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The Gotwarcraft Fire Mage Guide
for Cataclysm

Important Notes:

  • While this page is updated for the latest Cataclysm patches, it will not be updated further. It will probably be left up just for legacy sake.

 

We now return you to your regularly scheduled guide:

 

Contents

Fire Mage Guide

Other Mage Guides

 

 

 

The Fire Mage

Level Fast and much more with Dugi's in-game guides!

Click Here to check it out.

Fire Mages are one of the flashier styles of mage, whether you're an avid fan of raiding or more akin to the daring PvPer, either one will see you posting up your fair share of 'big numbers' throughout your tenure.

Of course you're not the only one with big numbers, notably warriors, hunters, and practically every other class out there has the ability to and will do everything possible to bring you down, likely with some big numbers of their own.

That's why fire mages take skill, finessse, amongst the highest, if not the number one, skill based class in the game due to the fine line between total domination and utter annihlation by the hordes of melee and high damage attackers who cut through armor like butter.

Frost has all the glory these days, especially in PvP. Fire is for those who want to play a more challenging class.

Nerfs/Buffs: Depending on the current state of the patch, Fire may be awesome or not so hot. For the purposes of this page I'll concentrate on providing good basics and leave the "Flavor of the Minute" arguments for the forums.

 

 

Race choices

These days just almost any class can become a mage. The one exception being the Tauren, through an obvious act of Bovine discrimination.

The racial abilities aren't huge, but having an escape (Humans, Gnomes) is always nice.

  • Humans have an escape, which Fire mages need. This also allows the use of a second DPS or Resilience trinket in PvP. Diplomacy is nice for faction grinding.

  • Gnomes also have an escape, though not as good as the Human's, and theri small size makes them harder to target (for clickers.) They also have an increased mana pool.

  • Night Elves have their Shadowmeld which will allow you to lurk in wait before popping out and blasting away. They are also 2% harder to hit, which is extremely useful 2% of the time.

  • Dwarves have Stone Form, which washes away bleeds and reduces damage.

  • Draenei have a small self-heal, which is always useful. They also have a +1 to hit which helps, especially with end-game gearing.

  • Worgen have a "Sprint" type ability, which only adds to a Fire mage's movement capabilities. They also have an increased crit chance, which is nice for crit-happy fire mages.

  • Orcs can Enrage to increase Spell damage, which is yummy, and they have some resistance to stuns.

  • Undead can remove Fear, Sleep, and Charm which might give you time to burn down that Warlock.

  • Trolls can increase their casting speed, via Berserk, and have reduced duration of movement impairing effects, which has some small use. Doing more damage to beasts is great for leveling, some PvE situations, but useless in PvP. Worgen don't really couint as beasts.

  • Blood Elves have their Arcane Torrent, which would be nice except that it's a melee range effect and you don't really want to be in melee range of anyone. The torrent also restores some mana.

  • Goblins can Rocket jump, which is a nice escape (much like a cheap Blink.) They also have a bit of Haste and an increased effect from their own potions.

 

4.3 Patch Notes for the Fire Mage

Current 4.3 patchnotes are here

4.3 Patch Notes for Mages

  • Pyroblast's initial damage has been increased by approximately 26%, and its damage over time has been increased by approximately 100%.
  • Fireball damage has been increased by approximately 17%.
  • Fire:
    • Living Bomb damage over time has been increased by approximately 10%, and explosion damage has been increased by approximately 120%.

4.32 Notes

  • Fireball damage has been reduced by roughly 6%.
  • Pyroblast initial damage has been reduced by roughly 6%. Damage over time is unchanged.

 

Fire Mage Talents

With the new (4+) talent system you are tied to one spec until 31 points have been spent in that spec. After that time you can move into the other specs, though you will only have 10 points to spend there at level 85.

Every spec of every class now has certain special abilities which are unique to that spec. For example, Frost and Arcane mages will not be able to cast Pyroblast, ever.

