Fire Mage PvP Guide, For Pyros Only

 

Fire Mage PvP

Fire Mage in Season 11 Cataclysmic Gladiator's GearUpdated for Warlords of Draenor 6.2

Fire is more challenging than Frost and some think that makes Fire more interesting than Frost. Most high level PvPers are Frost, but there are a few who go Fire and there are even a couple in the top 100 ranks. If you’re up for the challenge, read on.

Fire Mage PvP Contents

Fire’s survivability and control are greater than that of Arcane, but less than Frost.  Fire relies on DoT’s and Pyroblast procs to do the majority of its damage, making it capable of putting out damage on multiple targets. Fire can do very well in battlegrounds  PvP, but the lack of survivability and control makes arena a bit more interesting.

Some skilled players are competitive though, and Fire Mages can do some pretty impressive burst when things line up. Fire is also quite vulnerable to dispel magic and RNG (Random Number Generation,) which means that if you’re facing a good dispeller or are simply unlucky you’ll find yourself doing far less damage than otherwise.

Basically you live by the crits. As long as you’re generating Pyro! procs then you’re fine.

The guide is oriented towards level 100 PvP. If you’re looking for raiding info then see our page on Fire DPS. If you aren’t yet 100 and want to get there ASAP then see this leveling guide. Also see our Warlords changes post for info on the new skills, talents, glyphs, etc.

 

Fire Mage PvP Build

Let’s see… you can do ganking, world PvP (solo or group,) duels, arena (2, 3, 5s,) and various BGs. Your talent picks will vary depending on your PvP of choice and your group. Our picks for general PvP are checked Best talent, but other talents might be the best for particular situations.

If you’re not yet 100 then go here.

Fire Mage PvP Talents for Warlords of Draenor

Tier 1, level 15

  1. Evanesce – 45 second cooldown Vs Ice Block’s 5 minutes. Lets you avoid all attacks for three seconds, which can be useful. It can also be annoying to the enemy if you can time it right.
  2. Best talent Blazing Speed does nothing for your DPS, but gives you a nice “break free from snares,” which saves your Blinks. It’s also a good gap closer or space maker. More movement capability is always a good thing.
  3. Ice Floes now comes with three charges, so three spells while moving with that 20 second recharge.

Tier 2, level 30

Three talents for mitigating damage.

  1. Alter Time lets you rest up to the last ten seconds. It lets you avoid that massive incoming damage. Doesn’t save you if that damage kills you, however. It also does not affect mana, buffs, or debuffs. It’s pretty much a survival talent now, not an “extend damage” talent.
  2. Best talent Flameglow constantly mitigates some damage. It’s a great choice for fights where you anticipate taking constant fairly small damage. It won’t save you from dying in a stun or massive damage, but you also don’t have to remember to use it and it will constantly mitigate some damage. It cannot be purged and it does not consume a Global Cooldown (GCD) as it’s a passive. One less thing to deal with. Over a longer period it will absorb more damage than Barrier, plus you don’t have to wait for the cooldown to reset after the barrier is knocked down. You will want to look at it again in patch 6.2, since it’s being nerfed.
  3. Ice Barrier is the “fire and forget” shield. Put it up and forget about it for a minute. Blocks a fair amount of damage. Especially useful in fights where you are suffering from “pushback” or there’s a big chunk of damage coming in.With a 25 second cooldown you can have it up most of the time.

Tier 3, level 45

As this tier is composed solely of CC, take whichever appeals to you most/suits an encounter best. Each talent has definite strong points.

  1. Best talent Ring of Frost is an AoE CC. Freeze several opponents and let your team burn them. Nice for grabbing a group or blocking pathways (eg: tunnels to bases in the BGs.)  Takes 2 seconds to cast or arm. For small groups and duels Frostjaw might be more useful. For the Battlegrounds, Ring has definite uses. Works great against anyone who can’t be hit with Ice Nova (eg: Ferals.) Or freeze a group and blast away. Have your DK pal Gorefiend Grasp all enemies into the ring.
  2. Ice Ward is another form of AoE CC with different usage. Useful if you or another is being attacked. Nice for kiting melee as you get three shots every 20 seconds. Not so useful against caster teams.
  3. Frostjaw is a very nice single target CC/Silence. It’s your only blanket Silence. It used to be far more useful when we had access to Deep Freeze and Shatter. Now, it’s just an extra CC, which isn’t bad at all.

