Fire Mage DPS Spell List and Glossary — The War Within (11.0.5)
On this page, we present you with all spells and procs that you need to understand as a Fire Mage in World of Warcraft — The War Within (11.0.5).
If you were looking for WotLK Classic content, please refer to our WotLK Classic Fire Mage spells.
Fire Mage Spell Summary
If you are new to Fire, it is recommended you start here. If you have played this spec before or have already achieved a level of comfort playing this spec in a practical environment, it is recommended you skip this section and move on to the rest of the guide.
Keep in mind some spells might be much easier to use via macros or are more easily used in combination with other spells. Visit the macro page below to get a good idea of such macros.
Unlocking Abilities
Note that this page simply lists all the different abilities, assuming you are at max level. If you are leveling, check out our dedicated Mage Leveling page, which has detailed information on when you unlock all of these abilities.
Main Resource for Fire Mage
Mana is your primary resource, though it has little to no impact on your main rotation. It is not possible to run out of Mana without excessive use of Spellsteal, and therefore, you do not need to worry about your Mana levels as a general rule.
Mastery for Fire Mage
Mastery: Ignite is your Mastery. All direct damage caused by Fireball, Pyroblast, Fire Blast, Scorch and Flamestrike (see Basic Abilities to learn more about these spells) will cause your target to burn for a percentage of that damage over 9 seconds. Hitting a target with Ignite already active will add the new Ignite damage to the already existing Ignite and then distribute itself over 10 seconds. Ignite will spread to 3 nearby targets when Fire Blast is cast.
Baseline Abilities for Fire Mage
These abilities are available no matter what talents you choose and form the bread and butter of this specialization.
Ability | Abbreviation | Description/Effect |
---|---|---|
Fireball | FB | This is your main filler spell. You will be casting it a lot to fish for Heating Up procs. |
Fire Blast | IB | Fire blast (often abbreviated IB due to its old name, "Inferno Blast"), although technically, a talent is the second node and required to pick, has 1 charge (3 with Flame On talented), and always critically strikes when used. This ability is not on the Global Cooldown, and can be cast while casting other abilities. It has a 12-second recharge. This ability is used to generate an automatic Critical Strike following Heating Up proccing off one of your spell-critical strikes, immediately forcing Hot Streak. Additionally, it also causes any Mastery: Ignite on your target to spread to 4 nearby targets. |
Pyroblast | Pyro | Although technically a talent, Pyroblast is the very first node and required to pick. It is our main nuke. It has an extremely long cast time, so it should only be used as a pre-cast before the fight or when Hot Streak is active or when combined with certain talents. |
Blink | - | Blink is an instant cast spell that immediately travels you 20 yards forward, breaking any stuns and roots you might be affected by. This iconic Mage spell is a very strong mobility spell that helps with getting around the battlefield. |
Counterspell | CS | Counterspell is an instant-cast spell that is not on the global cooldown, which, when cast, will interrupt your target's spell cast and also locking them out of casting any spells of the same school as the interrupted spell for 6 seconds. If you cast this on a target that is not casting, it will have no effect. |
Time Warp | TW/BL | Time Warp is an instant cast spell that is not on the global cooldown, which increases Haste by 30% for 40 seconds for all party and raid members within 100 yards. This ability debuffs everyone with a debuff that prevents the possibility of benefiting from Time Warp, Heroism, and Bloodlust for the next 10 minutes. |
Arcane Intellect | AI | Arcane Intellect buffs the entire raid, giving them more Intellect. Mages are the only class that gives this buff, so most raids will want at least 1 Mage to ensure the raid has this buff. |
Polymorph | Poly | Polymorph, one of the most iconic Mage spells in the game, turns your target into a critter that cannot do anything while at the same time healing them. This spell does no damage. Instead, it heals your target, so it is not used in any DPS rotations. However, it is a very useful spell used very actively in PvP and sometimes in PvE content to reduce the number of enemies you are fighting at the same time. There are various collectibles to change the appearance of your Polymorphed target, but as a baseline, your target turns into a sheep. |
Cauterize | Caut | Gives you a cheat death ability. When you would normally die, you instead will be brought to 35% health, burning you then for 28% of your maximum health over 6 seconds, leaving you at 7% health if you receive no further damage or healing. Additionally, you cannot be slowed during these 6 seconds and gain a 150% movement speed. This effect can only occur once every 5 minutes. Keep in mind, Cauterize will not save you from death if you get hit by a single hit that deals more than 200% of your maximum health. |
Flamestrike | FS | Our main nuke on cleave and AoE. It has a long cast time, but can be made instant via Hot Streak. It also applies a small slow to enemies hit. |
