Updated for Warlords of Draenor 6.2
Warlords, like all expansions and most big patches changes things up for mages, but not in a huge way. You get ten more levels, a new talent row, some perks, you’ve lost a few abilities and gained a couple others. All in all Fire is in good shape in Warlords of Draenor 6.2, you didn’t even have to change your rotation.
|This Fire Mage guide is primarily intended for use at level 100. However, the principals will still apply during the leveling process. If you’re looking for advice on leveling your Mage, check out our Mage Leveling Guide.
If you want the same in-game step by step leveling guide that we use to get to level 100 as fast as possible, take a look at our favorite, updated for Warlords, in-game leveling guide.
Other Mage Guides:
Fire Mage DPS Talents
There have been a few talent changes in Warlords, plus some talents are only available to you and not the other specs (and the reverse is also true.) At certain times you might value one talent over another. Keep a stack of Tome of the Clear Mind handy for easy talent switches.
Tier 1, level 15
All of these are good, your pick depends on what you need at any given time.
- Avoidance: Evanesce is nice for emergencies. Fade away and, briefly, avoid all attacks. It replaces your Ice Block and is on a much shorter (45 sec) cooldown. Nice for fights where you have to avoid large (area or direct) incoming damage. If that’s what you’re facing then this is your #1 pick. Note that it does not wipe existing effects, such as a DOT, which Ice Block does.
- Movement: Blazing Speed is useful for those times where you need a quick dash. It’ll also get you out of slowing effects, saving your Blink.
- Move and Cast: Ice Floes for when you really need to cast spells while on the move (which can happen often enough.) Definitely has more DPS value than the others.
Tier 2, level 50
Which one depends one how often damage is coming in and what type it is.
- Big “heal:” Alter Time lets you replay the last ten seconds, possibly “healing” than massive damage you just took, by returning you to the “time” and place you were when you cast it ten seconds ago. Or sooner if you recast it sooner. No longer lets you replay your buffs and procs. It’s simply for moving back to where you were and avoiding that big hit you just took (or will take in just a moment.) You can also use it to reposition yourself, if you had to move away and have a need to return.
- Dmg reduction: Flameglow constantly mitigates some damage. It’s a great choice for fights where you anticipate taking constant damage. It won’t make you a tank, but it will make the healer’s (and your) lives a bit easier. It’s also one less button to think about. If you’re taking constant low level damage it’ll probably block more than your shield, ever the duration of the fight.
- Shield: 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 you know there’s a big chunk of damage coming in.
Tier 3, level 45
As this tier is composed solely of CC, take whichever appeals to you most/suits an encounter best.
- Ring: Ring of Frost is an AoE CC. Freeze several opponents and then burn them. Nice for patrols or to grab a group. Takes 2 seconds to cast or arm. Can block passageways.
- Melee: Ice Ward is pretty useless in most raiding situations. In other situations where you have to kite something then it’s pretty nice. Frost Nova will be cast regardless of whether you take the Blast Wave talent.
- Silence!: Frostjaw is a very nice single target CC/Silence. Use it on that incoming add or tough trash mob casting away. If you need to freeze groups then take Ring of Frost. As it’s your only silence these days you might find some use for it against caster trash.
Tier 4, level 60
Two nice ways to avoid damage and one that might add a bit to your DPS.
- Avoidance: Greater Invisibility is an interesting choice for survivability. It removes effects, massively reduces damage, and drops threat, so can be very nice in bad situations, esp. if you know what’s happening before it happens. 1.5 min cooldown. A bit redundant with Evanesce, but useful.
- Avoid Death: Cauterize lets you avoid death, but also sets you on fire, which is actually a much better tradeoff than it might sound. Ice Block removes the burning and Evanesce avoids some of it, assuming your healers don’t instantly get to you. Some put this into an “I’m Cauterizing, Heal me please!” macro and let a healer take care of the damage.
- Reset: Cold Snap is the only one that can add to your DPS, by resetting cooldowns, and the additional Ice Block, Dragon’s Breath, and the Heal can help survive in some bad situations.