Tier 4, level 60

  1. Greater Invisibility is an interesting choice for survivability. It removes effects, massively reduces damage, and drops threat (obviously that part is only useful in PvE,) so can be very nice in bad situations, escaping, or getting into better position before unloading.
  2. Cauterize lets you avoid death, but also sets you on fire, which is actually a much better tradeoff than it might sound. Ice Block or Evanesce removes the burning. If you have a healer then an “I’m Cauterizing, Heal me Now!” macro is useful.
  3. Best talent Cold Snap resets your Ice Block, Dragon’s Breath, and Frost Nova. The additional Ice Block + 22% Heal can help survive in some bad situations.

Tier 5, level 75

In Warlords you can only access Living Bomb, instead of any the bombs. Which of these talents is “best” depends on the game you’re playing.

  1. Living Bomb is a fair choice, esp. if you prefer a DOT and don’t want to break nearby CC. It doesn’t break nearby CCs until it explodes and if you refresh it before it ends then it doesn’t explode and just continues the DOT.
  2. Unstable Magic is a solid single target choice and decent against groups. It has a 30% chance for your basic Fireball to explode on impact, doing more damage to the primary target and also damages nearby targets. Better for PvE than PvP since it’s random.
  3. Best talent Blast Wave does solid damage to the main target and decent damage to all other targets within 8 yards, also slowing them. Can be brutal when combined with Incanter’s Flow and Prismatic Crystal. (Expect a nerf to some part of that.) You can also cast it on friendly targets, or yourself, to damage and slow nearby enemies. Replaces Frost Nova. This is your hardest hitting spell.  The wave effect will break any CCs on nearby targets. This ability has a 3 second cooldown in 6.1

Tier 6, level 90

  1. Mirror Image – every two minutes you get three images to blast away at the target. Nice for the burst.
  2. Rune of Power is the simplest to use of this tier, seeing as all you have to do is stand in it. Might be useful in certain BGs when you have are able to just stand in one place and blast away, such as blasting the AV or Isle of C. bosses. Generally you’ll be moving too much to make good use of this talent.
  3. Best talent Incanter’s Flow is constant until turned off and will average out to about 12% increased damage, while moving and doing everything else you do, which aint’ bad. It cycles from 4 to 20% added damage, peak to peak is ten seconds. Try to cast your pyro procs at the peak flow to get that 20%.

Tier 7, level 100

These are all good, but have different uses.

  1. Kindling: Each of your crits from Fireball, Pyroblast, and Inferno Blast reduces your Combustion cooldown (base 45 seconds) by 1 second. This is a passive effect, so one less item on your bars.
  2. Prismatic Crystal puts a crystal at the targeted location. Only you can attack it and it takes 130% damage from your attacks. Any time it takes damage it instantly releases that damage, splitting it evenly among all enemies within 8 yards. Very nice in some fights where people will remain at one spot (a flag, for example) for the 12 seconds. Otherwise their moving away from the crystal will be an issue. Note that against a single target it will be doing 130% damage of your attacks to that target, less against 2+. Of course the single target has to be close the the prism, but that’s what stuns are for. Drop a prism and then drop a Pyro! proc and a couple of Blast Waves…
  3. Best talent Meteor: Every 45 seconds you can drops a fraggin’ meteor!! Does damage to an 8 yard area, also burning the ground doing continuous damage to all who remain in the fire. Orbital bombardment is always cool. The 3 second delay makes it necessary to be careful with your targeting, but that’s what your team’s stuns are for. Using a Dragon’s Breath or other CC right before meteor lands makes sure that they’ll hang around for the impact.

 

Fire Glyphs

In Warlords you now learn certain glyphs automatically, just as you do your abilities. You still have to instal them, but you don’t have to otherwise acquire them. All mages learn the same set of glyphs. You can still buy the other glyphs the usual way.

Exclusive glyphs are glyphs which cannot be used with each other, such as the glyphs of Regenerative Ice and Ice Block.

As with the talents the glyphs are easily changed to suit the situation.