Fire's special abilities are:

  1. Pyroblast - Has a 3.5 second base cast time, though Hot Streak procs will make it instant.
  2. Fire Specialization - Special bonus all Fire Mages receive. Increases the damage of your Fire spells by 25%
  3. Mastery:Flashburn - Increases the damage done by all your periodic fire damage effects. Each point of Mastery increases periodic damage done by an additional perecentage.

Level 85 Fire Mage DPS Build (3/35/3)

This is a good build to start from, thouigh not perfect for all situations. Feel free to adjust to suit. For example, the Pyromanic talent. If you're never fighting 3 or more mobs, then it's useless.

Consider using the dual-build ability to have a second fire build for certain sitations, or even PvP.

Fire Mages should use Molten Armor at all times, unless mana becomes a real issue and then Mage Armor should be used, though it's a DPS loss. Naturally the matching Glyph should be used.

(view)

Fire (35 Points)

  1. Master of Elements - Rank 2/2 - Your spell criticals will refund 30% of their base mana cost.
  2. Burning Soul - Rank 3/3 - Reduces the casting time lost from taking damaging attacks by 70%.

  3. Ignite - Rank 3/3 - Your critical strikes from Fire damage spells cause the target to burn for an additional 40% of your spell's damage over 4 sec.
  4. Fire Power - Rank 3/3 - Increases the damage of your Fire spells by 3% and gives your Flame Orb a 100% chance to explode for 1134 to 1336 damage at the end of its duration.
  5. Impact - Rank 2/2 - Gives your damaging spells a 10% chance to reset the cooldown on Fire Blast and to cause the next Fire Blast you cast to stun the target for 2 sec and spread any Fire damage over time effects to nearby enemy targets within 12 yards.

  6. Cauterize - Rank 2/2 - You have a 100% chance that an attack which would otherwise kill you will instead bring you to 40% of your maximum health. However, you will burn for 12% of your maximum health every 1.5 sec for the next 6 sec. This effect cannot occur more than once per minute. Cauterize is a DPS talent, believe it or not. It lets you eat the Boss's insta-gib and survive to keep DPSing while the other group members have to dive into whatever mechanic is provided to avoid that nuke. Keep an eye on your HP as it gets low. Popping Ice Block and then immediately dropping it will remove the cauterize Dot if your healer doesn't take care of it.
  7. Blast Wave - Rank 1/1 - A wave of flame radiates outward from the target location, damaging all enemies caught within the blast for 851 to 1003 Fire damage and are slowed by 70% for 3 sec.
  8. Hot Streak - Rank 1/1 - Your spells no longer trigger Arcane Missiles. Instead, your critical strikes with Fireball, Frostfire Bolt, Scorch, Pyroblast, or Fire Blast have a chance to cause your next Pyroblast spell cast within 15 sec to be instant cast and cost no mana.
  9. Improved Scorch - Rank 2/2 - Reduces the mana cost of your Scorch spell by 100%. With the 4.06 mana changes this talent is no longer essential. There are still a few situations where mana is tight and this talent is useful.

  10. Combustion - Rank 1/1 - Combines your damaging periodic Fire effects on an enemy target but does not consume them, instantly dealing 955 to 1131 Fire damage and creating a new periodic effect that lasts 10 sec and deals damage per time equal to the sum of the combined effects.
  11. Improved Hot Streak - Rank 2/2 - Any time you score 2 non-periodic critical strikes in a row with your Fireball, Frostfire Bolt, Scorch, Pyroblast, or Fire Blast spells, you have a 100% chance to trigger your Hot Streak effect.
  12. Firestarter - Rank 1/1 - Your Molten Armor allows you to cast the Scorch spell while moving instead of reducing the chance you are critically hit.

  13. Improved Flamestrike - Rank 2/2 - Reduces the casting time of your Flamestrike spell by 100% and gives you a 100% chance that your Blast Wave spell will also automatically Flamestrike the same location if two or more targets are affected by the Blast Wave.
  14. Dragon's Breath - Rank 1/1 - Targets in a cone in front of the caster take 1195 to 1387 Fire damage and are Disoriented for 5 sec. Any direct damaging attack will revive targets.
  15. Molten Fury - Rank 3/3 - Increases damage of all spells against targets with less than 35% health by 12%.

