when spells Crit and leaves an Ignite, Combustion is a more powerful/easily used cooldown when you crit. Crits make Fire Mages strong, but it’s also our Achilles Heel. Without many Crits, especially in Cataclysm, when Combat Ratings are much lower across the board, the Fire spec suffers.

Vulnerable to RNG and a higher DPS Variance: Due to the aforementioned notes regarding Crit Dependancy, Fire can have a high DPS variance. It can be greatly affected by strings of bad RNG, especially when getting unlucky with Crits.

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Cataclysm Classic Fire Mage PvE Guide: The Basics

Action Notes 
Fire Armor ChoiceFire Mages should use Molten Armor at all times.
Single Target Fire DPSUse Hot Streak whenever possible, recast Living Bomb after every explosion, use Flame Orb whenever possible, and spam your filler nuke in between. Filler nuke can be Scorch, Fireball, or Frostfire Bolt. Fireball is the highest dps. Scorch is used during periods of movement or knockbacks. Frostfire Bolt is an alternative to Fireball, but is lower DPS.
DebuffsMake sure the Critical Mass debuff is always present on your target (Unless another Mage/Warlock is applying an equivalent buff).
Mana ManagementAfter Patch 4.06 – there isn’t much ‘Mana Management’ required to playing the Fire spec anymore. However, make sure you have enough mana to cast Fireball during Molten Fury range (-35% Health), Boss weakened phases and during powerful trinket on-use or passive proc periods.
CombustionRecognize that “Ignite” is by far the most important contributor to a strong Combustion. Don’t use Combustion without Ignite present. Ideally, use Combustion when Ignite, Pyroblast (Dot), and Living Bomb are on your target. The biggest Ignites will stem from Pyroblast and Fireball crits, resulting in bigger Combustions. You can, however, fish for Ignites via Scorch if you have no time to wait.
Multiple Target Fire DPSPut Living Bomb on 3 targets, use Blastwave on cooldown and spam Flamestrike. Mana management is also an essential part of multi-target dps. You will not have enough mana to continually spam AoE for an extended period. Fortunately Fire specs have easy ways to dramatically improve efficiency. Use Blast Wave whenever possible as this is a very mana efficient spell. Even if you are in maximum efficiency mode Blast Wave is still good. Only using Flamestrike only when its dot is expired will greatly increase its dpm. You can further increase dpm by skipping Flamestrike and spamming Scorch with Living Bomb on a single target to fish for Impact procs. Impact procs are unreliable, but do MASSIVE AoE damage with very high efficiency.
Fire MobilityFire can use every spell in its arsenal while moving except for Fireball. While moving continue casting as normal, but use Scorch in place of any Fireball casts. Never stop casting!

Gearing a Fire Mage in Cataclysm Classic

The most important initial step to correctly gearing a Fire Mage is to understand how we value various Combat Ratings. Our understanding of Combat Ratings will influence the gear we choose to wear, enchants, gems, meta-gems… everything.

Combat Ratings

Rank Name Notes 
Important Combat Rating relative values shuffle depending on a given character’s current stats and gear. Therefore, instead of offering precise numbers here for a hypothetically geared player, we’re offering general guidelines instead.
Important Specific Combat Rating relative values applicable to YOU can be found by using Simulationcraft and Rawr – and importing YOUR character. For details on how to do this, read the section entitled, “Rawr and SimulationCraft: Where to start”
1IntellectIntellect is the strongest stat by far. Intellect increases our Spell Power, Critical Strike Chance and our Mana. Fire Mages aggressively Gem, Enchant and Gear towards maximising the amount of Intellect present on their gear.
2HitHit is a very strong stat, but still weaker than intellect. You’ll need 17% hit (1742 rating) for Tier 11 boss mobs. Capping Hit rating is a high priority, but avoid doing so at the expense of Intellect. The value of Hit falls off once Hit capped.
3Spell PowerSpell Power can be found on weapons and trinkets. Spell Power is a very strong stat.
4Haste OR CritSo which is better? The answer: It depends. It depends on YOUR character’s current stats and gear. The best way to find out the relative values of Haste and Crit is to import your character into Rawr and/or Simulationcraft.Ignite Munching devalues Crit Rating considerably. In a bug-free world without Ignite Munching, Crit would be considered a much stronger stat. But in practise, Crit loses considerable value when Ignite Munching is factored in and accounted for. Various tools (SimulationCraft, Rawr) now more accurately account for Ignite Munching, and as a result, Crit has been devalued to levels that more accurately reflect ingame results.Due to Crit being devalued by Ignite Munching, Haste can sometimes (with specific gear and stats) edge it out to become a more valuable stat. It’s not really a case of Haste having shot up hugely in value recently. Although recent mana changes may indeed have increased the value of Haste slightly, the biggest factor was moreso that Crit has been more accurately modelled – and subsequently devalued – to more appropriate levels that reflect ingame results.
5MasteryMastery is commonly considered the weakest stat. Due to this, Mastery is the first candidate to reforge off into Hit Rating.

At level 85, the following values reflect how much of a given rating is required for +1%:

Stat Rating Required for +1% @ Level 85 
Spell Hit102.446
Crit179.28
Haste128.05701
Mastery179.28
Int648.91 (Gives 1% Crit)

Notes: Hit Cap, Meta-Gem, Enchants

While gearing, you’ll need to be aware of the following situations outlined below.

