Utolsó módosítás programmer, ekkor: 2014.06.26.
In this article, we list your Fire Mage (WoW 4.3) core abilities and how they should
be used together (rotation). We also explain when to use your various
cooldowns. Then, we go deeper and present all the subtleties that playing
a Fire Mage will face you with.
The other articles of our Fire Mage guide can be accessed
from the table of contents on the left.
1. Basic Single Target Rotation↑top
In the case of a single target, the rotation of a Fire Mage is a priority
checklist:
- Cast
Pyroblast! whenever
Hot Streak is up.
- Cast
Flame Orb whenever it is off cooldown.
- Apply/refresh
Living Bomb (always let it explode before refreshing).
- Apply/refresh
Critical Mass with
Scorch.
- Cast
Fireball.
1.1. Cooldown Usage
Combustion is your only real DPS cooldown. It creates
a new DoT on your current target by combining the power of your existing
DoTs on this target. To use it, follow these guidelines:
- Do not cast Combustion when
Living Bomb is not active
on the target.
- Cast Combustion after landinging a big critical strike with
Fireball or
Pyroblast!.
Mirror Image is a very small DPS cooldown, which you should use
when the images can attack the boss for their entire duration (30 seconds).
2. Basic Multiple Target Rotation↑top
Do your normal single-target rotation on one enemy and
use
Fire Blast to spread your DoTs on nearby enemies
(thanks to
Impact).
3. Armors↑top
Your only viable choice of armor is
Molten Armor. Exceptionally,
you can use
Mage Armor when you are running out of mana.
4. Optional Read: Mastering Your Fire Mage↑top
While the rotations we gave in the previous sections will yield very good
results, there are many things you should be aware of, in order to play your
Fire Mage to its full potential. In particular, you will need to find
the right timing for casting
Combustion, be it in single-target
or multiple-target situations.
4.1. Single-target Situations
4.1.1. Abilities in Details
This section presents a list of the abilities you will need in single target
fights as a Fire Mage.
Fireball is your main spell and highest source of single target DPS.
Living Bomb is a spell that does no initial damage but leaves a DoT
(Damage over Time)
on the target and explodes after 12 seconds, dealing further damage to your
target and the enemies around it. It can be cast on a maximum of 3 targets.
The DoT ticks 4 times but this can be influenced by your haste rating. Each
tick can be a critical hit.
Scorch is a mana-free spell that can be cast while moving and that
does very decent DPS.
Pyroblast! is your highest damage spell. Due to its high cast time, it
should only be cast when
Hot Streak is up. Pyroblast leaves a DoT on the
target. That DoT ticks in the same manner as the Living Bomb ticks and
its frequency can be influenced by haste. The damage from that DoT does not
depend on the damage done by the Pyroblast.
Hot Streak is a Proc that gives you a mana-free Pyroblast with an
instant cast. It happens every time you get two successive critical strikes
with fire spells (excluding Flame Orb and Living Bomb).
It also has a chance to happen every time you score a critical hit with a fire
spell.
Flame Orb is a spell that casts a fire orb that travels from your
location, in the direction that you are facing. If it finds an enemy in its
path, it will damage it every second for 15 seconds before exploding and dealing
AoE damage.
Ignite is a DoT that is applied on your target every time you score
a critical hit with a fire spell (including ticks from Living Bomb and Flame
Orb). It further burns the target for 4 seconds
for 40% of the critical hit you landed. It actually ticks twice for 20%, once
after 2 seconds and once after 4 seconds.
Critical Mass is a debuff applied on your target by Scorch or
Pyroblast. It increases your critical strike chance and that of your raid
members on the target by 5% but does not stack with
the same debuff from another Fire Mage or
Shadow and Flame from a Warlock.
Combustion is an ability that deals damage to your target before
applying a new DoT which ticks every second for 10 seconds and that deals
damage equivalent to the sum of the DoTs you currently have ticking on that
target.
Frostfire Bolt should not be used as a Fire Mage, it is simply not as
good as Fireball.
4.1.2. Justifying the Rotation
- Pyroblast should be cast as soon as Hot Streak is up. If you wait, there
is a chance that Hot Streak gets refreshed and you will have missed a free
Pyroblast with an instant cast.
- Flame Orb gives you a high amount of overall damage and has an instant
cast.
- Living Bomb gives you a lesser amount of overall damage but also has an
instant cast. It should always be refreshed after it has exploded and worn
off because the explosion deals more damage than a tick and it also damages
nearby enemies.
- You want the 5% increased critical strike chance from Critical Mass before
casting your Fireball.