The Major Fire Mage Glyphs

  1. Glyph of Polymorh – removes all dots from your target, making your Poly stick better.
  2. Glyph of Regenerative Ice – regenerate 4% of health for every second on Ice Block
  3. Glyph of Ice Block – When your Ice Block ends you get an immediate Frost Nova and 3 seconds of immunity to all spells. This is pretty sweet.
  4. Glyph of Spell Steal can add up if you’re able to spam it, such as when your Amplify Magic is active. You do have to sucessfully steal a spell to get the heal.
  5. Glyph of Remove Curse is a damage buff every time you remove curse. If you are using that ability then you want this glyph.
  6. Glyph of Combustion – More burnination on a longer CD. Can make for brutal combustions if you can line it up with Pyro! crits, Incanter’s Flow, and your damage buffs.
  7. Glyph of Dragon’s Breath for more DB damage
  8. Glyph of Inferno Blast – Spreads your DoTs to an additional target.
  9. Glyph of Blink – More range on your Blink.

Minor Glyphs

Minor glyphs are generally just cosmetic, though a few have minor utility.

  1. Glyph of Rapid Teleportation – speed boost for 1 min after teleporting.
  2. Glyph of Momentum – Let’s you bink in the direction you’re moving rather than facing. Nice for strafing.
  3. Whatever you like.

 

Fire Mage PvP Stats

Warlords Note: Hit, Expertise, and Resilience are dead and so is Reforging. Yes, some gems and items still have Resilience. Look at your character pane, though. You will not find a “resilience” stat. Int no longer adds to Crit, but you start with a base 5%. Crit is also your “Attuned” stat, meaning that Blizzard feels it’s the best stat for your damage output. An attuned stat gives you an addition 5% to that stat (from all sources) and yours is provided by your new level 90 ability Incineration.

You also have two new stats, Versatility and Multistrike.

  • Your Stat Priority: Intellect > Crit > Haste > Mastery >  Multistrike > Versatility
  • Unlike most classes/specs, where one can argue that this stat might be worth more than that stat, Crit is clearly the only stat for Fire mages. Well, Crit & whatever else is on the gear. Crit + Haste would be the best pair.
  • Never sacrifice Crit for any other stat.
Fire Mage Entering Combat

Time to BURN!

Explanation of Stats

Int also increases every damaging thing you do, as it’s your Spellpower. It does not add to your mana pool, crits, or anything else. All of your gear has Int on it anyway and there are no cases, in Warlords, where you have any chance to swap Int for any secondary stat.

Crit – your Pyroblast procs and Critical Mass make Crit, by far, the most valuable of the rest of the stats. With your base 5%, Molten ArmorArcane Brilliance, and Incineration you start at 20% Crit. While Crits only do 150% damage (200% in PvE) you’re looking for procs from those crits more than their damage.

Haste is nice, but Crit is better. Haste speeds up your casting and lowers your cooldowns and global cooldowns, as well as speeding up and DOT effects you have up. Haste is useful  when you’re casting fireballs and polymorphs. Crit/Haste gear will be your best bet (and for PvE, as well.)

Multistrike gives you a chance at one additional strike at 30% effect (based off a new roll, not the damage you just did,) for a direct increase to your damage. Your Multitrikes can also crit, which will mean more “Heating Up” and Pyro procs. Multistrike is nerfed in PvP, in that you only get one, not two, chances at that additional attack. It’s actually a pretty small nerf.

Mastery is generally weak and your ignite DOTs can be easily dispelled anyway. You live and die mainly by Pyro! blasts that come from your crits, not your DOT damage.

Versatility increases your damage and your damage reduction. It’s sort of a combination of the old PvP Power and Resilience stats.

 

 

Fire Mage PVP Gems

There are no gem sockets on the Warlords PvP gear, so this whole section is moot at this time. Perhaps things will changes at some point.

Sockets have a small chance to appear on Raid gear. For that gear there are no meta gems or gems that have primary stats (such as Int.) There are also no socket bonuses for WoD gear.G

mnor003-aGems with secondary stats have twice the value of those with primary stats (eg: 20 Crit Vs 10 Int.)

(You should have plenty of gold to buy these gems from your questing and dailies, but go here if you need more.)

Note that gems that used to have Hit are now Crit, and the gems that had Expertise are now Haste. Hit, Expertise, PvP Power, and Resilience are all dead.

