Vanilla WoW: Mage Guide - PvE, PvP, Gear, Professions, Talents, Leveling
Mages, as a class, tend to have a distinctly unique amount of useless misinformation left fallow among messages boards both old and new.
As a whole, fire is the most versatile and reliable of the three mages specs, and tends to do the most overall damage throughout all gear levels.
There are specific gear sets and group compositions in which another spec will grant you more damage- the most well known of these is Arcane.
Please see the FAQ for full explanations of when that is, and more importantly why that is.
Spells and Abilities 1.
Global Cooldown Global Cooldown is a mechanic WoW uses to standardize the number of available actions a player can take in a timespan to prevent ping, macros, or bots to gain an unfair advantage.
Every time you perform an action on the GCD, you will be prevented doing anything that is also a GCD-inducing action for 1.
There are very few spells that are off the Check this out, and fairly all of them are self-buffs.
Everything else is subject to this 1.
Spell haste only reduces GCD when used with a spell.
For obvious reasons, this is not a viable stat to reach for, nor does it particularly benefit us.
This is because most of our spells have cast times that are longer or equal to the GCD.
Aside from instant cases like fire blast, no spell we use is GCD-capped.
Combustion, Icy Veins, Presence of Mind, and Arcane Power are off the GCD entirely, as are your trinkets.
A neat trick to keep in mind is that, while you are casting or channeling, you incur no GCD in combat for swapping weapons.
You can use this to cast evocate, and swap to a weapon with large amounts of intellect to boost your return.
Please note that Feenix is currently bugged and does not allow weapon swaps during channeling.
Aggro The second concept is one that you will quite literally live and die by.
Aggro as a non-tanking class is very simple.
Whoever has aggro is the person the boss is trying to kill, and will be referred to herein as the tank, for simplicity.
Typically your spells cause one point of threat per point of damage done to the boss, subject to modifiers.
There are a couple of ways that aggro can change.
The next way is that you pull the monster.
The key point here is that the person the monster attacks is not necessarily the highest threat player.
Hitting the monster will alert it.
I should point you back to how taunt works- it gives the tank instant aggro and threat equal to the person who had aggro.
It doe not give them threat equal to the highest threat player on the table, and it does not give him 110% or 130% of that threat.
The tank taunting does not mean you are safe.
Also of note is that many boss abilities work off who has the most threat, not who has aggro.
The third and fourth ways are similar- the tank has an invalid amount of threat.
An example of this is the death or CC of the tank, a threat wipe or threat drop on the tank feign death, invisibility, fade, boss abilityand finally being unable to attack the tank i.
The monster will immediately swap targets to the person with the highest threat that it can currently attack.
Watch your threat at all times.
Pulling aggro on a boss likely means you, and you alone, have just wiped the raid.
Even if you tanks manage to save the raid from your mistake, dead mages do no DPS.
Against logic, the spell will finish casting, and if you used another spell it will automatically go off as well!
The basic sequence of events when you cast a spell is thus: Your client sends a message to the server requesting a spell cast.
If the server says you article source in a state to begin a spell cast, it starts counting up and sends a message to your client that you are casting.
Your client receives this message and locks you out of actions.
Eventually, the server finishes counting down.
It casts the spell and sends your client a message saying the spell has been cast.
This does not mean that it will automatically queue another spell up for the server to autocast- you must still send cast requests before your client thinks you are finished casting, but after the server declares you are finished.
For this reason, the addon Quartz is recommended so that you know exactly when the server finishes casting your spell so you can start your new spell.
Another option is mashing the button really fast, but on retail this could cause issues with getting locked into a GCD rotation with nothing casting while using Scorch and instant cast spells.
If you run into it while mashing, please tell me.
Pushback When source health physically drops as a result of direct damage, the spell you are currently casting is subject to pushback.
Pushback increases the length of time it takes to cast your spell, and is very predictable.
For a spell with a cast time, the first hit you take while casting that spell increases your cast time by a max of 1.
The second hit 0.
If you are hit more than five times in a single spell cast, you are immune to pushback.
Pushback is determined on a per-spell basis.
You cannot be pushed back more than the spells total cast time; e.
Channeled spells, like Evocation, work a little differently.
Each instance of pushback will remove from your channel half the channel time left.
Since Evocation ticks every 2 seconds over an 8 second channel, this means that you can actually lose more or less than half the channeled time left depending on when you get pushback.
DoT damage does not cause pushback.
Damage that is fully shielded or absorbed does not cause pushback.
You cannot be effected by pushback during the effects of Icy Veins.
Five Second Rule The five second rule determines your mana regeneration.