  16. Pyromaniac - Rank 2/2 - Increases spell haste by 10% if 3 or more targets are taking Fire damage over time from your spells. Pretty situational, but happens often enough to be useful. Depending on what you're doing you might want to put these points elsewhere, such as in Improved FIre Blast.
  17. Critical Mass - Rank 3/3 - Your Living Bomb and Flame Orb spells deal 15% more damage, and your Pyroblast and Scorch spells have a 100% chance to cause your target to be vulnerable to spell damage, increasing spell critical strike chance against that target by 5% and lasts 30 sec.

  18. Living Bomb - Rank 1/1 - The target becomes a Living Bomb, taking 1600 Fire damage over 12 sec. After 12 sec, the target explodes dealing 400 Fire damage to up to 3 enemies within 10 yards. Limit 3 targets.
Frost (3 Points)
  1. Piercing Ice - Rank 3/3 - Increases the critical strike chance of your spells by 3%.

Arcane (3 Points)

  1. Netherwind Presence - Rank 3/3 - Increases your spell haste by 3%.
Glyphs
  1. Glyph of Molten Armor (Prime Glyph) - Your Molten Armor grants an additional 2% spell critical strike chance.
  2. Glyph of Pyroblast (Prime Glyph) - Increases the critical strike chance of your Pyroblast spell by 5%.
  3. Glyph of Fireball (Prime Glyph) - Increases the critical strike chance of your Fireball spell by 5%.

  4. Glyph of Evocation (Major Glyph) - Your Evocation ability also causes you to regain 40% of your health over its duration. Helps take a load off your healers and might just save your behind.
  5. Glyph of Polymorph (Major Glyph) - Your Polymorph spell also removes all damage over time effects from the target. Makes for a much greater chance that your poly will stick.
  6. Glyph of Blink (Major Glyph) - Increases the distance you travel with the Blink spell by 5 yards.

  7. Glyph of Conjuring (Minor Glyph) - Reduces the mana cost of your Conjuring spells by 50%. Helps when conjuring Mana Gems, and so can save a chunk of mana over long fights.
  8. Glyph of Arcane Brilliance (Minor Glyph) - Reduces the mana cost of your Arcane Brilliance spell by 50%. Good for times when you need to rebuff people.
  9. Glyph of Slow Fall (Minor Glyph) - Your Slow Fall spell no longer requires a reagent. Saves a bag slot.

Notes:

  • Improved Fire Blast - this talent is not taken so that points can be put into more effective talents. If you need the range (and the fireball crit) than grab a point or two from something you don't use as much.
  • Blazing Speed is a PvP talent and is skipped.

A video guide to Fire DPS in PvE, including a rotation.

More Advanced Fire Mage Rotation Video, for Dragon Soul

 

 

 

Cataclysm Fire Mage PvP Build (2/36/3)

Fire is far from an ideal PvP spec. It has no special crowd control and few survivability talents. Still, it's great for those who like a challenge and are perhaps bored with Frost.

Frost is the PvP king right now, Fire is for people who like a real challenge.

4.0.6 helped Fire by allowing the Firestarter talent to permit Scorch casts while moving and while using any armor. This allows to you keep Mage Armor up, which is a big help with mana issues. 4.3 buffed some of Fire's main abilities and now more Fire mages are discovering the joys of burnination.

You can also check out our fire mage pvp page for more tips and a different build, as well as videos for PvP pwnage. (Speaking of PvP pwnage...)

  • Molten armor for when mana is not an issue
  • Mage armor for when you're spamming spells and you're not being killed before going OOM. Also makes it easier to keep Mana Shield up.
  • Frost Armor is an option for when you're to close to the melee.

Fire (36 Points)

  1. Master of Elements - Rank 2/2 - Your spell criticals will refund 30% of their base mana cost. If Mana is not an issue or if you're sticking with Mage Armor, then this talent can be dropped.
  2. Burning Soul - Rank 3/3 - Reduces the casting time lost from taking damaging attacks by 70%. Nice to have for those special occasions when melee is too close.
  3. Improved Fire Blast - Rank 2/2 - Increases the critical strike chance of your Fire Blast spell by 8% and increases its range by 10 yards.

