Fire Mage Mythic+ Guide
Welcome to the Fire Mage Mythic+ guide for the World of Warcraft patch 11.1! This guide covers everything you need to know to understand your character! Are you starting out and leveling up from 70? Check out the leveling guide!
Overview
Hero Talents
Sunfury
Sunfury is the main hero talent used in both single and AoE scenarios. Frostfire is competitive, but falls behind slightly in most scenarios.
- Spellfire Spheres
- This is the core mechanic of Sunfury. Every Hot Streak! spent gives you a Spellfire Sphere and when you reach 6, it empowers your next Pyroblast. It then gives you Glorious Incandescence which gives you plenty of Fire Blasts to work with while also giving you more Fire Blasts.
- Invocation: Arcane Phoenix
- Your Spellfire Spheres are spent through this talent. The bird popularly known as, "Arlo" is going to take the generated Spellfire Spheres and cast quirky spells such as Arcane Barrage and Flamestrike.
- Memory of Al'ar
- After Combustion ends, you are granted Hyperthermia for 2 seconds, and an additional 0.5 seconds for each exceptional spell it had cast. This provides a satisfying end to your Combustion, letting you spam cast Pyroblast.
- Frostfire Mastery
- The core mechanic of Frostfire revolves around these two mastery buffs. They passively give you stats and when they reach max stacks, empower your Fire Blast and Phoenix Flames.
- Imbued Warding
- This should be your default pick as you are already able to move during your Ice Cold. There could be some niche situation that pops up that you need both Ice Block and the ability to move where the other talent is going to shine.
- Severe Temperatures
- A nice little passive increase to your Frostfire Bolt.
- Isothermic Core
- This talent makes Meteor almost mandatory compared to Sunfury. The free Comet Storm you get almost doubles the power of Meteor.
- Frostfire Empowerment
- Empowers your Frostfire Bolt and makes it instant cast while also granting you max stacks of Excess Frost and Excess Fire. You receive a Frostfire Empowerment every time you enter a Combustion including a Sun King's Blessing. However, you do not receive this if you finish the Sun King's Blessing cast while still in Combustion.
- Excess Frost and Excess Fire
- These are the main gameplay altering talents within the Frostfire tree. Reaching max stacks of Excess Frost causes your next Phoenix Flames to also cast Ice Nova at 200% effectiveness. Reaching max stacks of Excess Fire cause your next Fire Blast to also cast Living Bomb at 150% while also reducing the cooldown of your Phoenix Flames.
- The rotational impact these talents have on your rotation is pretty simple. Make sure to spend each proc before casting your next Frostfire Empowerment proc to make sure you do not munch them.
- These are the main gameplay altering talents within the Frostfire tree. Reaching max stacks of Excess Frost causes your next Phoenix Flames to also cast Ice Nova at 200% effectiveness. Reaching max stacks of Excess Fire cause your next Fire Blast to also cast Living Bomb at 150% while also reducing the cooldown of your Phoenix Flames.
Talents
When to use this Spec
This is the main spec used by Fire Mages in Mythic+. This should be your default talent tree.
Gameplay Altering Talents
Discover all talents that significantly alter your gameplay within the Spec and Class Talent trees. This section gives a concise overview of these talents and their applications but for a more detailed look check out the Rotation and Deep Dive sections below.
Spec Tree
- Unleashed Inferno
- Finally, after a couple of years Sun King's Blessing is not taken in all forms of content for Fire Mages! Sun King's Blessing is behind in single and AoE scenarios currently.
- Phoenix Reborn
- This is a returning tier set turned into a talent. This talent gives you more Phoenix Flames charges and empowers them.
- Kindling
- This is a big part of why Fire Mages have Combustion up so often. This talent ends up reducing your Combustion to around a minute cooldown.
- Memory of Al'ar
- Grants you Hyperthermia. This allows you to spam cast Pyroblast or Flamestrike while this buff is active. This gives you a nice break in the gameplay whenever you receive this buff.
Class Tree
- Shifting Power
- This spell is used after your cooldowns to get them back quicker.
- Spellsteal
- There are a lot of mechanics you can Spellsteal to gain their benefit.
- Time Anomaly
- Be ready to react to the procs you get from this talent, they can impact your rotation differently depending on when they proc.
- Mass Barrier
- Make sure to use Mass Barrier to help your dungeon teammates out.
- Shimmer
- This talent node is the main reason mage in general has such high mobility. Being castable while casting and ignoring the GCD, it is essential you manage your Shimmer well to achieve 100% uptime on DPS during any encounter.
Hero Talents
- Lessons in Debilitation
- This talent option is more not wanting to limit the CC capabilities of Supernova if you do take it, than the free Spellsteal but it is nice.
- Savor the Moment
- Numerically the best pick currently.
- Rondurmancy
- Numerically the best pick currently.
Rotation
Tier Set
- 2-Set: Your spells and abilities have a chance to hit a Jackpot! reducing the cooldown of Combustion by 2 seconds. Casting Combustion always hits a Jackpot! at 200% increased effectiveness.
- 4-Set: When you hit a jackpot! your damage is increased by 15% for 7 seconds. If you would gain a Jackpot! from Combustion, the duration is increased by 100%.
Overall a simple tier set that fits the gambling theme very well. This ends up making Unleashed Inferno a more favorable pick due to even more Combustion creating a positive feedback loop that never stops. Enjoy your 30-40 second Combustion cooldown.
Single-Target
Opener
- The goal of your single target opener rotation is to enter Combustion as quick as you can while reacting to your Pyroblast crits.
- If the precasted Pyroblast did not crit, cast a Fire Blast during the fireball cast and then also activate Combustion during the Fireball cast.
- If the precasted Pyroblast did crit, then activate Combustion during the fireball cast.
- Combustion is castable while casting other spells and is off the GCD.
- Fire Blast is castable while casting other spells and is off the GCD.
Priority List
This is a general priority you aim to maintain throughout the fight which differs depending on whether you have Combustion up or not.
Combustion Priority List
Combustion is Fire Mages main cooldown and with how much uptime you can obtain on Combustion with Unleashed Inferno, maximizing these windows is crucial to playing fire mage correctly.
- Cast Pyroblast with Hot Streak.
- Cast Fire Blast with Heating up.
- Cast Phoenix Flames with Heating up if you have Phoenix Reborn or to prevent over capping Phoenix Flames.
- Cast Phoenix Flames.
- Cast Scorch .
Outside of Combustion Priority List
- Cast Shifting Power after Hyperthermia.
- Cast Fireball if Combustion is up within 10 seconds. Do not use any Fire Blasts unless you would otherwise over cap on charges during this time (this is known as pooling).
- Cast Pyroblast with Hot Streak.
- Cast Fire Blast with Heating up if you are not pooling.
- Cast Phoenix Flames.
- Cast Scorch if the target is below 30% health.
- Cast Fireball.
Hyperthermia Priority List
Generally during Hyperthermia you are only casting Pyroblasts. The only exception is weaving in Fire Blasts when you have Heating up during some conditions.
- Cast Pyroblast with Hot Streak
- Cast Fire Blast with Heating up if you are about to cap on charges.
- Cast Fire Blast with Heating up to maintain Feel the Burn.