Things like Mage Armor, which give 30% of your non-casting regen during casting, simply restore a portion of your full rate.
Keep in mind that the five second rule is only activated on mana expenditure.
Clearcasting will not put you within the five seconds, and cancelling a fireball cast before it finishes means you do not disrupt your mana regen.
You can combine spells that cost click the following article up front e.
Arcane Missiles with a spell that has a cast time and breach the five second rule for a small amount of extra regen.
Mana regen ticks every 2 seconds, and your mana regen is prorated over that two seconds if your regen changes.
AoE Spell Damage Cap Most AoE spells have a damage cap, an amount that is the maximum non-crit non-modified damage that the AoE can do per cast.
For the purposes of damage caps, modifiers, even crit, does not count towards the cap in any way- they are effectively free damage.
With 10 mobs, you would hit each for 1,000, totaling 10,000 damage.
You do full damage.
With 15 mobs, you would hit each for 1,000, totaling 15,000 damage.
You would hit each for 1,500 damage, totaling 22,500 damage.
This is over the cap, but you still do 1,009 damage to each instead of the aforementioned 673.
Extra damage gained from modifiers like Curse of Elements, Molten Fury, and Playing With Fire also count as free damage.
Get used to casting this often and constantly.
This spell has a base 3.
This spell has a relatively slow travel time that you can abuse- at max range you can have nearly half of another fireball cast to best ac harrahs slots at play the first one even hits.
This spell takes a moderate amount of mana.
Fireblast: This is an instant cast, 8 second cooldown untalented direct damage spell.
It has a higher base damage than fireball, but scales worse with your spellpower.
You can queue into a Fireblast, but because its only cooldown is the GCD, you cannot queue any spell after it.
Scorch: Scorch is a base 1.
Two scorches can be cast in the time of one fireball for roughly 90% of the damage but 84% of the mana.
Consider this a 15% buff to your overall damage at the cost of having to occasionally best elemental 1 6 in shaman slot scorch.
Because this spell has a 1.
There is never a situation in which you should use pyroblast.
It is a base 6.
Unfortunately, two fireballs cast in the same amount of time do more damage than pyroblast.
Although it may seem tempting, do not start a fight with pyroblast in an attempt to get around the lengthy cast time- you will very likely pull aggro or screw the pull up.
Spell Crit Rating 22.
That is 202 hit rating.
Nearly every fire spec is based off having these 44 talents, and then spending your remaining 14 points.
The basic rule of thumb is that you should use this until you have enough gear to not run out of mana on boss fights with Icy Veins.
The points included are the ones most typically given.
This spec leaves you with 4 points you can spend on AoE talents, see the AoE Section for more information.
Like with the last spec, you have options in your secondary tree.
Finally, you have 6 points to spend on AoE.
See In-Depth Examinations for which talents are best in your specific situation, as well as the AoE section for which AoE talents you should pick.
Allows access to double Ice Block through Cold Snap.
The ability to double Icy Veins prevents the damage reduction from being too catastrophic.
The use of this talent is situational, wow best in slot fire mage />The first use is for reducing raid boss resistances against bosses that have more than the baseline magic resistance, such as Supremus.
It, like all magic penetration, does nothing against the baseline magic resist bosses have that grant them a 1% chance to resist your spells when hit capped.
The second, more important, use, is that it will reduce the threat on your Arcane Explosion by 40%, which allows you to use it earlier in a pull and have little chance of pulling aggro.
While Arcane Explosion spam is the third highest sustained DPS rotation, and has the worst MPS, it is by far the source AoE spell a mage has with this talent, with very close to no danger of pulling aggro and dying.
For this reason, this talent should be valued.
As a fire mage, the only arcane spells you typically use are Arcane Explosion, Spellsteal, Counterspell, and Polymorph.
A preferred tier 1 option for dumping points in if you need to get to the second tier of the Arcane tree, as it will help your arcane explosion reach hit cap, and your spellsteal while in your likely low-hit Krosh Firehand tanking gear.
Put no more than three points in it- the other two should go in Arcane Subtlety.
Once you reach low tier-4 levels of gear, you should no longer need to go this deep into the Arcane tree.
Never attempt to alter your rotation based on whether you have a clearcasting proc- it is always a DPS loss.
There is never a situation where you should not have this talent as a fire mage.
No reason to grab this.
Ignite is the mage version of this.
Useful as it https://jakeenglish.info/best-slot/best-free-online-slot-game.html you more options in fights with positional requirements, and lets you stay just out of range of most boss AoE.
This talent just makes it a slightly larger DPS boost for a large mana cost increase.
Not worth getting- if you want to play at managing mana expenditure for extra damage, Arcane does it much better.