For gear under item level 600

Sockets are still available for non-Warlords gear, if you choose to gem that gear the here are some picks:

Gems for Warlords of Draenor
Prismatic Assuming that gem sockets ever appear on PvP gear at some point:Greater Critical Strike Taladite: +50 Crit
Critical Strike Taladite: +35 CritThe lesser gem is far less expensive.
Mists of Pandaria Gems, for gear under ilevel 600.
Meta Sinister Primal Diamond: +20 Critical Strike, and chance on spell damage to gain 30% spell haste
Capacitive Primal Diamond: +20 Critical Strike, and chance on melee or ranged hit to gain Capacitance
Burning Primal Diamond: +14 Int & 3% Increased Crit Effect
Forlorn Primal Diamond: +14 Intellect and 10% Silence Reduction
Red Brilliant Primordial Ruby: 10 Int
Yellow Smooth Sun’s Radiance: +20 Crit
Blue Rigid River’s Heart: +20 Crit
Orange Potent Vermilion Onyx: +5 Int & +10 Crit
Green Sensei’s Wild Jade: +10 Crit and +10 Mastery
Purple Veiled Imperial Amethyst: 5 Int and 10 Crit
Cogwheel Requires an engie helm, such as this.
Quick Tinker’s Gear: 38 Haste
Smooth Tinker’s Gear: 38 Crit
Fractured Tinker’s Gear: 38 Mastery

 

Fire Mage Enchantments

Short on gold? If you want to buy the best enchants, fund all of your alts, donate to the guild, etc., but don’t have the cash, then see what the Tycoon Addon can do about about fixing your poverty.

Helm enchants are gone in Mists of Pandaria, shoulder enchants are handled by the Inscription profession.

In Warlords you can enchants your rings and neck items. The old Hit enchants have been changed to Crit, Expertise enchants are now Haste. The Mists enchants cannot be applied to items higher than ilevel 600, so you will not be able to apply those enchants to your level 100 PvP gear.

The only warlords enchants are the ones shown below for Weapons, Cloak, Neck, and your Rings.

Various Caster Enchantments
Weapons,
Main & Off-Hand
  • Enchant Weapon – Mark of the Thunderlord – Chance for +500 Crit for 6 seconds, your crits might increase the duration.
  • Note: There is a “Glory of” version of each of these enchants which looks just the same as the above, so they are not included here.

Mists:

Cloak
  • Enchant Cloak – Gift of Critical Strike – +100 Crit and +10% movement speed
  • Note: There is a “breath of” version of each of these enchants which have the same stats, but without the 10% movement bonus, and which is probably cheaper.

Mists:

Rings
Neck
Shoulders Greater Crane Wing Inscription: +15 Int and 5 Crit
Chest Enchant Chest – Glorious Stats: +9 to all Stats
Bracers Enchant Bracer – Super Intellect: +15 Int
Gloves Enchant Gloves – Superior Mastery: +25 Mastery
Belt Livingsteel Belt Buckle: Gem slot for a nice Int gem
Leggings Greater Cerulean Spellthread: +19 Int and +11 Crit
Boots Enchant Boots – Greater Precison: +12 Crit rating

Your Burning Abilities

Single Target Burnination

  • Mastery: 5 second DOT, based on how hard you’ve hit. All your fire shots add in to this ignite.
  • Scorch:  meh damage, but can cast while moving and get procs. Your perk adds a speed boost.
  • Fireball: cast time, decent damage.
  • Frostfire bolt: cast time, also decent damage, slows target
  • Pyroblast: long cast time, hard hitting, you’ll rarely use this unless opening from surprise.
  • Pyro!: Your Pyroblast proc, instant cast, free, and 25% more powerful. Can be purged.
  • Combustion: takes your ignite (mastery) that’s already on the target and and makes an additional DOT.

Multiple Burns (area effects and DOT spreading)

  • Inferno Blast: does damage (more with the glyph) and spreads dots. Always crits.
  • Flamestrike: area damage and slow, will not proc Pyroblast!. Slows the enemy. Has a cast time, with your perk it has no cooldown.
  • Dragon’s Breath: Damage in a cone in front of you, disorients opponents, 20 second cooldown.
  • Blast Wave: damage and slow. Does not proc heating up on crits. Hits harder than your Pyro! proc for single target damage and it also adds a fairly hard hitting area effect. This ability has a 3 second cooldown in 6.1

Defenses

  • Ice Block: The old standby
  • Invisibility – disappear for 20 seconds. Greater Invisibility (talent) makes the effect instant, removes two DOTs, and provides 90% damage reduction while in effect.
  • Cold Snap: Talent. Heals you for 22% and resets several cooldowns, including Ice Block and Dragon’s Breath.

Crowd Control

Note that if you get spell locked for most of these you will not be locked out of fire.