  4. Ignite - Rank 3/3 - Your critical strikes from Fire damage spells cause the target to burn for an additional 40% of your spell's damage over 4 sec.
  5. Fire Power - Rank 3/3 - Increases the damage of your Fire spells by 3% and gives your Flame Orb a 100% chance to explode for 1134 to 1336 damage at the end of its duration. Can be dropped or trimmed to get points to put into Shatter and/or Improved Cone of Cold.
  6. Blazing Speed - Rank 2/2 - Gives you a 10% chance when hit by a melee or ranged attack to increase your movement speed by 50% and dispel all effects that prevent movement. This effect lasts 8 sec.
  7. Impact - Rank 2/2 - Gives your damaging spells a 10% chance to reset the cooldown on Fire Blast and to cause the next Fire Blast you cast to stun the target for 2 sec and spread any Fire damage over time effects to nearby enemy targets within 12 yards.

  8. Cauterize - Rank 1/2 - You have a 50% chance that an attack which would otherwise kill you will instead bring you to 40% of your maximum health. However, you will burn for 12% of your maximum health every 1.5 sec for the next 6 sec. This effect cannot occur more than once per minute.
  9. Blast Wave - Rank 1/1 - A wave of flame radiates outward from the target location, damaging all enemies caught within the blast for 851 to 1003 Fire damage and are slowed by 70% for 3 sec.
  10. Hot Streak - Rank 1/1 - Your spells no longer trigger Arcane Missiles. Instead, your critical strikes with Fireball, Frostfire Bolt, Scorch, Pyroblast, or Fire Blast have a chance to cause your next Pyroblast spell cast within 15 sec to be instant cast and cost no mana.

  11. Combustion - Rank 1/1 - Combines your damaging periodic Fire effects on an enemy target but does not consume them, instantly dealing 955 to 1131 Fire damage and creating a new periodic effect that lasts 10 sec and deals damage per time equal to the sum of the combined effects.
  12. Improved Hot Streak - Rank 2/2 - Any time you score 2 non-periodic critical strikes in a row with your Fireball, Frostfire Bolt, Scorch, Pyroblast, or Fire Blast spells, you have a 100% chance to trigger your Hot Streak effect.
  13. Firestarter - Rank 1/1 - Cast the Scorch spell while moving.

  14. Improved Flamestrike - Rank 2/2 - Reduces the casting time of your Flamestrike spell by 100% and gives you a 100% chance that your Blast Wave spell will also automatically Flamestrikes the same location if two or more targets are affected by the Blast Wave. People pile up oftern enough in the BGs for this to be worthwhile. If all you do is 2s or duels, then it's not worth as much.
  15. Dragon's Breath - Rank 1/1 - Targets in a cone in front of the caster take 1195 to 1387 Fire damage and are Disoriented for 5 sec. Any direct damaging attack will revive targets.
  16. Molten Fury - Rank 3/3 - Increases damage of all spells against targets with less than 35% health by 12%.

  17. Pyromaniac - Rank 2/2 - Increases spell haste by 10% if 3 or more targets are taking Fire damage over time from your spells.
  18. Critical Mass - Rank 3/3 - Your Living Bomb and Flame Orb spells deal 15% more damage, and your Pyroblast and Scorch spells have a 100% chance to cause your target to be vulnerable to spell damage, increasing spell critical strike chance against that target by 5% and lasts 30 sec.

  19. Living Bomb - Rank 1/1 - The target becomes a Living Bomb, taking 1600 Fire damage over 12 sec. After 12 sec, the target explodes dealing 400 Fire damage to up to 3 enemies within 10 yards. Limit 3 targets.
Frost (3 Points)
  1. Piercing Ice - Rank 3/3 - Increases the critical strike chance of your spells by 3%.
Arcane (2 Points)
  1. Improved Counterspell - Rank 2/2 - Your Counterspell also silences the target for 4 sec.
Glyphs
  1. Glyph of Fireball (Prime Glyph) - Increases the critical strike chance of your Fireball spell by 5%.
  2. Glyph of Pyroblast (Prime Glyph) - Increases the critical strike chance of your Pyroblast spell by 5%.
  3. Glyph of Living Bomb (Prime Glyph) - Increases the damage of your Living Bomb spell by 3%.