Action Notes 
Reaching the Hit CapReaching the 17% hit cap with Cataclysm level combat ratings is difficult to achieve without consciously trying. Here’s a good strategy:1: Pick gear with Hit Rating.2: Only use hybrid Purple Hit Gems (20 Int + 20 Hit) if the socket bonus is strong enough to do so. Read the Gemming section for more details (Gemming for INT is still your top priority)3: Enchant your gear for Hit: IF you’ll get the full value out of the enchant AND there’s no Intellect equivilant enchant available for that slot. (Enchanting for INT is still your top priority)4: Reforge the weakest combat ratings into Hit rating, starting with Mastery.
Choosing a Meta-GemUse a Burning Shadowspirit Diamond. newly introduced in Patch 4.06. The activation requirement is simply to have a minimum of 3 Red gems in gear. In the meantime, you can temporarily use the Ember Shadowspirit Diamond Metagem instead. If that is too rare/expensive currently on your server, the WOTLK version may suffice: Ember Skyflare Diamond
EnchantsEnchant for INT where possible. If there’s no intellect enchant available, then follow the order of: Hit (If you’ll get the full value out of it) -> Crit / Mastery / Haste (Use Rawr/SimC to find out what the correct stat order is for your level of gear). Special Note: Boot Enchants are an exception, see below.
Runspeed EnchantTime spent moving is effectively lost or lower DPS. Although you can still cast Scorch while moving, it’s still lower DPS then a Burn rotation. Runspeed enchants therefore can be considered a DPS enchant for many encounters, and a strong one at that, with the actual value varying depending on the unique movement requirements of each encounter. In a Patchwerk style fight, however, where there’s no movement at all – there are 50 Hit / Mastery enchants available which would strictly be superior for DPS. Generally speaking however, the vast majority of encounters require sufficient movement to make Runspeed the best enchant for boots by far.

Enchants and Item Enhancements

Slot Enhancement Notes 
Head[Arcanum of Hyjal]Guardians of Hyjal: Revered
Neck 
Shoulders[Greater Inscription of Charged Lodestone]Therazane: Exalted
Back50 Int 
Chest20 All Stats 
Wrists50 Int 
Hands50 Haste OR 65 Mastery
Waist1 SocketMade by Blacksmithing
Legs95 Int & 80 StaminaMade by Tailoring
FeetRunspeed & 35 MasteryNon-Runspeed options are: 50 Mastery OR 50 Haste OR 50 Hit
Rings 
Trinkets 
Mainhand WeaponPower Torrent 
Offhand Weapon40 Int 
Wand  

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Gemming

Intellect is always at the forefront of our mind when it comes to Gemming: Fire Mages aggressively prioritise gemming for Intellect on gear. The following gems are at our disposal:

Stats Name 
40 Intellect[Brilliant Inferno Ruby]
20 Intellect + 20 Haste[Reckless Ember Topaz]
20 Intellect + 20 Crit[Potent Ember Topaz]
20 Intellect + 20 Hit[Veiled Demonseye]

So, should we always just gem for pure +40 Intellect? Not necessarily. Sometimes the socket bonus will indeed be strong enough such that +20/20 gem combinations will be superior. Lets look at three examples:

Item Socket & Bonus Solution 
[Firelord’s Robes]1 x Red Socket, 1 x Blue Socket, +20 Intellect socket bonusWe have two options: Option A: 1 x Brilliant Inferno Ruby = 40 IntOption B: 1 x Veiled Demonseye + Socket Bonus = 20 Int + 20 Hit + 30 CritConclusion: 20 Int + 20 Hit + 30 Crit >> 40 Int. For this item, we want the socket bonus and use a blue gem.
[Firelord’s Gloves]1 x Yellow socket, +10 Mastery socket bonusWe have two options: Option A: 2 x Brilliant Inferno Ruby = 80 IntOption B: 1 x Brilliant Inferno Ruby + 1 x Veiled Demonseye + Socket Bonus = 80 Int + 20 HitConclusion: 80 Int + 20 Hit >>> 80 Int. For this item, we want the socket bonus and gem accordingly.
[Firelord’s Hood]1 x Blue Socket, +30 Crit Socket BonusWe have two options: Option A: 1 x Brilliant Inferno Ruby = 40 IntOption B: 1 x Veiled Demonseye + Socket Bonus = 20 Int + 20 Hit + 30 CritConclusion: 20 Int + 20 Hit + 30 Crit >> 40 Int. For this item, we want the socket bonus and use a blue gem.

In every example above, notice how Intellect is always present. Intellect is always at the forefront of a Fire Mage’s mind when it comes to Gemming. No non-intellect gems are even considered. The “Relative Stat Values” table above will help players ascertain whether any given combinations of X stats will beat Y Intellect. Sometimes they will, sometimes they won’t. There is one exception for Engineering Helms, which use Cogwheels. Given that there is no Intellect Cogwheel, you can use a Hit Cogwheel instead. (Or Crit / Haste / Mastery if the Hit is unnecessary).

Cataclysm Classic Fire Mage PvE Guide: Speccing a Fire Mage

Improved Scorch was picked up, though be mindful that the talent is now classified as “Situationally Recommended” instead of “Essential”. The value of this talent now largely depends on the type of content you’re doing: Longer heroic encounters, encounters with heavy AOE-mana demands, or encounters where Evocation can’t be used or is difficult to use – will render Improved Scorch still desirable. For other encounters or content, this talent could be safely skipped.

Arcane Concentration was skipped. While this talent was a minor DPS gain (at best) prepatch, it’s arguably not worth any points at all now – after recent mana spell cost reductions.

No points in Improved Fire Blast were taken. This means you’ll need to be within 30 yards to use Impact, which is the base Fire Blast range. Whether players deem this range to be unacceptably low for AOE fights is highly subjective.

Blazing Speed is skipped. PvP talent.

Molten Shields is skipped, but you may wish to allocate spare points to it. Situational, minor talent. Might seem some very limited use in specific encounters, but nothing of note.

Cauterize is picked up. During new Heroic and Progression content, this talent is extremely useful. Cauterize is not only passive, but on a 1 minute cooldown. Remember that Cauterize can also situaionally be used for DPS, in addition to its survival passive.

Pyromaniac is picked up, but be mindful that it’s still a very situational talent.

Advanced Gearing Notes

Haste: Additional DOT Ticks

Many Spell DOT’s gain additional ticks at specific levels of Haste. For Fire Mages, the levels of Haste required are:

Spell +1 Tick +2 Tick +3 Tick +4 Tick Notes 
Living Bomb12.5%37.5%62.5%87.5% 
Pyroblast (Dot)12.5%37.5%62.5%87.5% 
Frostfire Bolt (Dot from Glyph)12.5%37.5%62.5%87.5% 
Combustion5%15%25%35% 
Ignite    Ignite does not gain any additional ticks from Haste
Flame Orb    Flame Orb is not considered a DOT. It does not gain any additional ticks from Haste

DoT spells get their first extra tick when you have an amount of haste that would theoretically grant you only half an extra tick. For every extra tick after the first, you need the additional amount of haste which would grant you an extra DoT tick. As an example: Living Bomb and Pyroblast each tick 4 times. That means they require 12.5% for their first additional tick. For the 2nd, 3rd and 4th additional ticks they require: 37.5%, 62.5% and 87.5% haste respectively.