  • Counterspell: Interrupts their cast, locks that school of magic for a few seconds. With Glyph of Counterspell you can use it while casting or channeling other spells.
  • Dragon’s Breath: Damage in a cone in front of you, disorients opponents, 20 second cooldown. You can run up, DB the healer, then poly him. Peel melee off the healer and then poly one or let them wander into your ring of frost. Nice when you can get the enemy team stacked up. Also nice when you can get a DB off as the enemy is popping offensive cooldowns. Note that the cooldown is short enough that if you DB the same opponent as it comes off cooldown, you might hit the Diminishing Returns issue.
  • Polymorph: Another old standby. Polymorphing the other guy, such as the healer, gives you an edge. Spammable, though it’s subject to diminishing returns. Dragon’s breath into Poly. Sap (from your Rogue buddy) into Poly. If the first is trinketed the 2nd sticks.
  • Ring of Frost (talent) is great for blocking areas. Plop it down such that disoriented (from your Dragon’s Breath) opponents will wander into it.
  • Ice Ward (talent) causes an ice nova to root your opponent(s) when they hit you. Other enemies that are close will also be rooted. This is very nice when you’re being pressured by melee.
  • Frost Jaw (talent) is nice when fighting casters. Root ’em and quite ’em all in one. Root ’em (they trinket) and then poly them.

Mobility

  • BlinkAnother old standby, frees you from stuns and roots. Your perk gives you 2 seconds of faster movement after blinking. 
  • Blazing Speed (Talent:) a brief burst of +50% speed. Use it to better position yourself, either for a Dragon’s Breath or to get distance. It frees you from Snares, which saves a Blink. If you can jump before it expires then you’ll get a bit more distance.
  • Improved Scorch perk: 30% increased speed, after scorching, for three seconds.
  • Slow FallAnother old standby, if you have to leap off a cliff to escape. 
  • Cloak enchant (Enchant Cloak – Gift of Critical Strike) adds 10% speed.
  • Nitro Boosts, if you have Engineering.

Utility

Passives, Buffs, and Perks:

 

Ok, Let’s Burn Someone. Fire Mage PvP Rotations and Videos

Warlords Season 1 Set Bonuses:

  1. (2 piece) Set (Fire), aka Ignition: Casting Scorch reduces the cast time and increases the critical strike chance of Fireball and Frostfire Bolt by 15%, stacking up to 3 times.
  2. (4 piece) Set (Fire): When you consume Hot Streak, your Pyroblast target has a 15% increased chance to be critically hit by your Fireball or Frostfire Bolt spell for 10 sec.

Rotations:

You will want to have Arcane Brilliance up at all times. If you can use consumables (not in rated PvP) then use

The best use of Inferno Blast (IB) is to trigger Pyro procs, since IB is a guaranteed crit. Pyro! = your Pyroblast! proc.

  1. Basic method 1: Inferno blast, wait 8 seconds, 2nd Inferno blast = Pyro! proc. DO NOT cast your scorch or other fire spells during that 8 seconds.
  2. Get a crit, then use inferno blast
  3. Note that If you just spam scorch and wait for the Pyro proc that way, well, it doesn’t work well. :)

Bursting

  1. Scorch until you have a heating up proc.
  2. Dragon’s Breath (keeps him in place for your Meteor.)
  3. DPS “on use” trinket
  4. Meteor
  5. Inferno Blast, resulting in a Pyro proc
  6. Pryo!
  7. Combustion
  8. 2x Blastwave (this ability has a 3 second cooldown in 6.1)

If you have Prismatic Crystal

  1. Get a Pyro! proc and save it for a moment > “On Use” trinket > Prismatic Crystal > Meteor > peak Incanter’s Flow > 2 x Blast Wave > Pyro! proc > Combustion

Getting Pressured/Trained

  • Use instants. Your blastwave has a slow and your Ice Ward will root them. There’s also your Dragon’s Breath.
  • Bait the silences. Cast a Poly (for example,) it gets “kicked,” and you’re not locked out of your Fire school. If you suspect that Rogue is going to Shadow Dance > Garrote then you cast something unimportant and let him lock that.
  • Inferno blast > wait 8 seconds > inferno Blast > fire off the Pyro! proc.

With the set bonuses: You will want to Scorch three times, to get the max Fireball Crit chance buff, then Fireball. With the 4 piece bonus you would be casting Fireball(s) right after your Pyro! proc.