Invisibility | Invis | Invisibility is a utility spell that makes you invisible over 3 seconds. It can be very useful to skip certain enemies in a dungeon or open world content. Additionally, it also completely drops your aggro over 3 seconds, which can be useful when you are at risk of getting aggro on enemies. |
Cone of Cold | Cone/CoC | Cone of Cold is an instant-cast spell that slows enemies in front of you. It is generally not used as a damage spell but purely as a control spell. |
Conjure Refreshment | - | Conjure Refreshment is a utility spell that generates food for you. If you are in a group, instead of directly creating food, it instead creates a table that you and your party or raid members can click to gain food instead. This food will regenerate health and Mana out of combat while eating it, but it does not provide any combat buffs like some other types of food. |
Slow Fall | - | Slow Fall is an instant-cast spell that, as the name suggests, makes you fall more slowly, avoiding any fall damage. You can also use this on other players to reduce their falling speed and fall damage. This is primarily used to save yourself from dying when falling from high places and in some niche PvP situations. |
Frost Nova | - | Frost Nova is an instant-cast spell that does a bit of damage to targets around you, freezing them in the process. This freeze effect stops them from moving but not from using any spells or abilities. The freeze effect can also break from damage, both yours or anyone else's damage. This spell is usually not used in a DPS rotation, but it is often used for its crowd control effects in PvP or open-world content. |
Frostbolt | - | Frostbolt is a spell that does a bit of damage and slows the target. It is generally not used in a DPS rotation. There are other ways to slow enemies that do not require casting that are often preferred, but it is sometimes used in niche situations in PvP. |
Portal | - | Portal is a spell that opens up a portal to a specific destination. There are multiple variants of this spell that open up Portals to most of the big cities in World of Warcraft. Anyone in your party or raid group can take this portal to quickly travel around the world. |
Teleport | - | Teleport is a lot like Portal, except instead of opening up a portal for you and your allies to use, it immediately teleports you to the designated city. |
Important Procs for Fire Mage
Fire Mage has several important procs that are very important to the normal rotation. These procs can almost be considered as being your real "primary resource." None of these passives will show in your talent tree or your spellbook, but they are there at all times from level 14 onwards.
Ability | Abbreviation | Description/Effect |
---|---|---|
Heating Up | HU | This is a passive that will proc any time your direct-damage spells score a Critical Strike. |
Hot Streak | HS | This is a passive that procs after you score a second critical strike in a row following Heating Up. This passive makes your next cast instant, and doubles the Mastery: Ignite value from the spell. We will nearly always use this proc on Pyroblast (see Basic Abilities), however, it can also be used on Flamestrike. |
To learn how to use these abilities together in your rotation, read the rotation part of our guide below.
Class Tree Active Abilities for Fire Mage
In this section, we will go over all the active abilities in the Mage general talent tree. Active abilities are abilities you can press yourself.
Ability | Abbreviation | Description/Effect |
---|---|---|
Blazing Barrier | Barrier | Blazing Barrier is an instant-cast spell that provides you with a shield that absorbs damage before your health pool. Additionally, while the shield is up; it causes some minor damage when you are attacked by melee while it is up. This is an incredibly strong defensive tool and proper usage of this will increase your survivability greatly. |
Ice Block | Block/IB | Makes you completely immune to all damage, and removes (almost) all debuffs from you. You are unable to do anything while in an Ice Block, but you can cancel it by pressing it a second time. |
Spellsteal | - | Spellsteal is a utility spell that steals one beneficial effect from your target and applies it to yourself for a maximum of 2 minutes. There are many powerful effects in all types of content that can be stolen with this spell, which can greatly boost your damage or survivability. |
Remove Curse | - | Remove Curse can be used to remove Curses from your raid or party. |
Mirror Image | MI | Mirror Image spawns 3 copies nearby, which will attack your enemies. While you have at least one copy alive, you will take 20% less damage. Any direct damage you take will cause one of the copies to be removed. These copies can not be controlled, but they do have a health bar and can die. Although the copies do some damage, it is primarily a defensive ability, as the damage they do is very low. The copies will also take aggro before you, which allows you to survive significantly longer in solo content. |
Alter Time | AT | Alter Time can be used as both a defensive and a mobility tool. Ten seconds after casting this ability or after pressing it a second time, you will be returned to your location and health from when you cast it. One common usage is to activate it right before a big hit and then re-activating it after the big hit to immediately heal back to full health. |