The first additional tick of Living Bomb, Pyroblast (Dot) and Frostfire Bolt (Dot) requires 516 Haste Rating. This is only ~4.022% from gear. You might be thinking, “You just said we need 12.5% Raid Buffed. So why do we only need ~4.022% from gear?” The answer is two-fold:

1: Haste Raid Buffs and Haste Talents: During raids, you’ll have 5% extra haste from any caster hybrid and 3% haste from the Netherwind Presence talent.

2: Haste is Multiplicative: You might be thinking, “The numbers don’t add up. If you need 12.5% Haste Raid Buffed for an additional tick – why isn’t the calculation simply 5% from Raid Buffs + 3% from Talents + 4.5% from Gear = 12.5% Raid Buffed?” The answer is: You cant simply add Haste together liks this, because Haste is not additive. This is how the value for Haste Required from Gear is derived:

Haste is is multiplicative. To solve for how much Haste Rating is needed from Gear to reach 12.5% Raid Buffed:

1.03 (Netherwind Presence Talent) x 1.05 (Hybrid Haste Raid Buff) x 1.xx (Haste Required from Gear) = 1.125

Gear = 1.040221914008322

1% Haste = 128.057 Rating required

4.0221914008322 x 128.057 = 515.06976 or 516 rating required

Due to Haste being multiplicative, we indeed only need ~4.022% from gear after factoring in Raid Buffs and Talents, not 4.5% (such as if it were additive).

The table below displays the Haste values required for additional ticks of Living Bomb, Frostfire Bolt (Glyphed) and Pyroblast (Dot) in a variety of Scenarios:

LB, Pyro, FFB Dot Notes         
Additional Ticks+1 Tick+2 Ticks+3 Ticks+ 4 TicksNotes:
Default Haste %12.5%37.5%62.5%87.5%NP = Netherwind Presence (3/3)
+Nothing1601 Haste4802 Haste8004 Haste11205 HasteTroll BS = Troll Berseking Racial
+NP1181 Haste4289 Haste7397 Haste10506 HasteGoblin = Goblin 1% Haste Racial
+NP + Raid516 Haste3476 Haste6436 Haste9396 HasteRaid = Standard 5% Haste Buff
+NP + Raid + Heroism1996 Haste4283 HasteHeroism = Heroism / Timewarp / Bloodlust
+Goblin1458 Haste4628 Haste7798 Haste10967 Haste 
+Goblin + NP1043 Haste4120 Haste7197 Haste10275 Haste 
+Goblin + NP + Raid383 Haste3314 Haste6245 Haste9176 Haste 
+Goblin + NP + Heroism1849 Haste4103 Haste 
      
+Troll BS1867 Haste4535 Haste7203 Haste 
+Troll BS + NP1440 Haste4030 Haste6620 Haste 
+Troll BS + NP + Raid762 Haste3229 Haste5695 Haste 
+Troll BS + NP + Raid + Heroism1425 Haste 

The table below displays the Haste values required for additional ticks of Combustion using the most common scenario only:

Combustion +1 tick +2 tick +3 tick +4 tick 
+3/3 Netherwind Presence and 5% Raid Buff81219963180

The “Soft Haste Cap” is a term thrown around often that Fire Mages should be aware of. The term “Soft Cap” itself has been taken out of context by many players and is now a source of misinformation. It refers to the specific level of Haste required such that a given fire DOT gains one additional tick over its duration. However, Haste still has a similar value before and after the ‘soft cap’. It’s just that reaching the soft cap itself results in an additional free tick – and thus a small increase in DPS. The % of Haste required varies, depending on the DOT in question and the amount of additional ticks being referred to.

When players use the term “Soft Haste Cap” – they most commonly are referring to the amount of Haste rating required from gear to reach +12.5% Haste raid buffed in the most common scenario: With 3/3 Netherwind Presence and the 5% Raid Haste Buff. This value is 516, when LB / Pyroblast (Dot) and FFB (Dot) gain one additional tick.

Players may also use the “Haste Cap” term for a variety of other applications. For example, the term “Second Combustion Soft Cap” would refer to 15% Haste – which is the Haste value needed to gain a second additional tick of Combustion.

Crit: Ignite Munching

The oft-referred to “Ignite Munching” is a phenomenon that results in less (or in rare cases, more) Ignite damage than would be otherwise predicted.

There are three reasons for its occurance: simultaneous criticals, criticals that occur shortly before an ignite tick, and criticals that occur when the ignite debuff’s remaining duration is greater than four seconds. The two former causes are caused by old, nigh-unfixable limitations within the game engine, and the latter is to do with a recent change in how DoT effects are refreshed.

As the name states, simultaneous criticals is when two spells crit simultaneously on a given target – usually, these times are logged as the same to a thousanth of a second. Most commonly, the spells responsible are either a fireball with a queued hot streak, or a scorch with a queued fire blast. The result is that only the second logged spell’s damage being considered for ignite – the first spell’s damage is completely ignored with respect to ignite. In a log, this might look like:

[00:16.414] Spell Crit #1 on Target 
[00:16.414] Spell Crit #2 on Target

Here, ignite would be calculated only considering Spell Crit #2’s damage.

An obvious solution would be to prefer against queuing spells with identical travel times, but since a fire mage’s myriad or DoTs can crit, it will still happen. Indeed, with relatively low crit rates (compared to late-WotLK where this munching was the majority of lost ignite damage) this is not as prominent as it was – but it is still a hefty chunk of damage lost.

As long as simultaneous events are problematic in the game as a whole, this type of munching will always occur. However, it could be alleviated by changing the travel time on certain spells – if pyroblast was slightly slower or faster than a fireball, for example.