Warlords note: You no longer have Shatter or Deep freeze. You DO have an extra 5% chance to Crit, base, and you have a level 92+ perk, Enhanced Pyrotechnics, which grants you a stacking 5% crit buff for your Fireball until you DO crit.

Hansol’s “How To” for Fire Mages


Hansol the Pyromaniac demonstrates BG burnination and why Fire is just plain fun. Not updated for Warlords, but close enough.

More Mage Guides, from Skill-Capped

Unless otherwise noted (ie: Free) a Skill-Capped membership is required to view these videos, the membership is a grimly expensive $4 a month. Go here if that works for you. They will have a number of Warlords videos coming out.

 

Basics of Keybinding

If you’re not binding your abilities to your keys then you’re gimping yourself. Here’s a good tutorial on the why and how of keybinding. Start with a few bound abilities and work out from there. Memorize them by practicing on the target dummies.

Check out Impulse if you want an addon that will help you with your keybinds and macros.

 

Click here, Join Skill Capped, Get Better

 

Fire Mage Macros for PvP

Removes curse(s) from your mouse-over target. If you’re removing curses regularly then you want Glyph of Remove Curse for the damage buff. 

#showtooltip Remove Curse
/cast [@target,mouseover,noharm][] Remove Curse

 

 

Gearing up

In addition to the traditional ways of getting gear (fight to earn honor/conquest points and buy gear) you can now win gear in strongboxes earned from BGs and Ashran events. You can also get random pieces of gear from your Gladiator’s sanctum. Conquest gear is rarely, if ever, found in those boxes or in your sanctum.

Also, you can earn Conquest points (and Honor points) from your Sanctum and by doing the PvE events in Ashran. Do enough of those events and hand in enough bones and you should be able to cap your weekly conquest points without ever needing to do any rated PvP.

Can you use PvE Gear for PvP? Yes, but… PvP gear comes in two ratings, one for PvE and one for PvP. For example, the honor gear is 625/675. That means it’s 625 in PvE (dungeons, etc.) and 675 in any PvP situation. There are actually three tiers of PvP gear

  1. Primal Aspirant is ilevel 600/660 and is found in strongboxes won from the BGs or Ashran PvP events. It can also be found as “Warforged,” which adds 6 item levels. This gear can only be found in the strongboxes.
  2. Primal Combatant is the honor gear. It’s 620/675 and can also be Warforged. This gear can be bought, awarded from your Gladiator’s Sanctum work orders, or found in strongboxes.
  3. Primal Gladiator is the Conquest gear and is 660/690. It cannot be Warforged.

If your raid gear is better than the PvP rating of the PvP gear then yes, you should use the PvE gear.

Note that if both of your trinkets are PvP trinkets that you will get a 10% damage reduction Vs player damage. Which is nice since Resilience is dead. Example: Primal Gladiator’s Badge of Dominance – see the set bonus?

Not yet 100?

Get leveled and run BGs. Try to get the honor cap (4k) by the time you hit 100. This will allow you to immediately pick up the honor weapon when you hit 100.

At 91 you can buy a crafted ilevel 630 WEAPON and two pieces of 640 armor (head, chest, or legs, pick two.) You can also buy items to reroll stats on those pieces (Crit and Haste would be nice.)

Upgrading those items, by up to 25 points, can be done but is very expensive. If you have Archeology you can also get a 620 neck item: Sorcerer-King Toe Ring. So you now have, at 91, if you have the skills or are rich:

  1. Two 640 armor bits, go for the chest and the legs.
  2. 630 Weapon: Crystalfire Spellstaff
  3. Alchemist trinket ( Draenic Philosopher’s Stone, requires Alchemy 500.) In patch 6.1 this trinket can be upgraded.
  4. Escape trinket Crafted Malevolent Gladiator’s Medallion of Tenacity, not needed by humans.
  5. Archeology neck item: Sorcerer-King Toe Ring
  6. Potions and flask, as appropriate.

Freshly 100

Ok, you’ve got green gear and maybe a couple of decent pieces (see above.)

Do you need a PvP Escape Trinket? If so then buy one off the AH. Crafted Malevolent Gladiator’s Medallion of Tenacity

Should You Get the Honor Gear?

If you’re freshly 100 or the honor gear is otherwise better than your current set, then yes. Grind it out. It will make your arena and/or RBG work much less painful.

