Fire Mage DPS Spell Summary (Legion 7.2.5)
Table of Contents
General Information
On this page, we list the spells that you will often use as a Fire Mage.
The other pages of our Fire Mage guide can be accessed from the table of contents on the right.
About Our Author and Reviewer
This guide has been written by Furty, who has an illustrious history in the World of Warcraft raiding scene and race for World First. He has been a member of guilds such as Serenity, Midwinter, and many more, and is currently raiding in Future. He plays most classes at the highest level. You can follow him on Twitter and watch him play on Twitch.
This guide has been reviewed and approved by Rinoa, a Fire Mage theorycrafter for Altered Time who is also a raider for Pieces.
1. Spell Summary
If you are new to Fire, it is recommended you start here. If you have played this spec before or have already achieved a level of comfort playing this spec in a practical environment, it is recommended you skip this section and move on to the rest of the guide.
2. Main Resources
Mana is your primary resources, though it has little to no impact on
your main rotation. It is not realistically possible to run out of Mana without
excessive use of
Spellsteal, and therefore you do not need to worry
about your Mana levels as a general rule.
3. Your Mastery
Ignite is your Mastery. All direct-damage caused by
Fireball,
Pyroblast,
Fire Blast,
Scorch,
Meteor,
Cinderstorm, and
Flamestrike (see Basic Abilities to learn more about these
spells) will cause your target to burn for a percentage of
that damage over 9 seconds. Hitting the target with any of these spells while
Ignite is already active will add to the current
Ignite, but not extend it. Think of all your
Ignites as being independent and separate instances of the
debuff, even though they all appear as a single debuff. This means they all
expire independent of each other as well.
Ignite will
automatically spread itself to targets near your
Ignite target
every 2 seconds.
4. Important Procs
Fire Mage has several important procs that are very important to the normal rotation. These procs can almost be considered as being your real "primary resource".
Heating Up is a passive that will proc any time your direct-damage
spells score a critical strike.
Hot Streak is a passive that procs after you score a second critical
strike in a row following
Heating Up. This passive makes your next cast
instant, and doubles the
Ignite value from the spell. We will nearly always
use this proc on
Pyroblast (see Basic Abilities), however, it can be
also used on
Flamestrike.
5. Basic Abilities
These abilities are available no matter what talents you chose, and form the bread and butter of this specialization.
Fireball is your main filler spell. You will be casting it a lot
to fish for
Heating Up procs.
Fire Blast has 2 charges, and automatically crits when used. This
ability is not on the Global Cooldown, meaning that it can be cast while you
are casting other spells. It has a 12-second recharge. This ability is mainly
used to generate an automatic critical strike following
Heating Up
proccing off one of your spell critical strikes, immediately forcing
Hot Streak.
Pyroblast is our main nuke. It has an extremely long cast time, so
it should only be used as a pre-cast prior to the fight or when
Hot Streak is active.
Flamestrike is our main nuke on cleave and AoE (4+ targets). It has
an extremely long cast time, so it should only be used as a pre-cast prior to
the fight or when
Hot Streak is active.
Dragon's Breath is an instant cast spell that does moderate damage
and disorients targets in a cone up to 12 yards away from the caster.
Dragon's Breath for 3+ targets. It should be used on cooldown, however,
if you have access to
Darckli's Dragonfire Diadem.
Scorch is an extremely weak spell that can be cast while moving.
6. DPS Cooldowns
Combustion is our DPS cooldown. It lasts 10 seconds, and increases our
mastery (the bonus damage generated via
Ignite) by an amount equal to 50%
of our Critical Strike rating as well as increasing our Critical Strike by 100%
each. This ability is off of the Global Cooldown, meaning it can be cast while
you are casting other spells. Since this ability drastically increases our damage
output via
Ignite, it is equally strong in both single target and AoE
scenarios.
Time Warp increases Haste by 30% for 40 seconds for all party and
raid members. This ability debuffs everyone with a debuff that prevents the
possibility of benefiting from
Time Warp,
Ancient Hysteria,
Netherwinds,
Heroism, and
Bloodlust for the next
10 minutes.
7. ChangeLog
+ show all entries - show only 10 entries- 12 Jun. 2017: Updated "Main Resource" section as Mana Starvation is no longer a concern.
- 09 Jan. 2017: Updated description of Combustion.
- 29 Nov. 2016: Updated "Main Resource" section to discuss Mana Starvation. Also updated Dragon's Breath description.
- 29 Aug. 2016: Updated for Legion's launch.
- 19 Jul. 2016: Fixed Combustion's description.
- 18 Jul. 2016: Updated for the Legion pre-patch.
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