- Cast Fire Blast with Heating up if Shifting Power is up or almost up.
How to use Hyperthread Wristwraps
You ideally want to use Hyperthread Wristwraps when two out of three of your last GCD's are Fire Blasts and you have no more Fire Blasts to use, for example
AoE
When using this build simply replace Pyroblast with Flamestrike for most of the rotation.
Opener
- The goal of your single target opener rotation is to enter Combustion as quick as you can while reacting to your Flamestrike crits.
- If the precasted Flamestrike did not crit, cast a Fire Blast during the Scorch cast and then also activate Combustion during the Scorch cast.
- If the precasted Flamestrike did crit, then activate Combustion during the fScorch cast.
- Combustion is castable while casting other spells and is off the GCD.
- Fire Blast is castable while casting other spells and is off the GCD.
Priority List
This is a general priority you aim to maintain throughout the fight which differs depending on whether you have Combustion up or not.
Combustion Priority List
Combustion is Fire Mages main cooldown and with how much uptime you can obtain on Combustion with Unleashed Inferno, maximizing these windows is crucial to playing fire mage correctly.
- Cast Flamestrike with Hot Streak.
- Cast Fire Blast with Heating up.
- Cast Phoenix Flames with Heating up if you have Phoenix Reborn or to prevent overcapping Phoenix Flames.
- Cast Phoenix Flames.
- Cast Scorch .
Outside of Combustion Priority List
- Cast Shifting Power after Hyperthermia.
- Cast Flamestrike with Hot Streak.
- Cast Fireball if Combustion is up within 10 seconds. Do not use any Fire Blasts unless you would otherwise over cap on charges during this time (this is known as pooling).
- Cast Fire Blast with Heating up if you are not pooling.
- Cast Phoenix Flames.
- Cast Scorch if the target is below 30% health.
- Cast Fireball.
Hyperthermia Priority List
Generally during Hyperthermia you are only casting Flamestrike. The only exception is weaving in Fire Blasts when you have Heating up during some conditions.
- Cast Flamestrike with Hot Streak
- Cast Fire Blast with Heating up if you are about to cap on charges.
- Cast Fire Blast with Heating up to maintain Feel the Burn.
- Cast Fire Blast with Heating up if Shifting Power is up or almost up.
How to use Hyperthread Wristwraps
You ideally want to use Hyperthread Wristwraps when two out of three of your last GCD's are Fire Blasts and you have no more Fire Blasts to use, for example
Deep dive
Shimmer Cast Immunity
Shimmer is very unique as it gives the caster a small grace period of being able to cast spells while moving. This lets Mages perform some technical maneuvers in order to lose zero damage during knockbacks or other events where casting is required and the Mage needs to move small steps. At a basic level, you achieve this by first casting a spell, using Shimmer, taking the small step then standing still and resuming casting. When using this on a knockback, you first start casting a spell, use Shimmer right before the knockback and Shimmer again as soon as the knockback goes off. If done correctly, the cast should not have cancelled and you have achieved full uptime during a knockback without Ice Floes!
Phoenix Flames vs Fire Blast
Understanding the differences has a steep learning curve when playing Fire Mage for the first time. Fire Blast is off the GCD, castable while casting and instantly hits the target when you cast it. Phoenix Flames on the other hand, is on the GCD, not castable while casting, and has a travel time before it hits the target. This drastic difference can cause issues because of the gameplay loop between generating and spending Hot Streaks. Since you use Fire Blast fairly frequently, you might expect Phoenix Flames to behave the same but, it is the polar opposite. The best advice is to expect these "rhythm disruptions" during your Combustion and become more comfortable with waiting for your Phoenix Flames to hit the target.
Losing damage from distance due to Phoenix Flames travel time.
Phoenix Flames has a very slow travel time. Depending on your haste and distance from the boss, this can cost you damage. You lose damage because you can be in a position where you are waiting for your Phoenix Flames to hit the target while your global is ready. The simplest way to fix this issue is to be closer to the boss. Another way you can fix this issue is by doing something called, "Phoenix Flames Weaving." This is only doable when you have high haste and are forced to be far away from the target. After casting Pyroblast during your Combustion, you are going to have a Heating up. You can then cast Phoenix Flames into Fire Blast into a Pyroblast Pyroblast combo. You can achieve this because you send the Pyroblast before the Phoenix Flames hits the target. This completely negates the time you lose by waiting for your Phoenix Flames to hit the target while your GCD is ready. Here is what it should look like.
It is important to remember that this is only doable with 100% or higher haste and you need to be at least 20+ yards away from the target.
Understanding Mechanics
Rotational min-maxing is just one aspect of mastering a specialization, but there are numerous other key mechanics that influence your performance. Use the following guides to improve them.
Dungeons
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Boss Tips
Brew Master Aldryr
- Use small defensives whenever you are targeted by a Throw Cinderbrew.
- Always be close to the boss to have an easier time dodging the Blazing Belch frontal.
- Try to communicate with your group where to go during the Happy Hour intermissions. During this phase everyone is spread out and running around while taking physical damage during the whole phase. Keep an eye on your health and be ready to press a health potion if needed since you can be out of range of your healer at times.
- Make sure to utilize your mobility as a Mage, don't hesitate to use an Alter Time and all Shimmer charges to help finish the intermission faster.
I'pa
- Use a small defensive during the Spouting Stout.
- Good opportunity for an Alter Time as it is ready for each Spouting Stout cast.
- Use a big defensive whenever you are targeted by a Burning Fermentation and didn't get a dispel.
- Help with slowing Brew Drops, if they are getting out of control, with spells like Cone of Cold or Frost Nova.
Benk Buzzbee
- Use a defensive if you get multiple stacks of Shredding Sting.
- Always help with destroying the barrels from Snack Time by riding the defeated Ravenous Cinderbees. It is very easy to get overwhelmed by them if the mechanic is not respected properly.
Goldie Baronbottom
- Use a defensive whenever you get more than 1 stack of Cindering Wounds.
- Can keep an Ice Cold for unexpected situations like that.
- Rotate defensives during each Let It Hail! cast.
- Can alternate Greater Invisibility and Alter Time with Mirror Image for each cast.
- Be careful with your positioning whenever it is time for a Cash Cannon frontal. Don't be too far from the boss while being behind the tank since the frontal is always fixated on the tank.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Boiling Flames from Venture Co. Pyromaniac.
- Free Samples? from Taste Tester.
- Rejuvenating Honey from Flavor Scientist.
- Use Spellsteal if the cast goes through.
- Bee-stial Wrath from Bee Wrangler.
- Honey Volley from Royal Jelly Purveyor.
- Pay extra attention to these casts:
- Throw Chair from Hired Muscle.
- Inflicts physical damage to a random player. Make sure you are always full health whenever getting targeted by this spell. Always be ready to press a strong defensive like Greater Invisibility or Ice Cold.
- Failed Batch from Flavor Scientist.
- Summons a Failed Batch that starts a 10 second cast which will inflict AoE fire damage to all players upon succeeding. Focus it immediately because letting it go through may easily lead to a wipe.
- Swarming Surprise from Venture Co. Honey Harvester.
- An AoE cast that ramps in damage done per cast.