The Honor & Conquest Gear

If you already have the PvP escape trinket then save upgrading them to last. Otherwise seriously consider getting them first, for the 10% damage reduction. One of those trinkets will have the “on use” ability, for your Burst, and the other will have your escape.

Go for items with Crit and Haste.

Get your weapon(s) as soon as possible, that will be your biggest gear improvement, by far, since the weapons have a very nice Spellpower bonus.

After that go for the bigger pieces first (Head, Chest, Legs, Shoulder) as they have the biggest stat increases. Try to get your 4 piece set bonus as soon as you can. Finish out with the smaller pieces.

Warlords Season 1 Set Bonuses:

You will probably want these bonuses, if you ever use Fireball.

  1. (2 piece) Set (Fire): Casting Scorch reduces the cast time and increases the critical strike chance of Fireball and Frostfire Bolt by 15%, stacking up to 3 times.
  2. (4 piece) Set (Fire): When you consume Hot Streak, your Pyroblast target has a 15% increased chance to be critically hit by your Fireball or Frostfire Bolt spell for 10 sec.

See above for enchants

Picking The Gear

All of the Honor and Conquest pieces have to picks per slot, each with different stats. Conquest gear has a third option, once you get Revered rep with your PvP faction (Wyrnn or Vol’jin.) These pieces generally have Versatility on them. Note that only one of the items (from the set bonus pieces) will actually have the set bonus.

The set bonuses are decent, fortunately you don’t have to give up anything to get them.

The rep is obtained in Ashran, by handing in Artifact Fragments.

This is the conquest gear list, in roughly the order that you should get them. Honor is the same, with the only difference being that you will be able to get the honor weapon first while the Conquest weapon requires 7,250 Conquest Points earned.

Your Weapon, neck, rings, and cloak can be enchanted.

None of these pieces require faction rep.

  1. Head: Primal Gladiator’s Silk Cowl – Crit and set bonus
  2. Shoulders: Primal Gladiator’s Silk Amice – none of the pieces have Crit. You now have the two piece set bonus.
  3. Weapon: Primal Gladiator’s Energy Staff – Crit & Mastery
  4. DPS trinket: Primal Gladiator’s Badge of Dominance for the “on use” Int.
  5. Chest: Primal Gladiator’s Silk Robe– none of the pieces have Crit. 
  6. Legs: Primal Gladiator’s Silk Trousers – Crit and Haste. You now have the 4 piece bonus.
  7. Gloves: Primal Gladiator’s Gloves of Prowess – Crit & Mastery
  8. Cloak: Primal Gladiator’s Drape of Cruelty – Crit & Mastery
  9. Neck: Primal Gladiator’s Pendant of Prowess – Crit & Haste
  10. ring #1: Primal Gladiator’s Band of Cruelty – Crit & Haste
  11. ring #2: Primal Gladiator’s Band of Victory – Crit & Multistrike
  12. Belt: Primal Gladiator’s Cord of Cruelty – Crit & Haste
  13. boots: Primal Gladiator’s Treads of Prowess – Crit & Multistrike
  14. bracers: Primal Gladiator’s Cuffs of Prowess – Crit & Mastery
  15. Escape trinket (Humans can get a second DPS trinket:)  Primal Gladiator’s Medallion of Cruelty for a few more points of Crit, Humans can use Primal Gladiator’s Insignia of Dominance for the Int proc.

 

Fire Professions

In Warlords all the profession bonuses are dead. You can use tailoring to craft PvP gear or some starting raid gear and/or make some gold and engineering will burn all your gold, but will let you make some interesting gadgets. The gathering professions will be just for the gold or to supply other professions.

Crafting profession can make ilevel 630 weapons and 640 armor. Both can be upgraded, in two steps, by 25 total points at a cost greatly exceeding that of the original item. Secondary stats on crafted items are random, but they can be rerolled until you get what you want.

Professions for Fire Mages
Tailoring Cloth armor, flying carpet, murlock chew toy, and allows you to make nets (Embersilk Net) and battle standards (such as: Fearsome Battle Standard)
Leatherworking Not much, if anything, for you here.
Jewelcrafting Make those nice gems, rings and neck items, and gemmed mounts.
Enchanting You can now enchant everyone’s neck items and rings.
Inscription Make glyphs, caster weapons, fortune cards, shoulder enchants, and a few other things.
Alchemy Chemistry is fun, unfortunately you can’t make acids or bombs. You can make flasks and potions to boost stats and cause other interesting effects. You can also make a very nice DPS trinket: Draenic Philosopher’s Stone, requires Alchemy 500. This item is upgradable in 6.1.
Engineering has lots of interesting toys, such as gliders, nitro boosts, bombs, and mounts.
Blacksmithing Nothng much of use here, other than maybe some caster weapons
Skinning Supply leatherworking (why?) or earn gold.
Herbalism Supply alchemy and Inscription or make gold.
Mining For the gold or to supply Blacksmithing.