Mass Polymorph | - | Mass Polymorph is an AoE version of Polymorph, hitting all enemies within 10 yards. Due to the requirement to be within 10 yards of enemies to hit them, it loses significant value as it requires you to get in combat with the enemies before being able to Polymorph them. It can however still be used as a mass interrupt or for other niche situations. |
Slow | - | Slow is an instant cast spell that slows your target by 50%. It can be active on multiple enemies at the same time. It is a very effective tool for kiting enemies. |
Ring of Frost | Ring/RoF | Ring of Frost allows you to spawn a relatively big Ring of Frost in a targeted location that will incapacitate enemies for 10 seconds. Only enemies in the actual outer section of the circle, get incapacitated. Any damage will break the incapacitation effect. |
Ice Nova | - | Ice Nova is an instant cast spell that freezes your target and targets around it for 2 seconds. Although it does do some damage, it is generally not used for the damage aspect, as the damage is not high enough to make it worth casting just for damage. Unlike the Freeze from Frost Nova, the Freeze from Ice Nova will not break from damage, but it lasts significantly shorter. |
Shimmer | - | Shimmer replaces Blink when picked. Shimmer is an instant cast spell that has 2 charges and immediately moves you forward 20 yards. It does not apply a global cooldown and can be cast while casting other spells. Shimmer is one of the best mobility spells in the entire game. Unlike Blink, it will not break root or stun effects, but you can still cast it while rooted. Due to being usable while casting, Shimmer lets you get around the battlefield without giving up any DPS. |
Ice Floes | IF | Ice Floes, while placed in the same node as Shimmer, does not replace Blink when picked. It has 3 stacks, and just like Shimmer, it does not apply a global cooldown and can be cast while casting other spells. When you cast Ice Floes, your next spell will be able to be cast while moving. It is a very strong spell, but because it competes with Shimmer, it is not picked as often as it would be on its own node. Generally, people will pick between Shimmer and Ice Floes depending on personal preference. If you re-cast Ice Floes in the last 0.5 seconds of an existing cast when you already have Ice Floes active, it will not consume a charge. This allows you to get 5 casts while on the move if you do it perfectly. |
Blast Wave | BW | Blast Wave is an instant cast spell that does a bit of damage, but more importantly, it knocks all enemies close to you away from you and slows them by 70%. It is generally not used as a DPS ability but used only for its crowd control effects. The knockback will also interrupt enemies who are casting, if they are able to be crowd-controlled. |
Greater Invisibility | GI | Greater Invisibility is a very strong defensive ability. This can help your healers out in a lot of situations when high damage is incoming. It also removes some debuffs and often stops any type of targeted ability from hitting you. It replaces Invisibility. |
Dragon's Breath | DB | Dragon's Breath is another short-range instant cast crowd control spell. It will disorient all enemies in front of you for 4 seconds when cast, canceled by damage. It is often used as a way to interrupt targets in front of you, or to give you time to cast something else while the enemies are disoriented. Combined with various other talents, it is also used as part of your rotation. |
Shifting Power | SP | Shifting Power is a channeled AoE ability. While channeling, it will do decent damage to enemies around you while also decreasing the cooldown of all your spells by 12 seconds. The cooldown reduction is very significant for your shorter cooldown spells, but not very significant for your longer cooldown spells. |
Supernova | SN | A 25-second crowd control ability that knocks your target (if it is an enemy target) and surrounding enemies into the air. This can be used both on enemy and friendly targets but will only knock up enemy targets, and does double damage to the primary target. Although this ability does damage, the damage is very lackluster and is primarily used for its crowd control effect. |
Displacement | - | Displacement is another instant-cast mobility spell that teleports you back to the location you last used Blink (or Shimmer, if talented) from. |
Mass Barrier | - | Applies Prismatic Barrier to yourself and your 4 closest allies. Keep in mind this does not apply the cooldown on your Barrier, so even without any allies, it still provides defensive value. |
Mass Invisibility | - | Makes you and all your party or raid members invisible for 12 seconds. The invisibility breaks when any ability or item is used and does not work if applied when already in combat. Incantation of Swiftness does not apply to the invisibility gained from Mass Invisibility. |
Class Tree Passive Abilities for Fire Mage
In this section, we will go over all the passive abilities in the Mage general talent tree. Passive abilities are abilities you cannot press yourself but instead apply some effect to other abilities.