  4. Glyph of Evocation (Major Glyph) - Your Evocation ability also causes you to regain 40% of your health over its duration.
  5. Glyph of Dragon's Breath (Major Glyph) - Reduces the cooldown of your Dragon's Breath by 3 sec.
  6. Option: Glyph of Molten Armor or Mana Shield, depending on what you need.
  7. Option: Glyphof Polymorph, removes DOTs from the target so your sheeping sticks.

  8. Glyph of Armors (Minor Glyph) - Increases the duration of your Armor spells by 30 min., just in case you're in a long AV and actuually live that long.
  9. Glyph of Slow Fall (Minor Glyph) - Your Slow Fall spell no longer requires a reagent.
  10. Glyph of the Monkey (Minor Glyph) - Your Polymorph: Sheep spell polymorphs the target into a monkey instead.
  11. Option: Glyph of Arcana Brilliance, for the mana savings.

Notes:

  • Shatter combo: Frost's Shatter talent gives you three times the crit chance on frozen targets.
  • Improved Cone of Cold freezes targets.
  • Either or both of these are worth taking for more crits.
  • Combustion combines your DoTs into an additional Dot.
  • In PvP you can't hang around and wait for the perfect moment to use it. Scorch (for Critical Mass) + Living Bomb + Pyroblast (from proc) and Combust. If you can get an ignite in there w/o losing something else, then go for it.

Frost is a better spec for Arenas, but that doesn't mean that fire is worthless, especially with the 4.3 buffs and if you like the challenge. In the BGs Fire is more competitive and you can do a lot of damage. Constant movement is a key as is using your A of E abilities to spread damage all over the place. Also, stay with your group.

Here's a Cataclysm Fire Mage in the BGs (Eye of the Storm) with a nice running commentary on what he's doing and why.

 

Leveling a Fire Mage

Fire throws out enough DPS to level easily enough. It doesn't have the survivability of Frost, but for Questing that just means you will have to be a little more careful.

  • Keep a stack of mana potions and one of health potions handy.
  • Keep a stack of Int buff potions, too
  • Keep a stack of smart food
  • Lots of foods add Stamina
  • If you're enchanting gear as you level then go for Int > Hit > Crit/Haste

PvP Leveling- Only if you're a masochist or really want that challenge. Nice XP if you lose, very nice if you win. Spend the honor gained on gear or save for later.

Dungeon Leveling- Do you like groups? Do you like a fast pace with your groups? Do you have a thick skin for those times when your fellow players are ... iffy? Leveling in the dungeons might be your game. Fast leveling, nice gear, far fewer visits to the Spirit Guide than in PvP. You're DPS/Damage, and sometimes the queues take a while. You can read something while waiting or mix it up with your questing.

Our Mage leveling page has builds and lots more info.

Are you familar with WoWhead.com? You may have noticed that this site references it a lot. The former CEO of WoWhead has applied his skills to making a slick leveling guide that will have you covered if you quest a little or a lot. Check out the video on his homepage and grab yours.

 

 

Fire Mage Stats

With 4.0 & Cataclysm FIre Mages are intended to be mobile and with Cataclysm the fire mage requires crits for maximum efficiency, but it's hard to get much of a crit rating with the way the numbers scale, until your getting (at level 85) pretty high level gear.

When the crits and stars align the DPS can be massive, otherwise it's somewhat hit and miss.

So on average while Fire's DPS will be high there will be dry spells where the rest of the team is wondering if you're awake. The you get a crit streak and remember why you like fire.