- Throw Chair from Hired Muscle.
- Dangerous debuffs to be wary of:
- Erupting Inferno from Venture Co. Pyromaniac.
- Applies a Magic debuff to a random player, inflicting heavy fire damage. Be careful if you are not dispelled and use a defensive.
- Shredding Sting from Worker Bee.
- A stacking Bleed that is applied to random players. Use a defensive if you get multiple of those stacks.
- Erupting Inferno from Venture Co. Pyromaniac.
Pre Dungeon Start
- Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Boss Tips
Ol' Waxbeard
- Aim Reckless Charge to the nearby walls or pillars.
- Don't tank too many stacks of Crude Weapons from Menial Laborers, especially if you are debuffed by a Luring Candleflame. Kite them if needed.
- Always instantly swap to a dynamite laden cart whenever Underhanded Track-tics happens.
Blazikon
- Use a defensive every time Enkindling Inferno happens.
- Light as many candles as you can with Wicklighter Barrage debuff.
- As a Mage you can light multiple of them by utilizing Alter Time and Shimmer.
The Candle King
- Always be ready to kick Paranoid Mind as it is casted very often.
- Use a defensive whenever you are targeted by a Throw Darkflame.
The Darkness
- Help out with filling up Candlelight if your healer is struggling with it.
- As a Mage you are one of the best classes for this job so don't hesitate to help.
- Use a defensive for Eternal Darkness.
- Good opportunity for an Alter Time as it is ready for each Eternal Darkness cast.
- Use a defensive whenever you are targeted with a Shadowblast.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Wicklighter Bolt from Royal Wicklighter.
- Mole Frenzy from Lowly Moleherd.
- Explosive Flame from Blazing Fiend.
- Flaming Tether from Sootsnout.
- Drain Light from Shuffling Horror.
- Pay extra attention to these casts:
- Throw Rock from Lowly Moleherd.
- Pay attention to your health whenever you are spam targeted by this spell, especially if Lowly Moleherd is Panicked!.
- Throw Rock from Lowly Moleherd.
- Dangerous debuffs to be wary of:
- Flashpoint from Royal Wicklighter.
- Applies a Magic debuff to a random player, inflicting heavy fire damage. Be careful if you are not dispelled and use a defensive.
- Explosive Flame from Blazing Fiend.
- Be careful if you get too many stacks of this debuff and press a defensive if the cast goes through multiple times.
- Flashpoint from Royal Wicklighter.
Pre Dungeon Start
- Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Boss Tips
Tussle Tonks
- Don't be too far from the boss to have an easier time aiming Maximum Thrust to the close wall and not baiting Foe Flipper too far away from the other boss.
- B.4.T.T.L.3. Mine are baited by range players so be mindful of your positioning.
- Use defensives during Ground Pounds.
K.U.-J.0.
- Air Drops are baited on players so be careful of not placing two of them too close to each other.
- Spread out with Explosive Leap and use a defensive each time it happens. Leap goes first on the furthest target.
- Can be dodged with a Shimmer.
- Can be fully cancelled with a well timed Greater Invisibility. Should be used during the actual leap on you.
- Use a defensive whenever Blazing Chomp is being dispelled.
Machinist's Garden
- Swap to the Inconspicuous Plant whenever it spawns.
King Mechagon
- Use a defensive whenever you are targeted by a Mega-Zap.
- Can be cancelled by a Greater Invisibility.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Detonate from Bomb Tonk.
- Giga-Wallop from Mechagon Tinkerer.
- Tune Up from Mechagon Mechanic.
- Pay extra attention to these casts:
- Mega Drill from Waste Processing Unit.
- Inflicts nature damage to all players. Stack up with the group and use defensives.
- Short Out from Defense Bot Mk III.
- Short channeled cast that inflicts nature damage to all players. Use a defensive whenever it happens.
- Mega Drill from Waste Processing Unit.
- Dangerous debuffs to be wary of:
- Fiery Jaws from Junkyard D.0.G.
- Applies a Magic debuff to a random player, inflicting heavy fire damage. Be careful if you are not dispelled and use a defensive.
- Arcing Zap from Defense Bot Mk I and Defense Bot Mk III.
- Applies a Magic debuff to a random player, inflicting nature damage. Be careful if you are not dispelled and use a defensive.
- Fiery Jaws from Junkyard D.0.G.
Pre Dungeon Start
- Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Boss Tips
Big M.O.M.M.A.
- Sonic Boom projectile can be blinked over with a Shimmer.
- Always be ready to kick Maximum Distortion.
- Don't forget that increased damage phase comes right after you kill all the Darkfuse Mechadrones, so plan you offensive cooldowns accordingly.
- Use a big defensive during the Kill-o-Block Barrier if you are slow with killing all the Darkfuse Mechadrones.
Demolition Duo
- Use defensive whenever you are targeted by a Kinetic Explosive Gel.
- Try to get far bombs with it since you are very mobile and tanky as a Mage.
- Aim Barreling Charge to the far bombs first because last charge always happens on a tank, which he can use to clear all the melee bombs.
Swampface
- Use a defensive during the Awaken the Swamp casts.
Geezle Gigazap
- Try to stack up for healing during the Turbo Charge cast or use a defensive if you are far away.
- Try to "claim" far and awkward Dam Water pools as a Mage, since it is easy for you to deal with Leaping Sparks with your mobility.
- Use a defensive if you are targeted with a Gigazap.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Trickshot from Mechadrone Sniper.
- Surveying Beam from Venture Co. Surveyor.
- Bloodthirsty Cackle from Darkfuse Hyena.
- Blood Blast from Darkfuse Bloodwarper.
- Restorative Algae from Disturbed Kelp.
- Use Spellsteal if the cast goes through.
- Harpoon from Venture Co. Diver.
- Lightning Bolt from Venture Co. Electrician.
- Pay extra attention to these casts:
- Wind Up from Loaderbot.
- Fixates a random player, inflicting physical damage to players within 3.5 yards for 6 seconds. Don't be in melee or close to the mob whenever it happens.
- Shreddation from Shreddinator 3000.
- Summons several spinning sawblades at the location of every player, inflicting physical damage every 0.3 seconds to players within the effect. This damage increases with consecutive hits. Damage can be fully avoided by prerunning out of it before the cast finishes.
- Wind Up from Loaderbot.
- Dangerous debuffs to be wary of:
- Overcharge from Venture Co. Electrician.
- Applies a Magic debuff to a random player, inflicting nature damage and stuns if the effect persists without being dispelled.
- Overcharge from Venture Co. Electrician.
Pre Dungeon Start
- Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Boss Tips
Captain Dailcry
- Always be ready to kick Battle Cry.
Baron Braunpyke
- Always be ready to kick Burning Light.
- Use a defensive during Sacrificial Pyre soaks.
Prioress Murrpray
- Use a defensive whenever Blinding Light happens.
- During phase 2, run all together on one side to stack incoming Arathi Neophytes. Remember that your goal is to just let them rot down from Overwhelming Power. Run away from them and help with crowd controls and slows if needed.
- Dropping a Ring of Frost on the way is going to be very helpful aside from your usual crowd control abilities.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Boiling Flames from Venture Co. Pyromaniac.
- Holy Smite from High Priest Aemya.