The next cause of munching is based on ignite’s ‘talent delay’ – a small delay between a given spell critical and the actual ignite application. In a log, ignite applying might look something like this:

[00:23.409] Spell Crit on Target [00:24.158] Ignite Refreshed on TargetThe time between the actual crit and the ignite applying is the server verifying that, yes, your character has the talent necessary before actually applying the debuff. Proc-based talents from all classes suffer this ~0.5s delay. This delay isn’t a huge problem for other class-based procs, but strange things with ignite happen with certain sequences of events:

[00:13.872] Spell Crit on Target 
[00:14.381] Ignite Tick 
[00:14.461] Ignite refreshed on Target

In this situation, the Ignite Tick is a ‘free’ tick – since it falls between a valid crit refreshing the ignite (verifying that the mage has the ignite talent and then calculating its damage pool) and the actual refresh event, the damage it deals isn’t subtracted from the total – or, more accurately, the total is ‘rolled back’ to when the crit occurred.

There is a rarer variation of this where the following happens:

[00:30.064] Spell Crit #1 on Target 
[00:30.097] Spell Crit #2 on Target 
[00:30.512] Ignite refreshed on Target (from Spell Crit #1) 
[00:30.902] Ignite Tick 
[00:30.902] Ignite refreshed on Target (from Spell Crit #2)

The difference in this situation is that there’s a crit and refresh sandwiching the crit in the last example. The result is that the Ignite Tick does damage as calculated considering Spell Crit #1 – then ‘rolls back’ the total to before either crit occurred and adds Spell Crit #2 instead.

Both of these scenarios are unavoidable, especially with DoTs ticking. I believe the first bug adds a non-trivial amount of damage, but I can’t say much about the second—it is quite rare and a favorable outcome when the alternative would be the next type of munching.

The last type of munching is a side-effect of the new Cataclysm DoT system.

Ignite extends past four seconds because of the new DoT refresh mechanic. This mechanic is present on other player-cast DoTs like living bomb and corruption, and was implemented to make clipping the DoT impossible. For example, if, before 4.0.1, if you were to refresh living bomb right before it was about to tick, perhaps at 3.1s, living bomb would refresh to 12s, and would tick 3s later at 9s – the time between those two ticks was effectively 5.9s; after 4.0.1, the duration of living bomb would refresh to 12.1s, tick at 12s, and continue to tick as normal.

Following this new system, ignite’s behavior is as follows:
– Ignite’s initial application will be 4s in duration: 2 ticks, one at 2s, one at 0s. Ignite’s total damage pool is divided between these two ticks.
– Any refreshes at any time will refresh ignite to 6s in (max) duration (current duration is ignite’s current duration mod 2 plus 4s): 3 ticks, one at 4s, one at 2s, one at 0s. Ignite’s damage pool is divided evenly between these three ticks.
– Ignite must be below 4s in current duration to accept any new refresh events.

To Illustrate:

[00:54.436] Spell Crit #1 on Target
[00:54.819] Ignite Refreshed on Target 
[00:55.163] Spell Crit #2 on Target 
[00:56.354] Ignite Tick on Target

Spell Crit #2 is munched in this situation.

This means that ignite will, on average, accept only one crit every two seconds. This is the other major source of ignite munching – DoTs critting at inopportune times and multiple crits in a small time-frame.

It is possible to diminish this effect by attempting to space spells out, but DoTs will make this form of munching inevitable.

This ‘limitation,’ while seemingly arbitrary, is more about how ignite evenly splits its damage between its ticks and how the new system requires a DoT tick every period without interruption. To further refresh ignite would require that either the duration be set to 6s or the duration to arbitrarily lengthen as crits occured.

Two possible solutions might be to only add the new damage to ignite without affecting its duration when the current duration is over 4s, or to have its ticks not spread evenly, but each one representing only crits that happened in the past four seconds. As most other systematic problems in WoW, I’m keen to believe this is either old and hard-to-update, or not a high priority (or more likely, both).

There is one final anomaly. When spells simultaneously crit on a target without ignite present:

[00:16.414] Spell Crit #1 on Target 
[00:16.414] Spell Crit #2 on Target 
[00:16.938] Ignite #1 Applied to Target 
[00:16.938] Ignite #2 Applied to Target

The resulting ignite, as expected, only considers Spell Crit #2. However, because of the simultaneous ignite application events, it ticks as hard as a 4s ignite would (damage pool/2) over 6s – an extra tick – 50% more damage than expected.

Do note that this is still a damage loss so long as Spell Crit #1 is more than 50% of Spell Crit #2.

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Playing a Fire Mage: Finer Details

Combustion

Managing Combustion well is an important part of optimal play for a Fire Mage.

How does Combustion actually work? The tooltip states, “Instantly deals X to Y Fire damage and creates a new periodic fire effect on the target, lasting 10 sec and dealing the same damage per time as all your existing periodic fire effects”.

Combustion sums up the individual DPS of all your existing DOTs on a target, creates a new debuff with that value, and has the new debuff tick every second for a 10 second total duration. Remember that the wording in DOT tooltips, or what a DOT ticks for, is not necessarily its DPS value. If a given DOT does “1500 damage every 3 seconds” or “5000 damage over 10 seconds” – they still both tick for value: 500 DPS. This DPS value is what Combustion combines when consolidating DOTs, and to calculate the new consolidated DOT’s value. Example below:

ombustion example. If you have:

When should you use Combustion? Firstly, be mindful that a strong Ignite is the most important contributor to a strong Combustion.

Use Combustion when an Ignite is on the target – at the very least. The ideal Combustion, however, will have all Fire Dot’s present: Living Bomb, Pyroblast (Dot), Frostfire Bolt DOT (only if FFB is your primary nuke) in addition to a strong Ignite from Pyroblast or Fireball crits. At level 85 with lower crit ratings, however, it can be difficult to get all these stars to align: Sometimes those spells just won’t Crit when you need them to. And you might not have the luxory of being able to wait, either.

With this in mind: Avoid using Combustion without Ignite present, even if it means you cast fewer Combustions over the course of the fight. The preferred Ignite is one from a big Pyroblast or Fireball crit. However – if you’re desperate for an Ignite and running out of available time to wait – you can even try to fish for one via Scorch. Ignite is what make Combustion worth casting, even if you need to wait a while after each 2 minute cooldown to get it up. How long should you wait? Should you hardcast Pyroblast, Fireball? Should you fish for Ignites via Scorch? All of that is dependant on the unique needs of the given encounter you’re referring to. Some encounters give you plenty of time to set up optimal conditions for AOE (Heroic Halfus Wyrmbreaker). Other encounters give you very little time to set up optimal conditions for necessary AOE (Heroic Maloriak: Green Phase).