Ability | Abbreviation | Description/Effect |
---|---|---|
Overflowing Energy | - | Overflowing Energy boosts the damage of your critical strikes by 10%. Additionally, it will increase your chance to critically strike by 2% every time you fail to crit, stacking up to 5 times (10%). Whenever you crit, the bonus chance resets to 0%. |
Incanter's Flow | IF | Incanter's Flow increases your damage by 2-10%, cycling every 10 seconds. |
Winter's Protection | - | Winter's Protection reduces the cooldown of Ice Block. |
Tempest Barrier | - | Tempest Barrier gives you an absorb shield based on your maximum health any time you use Blink, or Shimmer if talented. This is a strong defensive passive, especially combined with Shimmer. Keep in mind the absorb does not stack if you cast Shimmer twice within quick succession. |
Incantation of Swiftness | - | Incantation of Swiftness gives you increased movement speed after casting Invisibility or Greater Invisibility for 6 seconds. |
Arcane Warding | - | Arcane Warding reduces all magic damage you take by a small amount. |
Cryo-Freeze | - | Cryo Freeze heals you based on your maximum health while inside Ice Block. This also works when combined with Ice Cold, causing you to heal significantly even when not stuck in an Ice Block. |
Reduplication | - | Reduplication reduces your Mirror Image's cooldown by a small amount whenever one dissipates due to direct damage. This means whenever you take direct damage, and one of your Mirror Images disappears due to it, not when a Mirror Image dies due to being attacked. |
Reabsorption | - | Reabsorption heals you for based on your maximum health whenever one of your Mirror Image's dissipates due to direct damage. This means, whenever you take direct damage and one of your Mirror Images disappears due to it, not when a Mirror Image dies due to being attacked itself. |
Quick Witted | - | Quick Witted reduces your Counterspell cooldown when you successfully interrupt an enemy with Counterspell. |
Master of Time | - | Master of Time reduces the cooldown of Alter Time. Additionally, whenever Alter Time expires, or you press it a second time, it also resets the cooldown of Blink (or returns one stack of Shimmer, if talented). |
Diverted Energy | - | Diverted Energy causes your Blazing Barrier to also heal you for a portion of the damage it absorbs. |
Mass Slow | - | Mass Slow makes it so that your Slow applies to all enemies within 5 yards of your target. Keep in mind that 5 yards is quite small, so it generally will not hit too many targets. |
Improved Frost Nova | - | Improved Frost Nova increases the duration of Frost Nova by 2 seconds. Keep in mind this will not make it break slower from damage. |
Rigid Ice | - | Rigid Ice allows the freeze from Frost Nova to withstand more damage before breaking. Although this sounds like it would help a lot, Frost Nova breaks quickly from damage, and if you are actively damaging a frozen enemy, they will still break long before the full duration of the Freeze is over. This talent is mostly useful to avoid damage over time effects or incidental damage from breaking your Freeze. |
Tome of Rhonin | - | Increases your Critical Strike chance by 2%. |
Tome of Antonidas | - | Increases your Haste by 2%. |
Volatile Detonation | VD | Reduces the cooldown of Blast Wave and greatly increases the distance of its knockback. |
Energized Barriers | - | Causes Blazing Barrier to have a small chance when struck by a melee attack to give you a Fire Blast proc. Additionally, casting Blazing Barrier will remove all snare effects. |
Frigid Winds | - | Increases the snare effects of all your snares by an additional 5/10%. This works for all snares, not just Frost spells. |
Flow of Time | - | Reduces the cooldown of Blink (or Shimmer, if talented) by 1 second. (per talent point, max 2 points) |
Temporal Velocity | - | Increases your movement speed after you Blink (or Shimmer, if talented) for 2 seconds, or for 5 seconds after returning from Alter Time. |
Ice Ward | - | Gives Frost Nova a second charge. |
Time Manipulation | - | Reduces the cooldown of your crowd control abilities by 1 second any time you cast Fire Blast. |
Accumulative Shielding | - | Causes your Blazing Barrier to recharge its cooldown 30% faster while the shield is active. |
Barrier Diffusion | - | Whenever any of your barriers are removed, it reduces their cooldown by 4 seconds. |
Freezing Cold | - | Causes your Cone of Cold to freeze enemies for 5 seconds instead of slowing them. Additionally, whenever any of your roots expire or are dispelled, the enemies will be slowed by 80%, decaying over 3 seconds. |
Time Anomaly | TA | Gives you a chance to randomly proc Combustion for 1 second, a charge of Fire Blast, or Time Warp for 6 seconds. The Time Warp proc can happen even while you have Temporal Displacement. |
Inspired Intellect | - | Arcane Intellect grants an additional 3% Intellect. |
Spec Tree Active Abilities for Fire Mage
In this section, we will go over all the active abilities in the Fire talent tree. Active abilities are abilities you can press yourself.