Tier 5, level 75
All of these have their uses. If you’re using the Meteor talent then Blast Wave and Unstable Magic are equal in overall DPS, though the latter is passive, so is one less key to play with. If you’re using Prismatic Crystal then it’s Blast Wave all the way. If it’s Kindling then use Living Bomb.
- DOT: Living Bomb is best for groups and decent for single targets. It burns the target for 12 seconds and it then explodes and damages the target and nearby mobs.
- Passive: Unstable Magic causes your Fireball to have a chance to explode on impact, doing extra damage to your target and also to any nearby enemies. Does a bit less overall damage than the others, but it’s also one less item on your bar. Nice for singles or for groups.
- Boom: Blast Wave is your hardest hitting shot. Two charges. Blasts the target for solid damage and the wave blasts all targets nearby for partial damage and also slows them. It comes with two charges so you can fire a pair back to back, right at the peak of your Incanter’s flow or with the Prism. It will be 25 seconds before the next one is up.
Tier 6, level 90
- Burst: Mirror Image – Create three copies of yourself which start blasting away at the target. Massively buffed from its pre-WoD form, especially handy in long fights where you can use it more than once. A nice “burst” cooldown.
- Rune: Rune of Power is the simplest to use of this tier, seeing as all you have to do is stand in it. Best used on fights with little or no movement. Place the rune(s) and blast away. This is the choice if you’re able to stay in one place. If you are not, and you often aren’t, then go with one of the others. Runes last three minutes anc you can place two.
- Passive: Incanter’s Flow is best used on fights with plenty of movement. It’s a passive ability and causes your boost to ebb and flow, from a minimum 4% boost to a 20% max, cycling from peak to peak over ten seconds. Try to line up Pyroblast! procs with the peak flow. This averages out to a 12% damage increase over the entire fight, which isn’t bad.
Tier 7, level 100
- Cooldown: Kindling: Crits from Fireball, Pyroblast, and Inferno Blast reduce your Combustion cooldown by 1 second each. And easy talent to use if you don’t want more buttons. Less DPS than the others.
- Boost: Prismatic Crystal: Best single target DPS, but a bit harder to use than Meteor. Puts a stationary crystal at the targeted location that lasts for a max of 12 seconds. You 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. The only issue is if the targets are moving, otherwise it’s very nice. If you have the Tier 17 4-piece bonus then you need to take this talent. (T17 = “When Pyroblast! activates, you have a chance to cause all Pyroblasts to have no cast time and be guaranteed critical strikes for 4 sec. “)
- Have two charges of Blastwave ready, have Pyro! & Heating Up procs ready, fire any “on use” buffs (such as your Int potion,) then drop the crystal and fire away.
- Orbital Bombardment: Meteor: Drops a fraggin’ meteor!! Easier to use than the Crystal. Best area attack. Does damage to an 8 yard radius, also burning the ground doing continuous damage to all who remain in the fire. 3 seconds delay from cast to impact so make sure your targets are stationary when you call for the bombardment.
Glyphs are easily changed, one at a time, with a Tome of the Clear Mind. Swap ’em as necessary for different fights or to better suit your game.
- Glyph of Combustion – More burnination on a longer CD. Increases the duration of your combustion.
- Glyph of Dragon’s Breath increases DB’s damage by 100%
- Glyph of Counterspell – can use Counterspell while using other spells (eg: Fireball) if you need that interrupt right now.
- Glyph of Inferno Blast – Spreads your DoTs to an additional target.
- Rapid Displacement for more blinks, but your Blink no longer frees you from snares/slows. Exclusive with …
- Glyph of Blink increases the range of your Blink.
- Glyph of Ice Block causes Frost Nova to be automatically cast, at no Mana cost, when Ice Block ends. Frost Nova will be cast regardless of whether you have the Blast Wave talent. When your Ice Block ends you are also granted a 3-second immunity against all spells , but not to physical damage, which is still a pretty nice immunity.
- Cauterize, Ice Block to kill the DOT, cancel Ice Block, get three seconds spell immunity. Sweet.
- On “Interupt Duty?” Glyph of Counterspell – Cast Counterspell while moving or casting other spells, but the cooldown is increased by 4 seconds, to 28 seconds.
Minor glyphs are generally just cosmetic, though a few have minor utility.
- Glyph of Momentum – Let’s you blink in the direction you’re moving rather than facing. Nice for strafing.
