The Fire Mage DPS Guide, Watch Them Burn!

Fire Mage DPSUpdated 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.

Go here for the original Warlords changes and here for the 6.2 changes (which did not affect you.)

Fire Contents

  1. Fire Mage Talents
  2. Fire Mage Glyphs
  3. Fire Mage Stats
  4. Fire Mage Rotations
  5. Gems for Fire Mages
  6. Enchants for Fire Mages
  7. Consumables
  8. Professions
  9. Mage Races
  10. “How to Fire Mage” Videos
  11. Leveling Quickly
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.

Burn Your Way to 90 with Zygor, Click Here Now!

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.

Descriptions are below the image and our picks are checked: Best talent

Fire Mage PvE Talents Warlords of Draenor

Tier 1, level 15

All of these are good, your pick depends on what you need at any given time.

  1. 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.
  2. Best talent 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.
  3. 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.

  1. Best talent 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.
  2. 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.
  3. 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.

  1. 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.
  2. 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.
  3. Best 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.

  1. Best talent 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.
  2. 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.
  3. 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.

  1. 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.
  2. 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.
  3. Best talent 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

  1. 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.
  2. Best talent 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.
  3. 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

  1. 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.
  2. 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.
  3. Best talent 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.


Fire Glyphs

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.

  1. Glyph of Combustion – More burnination on a longer CD. Increases the duration of your combustion.
  2. Glyph of Dragon’s Breath increases DB’s damage by 100%
  3. Glyph of Counterspell – can use Counterspell while using other spells (eg: Fireball) if you need that interrupt right now.
  4. Glyph of Inferno Blast – Spreads your DoTs to an additional target.
  5. Rapid Displacement for more blinks, but your Blink no longer frees you from snares/slows. Exclusive with …
  6. Glyph of Blink increases the range of your Blink.
  7. 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.
  8. 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

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

  1. Glyph of Momentum – Let’s you blink in the direction you’re moving rather than facing. Nice for strafing.
  2. 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.)

Set Bonuses

  • 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

If you still need to get leveled to 100, go here. The NeedToKnow addon from Curse will help you track your ignites and such.

Your Buffs

Rotation and spells

Your primary attack spell is Fireball, though Scorch can be used if you need to be moving.

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.

Whenever you have a Heating Up proc cast Inferno Blast if possible for the guaranteed critical effect and therefore the automatic trigger of Pyroblast!. Cast Pyroblast whenever Pyroblast! triggers.

(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.

Ideally you’ll have both Ignite and the Pyroblast DoT effects active on a target before using Combustion.

  1. Cast your Incanter’s Flow.
  2. Bomb, and refresh just before it expires.
  3. Fireball or Scorch as main damage
  4. Alter time on Pyro! Procs or right before an important buff expires.
  5. Use Inferno Blast when Heating Up procs to get a Pyro! proc.

Small groups:

  1. Same priorities
  2. Cast Bomb on multiple targets
  3. Inferno Blast to spread dots.

Large groups (6+)

  1. Add Blizzard, Arcane Explosion, or glyphed Cone of Cold, depending on position. 


  1. Bombs away (whichever bomb you’re specced into)
  2. Scorch
  3. Pyro! when it procs
  4. Inferno Blast when Heating Up procs
  5. 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.)

  1. Have two charges of Blastwave ready,
  2. have Pyro! and Heating Up procs ready
  3. fire any “on use” buffs (such as and “on use” trinket and your Int potion)
  4. drop the crystal and unload everything.

Offensive Cooldowns

  • 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.

Defensive Cooldowns

  • 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.

Misc abilities: 

  • 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


  • 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.


Rings Warlords only:

Neck Warlords only:


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.


Potions: If you pop one immediately before combat you will be able to pop another during combat.


  • 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.”

Fire Professions
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:

  • Song of the Anvil – “Your armor and weapons do not lose durability from use for 4 hrs.” Just the thing for an extended tanking/dungeoning session, right?
  • Solace of the Forge might be helpful when leveling through Draenor, as a molten elemental will sometimes come to your aid.
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.


Mage Races

Blood Elf Fire Mage

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.


  • 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




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6 thoughts on “The Fire Mage DPS Guide, Watch Them Burn!

  1. Thank you for the added information,

    I only recall seeing this stat on weapons so far (staffs in particular). It is a shame it cannot be reforged, especially since it is a higher ranking stat. Also I did not see any gems or enchants listed as recommendations for the fire mage to increase spellpower. Do no such gems exist? It may be helpful to note that you can increase your spellpower with a ring enchantment but only if your mage is an enchanter, all the other spellpower enchants do not appear to be as useful as the ones you have recommended. I guess having this stat difficult to increase is part of the challenge of the game. Thank you for your help and all the information this site provides.


    1. Hey Aelthia,

      You’re right, there aren’t any Cata gems or enchants with Spell Power. There were some level 80 items, and when leveling there are some items that add direct fire damage, but none for Cata or M of P. The Ring enchant only adds 23 Spell Power, so the +40 Int enchant is much better (and M of P won’t add Spell Power either.) As far as stats, my Fire Mage (mostly used in PvP) sticks pretty much with Int and Crit, reforging everything into Crit. Make sure you have your Hit taken care of and you’ll be fine.

      As far as difficulty, well, Vanilla WoW was a bit more interesting in the stat game. 🙂

      And thanks for the nice words.

  2. Under Fire Mage Stats the following Stats are listed in order of importance:
    Primary Stat is Intellect
    Secondary stats are: 17% hit > Spellpower > Crit > Haste
    Weakest stat: Mastery (Flashburn) > excess hit (over 17%)

    Then in the next paragraph under the stats that explains each one, the spellpower stat is completely left out. The information listed goes from 17% Spell Hit to Critical Strike.
    The next section is on Reforging. Could you please advise why the spellpower information is not included? Also any information you have to share on the spellpower stat would be greatly appreciated.

    Thank you,

    1. Good catch. Spell power is pretty much only available on trinkets and weapons these days (and will be in Mists of Pandaria.) You cannot reforge into SP though, which is a shame. I’ll update the page accordingly.

      Thanks, -Rog

      1. There is a comment in this thread which refers to 17%, but that’s an old comment. Before M of P is was 17%, now it’s 15% Spell Hit for raid bosses and such, 6% for same level stuff. Any Hit or Expertise on your gear add into the spell hit number, as do certain racials. Draenei Hit, Gnome Sword expertise, etc.

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