- Cinderblast from Taener Duelmal.
- Fireball from Taener Duelmal.
- Holy Smite from Devout Priest.
- Greater Heal from Devout Priest.
- Fireball from Fanatical Conjuror.
- Flamestrike from Fanatical Conjuror.
- Fireball Volley from Risen Mage.
- Fireball from Risen Mage.
- Pay extra attention to these casts:
- Defend from Arathi Footman.
- A channeled cast that reduces damage taken by any ally around the caster by 50% for up to 5 seconds. Stop it with any crowd control immediately.
- Pot Shot from Fervent Sharpshooter.
- Inflicts physical damage to a random player. Use a defensive if you are targeted by multiple of those.
- Disrupting Shout from Arathi Knight.
- Inflicts physical damage to all players within 40 yards and interrupts spell casting for 4 seconds.
- Holy Radiance from Elaena Emberlanz.
- Inflicts holy damage to all players for 8 seconds.
- Lunging Strike from Sergeant Shaynemail.
- Leaps at a random player, inflicting physical damage and applying a Bleed.
- Can be avoided with a Shimmer or just outrunning it when she leaps if you are far enough.
- Leaps at a random player, inflicting physical damage and applying a Bleed.
- Purification from Lightspawn.
- Channeled cast that fixates on a random player and inflicts holy damage every second for 6 seconds.
- Defend from Arathi Footman.
- Dangerous debuffs to be wary of:
- Pounce from War Lynx.
- A Bleed effect inflicting physical damage for 14 seconds or until fully healed.
- Look for an Alter Time. Preusing it at full health would make it very easy to remove with healing. Can be also dodged with a Shimmer.
- A Bleed effect inflicting physical damage for 14 seconds or until fully healed.
- Impale from Arathi Knight.
- A Bleed that is applied to a random player.
- Heat Wave from Forge Master Damian.
- A Magic slow debuff for 4 seconds. In combination with Molten Pools can be very deadly.
- Can be removed with an Ice Barrier due to Energized Barriers talent.
- A Magic slow debuff for 4 seconds. In combination with Molten Pools can be very deadly.
- Pounce from War Lynx.
- Useful purges:
- Templar's Wrath from Zealous Templar.
- Magic buff increasing all damage done by 30%.
- Can be purged with a Spellsteal.
- Magic buff increasing all damage done by 30%.
- Templar's Wrath from Zealous Templar.
Pre Dungeon Start
- Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Boss Tips
Kyrioss
- Take an extra step to dodge the beams during the Lightning Torrent phase because their hitbox is bigger than their visuals.
- Use a defensive during Crashing Thunder.
- Be either very spread or stacked during the Wild Lightning to not bait them bad and put someone in an awkward situation.
Stormguard Gorren
- Use a defensive whenever you get Chaotic Corruption.
Voidstone Monstrosity
- Use a defensive if you get Unleash Corruption and not getting dispelled.
- Always remember that once you break the Void Shell absorb shield, the increased damage phase comes right after, so plan your offensive cooldowns accordingly.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Lightning Bolt from Cursed Thunderer.
- Lightning Surge from Cursed Rooktender.
- Void Bolt from Corrupted Oracle.
- Void Bolt from Void Ascendant.
- Pay extra attention to these casts:
- Bounding Void from Quartermaster Koratite.
- Targets a random player and launches void infused orbs towards him that travels out and returns back to the caster.
- Attracting Shadows from Coalescing Void Diffuser.
- Pulls in all players inflicting shadow damage every second and additionally inflicts even more damage to players within 7 yards of the center of the pull in effect at the end of the cast.
- Bounding Void from Quartermaster Koratite.
Pre Dungeon Start
- Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Boss Tips
Coin-Operated Crowd Pummeler
- Use a defensive whenever Static Pulse happens.
- Be close to the boss to have an easier time dodging Shocking Claw frontal.
Azerokk
- Use a defensive whenever Resonant Quake happens.
- Swap to Earthragers whenever they are Azerite Infused.
- Be close to the boss if possible to have an easier time dodging Tectonic Smash frontal.
Rixxa Fluxflame
- Use a defensive if you are targeted with the Propellant Blast.
Mogul Razdunk
- Be close to the boss whenever it's time for a Gatling Gun because it is almost impossible to outrun if you are far away from the boss.
- Be always ready to run away with a Homing Missile if you are targeted, to not hit the rest of the group.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Toxic Blades from Hired Assassin.
- Iced Spritzer from Refreshment Vendor.
- Rock Lance from Venture Co. Earthshaper.
- Furious Quake from Stonefury.
- Tectonic Barrier from Stonefury.
- Transmute: Enemy to Goo from Venture Co. Alchemist.
- Pay extra attention to these casts:
- Uppercut from Addled Thug.
- Charges to a random player, inflicting physical damage and knocking all players withing 4 yards of impact into the air.
- Activate Mech from Mech Jockey.
- Activates a nearby Mechanized Peacekeeper.
- Stop it using any crowd control available.
- Activates a nearby Mechanized Peacekeeper.
- Fan of Knives from Hired Assassin.
- Channeled cast that inflicts physical damage to anyone within 45 yards. Extremely dangerous if Toxic Blades cast went through.
- Stop it using any crowd control available.
- Channeled cast that inflicts physical damage to anyone within 45 yards. Extremely dangerous if Toxic Blades cast went through.
- Rapid Extraction from Azerite Extractor.
- Inflicts physical damage to all players and spawns ground effects at nearby location.
- Mind Lash from Venture Co. Mastermind.
- Targets a random player and channels at him, inflicting arcane damage every second over 4 seconds.
- Uppercut from Addled Thug.
- Dangerous debuffs to be wary of:
- Seek and Destroy from Crawler Mine.
- Crawler Mine crawls towards a player and detonates when nearby, inflicting fire damage on impact and every 2 seconds for 6 seconds.
- Caustic Compound from Venture Co. Alchemist.
- A Poison effect, inflicting nature damage for 6 seconds.
- Seek and Destroy from Crawler Mine.
Pre Dungeon Start
- Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Boss Tips
An Affront of Challengers
- Always be close to the boss to have an easier time dodging a Decaying Breath frontal.
- Use a defensive whenever Searing Death or Mighty Smash happens.
- Use a defensive if you are afflicted with a Withering Touch and not getting dispelled.
Xav the Unfallen
- Stacks from the Oppressive Banner slow can be refreshed with an Ice Barrier due to Energized Barriers talent.
Kul'tharok
- Use a defensive whenever you are afflicted with a Well of Darkness.
- Group up with your teammates for a Draw Soul and press a defensive for the initial hit.
- Always be ready to interrupt a Necrotic Bolt.
Gorechop
- Meat Hooks can be blinked through with a Shimmer or Alter Time.
- Be close to the boss to avoid being gripped by a Tenderizing Smash whenever it happens.
Mordretha, the Endless Empress
- Use a defensive whenever Manifest Death or Echoes of Carnage happens.
- Be close to the boss to have an easier time dodging Dark Devastation.
- Dark Devastation is baited at players so if you feel like it, you can bait it away from the group to reduce the risk of someone dying to it. Can be very helpful during phase 2.