Pyroblast and Fire Blast are technically talents, but they are part of the first 3 nodes and required to pick to be able to go down the tree, so they are described under the base abilities section.
Ability | Abbreviation | Description/Effect |
---|---|---|
Phoenix Flames | PF | An instant cast spell with 2 charges that does decent damage to your target and limited damage to any targets near your target. It is primarily used as a Heating Up / Hot Streak generator due to being a guaranteed critical strike when combined with Call of the Sun King. |
Scorch | - | This is a low-damage ability that can be cast while moving. On enemies below 30% health, it is guaranteed to critically strike, making it a very good way to generate Hot Streak procs when fighting low-health enemies. Additionally, it also provides movement speed when hitting low-health enemies. |
Combustion | - | Our big DPS cooldown. It lasts 10 seconds (by default), increasing our Critical Strike by 100%. This ability is off of the Global Cooldown, and it can be cast while you are casting other spells. Since it makes all spells guaranteed crit: it allows you to chain a lot of instant spells due to the constant Hot Streak generation, making it very strong for both single target and AoE situations. |
Meteor | - | An instant ability, that after 3 seconds lands on the targeted area, dealing a chunk of initial damage, followed by a damage over time effect for 8 seconds. Both effects deal AoE damage, but only the initial hit is reduced beyond 8 targets. The falling speed increases with your Haste. |
Spec Tree Passive Abilities for Fire Mage
In this section, we will go over all the passive abilities in the Fire talent tree. Passive abilities are abilities you cannot press yourself but instead apply some effect to other abilities.
Ability | Abbreviation | Description/Effect |
---|---|---|
Firestarter | FS (sometimes) | Makes your Fireball and Pyroblast always crit on targets above 90%. This is incredibly strong on targets that are above 90% for a long time. |
Pyrotechnics | - | Causes your Fireball to get 10% increased chance to critically strike every time it fails to critically strike until Fireball successfully crits, avoiding very long chains of bad luck. |
Fervent Flickering | - | Fervent Flickering reduces the cooldown of Fire Blast by 2 seconds. |
Call of the Sun King | - | Causes your Phoenix Flames to have one additional charge, for a total of three, and making it a guaranteed crit. |
Majesty of the Phoenix | - | When Phoenix Flames hits 3 or more targets, your next two Flamestrikes have their cast time reduced by 1.5 seconds, and their damage increased by 20%. |
Surging Blaze | - | Reduces the cast time of Pyroblast and Flamestrike by 0.5 seconds and increases their damage by 10%. |
Lit Fuse | - | Consuming Hot Streak has a 15% chance to grant you Lit Fuse. Lit Fuse causes your next Fire Blast to apply Living Bomb to the target. Living Bomb is a debuff that explodes and deals damage to the main target and enemies surrounding it after 2 seconds. When it explodes, up to 3 nearby enemies get a Living Bomb applied to them, which also explodes again after 2 seconds. This chaining can only happen once, so a maximum of 4 bombs can be created from a single Lit Fuse proc. If you get multiple Lit Fuse procs and thus multiple Living Bombs that go on the same target, the previous Living Bomb will explode and be replaced by the new one. |
Improved Scorch | - | Further increases the strength of your Scorch when your target is below 30%, by applying a debuff to your target that increases the damage it takes from you by 6%, stacking up to 2 times, lasting 12 seconds. Applying a new stack refreshes the duration. |
Scald | - | Further increases the strength of your Scorch when your target is below 30%, causing it to do 300% more damage. |
Heat Shimmer | - | Gives your Mastery: Ignite a small chance to make your next Scorch instant and act as if the target is below 30%. |
Flame On | FO | Increases Fire Blast charges by 2, to 3. |
Flame Accelerant | - | Every 12 seconds, your next Fireball, Flamestrike or Pyroblast has a 40% reduced cast time. This proc does not get consumed when you cast an instant Flamestrike or Pyroblast while it is up. |