Be mindful that Combustion can be susceptible to “Ignite Munching”. Read the Ignite Munching section carefully for more details on why and how this happens. Simply getting a big Crit and using Combustion shortly thereafter – might not give the Combustion results you expected – if said Crit has been munched.

Mana Management

Preface

At the start of Cataclysm: The Fireball spell cost 16% of Base Mana. This has since been lowered to 9% several months after release. That initial, high 16% cost of Fireball required Fire Mages to very carefully manage their mana or risk running OOM only several minutes into an encounter. Thus, this rather lengthy “Mana Management” section was needed. Many of the points and behaviour below may no longer be necessary in standard practise now, as Mages can simply spam Fireball without fear of running OOM. However, it will still benefit readers to be familiar with exactly how Fire Mages managed their mana during the first few months of release. Several situations can and still will require you to do the same, even if they aren’t too common. These may include:

Be sure to familiarize yourself with the section below. This is your backup plan for when things go wrong or don’t go to plan. You want to ensure that your Mana can last under even the most trying of circumstances. The original “Mana Management” section is below.

Fire Mages in Cataclysm need to manage their mana carefully.

Failure to do this will result in going OOM early, often – and poor DPS performance. This section will go into thorough details on Mana Management. This is one of the most important parts of this post that readers need to come away with an understanding of.

Fireball is the high DPS nuke, yet unsustainable to cast for long periods of time. You’ll OOM yourself after several minutes if you try, long before the encounter ends. Scorch can be cast indefinetely due to its free mana cost, but it’s lower DPS. So you can’t just cast Scorch forever either. So what do you do? The answer is: Use both. Somewhere between these two extremes you need to find the balance for a given encounter. If you get the balance right – you’ll make your mana the necessary duration and avoid going OOM – and still deliver maximum DPS possible.

This is the basic idea: Get used to casting Scorch and Fireball. But there’s a few finer details on how best to actually go about this. The differing Fire Mage rotations can be described as the following:

Name Notes 
Burn RotationThe Burn rotation refers to chain casting Fireball, keeping Living Bomb up, and Pyroblast! on Hot Streak procs. This is our highest DPS rotation for single target, but is not sustainable for long. You want to use this rotation duringBoss Weakened PhasesDuring powerful on-use or passive effects (Trinket Procs, Engineering Gloves, Tailoring Capes)Molten Fury rangeAfter Spellstealing powerful BuffsDuring Encounter-specific +damage mechanics (Eg: While standing in a friendly void-zone which gives you +100% damage for the duration)To burn off excess mana before an encounter ends
Hover RotationThis refers to the rotation used to keep mana levels hovering at a constant value. We call this value our Mana Reserve. We use the Mana Reserve to switch into the Burn Rotation at the opportune time. A Hover Rotation makes extensive use of “Scorch Weaving”. Scorch is cast frequently in rotation alongside Fireball. For example: 2 Fireballs to every 5 Scorches.
Pure Scorch RotationThis is a rotation you can cast while completely OOM and 100% on the run. Scorch and Pyroblast! on Hot Streak procs.
Movement RotationThis is a rotation you can cast 100% while moving: Scorch, Pyroblast!, Living Bomb, Flamestrike, Blastwave.

To play like a Fire Mage, good advice is to start thinking like an Arcane Mage. Mana is DPS. More Mana means more DPS. Unused Mana means wasted DPS. Spend your mana in the most effective way.

With more mana is available, you can cast your Burn Rotation for longer and more frequently. This means we should be using every mana resource available. Use Mana Gems on cooldown. Use Evocation. Accept innervates from any friendly Druids. Every ounce of mana you get will let you cast your Burn Rotation a bit longer.

Your goal is to end each fight with exactly zero mana. However, it’s not always possible to achieve this in practise. This doesn’t necessarily mean you’ve failed or done something wrong: Unique encounter needs might mean the optimal way to end a fight is indeed with excess mana, simply because you had no other way to burn it off.

Readers might be thinking, “Can I just cast my Burn Rotation until i’m OOM, then use Scorch to regen to full again – then alternate between the two?” The answer is you can most certainly try this, but it’s not possible nor optimal in many situations. Here are several scenarios which won’t allow you to do this:

Encounter mechanics will force you to constantly swap between Burn and Hover rotations. You cant plan around simply having the perfect rotation mapped out beforehand, which would only work on a “Patchwerk style fight”. But lets try: Lets walk through a Hypothetical 5 minute Patchwerk style fight. We’ll try to map our Mana and Rotations out perfectly beforehand:

Order Notes 
 Hypothetical example only: A 5 minute Patchwerk encounter with no adds, no movement, no trinkets worn, no glove/cape enchants, no weakened phases. Do not interpret the table below as anything other than a hypothetical example for what would be an unrealistic set of conditions for an encounter.
1Start the fight with a “Burn Rotation” until you’re 12500 mana short
2Use the first Mana Gem to go back to 100% mana
3Continue the “Burn Rotation” until 35% mana (Approximately 1.5 minutes)
4Use Evocation to go back to 100% mana
5Resume the “Burn Rotation” phase until around 35% again. Use the second Mana Gem as soon as off cooldown
6Use the “Hover Rotation” via heavy Scorch Weaving to keep mana levels constant. Use your 3rd mana gem as soon as it’s off cooldown to bring us up to 50% mana. (We’re hovering at 50% mana to save up enough mana for the incoming Molten Fury Range, which we expect to last 1 minute).
7As soon as the boss reaches Molten Fury range (35%) switch back to the “Burn Rotation”.
8Boss dies exactly as we run OOM.

For our 5 minute fight, with all these unrealistic conditions attached, our strategy might work. But can we rely on doing this for the majority of encounters? No.