4.1.3. Tips
Regarding
Critical Mass, you should not normally have to refresh
it. It is very likely that you will have a Warlock in your raid that will
apply
Shadow and Flame as part of their normal rotation. If you do not
have a Warlock in your group, then you will probably only need to initially
debuff the boss with Critical Mass by casting a Scorch. It should then
be refreshed automatically, every time you cast a Pyroblast. If you are really
unlucky and Critical Mass is about to wear off, then you might have to refresh
it manually with Scorch.
You might be tempted to insert a Scorch (which has a lower cast time than
Fireball) in your rotation, from time to time, so that you can refresh Living
Bomb as soon as it has exploded. Refrain yourself from doing so, it is more
efficient to cast Fireball, even if its long cast time induces some downtime
on Living Bomb.
4.2. What You Need to Know About Combustion
When cast,
Combustion sums the DoTs present on your target (without
removing these DoTs) to create a new DoT. As a Fire Mage, the DoTs you will want
to combine are:
Ignite is the main contributor to Combustion's DoT. So you will want to have
the Ignite from a
Pyroblast! or a
Fireball critical strike (as well
as Living Bomb and Pyroblast's DoT up) before casting Combustion.
4.2.1. Combustion and Ignite Munching
If you really want to get the best out of Combustion, you need to be aware
of a phenomenon related to Ignite which can cause your Combustion ticks to be
seriously lower than what should be expected. This phenomenon has been coined
as Ignite Munching in the community, and represent the fact that the
game engine will, under particular circumstances, ignore (or partially render)
the 40% additional damage that Ignite should deal to your target following a
critical strike with a fire spell. This is obviously a game engine deficiency
but we need to understand how to deal with it.
The two most common causes for Ignite Munching are:
- Sometimes, you can score two critical strikes at the same time. It typically
happens when you cast a Fireball immediately followed by a Pyroblast (because
Hot Streak was already up); these two spells have exactly the same travel time
and the game engine considers you cast them at the same time so the game engine
considers they hit at the same time. In that case, the damage of one of your
two spells will not be accounted for in the Ignite DoT.
- When you score a critical strike when Ignite is up, it gets refreshed with
a 6 seconds and a value per tick that should correspond to 40% of the damage
of the critical strike you just scored plus whatever remained of the 40% of
the damage of the spell that had caused Ignite in the first place. In that case,
there is another game engine issue. When Ignite is up with 6 to 4 seconds
remaining (which can only happen after Ignite was refreshed), any occurring
critical strike will not further refresh Ignite and the 40% additional damage
will not be dealt.
4.2.2. Tips for Combustion
Prior to patch 4.1, ticks of
Living Bomb and
Flame Orb could
trigger
Ignite. Now, they do not trigger Ignite anymore, which greatly
limits the circumstances under which Ignite Munching can happen. It makes it
much easier for Fire Mages to cast
Combustion following a high critical
hit. Indeed, Ignite Munching will now mostly occur when Flame orb and Living
Bomb explode. As these are signaled by visual effects, you should be able to
avoid using Combustion immediately after seeing these effects.
Combustion
Helper is a great addon to keep track of your DoTs and help you cast
Combustion at the ideal moment. Bear in mind
that addons cannot access the values for which the DoTs are going to tick so
the information Combustion Helper displays is an estimation based on your
combat logs (recent critical strikes).
At Icy Veins, we do not use Combustion Helper for the following reasons.
Living Bomb should always be up
on the target, so there is no reason to have yet another addon that
displays it for you.
Whenever you cast a Pyroblast, the Pyroblast DoT gets applied on the
target. So the only question you should ask yourself is whether your
Pyroblast was a critical hit. To do so, simply
use a battle text addon, such as
Parrot, that allows you to filter the
text displayed (filter everything out except for Pyroblast and Fireball
over a certain amount of damage, like 40,000). You can also try to watch
out for two critical strikes in a row, but you risk losing Combustion
damage to Ignite being refreshed by a Living Bomb or Flame Orb
explosion in the meantime.
During an encounter, there are often time windows during which you will
do more damage: trinket procs, cooldown use, specific boss mechanic.
During such time windows, a critical hit with Fireball will usually do more
damage than a critical hit with Pyroblast outside of the time window.
Therefore, if such a time window is almost over and it looks like you will
not be getting the required Pyroblast critical hit that would allow you to
use Combustion, then you should look for Fireball critical hits and
subsequently cast Combustion. This will normally give a better Combustion DoT
than waiting for a Pyroblast critical hit outside of the time window.
4.3. Multiple-target Situations
Fire Mages are excellent with multiple target damage in all its forms,
regardless of the number of targets, their health pool or how much they are
spread. This section will walk you through the different ways you can use your
abilities to optimise your multiple target damage.