- Whatever you like.
Fire Mage Stat Priorities
In Short: Int >= Crit > Mastery. There are no other stats for Fire Mages.
In Warlords Hit, Expertise, and Reforging are all dead. You will now hit most things all the time, with the exception of the Boss having a small chance to dodge. You cannot reduce that chance.
You also have two new stats, Multistrike and Versatility. You might also see various tertiary stats.
- Your Stats: Int > Crit > Mastery > Haste=Multistrike >= Versatility
Int increases your spell power. Generally there will be no competition between Int and Crit, or any other stat. You won’t have to decide “Int or Crit…?” for any item, such as gemming. This is good, for while Int is your best stat there are times when Crit might be, or is, better.
Crit: You have one big reason to pile up the Crit: Pyroblast! procs. That’s where a lot of your damage will come from. Crit’s actually pretty close to Int in value, when you have the tier 18 4 piece set bonus then it exceeds Int in value.
- 2 piece Set: Pyroblast has a 25% chance to conjure a Fiery Phoenix, dealing Fire damage to the target.
- 4 piece Set: When the phoenix is summoned, you gain 6% spell damage and 6% spell haste for 15 sec.
Mastery: Your target burns, damage over time, from all of your various fire attacks, including Multistrikes, so it’s a solid damage add. The more fire you can lay down on the target the more damage you’ll get from Ignite. Your Combustion copies your Ignite, so the bigger your Ignite the bigger your Combustion DOT.
Haste is nice, but a lot of your damage comes from those Pyro! procs, so Crit is better. Still, Haste does reduce cooldown and cast times and increases how quickly your DOTs tick.
Multistrike gives you a chance to fire off one or two additional strikes at 30% effectiveness. See here for how Multistrike works.
Versatility adds to your offensive damage and your defense. It’s a straight up damage add, but does not add nearly enough to be interesting and you don’t need the defense enough to consider it.
Tertiary stats randomly appear on PvE gear. You cannot gem or enchant or otherwise stack them, but they are nice when you get them. They’re worth maybe a couple of gems. The stats are: Leech, Avoidance, Speed, and Indestructible (your gear piece, not you.)
- 2 piece Set: Pyroblast has a 25% chance to conjure a Fiery Phoenix, dealing Fire damage to the target.
- 4 piece Set: When the phoenix is summoned, you gain 6% spell damage and 6% spell haste for 15 sec.
In-Depth Fire Mage Rotation Guide
- Molten Armor should be active at all times along with Arcane Brilliance.
- Greater Draenic Intellect Flask: 250 Int for one hour
- Pickled Eel: +125 Crit
- Focus Augment Rune: +50 Int for one hour.
Rotation and spells
Heating Up (HU) is triggered by critical strikes with any of the following spells: Fireball, Pyroblast, Frostfire Bolt, Scorch and the guaranteed critical Inferno Blast. Use IB right after you get an HU proc.
(See the notes below about your bombs.)
The ideal time to use Combustion is after a critical hit with either Pyroblast or Fireball for maximum effect as the damage of Combustion is increased by the damage of the DoT effect caused by Pyroblast and Ignite.
- Combining trinkets and other forms of damage increase prior to triggering a Combustion will optimize your damage output.
- Use Inferno Blast right after Combustion to spread that Combustion DOT to up to three adjacent targets.
- Cast your Incanter’s Flow.
- Bomb, and refresh just before it expires.
- Fireball or Scorch as main damage
- Alter time on Pyro! Procs or right before an important buff expires.
- Use Inferno Blast when Heating Up procs to get a Pyro! proc.
- Same priorities
- Cast Bomb on multiple targets
- Inferno Blast to spread dots.
Large groups (6+)
- Add Blizzard, Arcane Explosion, or glyphed Cone of Cold, depending on position.
- Bombs away (whichever bomb you’re specced into)
- Pyro! when it procs
- Inferno Blast when Heating Up procs
- Presense of Mind to insta cast Pyroblast or other cast-time spell.
Single Target Burst with Prismatic Crystal
This works best with a single target as the Crystal’s damage is shared among all targets. A sngle target will take 130% total damage.