Critical Mass | CM | Increases the critical strike chance of all spells by 5%. This increases the base crit chance, so if you have a 50% chance to crit, this talent would increase your spell crit chance to 55%. Additionally, you gain 10% more critical strike stat from all sources, like gear, enchants, buffs, etc. Your character sheet's critical strike change will already include both this 5% base crit and 10% more crit from all sources. |
Sparking Cinders | - | Living Bomb explosions have a small chance to cause your next Pyroblast by 10%, or Flamestrike by 20%. |
Explosive Ingenuity | - | Increases your chance to proc Lit Fuse by 10%, and causes Living Bomb to do 25% more damage. |
Inflame | - | Increases the Mastery: Ignite from your Pyroblast and Flamestrikes to do 10% more damage if they are cast via Hot Streak. |
Ashen Feather | - | Makes Phoenix Flames do 25% more damage on single target and apply Mastery: Ignite at 150% effectiveness. |
Alexstrasza's Fury | AF | Causes your Dragon's Breath to always critically strike and also contribute to Hot Streak / Heating Up. Additionally, it causes it to do 50% more damage. |
Intensifying Flame | - | Causes Mastery: Ignite to do 15% more damage as long as it is on 3 or fewer enemies. |
Controlled Destruction | CD | Causes your Pyroblast to apply a debuff that increases the damage the target takes by 0.5%, stacking up to 50 times. (25%) This debuff does not expire but can be dispelled by certain phase changes or in PvP by magic dispells. |
Flame Patch | FP | Strengthens your Flamestrike by making it drop an additional patch of Fire on the floor that deals significant damage to enemies that remain in it over 8 seconds. The Flame Patch is a ground effect that enemies must remain in for it to do its damage. |
Quickflame | - | Strengthens your Flamestrike by making it do 20% more damage. |
Convection | - | If Living Bomb has no additional targets to spread to, it will instead apply itself again to the original target. Just like with Living Bomb spreading to other targets, this can only happen once. |
Master of Flame | - | Causes your Mastery: Ignite to do an additional 15% damage when Combustion is not active. Additionally, Fire Blast will spread Ignite to an additional 2 targets while Combustion is active for a total of 5 targets. |
Wildfire | WF | Causes you to do 3% more critical strike damage. When you activate Combustion, gain an additional 2% critical strike damage, and 4 nearby allies gain 1% critical strike chance. |
Improved Combustion | - | Causes Combustion to also increase your Mastery (the bonus damage generated via Mastery: Ignite) by an amount equal to 75% of your Critical Strike rating, and increase the duration of Combustion by 2 seconds. |
Spontaneous Combustion | - | Your Combustion maxes out your Fire Blast and Phoenix Flames stacks. |
Feel the Burn | BM/FTB | Sometimes abbreviated as "BM," from its old name, "Blaster Master." Empowers your Fire Blast and Phoenix Flames to increase your Mastery: Ignite by 2%, stacking up to 3 times for 5 seconds. Applying a new stack will reset the duration to 5 seconds. |
Mark of the Fire Lord | - | Flamestrike and Living Bomb apply Mastery: Ignite at double the normal value. |
Fevered Incantation | FI | Causes each consecutive critical strike to increase your critical strike damage by 1% per stack, stacking up to 4 times, lasting 6 seconds. Any critical strike will reset the duration of all stacks to 6 seconds. Any time you do not critically strike, it resets back to 0 stacks. During Combustion you will max this out all the time, but outside of Combustion, you do not often reach maximum stacks, at least not for long. |
Kindling | - | Causes all of your Hot Streak / Heating Up generators to also reduce the cooldown of your Combustion by 1 second any time they critically strike. Flamestrike reduces it by 0.2 seconds per target hit, maxing out at 1 second or 5 targets. |
Fire's Ire | - | Outside of Combustion, increases your critical strike chance by 2.5% per point (up to 2 points). This will show on your character sheet. During Combustion, you will instead gain 2.5% critical strike damage per point (up to 2 points). |
Pyromaniac | - | Gives you a 6% chance when you consume Hot Streak to immediately fire off Fire the spell of a second time, at 50% effectiveness. This second spell benefits from all bonuses of Hot Streak. |
Molten Fury | - | Makes you do 7% more damage to targets below 35% health. |
From the Ashes | FtA | Phoenix Flames does 15% more damage and reduces the cooldown of Phoenix Flames by 1 second any time your direct hits critically strike. |