See the AoE section to see if your use case is right for Blast Wave.
It also gives you spell pushback resistance, which is something a lot of people tend to take for granted.
You should be grabbing this.
Scales quite well with gear.
This gives a lot of crit.
Not as fantastically nice as some of the other deep fire talents, but still very solid all around.
This talent is so strong we actually consider this to be a cooldown that you should try to time your other cooldowns with it.
Nice bit of extra damage to your main spell.
This gives you +3% spell hit to frost and fire spells, which is 37.
Swap it for something better.
Best to put some points here tier 1, at least you can throw a frostbolt at a boss if you get fire locked for some reason.
Even though you only need 2 points in it to get to tier 2, keep it in mind as a place for dumping talent points to move down the frost tree.
You will never use most spells that could proc this, and in situations where you are blizzard kitingyou hardly want to root an enemy.
Mostly pointless unless you also grab Improved Blizzard in the next tier.
If you have no haste, this spell alone will drop your fireball to a 2.
Never forget that it also gives you 100% interruption to casting!
The number of points you put in this talent is deceptive.
This is because in World of Warcraft, a stronger slow will remove and replace a weaker slow.
The Chill effect lasts for 1 second untalented, so you may be overwriting a long duration hamstring with a 1 second slow that is only reapplied while in the aoe target!
Filler talent, not recommended.
The rest of the talents: If you want to go deeper into frost, you should probably just spec frost.
This typically manifests itself as a Fireball x 7-8, Scorch x 1 and repeat rotation.
The more fireballs you weave between scorch, the better your DPS, but letting scorch drop off is catastrophic to your DPS.
If you have less than hit cap or bad latency, 6-7 or less fireballs is recommended.
This is because the scorch debuff lasts 30 seconds, and fireball takes three seconds to cast.
You will finish your scorch cast in this rotation with 1.
Blizzard has the worst base damage and scaling of all of your AoE spells, and should typically only be used for the utility of the slow if you specced into it.
So strong, in fact, that you should be careful with it.
The blizzard slow only lasts 4.
For dealing raw burst damage, the three instant cast spells reign supreme.
This is hampered by their incredibly high mana cost and long cooldowns that prevent being spammed.
Arcane Explosion, a similar mana hog, has lower base damage but a higher scaling.
The spells allow for very high AoE damage in a short burst.
This means that you can start AoE much sooner and safer, if you have the mana to keep it up.
The final AoE spell is Flamestrike.
Flamestrike is unusual to use because it deals a moderate amount of AoE direct damage upon cast, and then ticks for more damage afterwards.
Multiple ranks of Flamestrike, however, do stack.
Alternating Rank 7 and Rank 6 awards 3 ticks of each DoT per salvo, at a significantly better damage per mana than any other AoE spell mentioned thus far.
A delayed rotation consisting of casting Rank 7, Rank 6, and then more info 2 seconds allows 4 ticks of each DoT.
The damage per mana spikes here, since you invoke two mana regen ticks from the five second rule, at a reasonable loss in DPS that is still superior to spamming Rank 7 alone.
Keep in mind that Flamestrike has a damage cap of 7830, while Arcane Explosion has a cap of 10100.
This should influence your choice of AoE spell at sufficient mob or spellpower numbers.
The key with AoE situations is determining how much mana you have available to AoE- you can almost always trade your mana for more AoE damage.
There is a threshold a mob must live past for scorching to be worth it.
The faster your group gets the scorch buff established, the faster everyone in your raid is doing full damage.
Scorch has a 1.
How Long Should a Mob Live to Make Scorching Worth It?
A good general rule of thumb is that if you have multiple mages, have at least 2 of them cast scorch every 8-9 fireballs, or even every mage casting scorch every 8-9 fireballs.
The DPS loss of the extra scorches is negligible compared to the DPS loss a lost scorch stack would cause.
Remember, even at spell hit cap, you always have a 1% chance to be fully resisted.
Obviously, if someone jumps the gun and refreshes it early, then you can restart your count.
Think about what may have caused them to refresh early, however- is a boss event involving movement or pushback coming up?
You may want to scorch a bit early as well.
The first and most obvious is that you use fireblast to finish a monster off.
Fireball has a slow travel time, so use of scorch and fireblast to finish a monster off that might die before fireball hits is always beneficial.
Molten Fury is one of our strongest power spikes in a fight, and we should strive to pack as much damage into that spike as we can.
Another situation is movement- as an instant cast, fireblast allows you to cast while moving.
Movement is still a DPS loss overall, but fireblast can mitigate that to a certain extent, as movement is typically necessary to avoid being killed in raids.
