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.
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:
Pyroblast -
Has a 3.5 second base cast time, though Hot Streak procs will make it instant.
Fire Specialization - Special bonus all Fire Mages receive. Increases
the damage of your Fire spells by 25%
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.
Master of Elements - Rank 2/2 -
Your spell criticals will refund 30% of their base mana cost.
Burning Soul - Rank 3/3 -
Reduces the casting time lost from taking damaging attacks by 70%.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Molten Fury - Rank 3/3 -
Increases damage of all spells against targets with less than 35%
health by 12%.
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.
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.
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)
Piercing Ice - Rank 3/3 -
Increases the critical strike chance of your spells by 3%.
Arcane (3 Points)
Netherwind Presence - Rank 3/3 -
Increases your spell haste by 3%.
Glyphs
Glyph of Molten Armor (Prime Glyph) -
Your Molten Armor grants an additional 2% spell critical strike chance.
Glyph of Pyroblast (Prime Glyph) -
Increases the critical strike chance of your Pyroblast spell by
5%.
Glyph of Fireball (Prime Glyph) -
Increases the critical strike chance of your Fireball spell by
5%.
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.
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.
Glyph of Blink (Major Glyph) -
Increases the distance you travel with the Blink spell by 5 yards.
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.
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.
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
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...)
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)
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Firestarter - Rank 1/1 -
Cast the Scorch spell while moving.
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.
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.
Molten Fury - Rank 3/3 -
Increases damage of all spells against targets with less than 35%
health by 12%.
Pyromaniac - Rank 2/2 -
Increases spell haste by 10% if 3 or more targets are taking Fire
damage over time from your spells.
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.
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)
Piercing Ice - Rank 3/3 -
Increases the critical strike chance of your spells by 3%.
Arcane (2 Points)
Improved Counterspell - Rank 2/2 -
Your Counterspell also silences the target for 4 sec.
Glyphs
Glyph of Fireball (Prime Glyph) -
Increases the critical strike chance of your Fireball spell by 5%.
Glyph of Pyroblast (Prime Glyph) -
Increases the critical strike chance of your Pyroblast spell by
5%.
Glyph of Living Bomb (Prime Glyph) -
Increases the damage of your Living Bomb spell by 3%.
Glyph of Evocation (Major Glyph) -
Your Evocation ability also causes you to regain 40% of your health
over its duration.
Glyph of Dragon's Breath (Major Glyph) -
Reduces the cooldown of your Dragon's Breath by 3 sec.
Option: Glyph of Molten Armor or Mana Shield, depending on what you need.
Option: Glyphof Polymorph, removes DOTs from the target so your sheeping sticks.
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.
Glyph of Slow Fall (Minor Glyph) -
Your Slow Fall spell no longer requires a reagent.
Glyph of the
Monkey (Minor Glyph) -
Your Polymorph: Sheep spell polymorphs the target into a monkey
instead.
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.
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.
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
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.
Spirit - Completely useless
Strength - Completely useless
Agility - Completely useless
Stamina - It depends...
If you're pulling mobs off the tank you might want to have
some extra
If you're a good player and you let the tank keep the mobs
then you don't need as much.
For leveling you want enough to stay alive.
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. )
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.
Spellpower - found on some trinkets and enchants. Since it's direct
damage this is a powerful stat.
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.
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.
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.
Hit over 17% (or 4% in PvP) is useless. Reforge excess Hit into Crit.
PvP: Spell Penetration - Aim for around 200 points.
PvP: Resilience
For PvP you'll want as much as you can get without gimping
yourself.
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?
Brilliant
Inferno Ruby - This should go into all slots
unless some requirement has to be met or the slot bonus is
really good, unless you can afford the +50 gems.
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.
Head:
Arcanum
of Hyjal - 60 Int & 35 crit (Guardians of Hyjal revered).
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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