You want everything lined up before dropping the crystal. When you do drop it the Crystal will become your target and you’ll unload everything on it until it goes away (abut 12 seconds.)
- Have two charges of Blastwave ready,
- have Pyro! and Heating Up procs ready
- fire any “on use” buffs (such as and “on use” trinket and your Int potion)
- drop the crystal and unload everything.
- Combustion, 45 seconds (1.5 min if glyphed,) Takes the Ignite DoT on a target and creates a new, additional 10 second DoT. Resets Inferno Blast, so use IB right after Combustion to spread effects.
- Alter Time, 1.5 min, Returns you exactly as you were when recast or after 10 seconds, but does not replay any buffs. It resets your position and your health.
- Mirror Image, (if you took this instead of Incanter’s Flow) 2 min, dumps aggro and increases DPS. Images inherit crit, haste, and any spellpower that you have. .
- Time Warp, 5 min, The mage version of Bloodlust/Heroism and the Core Hound’s Ancient Hysteria. Duplicates them, but does not stack with them. Coordinate with anyone else in your group who has a similar ability.
- Ice Block, 5 min, Emergency damage mitigation. Ice Block will make you immune to all damage for 10 sec.
- Invisibility, 5 min, Another aggro dump, but takes a bit to fully activate. Greater Invisibility is instant and has a 1.5 min CD.
- Polymorph, 1.7 sec. cast, turns the target into a critter. If glyphed then DOTs will be removed, allowing it to stick. Breaks on damage.
Gems for Fire Mages
In Short: Gem for Crit: Immaculate Critical Strike Taladite: +75 Critical (very expensive)
Level 90 or less? Gem either Crit or hybrid Int/Crit gems.
Gemming in Warlords of Draenor:
- Gem sockets are actually few and far between. They have a random chance to appear on Raid gear. Also, there are no meta gems or sockets, there are no socket bonuses, and all sockets are “prismatic,” which means that they will take any available gem.
- Older (Mists of Pandaria) gems work until item level 600, but the item squish cut them down a bit. What used to be 160 Int is now 10, for example. The new Prismatic gems are 35/50/75 points of Mastery or whatever.
- Older gems (Mists of Pandaria and lower) that used to code for Hit now do Crit, gems that had Expertise are now Haste.
- Your Mage bonus adds to any Int gem bonuses, making them worth 5% more Int. That bonus does not add to other stats.
|Fire Mage Gems for Warlords of Draenor|
It’s roughly 100 points to get +1% crit, so if you can’t afford the top gems don’t worry about it much. You won’t gimp yourself by dropping down a step or two.
|Mists of Pandaria (and earlier) Gems, for gear under ilevel 600.|
|Meta||Sinister Primal Diamond: +20 Critical Strike, and chance on spell damage to gain 30% spell haste
Burning Primal Diamond: +14 Int & 3% Increased Crit Effect
|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.
Smooth Tinker’s Gear: 38 Crit
Fractured Tinker’s Gear: 38 Mastery
Fire Mage Enchantments
In Short: Enchant for Crit.
In Warlords you can enchant your rings, neck items, cloak, and weapons. All profession enchants (except for Inscription) are gone. No more tailoring cloak enchants or any others. As before, any of the new enchants can be added to your lower level items and will scale down appropriately.
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.
|Various Fire Mage Enchantments|
Main & Off-Hand
Consumables for Fire Mages
Note that Pandarens get twice the food buff (eg: 600 Int from the Stew.). All food buffs last one hour and go away when you die.
Your flask is much better than any two of the elixirs, which is why the elixirs are not shown. As with gems, Your Mage bonus adds 5% to any Int bonuses from consumables.
As noted above, Int & Crit are the only things you’re interested in.
Elixirs: In Warlords there are no elixirs that give stats.
- Greater Draenic Intellect Flask: 250 Int for one hour
- Draenic Intellect Flask: 200 Int for one hour.
- Flask of the Warm Sun: 114 Int for an hour.
Potions: If you pop one immediately before combat you will be able to pop another during combat.
- Draenic Intellect Potion: 1,000 Int for 25 seconds
- Potion of the Jade Serpent: 456 Int for 25 seconds.