Trash Tips
- Important abilities to interrupt in this dungeon are:
- Necrotic Bolt from Battlefield Ritualist.
- Unholy Fervor from Battlefield Ritualist.
- Can Spellsteal if it goes through.
- Demoralizing Shout from Ancient Captain.
- Necrotic Bolt Volley from Maniacal Soulbinder.
- Necrotic Bolt from Maniacal Soulbinder.
- Bone Spear from Bone Magus.
- Bind Soul from Shackled Soul.
- Withering Discharge from Blighted Sludge-Spewer.
- Decaying Filth from Blighted Sludge-Spewer.
- Pay extra attention to these casts:
- Raging Tantrum from Raging Bloodhorn.
- Raging Bloodhorn goes into a Raging Tantrum inflicting physical damage to all enemies every 2 seconds.
- Interrupting Roar from Nekthara the Mangler and Heavin the Breaker.
- Interrupts spell casting and inflicts physical damage to all players.
- Ricocheting Blade from Harugia the Bloodthirsty and Advent Nevermore.
- Inflicts physical damage to a random target and applies a Bleed. Can be avoided by going line-of-sight.
- Soulstorm from Portal Guardian.
- Inflicts shadow damage to all players every 2 seconds for 8 seconds.
- Death Winds from Nefarious Darkspeaker.
- A frontal tornado that inflicts shadow damage and knocks any player caught in the path.
- Raging Tantrum from Raging Bloodhorn.
- Dangerous debuffs to be wary of:
- Jagged Quarrel from Shambling Arbalest.
- Inflicts physical damage to a random target and applies a Bleed.
- Shadow Vulnerability from Portal Guardian.
- A Curse inflicting shadow damage and increasing shadow damage taken by 30%.
- Dispel it with a Remove Curse.
- A Curse inflicting shadow damage and increasing shadow damage taken by 30%.
- Curse of Desolation from Nefarious Darkspeaker.
- A Curse that spawns pools on the ground every 3 seconds under the afflicted player, inflicting damage to players within 3 yards of the impact and fearing them for a second.
- Dispel it with a Remove Curse.
- A Curse that spawns pools on the ground every 3 seconds under the afflicted player, inflicting damage to players within 3 yards of the impact and fearing them for a second.
- Jagged Quarrel from Shambling Arbalest.
Pre Dungeon Start
- Always cast Mass Barrier before the dungeon starts as its cooldown resets but the barrier stays.
Affixes
The Affix system got revamped going into The War Within Season 1 retiring most Affixes as well as introducing new kiss-curse ones while also changing on which key level these appear.
- +4 Affixes -- Rotates on a weekly basis
- Xal'atath's Bargain: Ascendant
- Xal'atath's Bargain: Voidbound
- Xal'atath's Bargain: Oblivion
- Xal'atath's Bargain: Devour
- Xal'atath's Bargain: Pulsar
- +7 Affixes -- Alternates between each other on a weekly basis
- Tyrannical
- Fortified
- +10 Affixes -- Alternates between each other on a weekly basis, is always the opposite of the +7 Affix
- Tyrannical
- Fortified
- +12 Affix
- Xal'atath's Guile -- Replaces the +4 Affix
Following you get some useful tips for handling different Mythic+ Affixes as a Fire Mage.
- Xal'atath's Bargain: Ascendant
- Dragon's Breath, Supernova and Blast Wave are all great tools for this affix.
- Xal'atath's Bargain: Voidbound
- Important to kill this instantly as it reduces damage taken for all nearby enemies, also plan your cooldowns around this affix so you're not forced to swap target during your Combustion.
- Xal'atath's Bargain: Oblivion
- Use your mobility to your advantage and soak as much as possible.
- Xal'atath's Bargain: Devour
- Make sure to Remove Curse yourself every time this affix goes off.
Stat Priority
Understand your secondary stat priority and the tertiary stats needed for optimal performance during Mythic+ dungeons as a Fire Mage. For more detailed information, visit the Stats and Attributes guide.
Higher Item level items are better in most scenarios. For an accurate representation of what item to equip you should use Simcraft! A static "Stat Priority" is just a starting point and can easily shift depending on your individual gear.
All secondary stats are affected by diminishing returns. Click here to learn more!
Tertiary
- Avoidance - Great stat to reduce the damage intake of "Area of Effect" abilities.
- Leech - Provides additional healing through damage dealing. The damage of your pets does not heal you thus Leech is a great tertiary for you since most of your damage is coming from your own spells.
- Speed - Niche tertiary that can be very useful and has been proven useful in the past. Makes playing certain mechanics a lot easier.
Gear
Slot | Item | Location |
---|---|---|
Head | Aspectral Emissary's Crystalline Cowl | Tier / Catalyst |
Neck | Semi-Charmed Amulet | Rik Reverb |
Shoulder | Aspectral Emissary's Arcane Vents | Tier / Catalyst |
Cloak | Consecrated Cloak | Crafting |
Chest | Aspectral Emissary's Primal Robes | Tier / Catalyst |
Wrist | Hyperthread Wristwraps | Operation Mechagon: Workshop |
Gloves | Punctured Apiary Gloves | Cinderbrew Meadery |
Belt | Ringmaster's Cummerbund | Operation Mechagon: Workshop |
Legs | Aspectral Emissary's Trousers | Tier / Catalyst |
Boots | Aspectral Emissary's Slippers | Catalyst |
Ring 1 | Miniature Roulette Wheel | The One-Armed Bandit |
Ring 2 | Wick's Golden Loop | Darkflame Cleft |
Trinket 1 | Signet of the Priory | Priory of the Sacred Flame |
Trinket 2 | Mug's Moxie Jug | Mug'Zee |
Weapon | Fleshcrafter's Knife | Theater of Pain |
Offhand | Vagabond's Torch | Crafting |
Below you are presented with a good list of farmable alternatives that are obtainable outside of WoW’s weekly lockout system. While replaced in time as you progress, these offer immediate character power.
Slot | Item | Location |
---|---|---|
Head | Inventor's Ingenious Trifocals | Operation Mechagon: Workshop |
Neck | Strapped Rescue-Keg | Cinderbrew Meadery |
Shoulder | Moneymaking Businessmantle | Cinderbrew Meadery |
Cloak | Cloak of Questionable Intent | THE MOTHERLODE!! |
Chest | Saboteur's Rubber Jacket | Operation: Floodgate |
Wrist | Hyperthread Wristwraps | Operation Mechagon: Workshop |
Gloves | Punctured Apiary Gloves | Cinderbrew Meadery |
Belt | Ringmaster's Cummerbund | Operation Mechagon: Workshop |
Legs | Rowdy Reveler's Legwraps | THE MOTHERLODE!! |
Boots | Hyperthread Boots | Operation Mechagon: Workshop |
Ring 1 | Bloodoath Signet | Theater of Pain |
Ring 2 | Wick's Golden Loop | Darkflame Cleft |
Trinket 1 | Signet of the Priory | Priory of the Sacred Flame |
Trinket 2 | Sigil of Algari Concordance | The Rookery |
Weapon | Voltaic Stormcaller | The Rookery |
Trinkets
Below you can find active and passive alternatives to our recommended trinkets. Do note that some trinkets are better than others depending on the mythic+ dungeon.