If this boss had a movement phase, adds that spawned, a debuff you had to run out, void zones you had to move from, AOE that was required, a “Weakened Phase”, and if we’re using powerful On-use trinkets, glove/cape enchants – suddenly all our neat plans go out the window. There’s just so many variables which could force your plans to change. Therefore:

Fire Mages need to react dynamically to the unique needs of each encounter, and even to differing attempts on the same encounter. A static, pre-planned rotation must only be treated as a guide – be ready to deviate at any moment – for a magnitude of reasons.

There are several other ways one can attempt to approach mana at 85:

Technique Notes 
Pure Scorch RotationThis refers to only casting Scorch in rotation, not casting Fireball at all. Doing this could still provide comparable DPS to the Burn rotation. Why? Movement and Hot Streak: Scorch is a fast casting spell, and casting it more often means you get many more opportunities for Hot Streak Procs. Pyroblasts are big DPS. The other big reason is you can cast the Pure Scorch rotation while moving. For stationary Patchwerk style fights: A Burn Rotation is, in a vacuum, still higher DPS than a Pure Scorch rotation by a margin of up to 10%. However, in practise, the difference may end up being much less: Burn Rotations get boosted support from the Glyph of Fireball and the 4-piece Tier 11 bonus, whereas Pure Scorch rotations do not. You may not have 4 piece, nor use the Fireball Glyph (See the Glyph section for more info). Furthermore, there are several additional factors to consider which can reduce the theoretical DPS difference:Fight with frequent unexpected movement penalise a Scorch Rotation less (You keep casting while moving)Fights with knockbacks penalise a Scorch Rotation less (You keep casting while knocked back)Adds or AOE Fights may favour Scorch Rotations (Scorch produces more Impact procs than Fireball. Also means you will have more mana available to AOE instead)In many encounters you’ll find yourself casting Pure Scorch rotations during these periods. It’s not necessarily a bad thing. Players might know a theoretical “Patchwerk” fight places Burn Rotation as superior DPS – but need to to take all this into account – before blindly making the assumption that Burn Rotations are always superior. They aren’t. Both rotations have a time and place to be preferable, and optimal. It comes back to, again, the unique needs of each encounter.
  
Use Mage ArmorUsing Mage Armor makes mana issues largely trivial. However it comes with two key problems. Firstly, you lose DPS mobility. Firestarter allows Scorch to be cast while moving, when Molten Armor is active. There are many Cataclysm encounters where you need to move, and move often. Using Mage Armor will prevent you from DPS’ing effectively during these periods. Second: It’s lower DPS. Simulations show that using Molten Armor is simply put, the better thing to do. You can certainly try to use Mage Armor regardless, but you’re putting yourself at a disadvantage.

Primary Nuke: Fireball VS Frostfire Bolt

Fire Mages can cast either Fireball or Frostfire Bolt as primary nuke in their rotation. The DPS difference is minor, but Fireball is theoretically superior by a small margin. Why’s the difference rather small?

The only other difference stems from Glyph of Fireball and Glyph of Frostfire. Glyph of Frostfire Bolt adds a 3% damage over 12 seconds DOT (stacks 3 times) whereas Glyph of Fireball adds 5% crit.

The periodic damage of Glyphed Frostfire Bolt can crit, which leaves an Ignite. This is a very important point in practise because of Ignite Munching. More frequent Crits from minor, weak DOT’s such as FFB – result in more opportunities for Ignite Munching. Be sure to read the Ignite Munching section for an understanding of why this can be very detrimental to Fire Mages. Theoretically, FFB vs Fireball might be deemed as an “X% difference” by sims – but remember that Ignite Munching can and will exacerbate that difference – which many sims do not account for.

Therefore, we can sum up the primary nuke debate by saying: Fireball as primary nuke is better. Not by a huge margin, but enough to convince most players seeking Optimal Play to use Fireball over FFB.

Flame Orb

Flame Orb is a Cataclysm Mage Fire spell that can be learned . All mages learn Flame Orb at level 81. The Tooltip reads, “Launches a Flame Orb forward from the Mage’s position, dealing X Fire damage every second to the closest enemy target for 15 secs. 1 minute cooldown, 40 yard range.”

Flame Orb has a high spell coefficient, which makes it a powerful 1 minute cooldown.

Flame Orb does not AOE as it travels, instead it attacks the single closest target. At the end of its travel path, it can be talented to explode via Fire Power. The Flame Orb spell is more accurately described as a single target DPS cooldown which can provide a single AOE pulse at the end of its duration.

When cast, Flame Orb travels directly forward 40 yards then dissappears if no target was in range to attack. The Flame Orb travels forward very fast initially, but slows down greatly when it begins to attack a target in range. Flame Orb takes roughly 5 seconds to travel 40 yards. If cast with an object in the way, such as a wall, Flame Orb will still exist for the same 5 second duration, but will still dissappear afterwards if no target was in range to attack.

Although Flame Orb does steady damage per second, it’s not considered a DOT. Therefore, it does not directly interact with Flashburn or Combustion. However, the damage Flame Orb does can critically hit, leaving an Ignite, which can interact with those mechanics. It does not gain any additional ticks with increased levels of Haste.