- Draenic Rejuvenation Potion: Heals ~68k HP
- Draenic Swiftness Potion: +70% movement or +200% swim speed for 8 seconds.
- Focus Augment Rune: +50 Int for one hour. Occasionally drops from WoD bosses (in Raid Finder mode) and is also rarely found as mission rewards from your Garrison. Stacks with flasks and other buffs. There’s also a similar rune in tanaan, requiring exalted rep.
- Runescroll of Fortitude III: 8% increased Stamina to your entire group.
- Oralius’ Whispering Crystal: +200 to all stats.
- Tents: (not usable in raids or arenas) These account bound items are available through your leatherworking hut, from the follower that you assigned to that hut. All the tents do the same thing, which is to add 10% to all stats for an hour. Very nice if you’re doing anything outside of the raid.
Professions for Fire Mages
In Warlords almost all of the professions bonuses (cloak enchants, synapse springs, etc.) are dead, so you might be better served by using the professions to build a larger gold stash. The Inscription shoulder enchant remains, but not for gear that’s 600+ and isn’t enough, by itself, to justify getting Inscription.
Crafted gear is rather nice. You can make, with Tailoring, Cloth armor at item level 640 and then make the bits to upgrade it to 715. By the way – you can equip this ilevel 715 stuff at level 91. With Inscription you can make a staff and boost it to 705. With either profession you can create items that will let you reroll your stats on the armor and weapon until you get that Crit & Mastery that you want.
Creating this gear will require a garrison profession building, daily work orders, and a daily use of your cloth making cooldown. Making the bits to upgrade the armor is quite expensive.
Also, you can only equip three pieces of this crafted gear. We suggest Staff, Chest, and Legs.
Garrisons and their profession buildings give you access to some professions pieces without you having the profession. If the building is level 2 and you have a follower working there then you have access to some nice “extras.”
|Tailoring||Make your own armor as you level and some starting raid items. Cloth armor, flying carpet, murlock chew toy and allows you to make nets (Embersilk Net) and, with your minior, battle standards (such as: Fearsome Battle Standard)|
|Leatherworking||Nothing much here for you.|
|Jewelcrafting||Nice gems, rings and neck items, gemmed mounts.|
|Enchanting||While you can’t add a special enchant to your own rings anymore, you can now do everyone’s ring enchants. Your follower will let you make illusionary enchants, which are cosmetic changes to other enchants.|
|Inscription||Make glyphs, shoulder enchants for everyone, caster weapons, and fortune cards.|
|Alchemy||Better living through chemistry. Unfortunately, none explode. Can also transmute things, which is about as close as you will get to transforming lead into gold. Your follower will give you four free potions every day.|
|Engineering||has lots of interesting toys, some of which have situational use, and some funky mounts. Also make rockets, shields, and a stealth device, none of which are usable in raids. Your follower will sell you, cheaply, various items including Walter, a bank and repair bot.|
|Blacksmithing||Can make a few useful weapons. The follower will cast two buffs on you which might be very interesting:|
|Skinning||Use this to supply leatherworking and to make gold.|
|Herbalism||Use this to supply Alchemy and Inscription and to make gold.|
|Mining||Use this to supply Blacksmithing and to make gold.|
In Warlords the Tauren are the only race that cannot become mages. Even the Pandarens can be Mages.
All racial abilities that do Hit or Expertise are now dead. Some have been replaced. While no race is wildly better than any other for burnination, some do have certain advantages.
Pandarens can be either Alliance or Horde, they choose when they leave their starting area.
- They can put enemies to sleep (stun) with a touch of the paw, but you don’t want to be in melee range. Still, it can help with escapes.
- Increased benefits from food buffs will be quite nice while raiding. This will be about 300 Int over what non-Pandaren’s get.
- Take less falling damage from being “bouncy.”
- Faster leveling due to longer lasting Rest XP.
Alliance Races, in order of DPS gain:
Draenei – Int bonus adds to any damage you do.
- A minor heal (heal) is always handy for a class that has no heals. Also usable on others.
- Heroic Presence adds to your Int (and Str & Ag) for more overall damage.
- Draenei are good with gemcutting.
Worgen – +Crit is a DPS add, movement helps.
- Can periodically move quickly, which is a generally nice ability.