Active Trinket alternatives
- Soulletting Ruby
- Strong on-use trinket.
Passive Trinket alternatives
- Reverb Radio
- Good passive stat proc trinket.
Embellishments
- Writhing Armor Banding
- Empowers any Nerubian embellishment by 100%.
- Darkmoon Sigil: Ascension
- Gain a random secondary stat stacking up over time.
Remaining Sparks
- Crafted items are 675 item level and regular items are 678 on max item level therefore it's not beneficial to equip crafted items outside of your 2x embellishments unless you don't have access to other high item level gear on that slot.
Simcraft
To find the best combination of gear available to you or identify the best possible upgrades, visit our Simcraft guide to learn how to utilize Simcraft easily and effectively.
Consumables
- Phials
- Flask of Tempered Swiftness -- maximum DPS.
- Flask of Tempered Versatility -- less DPS but more survivability.
- Food
- Feast of the Divine Day
- Feast of the Midnight Masquerade
- Combat Potion
- Tempered Potion
- Health Potion
- Algari Healing Potion -- a big burst of healing
- Weapon Oil
- Algari Mana Oil -- default
- Oil of Deep Toxins
- Augment Rune
- Crystallized Augment Rune
- Sockets
- Versatile Emerald
- Culminating Blasphemite -- Unique, use one of each gem color to enhance your Culminating Blasphemite.
- Quick Sapphire
- Quick Ruby
- Quick Onyx
Enchantments
Head | S.A.D. |
Neck | Magnificent Jeweler's Setting 2x |
Cloak | Enchant Cloak - Chant of Winged Grace |
Chest | Enchant Chest - Crystalline Radiance |
Wrist | Enchant Bracer - Chant of Armored Avoidance S.A.D. |
Waist | S.A.D. |
Legs | Sunset Spellthread |
Boots | Enchant Boots - Scout's March |
Ring 1 | Enchant Ring - Radiant Haste Magnificent Jeweler's Setting 2x |
Ring 2 | Enchant Ring - Radiant Haste Magnificent Jeweler's Setting 2x |
Weapon | Enchant Weapon - Authority of Radiant Power |
You buy S.A.D. from the Great Vault Vendor to add sockets to your Helm, Wrists & Waist.
Races
For min-maxing a Fire Mage in Mythic+, different racial traits can provide a tremendous benefit to your character. If this is not your top goal, picking a race that fits your style works just as well.
- Stoneform -- Dwarf
- One of the most potent racials in Mythic+ currently and historically.
- Dispels Magic, Bleed posion and disease debuffs.
- Shadowmeld -- Night Elf
- Also one of the most potent racials in Mythic+ historically.
- Use-cases
- Run past basically any mob and then cast Shadowmeld to make them reset. Even works on mobs that have stealth detection if you get enough distance before you Shadowmeld.
- Escape Artist -- Gnome
- Free yourself from roots.
- Rocket Jump -- Goblin
- Do a small jump in the direction your character is facing.
- While you're in the Rocket Jump animation you are placed on a global cooldown until your character lands.
- Berserking -- Troll
- Strong DPS racial but lines up somewhat with Combustion.
- Reduce the duration of movement-impairing effects by 20%. This is rarely useful in Mythic+.
- Blood Fury -- Orc
- Strong racial for damage because of Blood Fury which lines up with Combustion.
- 20% reduced stun duration on you which can be useful in some situations.
- Hyper Organic Light Originator -- Mechagnome
- Works the same way as Mirror Image in terms of threat.
Recommendation
Dwarf and Night Elf abilities have such a big impact on your Mythic+ experience that you need to use either of them if you're serious about pushing keys with your Fire Mage.
Macros
Discover recommended macros for Fire Mages during Mythic+ dungeons and watch a quick video guide on creating simple macros for your character.
Flamestrike
#showtooltip
/use [@cursor] Flamestrike
Remove Curse
#showtooltip
/cast [@mouseover] Remove Curse
Polymorph
#showtooltip
/cast [@mouseover] Polymorph
Alter Time cancel - must have macro for whenever your Alter is putting you back to lower hp than you currently have.
#showtooltip
/cancelaura Alter Time
Addons
Below, you see a screenshot of the author's User Interface for their Fire Mage, outlining which addons are used and how they are utilized in Mythic+ dungeons to make your life easier.

- ElvUI -- Full User Interface replacement
- A user interface designed around user-friendliness with extra features that are not included in the standard UI.
- Alternatively, you can also use Shadowed Unit Frames (SUF) and an action bar addon of your choice or of course the stock UI.
- LittleWigs -- Generic Boss Mod
- BigWigs is a boss encounter add-on. It consists of many individual encounter scripts, or boss modules; mini add-ons that are designed to trigger alert messages, timer bars, sounds, and so forth, for one specific encounter.
- You need to download LittleWigs to have the same functionalities as BigWigs work for dungeon bosses and trash mobs.
- WeakAuras -- Jack of all trades
- WeakAuras is a powerful and flexible framework that allows the display of highly customizable graphics on World of Warcraft's user interface to indicate buffs, debuffs, and other relevant information. This addon was created to be a lightweight replacement for Power Auras but has since introduced more functionalities while remaining efficient and easy to use.
- Plater -- Advanced Nameplates
- Plater is a nameplate addon with an extraordinary amount of settings, out of the box debuff tracking, threat coloring, and support for scripting similar to WeakAuras and wago.io + the WeakAuras-Companion for Mod/Script/Profile updates.
- Details -- In-depth Damage Meter
- Most powerful, reliable, handsome, damage meter.
- OmniCD -- Party track addon
- Helpful addon for Mythic+ to check the available cooldowns of your party.
Scorch Haste Tracker
Tells you when you have too high haste to cast Scorch.

Changes this Patch
- Mage
- Mass Barrier mana cost reduced to 8% base mana (was 12%).
- Polymorph health regeneration reduced by 50%.
- Polymorph now breaks based on a small damage threshold instead of any damage.
- Time Anomaly procs now ignore mana costs.
- Mirror Images now have their Frostbolt missiles hidden for allies in raids and dungeons.
- Hero Talents
- Frostfire
- Developers' notes: Our updates for Frostfire Mage are focused on reducing the incentive to track auras and to make the talents more connected and conducive with each other.
- Excess Fire now triggers when you cast Meteor or Comet Storm (was reach max stacks of Fire Mastery).
- Excess Fire may now stack up to 2 times.
- Frostfire Burst damage increased by 70%.
- Excess Frost now triggers when you consume Excess Fire (was reach max stacks of Frost Mastery) and may stack up to twice. Excess Frost now casts Ice Nova at 200% effectiveness (was 125%).
- The cooldown reduction of Excess Frost has been reduced to 3 seconds (was 5 seconds).
- The talent locations of Excess Frost, Excess Fire, Isothermic Core, Imbued Warding, and Meltdown have changed.
- Frostfire Bolt will now appropriately consume Overflowing Energy when it critically strikes.
- Frostfire Empowerment is now tracked on the personal resource display.
- Sunfury
- Consuming Glorious Incandescence while at or around max range will now appropriately summon Meteorites.