 

 

Races for the PvP Fire Mage

Pandaren MageNot that race is a replacement for skill, but some have certain advantages. Play what you like, as long as it’s Undead. 😉

Only the high points of the racials are covered below.

In Warlords all racial ability that had Hit or Expertise are gone. All races now have some DPS ability. Blood Elves and Worgen have 1% crit chance, and Night Elves have it by day only. Draenei have more Int. Orcs and Trolls both have nice cooldowns and useful resistances.

The Best?

  • Alliance: Human (damage) & Dwarf (Stoneform)
  • Horde: Orc (Cooldown & resistance) and Undead (escape from fears)

Pandarens 

  • take less falling damage,
  • have a melee range stun,
  • get better buffs from foods,
  • and can choose to be either Horde or Alliance.

Humans: Maybe the best overall.

  • Escape ability allows use of two DPS trinkets.
  • Added Versatility

Gnome:

  • Decent escape,
  • bigger mana pool (not that mages have mana issues.)
  • small size helps (really.)
  • +1% Haste

Night Elves:

  • A bit harder to hit,
  • Shadowmeld has definite uses. Ambushing, for one, dodging incoming spells (if you’re good,) for another.
  • +2% Movement
  • +1% Crit by day, +1% Haste by night.

Dwarves:

  • Ability washes away bleeds, most magic effects, and reduces damage for a short time. Very nice ability.
  • +2% Critical effect

Draenei:

  • Bonus to your Int.
  • a small heal.

Worgen:

  • +1% crit, is nice
  • Sprint-like ability is quite useful.

Orcs: Best Horde race

  • Blood Fury for increased burst,
  • stun resistance works out to about 1 second off of a 6 second stun. Not bad.

Undead:

  • Remove Fear, Sleep, and Charm.
  • Drain life (and heal.) The Drain is automatic and will add (a small amount) to your Damage totals.
  • Eat your dead opponents.
  • Indefinite underwater breathing might have some use, somewhere.

Trolls:

  • Berserk increases casting speed,
  • less affected by roots & slows.
  • Greater damage Vs beasts doesn’t help Vs Worgen.

Goblins:

  • 1% Haste,
  • Rocket Jump is a decent escape or gap closer.

Blood Elves:

  • Arcane Torrent restores some mana (which you won’t need) and silences whatever is within range.
  • +1% Crit.

Tauren don’t believe in Magery.

 

How to Get your Mage to the Level Cap, ASAP

Hit the Level Cap FastMage leveling is really pretty easy. Once you get a couple of spells under your belt you’ll destroy things quickly and efficiently. If your mage is already at 100 then you have those other alts you want to level though those 100 levels.

With the thousands of quests to the level cap and a bazillion mobs to kill (not to mention other players, but they don’t count here) sorting out which quests are best and which series of quests will get you to 100 the fastest is important, not to mention the “where to go, what to do” part, which is why we highly recommend Zygor’s Guide.

Zygor’s is an in-game guide and it nearly automates the whole leveling process: you just pick your starting point, at any level, and the guide tracks which quest you’re on, tracks the quest objectives, and automatically advances and updates as you complete your tasks and quests. In addition, a waypoint arrow is set automatically, so you never have to wonder where to go. All of the important quest info is included in the guide so you never have to wonder what to do. You’ll find that it’s vastly superior to the in-game questing help.

Playing with Heirlooms and/or Recruit a friend? Gaining a few levels in the dungeons or in PvP? Zygor’s has your back. The guide knows what level you are and will correctly suggest where to go next and will let you dump all of your obsolete quests. You will probably never need to look at your quest log again.

Grab your copy here and get to 100 as fast as possible, or read our review, first.

Like this page? How about recommending it and/or commenting?

Share this post:

  3 Responses to “Fire Mage PvP Guide, For Pyros Only”

  1. nice

 Leave a Reply

(required)

(required)

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <s> <strike> <strong>