Fiery Rush | - | Causes your Combustion to also increase the speed at which your Fire Blast and Phoenix Flames recharge by 50%, allowing you to throw out a lot of Pyroblasts or Flamestrikes during Combustion. |
Firefall | - | After damaging an enemy with Fireball or Pyroblast 15 times, your next Fireball will throw down a Meteor on the target. This Meteor functions the same as a standard Meteor cast, meaning it also takes 3 seconds to fall down, so is likely to miss on moving targets. |
Explosivo | - | Combustion also grants Lit Fuse. During Combustion, Living Bomb does 30% more damage and Lit Fuse has a 30% higher chance to proc. |
Hyperthermia | - | Gives your Hot Streak a small chance to make all your Pyroblasts and Flamestrike to be instant cast and guaranteed crit. This can not proc during Combustion. |
Phoenix Reborn | - | When your direct damage spells hit an enemy 25 times, your next 2 Phoenix Flames do double damage, and refund a charge on use. |
Sun King's Blessing | SKB | Causes you to gain Combustion for 6 seconds after using a non-instant Pyroblast after consuming 10 Hot Streaks. The non-instant Pyroblast triggering the Combustion will do 260% more damage, and it will also benefit from the Combustion, causing it to be a guaranteed crit. |
Unleashed Inferno | - | While Combustion is active, your Pyroblast, Fireball, Fire Blast, Scorch and Phoenix Flames deal 60% more damage and reduce the cooldown of your Combustion by 1.25 seconds. Flamestrike instead deals 35% more damage, and reduces the cooldown of Combustion by 0.25 seconds per target, up to 1.25 seconds. |
Deep Impact | - | Increases Meteor now also applies Living Bomb to 1 target. Additionally, reduced Meteor's cooldown by 15 seconds, down to 30 seconds. |
Blast Zone | - | Lit Fuse now applies Living Bomb to 3 targets, and the explosion of Living Bomb can now spread to 5 enemies. |
Hero Talents Abilities for Fire Mage
In this section, we will go over the important abilities from the different Hero Talents for Fire Mage.
Sunfury
Ability | Abbreviation | Description/Effect |
---|---|---|
Spellfire Spheres + Rondurmancy | - | Grants a stacking buff ( Spellfire Spheres) every 6 times you consume Hot Streak that increases your damage. Stacks up to 3 times by default, but can be increased to 5 via Rondurmancy. Various other Hero Talents also interact with these Spheres. |
Mana Cascade | - | Grants a buff that increases your Haste every time you cast Arcane Blast or Arcane Barrage. It can stack up to 10 times, but every stack has an independent timer. This means if you are on 10 stacks and cast a new Arcane Blast/Barrage, it will not refresh the duration of all other stacks, but simply replace the shortest duration stack. |
Invocation: Arcane Phoenix + Codex of the Sunstriders | - | When you cast Combustion, it spawns an Arcane Phoenix. This only works for Combustion you cast yourself, not ones generated by Time Anomaly or Sun King's Blessing. The Phoenix casts various spells from both the Fire and Arcane school. By default, it casts "simple" spells like Arcane Barrage and Flamestrike, but with the Hero Talent Codex of the Sunstriders, it can also cast "Exceptional" spells like Arcane Surge and Greater Pyroblast. Additionally, each time your Phoenix consumes a Sphere like this, it grants you Lingering Embers. This buff is mostly there to make up for the fact the Phoenix consumes a stack of Spellfire Spheres. |
Burden of Power + Glorious Incandescence | BoP + GI | Whenever you spawn a Spellfire Spheres, you get the Burden of Power buff. This is a very important proc, that makes your next Pyroblast or Flamestrike do significantly more damage. After consuming Burden of Power, you get Glorious Incandescence, which makes your next Fire Blast spawn 4 Meteorites on its target. These Meteorites are hard-hitting and make up a decent bit of your total damage. Additionally, each Meteorite hit reduces your Fire Blast cooldown by 0.1 seconds, for a total of 0.4 seconds. |
Savor the Moment | - | Increases the duration of Combustion by 0.5 seconds for each Spellfire Spheres you have, capped to 2.5 seconds. This only works for Combustions you cast yourself, not ones generated by Time Anomaly or Sun King's Blessing. |
Sunfury Execution | - | Causes Scorch to be a guaranteed critical strike starting at 35% instead of 30%. Keep in mind it does not increase the threshold for Improved Scorch or Scald. |
