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Fire Mage DPS (3.3.3)

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Fire Mage DPS (3.3.3)

Post  Ozmademos on Thu May 13, 2010 3:57 pm

This post is intended to help those not familiar with Fire Mage mechanics to get a simple overview

Spec
0/51/0 is the spec

Here's the link: http://www.wowhead.com/talent#oZ0Ec0RhIhVubhct:id

Just cut and paste it. It leaves ALOT of points open for you to choose something extra...

***Note: The Link has Glyphs Already in there for You***

Keep in mind... the talents selected are the only ones that contribute directly to your dps on a boss. It is possible to shift points here and there to get some extra stuff for trash, but essentially... this is it. First though, a word on which path to choose:

Arcane Tree
A long time ago... there was the PoM/Pyro Mage... but, this isnt that mage anymore.

Arcane Focus
Despite the wording, this only effects Arcane and not Fire based spells.

Arcane Subtlety
Bosses dont tend to dispel your mechanics on them, and the threat is only for Arcane

Arcane Concentration
Fire is not the most mana efficient, despite if you choose to pick up some replenishment talents from the Fire tree. This is very useful.

Magic Absorption
Purely for reduction in magical damage taken. Up to you mostly.

Focus Magic
This is one of the two talents that Fire mages will typically go down the Arcane tree for (the other being Torment the Weak). There's rarely a mage in a raid nowadays who wont start coordinating the Focus Magics (FM) between each other. It's basically a free 6% crit on everything (3% from FM itself and another 3% from procs).

Student of the Mind
Since Spirit now provides Crit via Molten Armor, this talent does up your dps some.

Spell Impact
This is excellent for Fire/Arcane since it directly ups the damage of Fireball and Scorch (which you'll be casting alot).

Magic Attunement
Not super helpful as no one ever casts Amplify or Dampen Magic (soon to be removed from the game entirely).

Torment the Weak
Despite being fairly situational... the talent is chosen by almost all specs of all mages now. It's generally considered by everyone (including Blizz) as extraordinarily OP.

Fire Tree

Improved Fire Blast
This is a nice bit of instant damage if you're going for Fire/Frost, especially when combined with Incineration and Ignite, because it leaves a little DoT when just starting the fight or if you need to run. This is generally left of if you go Fire/Arcane as you will want to put your points into Improved Fireball.

Incineration
Does help increase the damage of Scorch and Fire Blast if you're going for Fire/Frost, but can be left out to put points into Improved Fireball if you're going Fire/Arcane

Blast Wave
It's fun to knock back, but the tanks (and other raid members trying to dps) wont be super happy about this. It isnt really worth the talent, even if you do Glyph for it, unless you pvp.

Dragon's Breath
No mage is a melee mage... that being said... all mages are ranged mages.... It's not a high damage spell even with these talents, so just stand way back and Blizzard! Same with the Firestarter talent that goes with this.

Frost Tree
Blizz decided to make this glorious Frostfire Bolt... and all beheld its glory! (for about 2 months)

Frostbite
Somewhat useful in getting a better hold on AoEing trash, but remember that it's bad manners to snare a group of targets that a tank is trying to wrangle together. Better than Improved Frostbolt though (considering you wont be casting Frostbolts)

Icy Floes
Best option for getting down the Frost tree.

Precision
This effects all your spells, and Fire generally has the highest hit requirements of the three classes, but picking this eases that.

Improved Blizzard
Having one point in this would work with Frostbite to up your AoE damage a bit, but there isnt much else in the Frost tree beyond Icy Veins.

Glyphs

Glyph of Frostfire
Only useful with the Fire and Frost spec (or if your Spirit is so incredibly low as to provide almost no Crit from Molten Armor), this Glyph will help with the Ignites.

Glyph of Fireball
This has been rising in popularity for Fire/Arcane some since it was changed to decrease the cast time on Fireball. The removal of the DoT effect is seen as negligible since it wasnt a much as an Ignite DoT would deal.

Glyph of Living Bomb
A staple glyph for all Fire specs, until Hot Streak was changed. Now, this glyph isnt as useful.

Minor Glyphs
No Mage Minor Glyphs contribute to your damage, so it's purely your choice!

Stats

Hit: you'll need 17%, or 446 hit rating (14% with Precision)

Spell Power: second most important stat after hit.

Haste: above 30% crit rating, you can start focusing more on haste. the reason being... you'll want to be getting more abilities out there to proc Hot Streak as opposed to making few hits that could proc.

Crit: this is the best stat until above 30% crit rating. overall, you should try to have a balance of both Crit and Haste.

Spirit: if it's on your gear, fine... if not, no big loss. Don't go out of your way to get it over other stats.

Intellect: least important stat to focus on.

Armor: cloth (probably with hit, or crit/haste if hit capped)

Gems

Meta: Chaotic (+21 Crit and +3% crit dmg)
Red: Runed (+23 SP) or Veiled (+12 SP and +10 hit) if you're not hit capped
Yellow: Rigid (+20 Hit), Veiled (+12 SP and +10 Hit), but only if you're hit capped, otherwise Reckless (+12 SP and +10 Haste) if you 're above 300ish Crit or Potent (+12 SP and +10 Crit) if you're below.
Blue: Purified (+12 SP and +10 Spirit)

Not Really Priority (Not really Rotation)

Fire is about watching for debuffs and procs...

1 ) Pyroblast (only if instant cast)
2 ) Scorch (only to keep up debuff)
3 ) Living Bomb
4 ) Fireball (if you went Fire/Arcane) or Frostfire Bolt (if you went Fire/Frost)
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