Cataclysm Classic Fire Mage PvE Guide: Talents and Glyphs

Fire Talents

Tier Talent Notes 
1Master of ElementsRecommended.
1Burning SoulHighly Recommended. There are too many Cataclysm fights where pushback is an issue. This is not a talent you want to skip.
1Improved Fire BlastOptional. Impact can only be spread via Fire Blast, which has a base 30 yard range. Other Fire spells have a 40 yard range. Whether you feel more range is needed for Impact, to being it closer in line to the range on other Fire spells, is subjective. Some players will skip this talent completely, others will put a single point in.
2IgniteEssential. Cornerstone talent of the Fire tree.
2Fire PowerRecommended.
2Blazing SpeedSkip. PvP talent.
2ImpactHighly recommended. Impact (DOT spreading) is a strength of the Fire tree.
3CauterizeHighly Recommended. This talent can be extremely useful for DPS and survival, especially during Heroic and Progression content. Read the section below for more details.
3BlastwaveHighly Recommended. Blastwave is only ~1k mana at 85. Very cheap, and coupled with Improved Flamestrike, provides good DPS for a single GCD.
3Hot StreakEssential. Cornerstone talent of the Fire tree.
3Improved ScorchSituationally Recommended. This was considered an essential talent before patch 4.06, but due to spell mana cost reductions, whether to pick it up now largely depends on the type of content you’re doing. For long heroic encounters, encounters with heavy aoe-mana demands, encounters with mana drains, or encounters where Evocation is difficult to pull off – this talent is still desirable. For other content, such as short fights or non-raid content, Improved Scorch could safely be skipped.
4Molten ShieldsOptional. This talent could situationally see some use during encounters where Mage Ward is used. It won’t be included in most standard builds, but is something you may wish to consider picking up for specific fights. (Note: The Molten Shields talent will still proc the Blazing Speed effect, even if you have no points in the actual “Blazing Speed” talent)
4CombustionEssential. Fires 2 minute cooldown. For more details regarding how Combustion actually works, read the section below.
4Improved Hot StreakEssential. Cornerstone talent of the Fire tree.
4FirestarterHighly Recommended. Many fights require lots of movement. This talent lets you DPS on the run, and the mobility it gives is a strength of the Fire tree.
5Improved FlamestrikeHighly Recommended. An Instant Flamestrike is great for AOE. Having Blastwave also give a free Flamestrike is another bonus.
5Dragon’s BreathEssential. You need this talent to reach Living Bomb
5Molten FuryEssential.
6PyromaniacRecommended, but this talent is highly situational. Read the section below for more details
6Critical MassHighly Recommended. Crit is what makes the Fire tree function, and is an important raid debuff to bring. Buffing Living Bomb and Flame Orb is also a strong bonus.
7Living BombEssential. Cornerstone talent of the Fire tree.

Arcane and Frost Subspec Talents

Tier Talent Notes 
1Piercing IceRecommended.
   
1Netherwind PresenceRecommended.
1Arcane ConcentrationOptional. After recent Fire spell mana cost reductions, Fire Mages don’t need the mana efficiency this talent provides anymore.
1Improved CounterspellOptional / Situational. Using Counterspell as a spellock interrupt is sufficient for Raids. However, if you’re terrible with catching interrupts, and you’re doing a fight where interrupts are crucial – you could consider temporarily speccing into this talent as a crutch to assist you.
2InvocationHighly Situational. This is a talent you’ll skip from standard builds, but may consider using for very specific fights.

Glyphs

Cataclysm Classic Fire Mage PvE Guide
Type Glyph Notes 
PrimeGlyph of Molten ArmorEssential. The strongest Prime Glyph. This provides +2% Crit on all your spells
PrimeGlyph of PyroblastRecommended. Pyroblast comprises a large portion of your total damage output
PrimeGlyph of FireballRecommended. Fireball comprises a large portion of your total damage output
PrimeGlyph of FrostfireSituationally Recommended. Only use this (in place of the Fireball Glyph) if Frostfire Bolt is your primary nuke. If not, skip it.
PrimeGlyph of Living BombSituationally Recommended. For single target: Living Bomb is not as strong as the other Prime Glyphs. For AOE fights however, or encounters where you can apply multiple Living Bomb’s simultaneously, Living Bomb will comprise a much larger proportion of your total damage. For these scenarios you can use this Glyph in place of the Fireball one.
PrimeGlyph of Mage ArmorSkip. You’ll be using Molten Armor, rendering this Glyph useless.
   
MajorGlyph of EvocationRecommended. You’ll always prefer to cast Evocation for mana, even if you’re full health at the time. However, this Glyph gives you a powerful self heal for times where you might desperately need it
MajorGlyph of PolymorphRecommended. Great Glyph to ensure that when you want to Polymorph something, it won’t be broken immediately by careless players.
MajorGlyph of BlinkOptional. This Glyph increases the range travelled by 5 yards. Be mindful that Glyph of Blink could work for you or against you, you’ll need to anticipate travelling the extra distance.
   
MinorGlyph of ConjuringRecommended. This also reduces the cost of conjuring Mana Gems. For any Cataclysm fights over 6 minutes, where you’ll need to resummon a Mana Gem, this seemingly innocent minor Glyph will save you a chunk of mana.
MinorGlyph of Arcane Brilliance.Recommended. The is recommended because people will frequently die on new fights in Cataclysm. After receiving a Combat Res, you may need to rebuff them with Arcane Brilliance. This Glyph will save you a chunk of mana.
Misc All other Glyphs not listed here are too situational to mention. Pick and choose from them as necessary.

Additional Notes on Specific Talents

Cataclysm: Key Mage Changes

Name Notes 
FlashburnNew Fire Mage mastery. Increases the damage done by all your periodic fire damage effects by 20%. Each point of Mastery increases periodic damage done by an additional 2.5%.
Fire SpecializationSpecial bonus all Fire Mages receive. Increases the damage of your Fire spells by 25%
Flame OrbNew Fire spell all mages learn at level 81. Discussed in more detail above.
SpiritNow a healer stat only. No longer provides Mages with Mana regeneration in Combat.
MasteryNew Cataclysm stat found on high level gear. Fire Mage mastery is called Flashburn.
Molten ArmorNo longer scales with Spirit. Crit bonus reduced to 3%. Glyph of Molten Armor provides an additional 2% crit.
Mage ArmorNow regenerates 3% of maximum mana per 5 seconds. Glyph of Mage Armor boosts this by an additional 20%.
Hot StreakHas been split into two talents: Hot Streak and Improved Hot Streak. This is discussed in detail in the Additional Talent Notes section.
ImpactAllows Fire Blast to spread all DOT’s on your current target to nearby enemies.
FirestarterScorch can now be cast while moving via the Firestarter talent. Note that Molten Armor must be used for this talent to take effect.
Critical MassGiven a selfish benefit. The Pyroblast spell can now also apply the Critical Strike debuff.
Frostfire BoltCan now be used as an alternative to Fireball as the Primary nuke for the Fire rotation. You must use Glyph of Frostfire when doing this. The base spell no longer leaves a DOT on the target, but Glyph of Frostfire will modify the spell to leave a +3% additional damage over 12 seconds DOT (stacks 3 times)
Living BombLiving Bomb can only be applied to 3 targets. The explosion from Living Bomb will only hit 3 targets. Living Bomb can be refreshed before the timer expires, but doing so will cause the current Living Bomb to be removed with no explosion. When using Impact with Living Bomb when 4 or more targets are close, Living Bomb will be removed from your current target completely (with no explosion) and spread to another 3.
FireballNo longer has a DOT component at all.
PyroblastHas a 3.5 second base cast time. Spell is now only available to Fire Mages.
Pyroblast!Notice the “!” at the end. Pyroblast! is a different version of the spell with the same name. Hot Streak and Improved Hot Streak allow you to cast Pyroblast! It’s instant cast and has 0 base mana cost.
Blast WaveIs now a targettable, range casted AOE. No longer knocks back, instead snares targets for a short duration. Can be improved via the Improved Flamestrike talent to provide an additional, free Flamestrike when cast on 2 targets.
Mage WardNow absorbs Fire, Frost and Arcane Damage.
FlamestrikeRadius increased to 8 yards. (Same as Blizzard). Can be talented to be instant cast via Improved Flamestrike
Focus MagicNo longer available to Fire Mages.
Torment the WeakBonus now applies to Arcane spells only.
Mana ShieldAbsorbs damage at the expense of mana on a 1:1 ratio. Has a 12 second cooldown on use.
Arcane BrillianceIncreases mana by a specific amount. Also gives +6% spellpower to all targets.
Time WarpMage version of the Heroism spell. Learnt at level 85.
Ring of FrostNew Frost spell learnt at level 83. Deals no damage, but offers excellent crowd control and Area of effect denial. Check the Frost Spec thread for more information.