Ignite the Future | - | Makes your Phoenix cast an "Exceptional" spell when you generate a Spellfire Spheres. Exceptional spells are Greater Pyroblast, Arcane Surge, and similar hard hitting spells. |
Memory of Al'ar | - | During Combustion, you get twice as many stacks of Mana Cascade. The tooltip incorrectly calls it Mana Addiction, but it refers to Mana Cascade. Additionally, after Arcane Phoenix ends, you get Hyperthermia for 2 seconds + 0.5 seconds of each exceptional spell your Phoenix cast. This usually ends up around 4 or 5 seconds. All of these effects only occur after Combustions you cast yourself, not ones generated by Time Anomaly or Sun King's Blessing. |
Frostfire
Ability | Abbreviation | Description/Effect |
---|---|---|
Frostfire Mastery | - | Gives you a stack of Fire Mastery whenever you cast a Fire spell and Frost Mastery whenever you cast a Frost spell. Fire Mastery gives you 1% haste per stack, whereas Frost Mastery gives you 1% mastery per stack. Both stack up to 6. These stacks expire independently, so whenever you cast a Fire or Frost spell, it does not refresh the duration of any of your already existing stacks. |
Frostfire Bolt | - | Replaces Fireball. Has the same cast time as Fireball but does Frost and Fire damage, so applies both Frost and Fire Mastery stacks. It also applies a small damage over time effect and slows your target. |
Isothermic Core | - | Your Meteor now also drops down a Comet Storm with increased damage. |
Severe Temperatures | - | Whenever you cast any Fire or Frost spell (including Frostfire Bolt), it has a chance to increase the damage of your next Frostfire Bolt by 10%, stacking up to 5 times. |
Thermal Conditioning | - | Frostfire Bolt has a 10% faster cast time. |
Frostfire Infusion | - | Your Frost and Fire spells have a chance to fire off a bolt of Frostfire. This is not the full Frostfire bolt and does not generate Heating Up / Hot Streak or interacts with any of your abilities; it just does some damage. Importantly, it also generates Frost and Fire Mastery. |
Excess Frost | - | Whenever you max out Frost Mastery (6 stacks), your next Phoenix Flames also casts Ice Nova with increased damage and reduces the cooldown of Meteor by 5 seconds. |
Frostfire Empowerment | - | Gives all of your Frost and Fire spells a chance to activate Frostfire Empowerment. This makes your next Frostfire Bolt instant, deal significantly more damage and explode for AoE damage. |
Excess Fire | - | When your Fire Mastery reaches max stacks (6 stacks), you next Fire Blast also applies Living Bomb with increased damage. When it explodes, the cooldown of Phoenix Flames is reduced. |
Flash Freezeburn | - | Frostfire Empowerment now also maxes out your stacks of Frostfire Mastery and refreshes the duration. Additionally, activating Combustion also activates Frostfire Empowerment. Unlike most other effects triggered by Combustion in the Frostfire tree, this effect does proc even from Combustions gained via Time Anomaly and Sun King's Blessing. |
Changelog
- 21 Oct. 2024: Reviewed for Patch 11.0.5.
- 09 Sep. 2024: Removed mention of bug on Ignite the future after the bug fix.
- 28 Aug. 2024: Updated some spell descriptions.
- 21 Aug. 2024: Updated for The War Within.
- 23 Jul. 2024: Updated for The War Within Pre-Patch.
- 07 May 2024: Reviewed for 10.2.7.
- 22 Apr. 2024: Reviewed for Season 4.
- 19 Mar. 2024: Reviewed for Patch 10.2.6.
- 15 Jan. 2024: Reviewed for Patch 10.2.5.
- 06 Nov. 2023: Reviewed for Patch 10.2
- 04 Sep. 2023: Reviewed for Patch 10.1.7
- 10 Jul. 2023: Updated all spells and talents for the Fire Mage rework of 10.1.5
- 01 May 2023: Cleaned up some descriptions to be more clear.
- 20 Mar. 2023: Reviewed for Patch 10.0.7.
- 24 Jan. 2023: Reviewed for Patch 10.0.5.
- 11 Dec. 2022: Reviewed for Dragonflight Season 1.
- 28 Nov. 2022: Updated for Dragonflight launch.
- 24 Oct. 2022: Updated for Dragonflight pre-patch.
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This guide has been written by Dutchmagoz. Dutchmagoz is a Mythic raider in one of the top raiding guilds, Turtles and the owner of the Mage Discord server, Altered Time, where he is involved in all things Mage, and you can reach out to him directly for feedback or questions about the guide.
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