Fire Mage notes - How some things work

(source)

Combustion: Say you have three DOTs currently ticking on the target: Pyroblast is ticking for 500 damage every 3 seconds (167 DPS), Living Bomb for 1900 every 3 seconds (633 DPS), and Ignite for 1000 every 2 seconds (500 DPS). When you hit Combustion, a new DOT is created that will tick for the total DPS value (1300 DPS) for 10 seconds. The Combustion DOT ticks once per second. Check out the Combustion Helper addon.

Orbs: After you cast an orb, it travels fairly quickly in the direction you were facing. As soon as a hostile or neutral target is within range of its beams, the orb slows down, begins firing, and begins its 15-second timer. It can fire up to 15 times. It will always fire at the closest target within range, so if it is passing by multiple targets or the targets are moving around, it may split its damage between two or more targets.

It is basically treated as the Mage's own spell, even though the Orb is firing on its own. It should hit and crit at the same rate as the Mage's spells do. The ticks are not, however, accelerated by Haste. Flame Orb ticks that score critical strikes will trigger Ignite.

Hot Streak and Improved Hot Streak: The idea is to stabilize, within reason, the value of Hot Streak so that it isn't terrible at low crit rates or overpowered at high crit rates. The first talent has a sliding proc rate, higher when your crit rate is low, and declining as your crit rate increases. To keep it brief: you want both talents, as the first will get weaker as the second gets stronger.

Impact DoTs: DOTs spread by Impact use the remaining duration, not the full duration, of the originals.

Living Bomb: When you get the talent Impact, allowing Fire Blast to spread your Fire DoT spells, it ignores Living Bomb's timer. If there are more than three targets, it will attempt to apply Living Bomb to all of them; since the spell is limited to three targets, one or more of them (which can be your primary target) will fail.

Master of Elements: The mana refund from Master of Elements is always based on the spell's base mana cost. It is not affected by talents, buffs, or debuffs in any way. If the spell's base cost is 1000 mana, you will always get back 300 mana, even if you have talented the cost down to 900, or if you have Clearcasting making it free, or if you have an Arcane Blast buff tripling its real cost.

Mirror Image threat reduction: Mirror Image does not permanently eliminate or reduce any threat. While active, it sets your threat to zero, thus effectively making it impossible for you to pull aggro from a tank while the Images are active (note: if it's just you and your images, you can still pull aggro from your images). However, you continue to accumulate threat, and when the Images expire, your new threat total will include the threat you generated while they were active. It is very useful for buffering spike damage, or for dropping threat to give yourself time to use Invisibility for a more permanent solution.

Pyroblast: There are two Pyroblasts. The one you cast normally and Pyroblast!, (note the exclamation point) which is the instant cast version that procs from Hot Streak.

The Primary Stats

  1. Int - Int is all powers. It adds directly to your Spellpower (this is new with 4.0,) adds directly to your mana pool , and adds a tiny amount to your crit. It is, by far, your most important stat.
  2. Spirit - Completely useless
  3. Strength - Completely useless
  4. Agility - Completely useless
  5. Stamina - It depends...
    1. If you're pulling mobs off the tank you might want to have some extra
    2. If you're a good player and you let the tank keep the mobs then you don't need as much.
    3. For leveling you want enough to stay alive.
    4. For PvP you'll want a lot. Plan on having enough to survive the opener of that Rogue who's just popped in behind you...

Other Stats - more or less in order, depending on how close you are to any caps.

Use reforging to change mastery and haste into hit and crit, saving the gems and enchants for Int (as much as you can. )

  1. Hit, to the 17% cap (1741.58 rating.) You can't do damage to what you can't hit. Draenei have a 16% (1639.14 rating) cap.
    • PvE needs the 17% HIt to nevere miss raid bosses
    • PvP needs only 4%, 6% if you're fighting a Night Elf.
  2. Spellpower - found on some trinkets and enchants. Since it's direct damage this is a powerful stat.
  3. Crit - Fire is built around Crit, so the more you can get, the better. The way the game calculates damage results in somethng called Ignite Munching where you do't get the full value of your Ignites.
  4. Haste - Due to ignite munching Haste is, in some gear configurations, as good as Crit. Lots of Haste is effectively the same as Mastery (DOTs ticking faster and spells casting faster being about the same as the DOTS doing more damage.) If you like the feel of high Haste as opposed to high Crit, then go for it.
  5. Mastery - It's not at all a bad stat, it's just that Crit and Haste are better. Reforge Mastery into Hit (to the cap,) then Crit.
  6. Hit over 17% (or 4% in PvP) is useless. Reforge excess Hit into Crit.