4.3.1. Abilities in Details
In addition to the abilities for single target DPS presented above, Fire
Mages have the following abilities at their disposal:
Fire Blast allows you to spread your DoTs on your current target to
nearby enemies, when
Impact is up. DoTs are spread with their current
remaining time. Spreading Living Bomb causes Living Bomb to affect two
nearby enemies (in addition to the current target).
Flamestrike is an AoE ability that deals initial damage to every
target in a 8 yard radius area and additional damage over 8 seconds. The
additional damage does not take the form of a DoT on the targets and as such
cannot be spread with Impact or used for
Combustion, but rather it takes
the form of an area damage, dealing damage to every target remaining in the
initial area where Flamestrike was cast.
Blast Wave deals damage to every target in a 8 yard radius area and
slow them down by 70% for 3 seconds. Glyph of Blast Wave enables you to
increase the slowing effect by 1 second. If you have chosen the
Improved Flamestrike talent, casting Blast Wave will also automatically
cast Flamestrike (so you cast two spells at the same time).
Dragon's Breath deals damage to every target in front of you and
disoriente them for 5 seconds. Glyph of Dragon's Breath enables you to
reduce the cooldown of that ability by 3 seconds.
4.3.2. In Combination with Single Target Damage
The nice thing about the Fire specialisation is that it allows you to
benefit from other targets being present when you are interested in damaging
only one of them. You should not use any of the suggestions below when only
one of the targets present should be attacked (like in the Omnitron Defense
System encounter):
- If there are 2 or more targets and they are far apart, keep
Living Bomb
up on 3 of them (including your main target) and proceed with your single target
rotation on your main target.
- If there are 2 or more targets and they are next to each other, proceed with
your usual single-target rotation on the main target and use
Fire Blast,
when
Impact is up, to spread your DoTs
(including Living Bomb and
Combustion) to the other targets.
4.3.3. AoE rotation
The Fire specialisation offers you several ways of dealing with AoE damage,
depending on the time the targets will need to die. This is normally a function
of their health pool.
- If you expect the fight to only last a few seconds, start with
Blast Wave, continue with
Dragon's Breath, and finish with
Flamestrike.
- If you expect the fight to last long enough to leave you the time to cast
a few
Pyroblast!, cast Pyroblast a few times until you get a critical
strike. Then use Blast Wave. That ability will also cast Flamestrike (with
Improved Flamestrike) and that gives you quite a chance to proc
Impact, which you can use to spread the
Ignite from the
Pyroblast critical strike. You can try to cast Blast Wave first but Impact might
have run out before you get a critical strike with Pyroblast. Finally, finish
the targets with Dragon's Breath or Flamestrike, if necessary.
- If you expect the fight to last long enough that
Living Bomb can go
off, set up your regular single target rotation on one of the targets. Use
Impact and Blast Wave whenever they are available. You can also cast
Flamestrike to refresh the AoE effect when Blast Wave is on cooldown. Use
Combustion only if you are not going to need it for something
more important later on.
- In this case, you can simply cast
Pyroblast! instead of
Fireball
in your rotation. It will make it easier to get a good critical strike for
Combustion.
Sometimes, you might be tempted to just spam Flamestrike, as it can be
efficient with a lot of targets. Simply be aware of its high mana cost.
It is very hard to give specific advice for AoE damage as Fire. We hope that
you will use these general guidelines as a base and that you will try to tweak
them in order to adapt them to the various situations and encounters you will
face.
4.4. Mana Management
Early in Cataclysm, mana management was an integral part of the Fire Mage
play style. Changes in the first few patches have completely removed it.
If you are going to run out of mana and
Evocation is a long way from
being available, use a Mana Gem, before eventually switching to
Mage Armor, if needed. It allows you to keep your regular
rotation with a very low mana consumption and for only a small DPS loss.
In single target mode, using Mage Armor is a lot more efficient (both in
terms of mana management and damage done) than trying to use Scorch instead of
Fireball in your rotation.
4.5. Tier 13 4-piece Set Bonus
With 4 pieces of the Mage Tier 13 set, each time you cast
Fireball
or
Pyroblast!, you have a 50% chance to gain a stack of
Stolen Time (up to 10 stacks).
Whenever you use
Combustion, these stacks are removed. In addition,
each stack of
Stolen Time reduces the cooldown of
Combustion by 5 seconds.
Note that stacks of
Stolen Time do not reduce the remaining cooldown
of
Combustion, so if you cast Combustion with no stacks of Stolen Time,
you will have to wait for its full 2-minute cooldown. Therefore, you should
always try to cast Combustion with 10 stacks of Stolen Time. This way,
you will get a 70-second cooldown on Combustion.