Current Fire Problems and Concerns

Problem Reason 
Ignite MunchingThe biggest ongoing issue for Fire Mages. Ignite Munching has been around for many years. Ignite Munching is more prevalent than ever in Cataclysm. It devalues the Crit and Mastery stats – and result in considerable lost DPS. Players would love this to be fixed – somehow – even though it’s been in the game so long and we’re told limitations of the game engine itself might make it difficult/impossible to do so.
High DPS VarianceFire can have a large swing in potential DPS, moreso than other classes/specs, with Crit being the big offender. You can get lucky and perform well above normal, or be unlucky and perform poorly. Other classes and specs don’t swing this much. Raid leaders expect a degree of consistency from raid members, but the Fire spec itself puts this somewhat out of your control at times. Is Fire’s DPS variance simply too high?
Lack of Rotation ComplexityFire’s level 85 rotation isn’t exactly complex. Keep up Living Bomb. Use Fireball and Scorch as dictated by your mana. Use Hot Streak when it procs. At level 85, Hot Streaks are rarer, so players have even less to look out for. Some players feel that Fire’s rotation simply doesn’t have enough going on.
Crit Dependancy: GeneralFire mages love Crit. The problem is that Fire relies very heavily on crit to function. Getting crits equates to getting lucky or RNG. A little luck here and there is fine, and fun. But there’s a line between appreciating crit, and relying on it so badly because it’s not only makes the tree function, but fun to play. Combat ratings have been substantially reduced at lvl 85. Mages won’t be critting so much anymore. Players feel that Fire’s high crit dependency exposes a major design flaw with the spec, which is exacerbated in Cataclysm when Combat Ratings are so low.
Crit Dependancy: Hot StreakHot Streak has become a much rarer occurance. Tier 3 Hot Streak attempts to “smooth” Pyroblast use out, but Mages still feel like the spell is something they don’t get to cast enough. Does Tier 3 Hot Streak go far enough to smooth Pyroblast’s use out?
Crit Dependancy: Fun FactorAlthough “Fun” is subjective, many mages will agree that Hot Streak Pyroblasts are a hallmark fun element in the Fire tree. Hot Streaks are much rarer at 85. Many players feel this makes the playstle relatively bland and boring in their absence.
Crit Dependancy: CombustionHaving a strong running Ignite (via Fireball or Pyroblast Crits) is needed for an optimal Combustion. But with lower crit ratings, this is more difficult to pull off on demand. Combustion is a 2 minute cooldown: But you may need to wait some time after that to actually use it. Some Mages consider this poor design and very frusutrating – and would prefer Combustion to be a more traditional type of cooldown.
Living Bomb: RefreshRefreshing Living Bomb on a target will remove the current Living Bomb without an explosion. If you clip your Living Bomb reapplication, even if by only by a split second, you lose the explosion completely. This is very frustrating to players.
Living Bomb: Target CapLiving Bomb was given a cap of 3 targets during Cataclysm Beta. This was due to how Overpowered Impact could be when used with an uncapped Living Bomb. However, the cap now causes frustration when Living Bomb interacts with Impact, as outlined in the point below. Simply increasing the Living Bomb cap to 4 or 5 would alleviate this from occuring in most realistic circumstances. This is because pulls with 4-5 mobs are common, but 6 and above aren’t. Having the Cap set at three just seems a little too low. 4-5 would make much more practical sense.
Living Bomb: Impact InteractionPlayers find this very frustrating. If you have 4 mobs, with Living Bomb on one, using Impact will result in Living Bomb being spread to the other 3 targets – while the original Living Bomb will actually be removed completely from your original target. This occurs whether you wanted it to happen or not. Furthermore, there is no explosion when it’s removed. Mages do not like having such a powerful debuff removed from their primary target automatically.
PyromaniacThis is a great talent on paper. The problem is that Pyromaniac swings a huge pendulum, alternating between extremely powerful and useless. Pyromaniac is excellent when it’s up (3 targets present) and useless if only 1-2 mobs are present. How is Blizzard going to balance this talent?
Number of Fire AOE TalentsFire has a few AOE orientated talents. These range between mildly to very situational. Improved Flamestrike, Blastwave, Pyromaniac, Impact. There’s concern these AOE talents take up too many points in the Fire tree. If AOE is getting pushed somewhat into a niche role in Cataclysm, where we simply don’t AOE as often, why are so many Fire talent points dedicated to improving it?

Conclusion

By understanding the nuances of spell priority, cooldown management, and resource conservation, Fire Mages can unleash devastating firepower upon their foes while maintaining efficiency and adaptability. We hope that this guide serves as a steadfast companion on your journey to mastery and ignites the flames of success in every encounter!

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