  7. PvP: Spell Penetration - Aim for around 200 points.
  8. PvP: Resilience
    1. For PvP you'll want as much as you can get without gimping yourself.
    2. Outside of PvP this stat is useless.

Ratings

This is the number of rating points you will need to achieve +1% in a given stat. Numbers are rounded off to the nearest 10th.

Level
60
70
80
85
Spell Hit
Crit
Haste
Mastery
Resilience
8
14
10
14
21.6
12.6
22.1
15.8
22.1
34.0
26.2
45.9
32.8
45.9
70.7
102.4
179.3
128.1
179.3
276.1

 

 

 

Gems

Epic gems (EG: Queen's Garnets) were introduced with patch 4.3. They're very expensive and you don't lose that much by going with the far less expensive Inferno Ruby gems. For example, if you could socket ten of the +50 Int gems, as opposed to ten +40, that's only going from +400 to +500 Int and you might spend around 40k gold for the +100 Int. Worth it?

Enchants for the Fire Mage

These are pretty much the same enchants that any caster would want. Crit enchants are included in this list, even though Int is better. Int improves evereything, including some Crit.

Professions

All of the professions provide some benefit for Mages, though clearly some are better than others. Even the gathering professions have some value, though you might be better served by building a larger gold stash through other means.

  • Tailoring - Lightweave Embroidery sometimes increases Int by 580 for 15 seconds. The problem is that you can't count on that proc at any given instant, much less activate it on call. Still, the average Int increase over time makes this the best of the DPS professions. You will also be able to make your own Emberfire/Fireweave gear for PvP.
  • Leatherworking provides the best increase with its 130 Int enchant compared to the next best, which is 65 Haste
  • Jewelcrafting is a thin hair better than the others, being able to create three +67 Int, self-only, gems for a mighty 81 point total Int gain, but it's only +51 if you consider the +50 Int Queen's Garnet gems.
  • Enchanting will allow you to enchant both rings, for a total +80 Int gain.
  • Inscription has a +130 Int shoulder enchant which is an 80 Int gain over the next best item.
  • Alchemy has a variety of useful potions and the Mixology bonus is worth 80 Int.
  • Engineering has lots of interesting toys, some of which have situational use, and Synapse Springs, which increases Int by 96 for a short time. If you take this use a macro to activate it along with other short term buffs.
  • Blacksmithing gives two extra gems slots for +40 Int gems, 80 Int total.

  • Skinning provides 80 crit rating, which is far below 80 Int in value, even for Fire mages. If you have to take skinning for the cash flow then work it hard and do a lot of it.
  • Herbalism provides a small self heal and 240 Haste rating for 20 seconds.
  • Mining provides 80 Stam and so has little benefit for Mages since Int is so much superior.

 

 

 

1-85 Fire Mage Leveling Guide


Not yet 85? Tired of the grind? Not a worry. Even with thousands of quests and a few bazillion mobs. Do what the fastest levelers do and grab an in-game leveling guide and do the next best thing to automating the whole 1-85 path for your mage. You still have to play the game, of course, but the "where to go and what to do" part is neatly taken care of. Heck, it'll even take care of your talents, if you like.

Dugi's automatically updates and advances as you complete tasks and quests, sets a waypoint arrow automatically (always showing you where to go next,) and includes all the important quest info. If you find yourself ahead of the guide (after running a few dungeons, perhaps) the guide is smart enough to skip ahead and pick the right place for you to continue.

You will probably never need to look at your quest log again, much less stop mid-play to browse some website, looking for quest info. Grab your copy here and get leveled fast.

Note: Dugi's is fully updated for all expansions and patches, it's contantly updated for new content so there's no worry about it becoming worthless with the next patch. Grab your copy here and cruise to 85.

 

 

 

 


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