- Frostfire
- Fire
- Developers' notes: Fire’s resource economy post-The War Within has been too generous, which has made certain spells like Fireball and Scorch feel unnecessary while also impacting how we can tune Pyroblast and Flamestrike. Our goal here is to reduce access to Phoenix Flames and less-so Fire Blast while amping up your spenders to help increase skill expression, increase your reliance on casting, and make exciting spells hit a bit harder.
- Heat Shimmer has been updated – No longer makes Scorch instant-cast. Now increases Scorch damage by 10%.
- Pyrotechnics has been updated – Critical chance increased to 20% (was 10%).
- Controlled Destruction has been updated – Now also triggers from Fireball.
- Master of Flame has been updated – Now increases Ignite and Fireball’s damage by 15% when Combustion is not active.
- Call of the Sun King has been updated – No longer grants an additional charge of Phoenix Flames and now grants 15% increased Phoenix Flames damage.
- Fire Blast cooldown increased to 14 seconds (was 12 seconds).
- Hyperthermia duration reduced to 5 seconds (was 6 seconds).
- Hyperthermia’s chance to trigger has been reduced.
- Pyroblast damage increased by 10%.
- Pyroblast mana cost reduced to 1.5% base mana (was 2.5%).
- Flamestrike damage increased by 10%.
- Flamestrike mana cost reduced to 1.5% base mana (was 2.5%).
- Unleashed Inferno damage bonus increased to 70% (was 60%).
- Phoenix Reborn now refunds 1 Phoenix Flame charge on use (was 2).
- Phoenix Reborn's Phoenix Flames damage bonus increased to 200% (was 100%).
- Phoenix Reborn’s description, auras, and tooltips have been updated to better communicate their effects.
- Fixed an issue that caused Pyromaniac to grant Hyperthermia more often than it should.
- You can no longer trigger Hyperthermia when you already have it and it’s chance to trigger has been reduced.
- Frostfire
- Frostfire Infusion damage reduced by 10%.
- Excess Fire Phoenix Flames cooldown reduction reduced to 5 seconds (was 10 seconds).
- Excess Frost cooldown reduction reduced to 5 seconds (was 10 seconds).
- Excess Frost Ice Nova effectiveness decreased to 150% (was 200%).
- Excess Frost now reduces the cooldown of Meteor by 5 seconds when consumed (was 3 seconds).
- Isothermic Core now causes Comet Storm at 250% effectiveness (was 200%).
- Flash Freezeburn can no longer trigger from Combustions granted from Sun King's Blessing or Time Anomaly.
- Developers' notes: Flash Freezeburn combined with Sun King's Blessing was a large contributor to the resource and proc overflow Fire Mages can experience while using this Hero Talent tree. To remain consistent, we've also adjusted the effect for Frost Mages as well.
- Sunfury
- Glorious Incandescence Fire Blast cooldown reduction increased to 2 seconds when a meteorite strikes (was 1 second).
- Memory of Al’ar will now extend an existing Hyperthermia instead of replacing it.
- Fixed an issue causing Ignite the Future to not increase Mana Cascade stacks.
- Fixed an issue that caused the Arcane Phoenix to occasionally cast the player’s version of Meteorite.
- Mage
- Arcane Intellect now costs 1% base mana (was 4%).
- Alter Time’s visuals have been updated.
- Shifting Power's icon has been updated.
- Ice Floes now allows you to cast Portal and Teleport spells while moving.
- Frostfire
- Excess Fire has been updated – No longer generates Living Bomb. Instead generates a Frostfire Burst, dealing moderate Frostfire damage in an 8 yard radius. Damage reduced beyond 8 targets.
- Frostfire Burst damage increased by 25%.
- Frostfire Burst’s visuals have been updated.
- Frostfire Infusion damage increased by 50%.
- Isothermic Core Meteor damage increased by 15%.
- Isothermic Core Comet Storm damage increased by 25%.
- Sunfury
- Gravity Lapse target cap increased to 8 targets (was 5) and Gravity Lapse now stuns instead of rooting.
- Gravity Lapse now roots instead of stunning in PvP only.
- Gravity Lapse’s visual effects have been updated.
- Meteorites are now summoned instantly.
- Spellfire Spheres are now anchored relative to your chest’s position.
- Fire
- Majesty of the Phoenix has been updated – Casting Phoenix Flames causes your next Flamestrike to have its critical strike chance increased by 20% and critical strike damage increased by 20%. Stacks up to 3 times.
- All ability damage reduced by 3%.
- Lit Fuse now has a 6% chance to trigger (was 4%).
- Explosive Ingenuity now increases Lit Fuse’s chance to trigger by 4% (was 3%).
- Explosive Ingenuity now increases Living Bomb’s damage by 50% (was 25%).
- Explosivo's Living Bomb damage increase while in Combustion reduced to 30% (was 40%).
- Sparking Cinders now triggers 3 times per minute (was 2).
- Sparking Cinders damage bonus increased to 15% for Pyroblast and Flamestrike (was 10% for Pyroblast and 20% for Flamestrike).
- Heat Shimmer can once again trigger while casting Scorch.
- Heat Shimmer is no longer consumed when it triggers during a Scorch cast.
- Fixed an issue that prevented Pyromaniac from being able to trigger Hyperthermia.
- Fixed an issue that caused Controlled Destruction to increase Ignite damage by an additional 0.5% per stack.
- Hyperthermia’s overlay has been updated.
- Lit Fuse no longer highlights Fire Blast.
- Lit Fuse is now displayed on the Personal Resource Display.
- Fuel the Fire is now shown in the spellbook.
- Sunfury
- Glorious Incandescence has been updated – Now causes Fire Blast to hit up to 2 nearby targets in addition to its previous effects.
- Burden of Power now increases Pyroblast damage by 20% (was 15%).
- Burden of Power now increases Flamestrike damage by 30% (was 60%).
- Memory of Al’ar's Hyperthermia extension amount increased to 1 second (was 0.5 seconds).
- Glorious Incandescence now highlights Fire Blast.
- Mage
- Reabsorption now heals for 3% maximum health (was 5%).
- Cryo-Freeze now causes Ice Block to heal for 25/50% of maximum health over its duration (was 40/80%).
- Mass Barrier now has a cooldown of 3 minutes (was 2 minutes).
- Fire
- Pyroblast damage increased by 5%.
- Phoenix Flames damage increased by 10%.
- Fireball damage increased by 20%.
- Scorch damage increased by 25%.
- Improved Scorch now increases damage taken by 7% (was 6%).
- Flamestrike damage increased by 10%.
- Quickflame Flamestrike damage bonus increased to 25% (was 20%).
- Flame Patch damage increased by 30%.
- Living Bomb damage decreased by 63%.
- Living Bomb is now target-capped at 8 targets and no longer splashes.
- Living Bomb visual effects now have reduced visual fidelity in raid groups.
- Lit Fuse chance to trigger reduced to 4% (was 15%).
- Explosive Ingenuity chance to trigger reduced to 3% (was 10%).
- Explosivo's Living Bomb trigger chance during Combustion is reduced to 15% (was 30%).
- Explosivo's Living Bomb damage increase during Combustion reduced to 40% (was 50%).
- Deep Impact's cooldown reduction reduced 10 seconds (was 15 seconds).