- Crit chance increased, which is perfect for you.
- Worgen are good (flayer) with Skinning
- As is true for Humans, Gnomes have an Escape Artist skill. It’s not as inclusive as the Human skill, but can still get you out of trouble at times.
- Gnomes have an increased mana pool (mana pool,) which is certainly of interest to any caster.
- Engineering skill doesn’t help casting, but that skill can help make some nice gadgets which will help.
- +1% to your Haste
Human – More Versatility
- Their Escape ability will have occasional use in PvE and leveling, as well.
- Diplomacy is nice if you are going to be gaining faction at any point and since so much past level 60 is a faction grind… Warlords of Draenor introduced even more factions to grind favor with.
- Increased Versatility adds to both your offense and defense.
Night Elves – No DPS abilities
- In instances and raids Shadowmeld will drop the aggro you picked up until you unmeld. Hopefully the tank has picked the mob(s) up by then.
- Quickness is pretty useless in PvE.
- Faster movement while dead is an interesting perk… Hopefully you don’t have to use it very often.
- +2% Movement speed
- +1% Crit by day and +1% Haste by night. They do not overlap.
Dwarves – No DPS abilities.
- Stone form is nice in PvP and of occasional use PvE. It washes away bleeds and other effects and reduces damage by 10%, which is of some benefit in those “Oh Rats!” situations.
- +2% Crit damage.
- Dwarves are good with Archeology
Horde Races, in order of DPS gain:
Trolls – Berserking and Beast slaying can boost DPS numbers.
- Berserking increases casting speed by 15% for a few seconds. Very nice, drop it into a macro.
- Beast Slaying is a nice little bonus for leveling as it adds +25% XP gained from slain beasts.
- Voodoo shuffle is a help in PvP, but situational elsewhere.
Orcs – Blood Fury is a very nice DPS cooldown.
- They get the benefit of Blood Fury, a great burst DPS increaser. Put into a macro.
- 10% resistance to all stuns with Hardiness, useful in PvP situations and helpful in rare PvE content.
Blood Elves – Now with more crit!
- Of the Horde races the Blood Elves, are unique in that they have no DPS abilities, as far as Magery is concerned. Their big ability is Arcane Torrent, which can be used to regain some mana and silence nearby casters, though they shouldn’t be nearby anyway. The mana gain is likely to be less useful than it might seem at first glance, due to already high mana recovery.
- Blood elves are good with Enchanting.
- +1% to crit ratng.
Undead – Small DPS boost from Drain Life.
- “Will of the Forsaken” can wipe off sleeps, charms, etc., a nice ability to have, especially in PvP.
- Being able to eat the brains of those you kill frees up a blag slot (which would otherwise carry food.)
- Undead passively use drain life which drains life from opponents and heals you for the same amount. This is a passive effect and happens occasionally with your damaging attacks and actually adds something to your overall DPS.
- Indefinite Underwater Breathing might have some use somewhere.
Goblin – More DPS with Haste.
- Rocket Jump has definite uses at times, especially as “gain range” ability when Blink is on cooldown.
- A 1% increase to Haste is nice, and…
- An increase in Alchemy skill, along with a greater effect from your own healing potions, is also nice.
- Goblins also receive vendor discounts and can summon a personal bank.
Fire Mage Videos
The Fast Fire Mage Leveling Guide
Leveling a Mage or some other class? It’s pretty easy these days, especially with the Warlords of Draenor changes and since Mages excel at destroying things. Still, there are a lot of quests and a incredible number of things to kill. Wouldn’t it be nice to have a bit of expert help in the “where to go and what to do” department?
Zygor’s guide gives you that help, whether you”re Horde or Alliance and regardless of your level, at all times. It’s like having an expert showing you exactly where to go and what to do. It doesn’t matter if you stop your questing to gain a few levels in PvP or the dungeons, you’re brand new to the game, or you’re decked head to toe in heirlooms. Come back to the quests and Zygor will figure out where you should be, based on your new level, and update the guide accordingly. It’ll even let you zap your obsolete quests.
You’re not even locked into any particular build. Zygor’s guide has a talent advisor which will recommend talents regardless of your class or spec. All in all you’ll blast to 100 faster than ever before.
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