- Mage
- All talent trees have had many talents move locations or have had their pathing updated.
- New Talent: Barrier Diffusion – Whenever one of your Barriers is removed, reduce its cooldown by 4 seconds. Located in Dragon's Breath previous location.
- New Talent: Inspired Intellect – Arcane Intellect grants you an additional 3% Intellect. Choice node with Time Anomaly.
- Time Anomaly has been updated – Now grants Brain Freeze instead of Fingers of Frost.
- Supernova added to Mage class tree (was Arcane tree) and now has a 45 second cooldown (was 25 seconds).
- Mass Polymorph now polymorphs targets for 15 seconds (was 60 seconds).
- Mass Slow has been removed.
- Fire
- New Talent: Lit Fuse – Consuming Hot Streak has a 15% chance to grant you Lit Fuse. Lit Fuse: Your next Fire Blast turns up to 1 nearby target into a Living Bomb that explodes after 2 seconds, dealing Fire damage to the target and reduced damage to all other enemies within 10 yards. Up to 3 enemies hit by this explosion also become a Living Bomb, but this effect cannot spread further.
- New Talent: Explosive Ingenuity – Your chance of gaining Lit Fuse when consuming Hot Streak is increased to 20%. Living Bomb damage increased by 25%.
- New Talent: Down in Flames – Scorch deals 300% damage to targets below 30% health.
- New Talent: Quickflame – Flamestrike damage increased by 20%.
- New Talent: Focused Fury – Living Bomb deals more damage the fewer targets it hits, up to 300% at 1 target.
- New Talent: Mark of the Fire Lord – Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness.
- New Talent: Spontaneous Combustion – Casting Combustion refreshes up to 3 charges of Fire Blast and up to 3 charges of Phoenix Flames.
- New Talent: Fire's Ire – When you're not under the effect of Combustion, your critical strike chance is increased by 2.5%. When you're under the effects of Combustion, your critical strike damage is increased by 2.5%. 2-point talent.
- New Talent: Explosivo – Casting Combustion grants Lit Fuse and Living Bomb's damage is increased by 50% while under the effects of Combustion. Your chance of gaining Lit Fuse is increased by 30% while under the effects of Combustion.
- New Talent: Blast Zone – Lit Fuse now turns up to 3 targets into Living Bombs. Living Bombs can now spread to 5 enemies.
- New Talent: Ashen Feather – If Phoenix Flames hits only one target, it deals 25% increased damage and applies Ignite at 150% effectiveness.
- New Talent: Majesty of the Phoenix – When Phoenix Flames damages 3 or more targets, your next 2 Flamestrikes have their cast time reduced by 1.5 seconds and their damage is increased by 20%.
- New Talent: Molten Fury – Damage dealt to targets below 35% health is increased by 7%.
- New Talent: Heat Shimmer – Damage from Ignite has a 5% chance to make your next Scorch instant cast and deal damage as though your target was below 30% health.
- New Talent: Sparking Cinders – Living Bomb explosions have a small chance to increase the damage of your next Pyroblast by 10% or Flamestrike by 20%.
- Fervent Flickering has been redesigned – Now reduces the cooldown of Fire Blast by 2 seconds.
- Controlled Destruction has been redesigned – Damaging a target with Pyroblast increases the damage it receives from Ignite by 0.5%. This effect stacks up to 50 times.
- Improved Scorch has been redesigned – Casting Scorch on targets below 30% health increases the damage the target takes from you by 6% for 12 seconds. This effect stacks up to 2 times.
- Flame Accelerant has been redesigned – Every 12 seconds, your next Fireball, Flamestrike, or Pyroblast has a 40% reduced cast time.
- Unleashed Inferno has been redesigned – While Combustion is active your Fireball, Pyroblast, Fire Blast, Scorch, and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 seconds. While Combustion is active, Flamestrike deals 25% increased damage and reduces the cooldown of Combustion by 0.25 seconds for each critical strike, up to 1.25 seconds.
- Convection has been redesigned – When a Living Bomb expires, if it did not spread to another target, it refreshes its duration. A Living Bomb can only benefit from this effect once.
- Pyromaniac has been redesigned – Casting Pyroblast or Flamestrike while Hot Streak is active has an 6% chance to repeat the spell cast at 50% effectiveness. This effect counts as consuming Hot Streak.
- Phoenix Reborn has been redesigned – When your direct damage spells hit an enemy 25 times the damage of your next 2 Phoenix Flames is increased by 100% and they refund a charge on use.
- From the Ashes has been redesigned – Phoenix Flames damage increased by 15% and your direct-damage spells reduce the cooldown of Phoenix Flames by 1 second.
- Deep Impact has been redesigned – Meteor now turns one target hit into a Living Bomb. Additionally, its cooldown is reduced by 15 seconds.
- Kindling now benefits from Flamestrike – Flamestrike critical strikes reduce the remaining cooldown of Combustion by 0.2 seconds for each critical strike, up to 1 second.
- Fuel the Fire is now learned automatically when specializing Fire.
- Searing Touch's critical strike threshold functionality is now baseline to Scorch.
- Improved Scorch's movement speed increase is now baseline to Scorch.
- Living Bomb damage increased by 70%.
- Living Bomb now applies Ignite.
- Living Bomb now spreads to 3 targets (was 5).
- Living Bomb applications are slightly desynced to minimize overlapping.
- Phoenix Flames damage reduced by 10%.
- Pyroblast damage reduced by 5%.
- Intensifying Flames Ignite damage bonus reduced to 20% (was 25%).
- Sun King's Blessing now grants Sun King's Fury after consuming 10 Hot Streaks.
- Flame On no longer reduces the cooldown of Fire Blast.
- Unleashed Inferno's non-Flamestrike damage bonus increased to 60%. Flamestrike damage bonus increased to 35%.
- Fevered Incantation now grants 1% increased critical strike damage per point (was 2%).
- Call of the Sun King no longer grants 15% increased Phoenix Flames damage and instead makes Phoenix Flames always critically strike.
- Alexstrasza's Fury no longer makes Phoenix Flames always critically strike.
- Hyperthermia now has an activation overlay.
- Dragonflight Season 4 class set bonuses have been updated to the Dragonflight Season 1 class set bonuses:
- 2 Set Bonus – Pyroblasts and Flamestrikes cast with Hot Streak deal 10% increased damage.
- 4 Set Bonus – Fire Blast, Phoenix Flames, and Fireball deal 10% increased damage and their chance to critically strike is increased by 10%.
- Developer's note: In The War Within pre-patch we had several season 4 class sets that were made into spec talents. In order to prevent any oddities we are updating those select few class sets with earlier tier sets from Dragonflight to prevent any overlap or potential bugs.
- The following talents are now 1 point:
- Critical Mass
- Wildfire
- Flame On
- Fevered Incantation is now 2 points.
- The following talents have been removed:
- Incendiary Eruptions
- Firemind
- Tempered Flames
- Conflagration
- Searing Touch
FAQ
A: If you have too much haste this is no longer possible. This problem only occurs during Time Warp. To remedy this issue, simply replace Scorch with Fireball.
Credits
Written By: Hopeful, Wolfdisco
Reviewed By: Wexi