Fireblast has a slightly higher base damage than fireball, poorer scaling with spell power, a similar mana cost, and can be used in half the time 1.
The standard rule of thumb is that if you have little enough spellpower that fireblast does more than 1.
Keep click at this page mind this will alter your rotation for keeping scorch visit web page, and that fireblasting on CD will use an immense amount of mana- fireblast has less than half the damage per mana of fireball.
If you have the mana supply to keep it up it is a damage increase.
The counterargument to this is that in real gameplay, fireblast uses entirely too much mana during a long fight, and more crucially it adds a positioning requirement to the fight, since fireblast has 15 yards less range than a fireball.
In nearly every situation, it is not worth the added hassle just click for source mana requirements to fireblast on cooldown as part of your rotation.
During Molten Fury, if you have the position to cast Fire Blast, you can use it as a mana dump.
Try not to use it during haste buffs, however- the haste benefits cast spells more than instant cast, even with haste effecting GCD.
As a side note, retail also suffered a bug where, if a fireblast was cast while a fireball was in mid-air, the ignites would not properly stack if both crit, resulting in a loss of ignite damage in all cases.
I have not confirmed if private servers carry this bug as well.
If it does, this devalues fireblast to the point of near-uselessness.
However, it takes a lot of experience and communication to properly use your cooldowns.
The first rule of thumb is that most cooldowns give a greater advantage when used together rather than separately.
This is intentional- this is in fact your strongest cooldown window.
From there, you should work backwards.
It does not change their damage, only the speed at which they come out.
It does not assist fireblast.
Icy Veins, however, has a caveat- it also makes you immune to spell pushback, which can be even more useful than its haste in some fights.
Modifier cooldowns increase your damage by a percentage, and are a strange beast.
They also, however, stack incredibly well with themselves.
Your modifier cooldowns are Molten Fury, Combustion, and Improved Scorch.
Of particular note is that Combustion DOES NOT stack in any way with haste.
For this reason, you should only use combustion during Molten Fury, and if the fight lasts long enough for you to use it early on, with damage cooldowns.
Damage cooldowns are quite simple.
They give you more spellpower.
They scale quite logically with both modifier and haste cooldowns.
Your damage cooldowns are your spellpower trinket, destruction potions, and flame caps.
Regen cooldowns are Evocation, Mana Gem, and Super Mana Potion.
Evocation scales with haste, but it is typically not worth wasting other cooldowns to get the faster evocation.
Mana Gem shares a cooldown with Flame Cap, and Super Mana Potion shares a cooldown with Destruction Potion.
Keep these in mind.
Mana Potions or Mana Gems, if used, should be used as soon as you have lost the same amount of mana as they restore.
Evocate could be considered the same way, but you rarely need a full channel of evocate to finish a fight, let alone have a fight last long enough to use two channels of evocate.
There is one cooldown available that falls outside the rest of the categories- Invisibility.
This is, of course, a massive DPS loss… but preferably to spending the fight wanding.
It it nearly always a DPS loss.
Gearing Your Fire Mage 4.
Please keep in mind that these are approximate values and should not be treated as gospel.
To compare stat budget on certain pieces of gear, we will use the Equivalence Point System.
An Equivalence Point System EP System is a way to determine which of two pieces of gear is superior.
You assign an EP for one stat, and then you rank every other stat proportional to the first one.
Some stats in our sequence may become obsolete at some point, like Spell Hit.
You will require 164 Spell Hit wow best in slot fire mage Fire.
After you do that for each individual stat, sum them all up and then compare that sum to another EP sum of another item.
EP Values Stat Pre - Raid T4 T5 T6 Sunwell ------------------------------------------------------------------------------------------------ Spell Hit 1.
This is so you can activate your meta gem bonus.
Buffs And Your Raid Group 5.
Molten Armor is the superior DPS armor.
Use it if you will not run oom in the fight.
If you will sped a part of the fight oom, or your evocate has a chance of being interupted, use Mage Armor instead.
Healers should probably be making the call on Dampen Magic, but feel free to Amplify Magic your raid on bosses without magic damage if your healers are struggling.
This is useful primarily to other fire mages in your group, but it does give a minimal buff to Flame Shock, Searing Totem, and Greater Fire Elemental for shamans, as well as any fire spells a warlock may cast.
This is only a minimal buff for warlocks- the standard warlock rotation is to simply cast Shadowbolt endlessly.
On the other hand, mages can benefit greatly from your teammates.
Shaman gives quite possibly the best benefits we could ask for.
read article bring Wrath of Air Totem, Mana Spring Totem, and Bloodlust to the table.
Elemental Shaman also bring Totem of Wrath, which can allow you to gear for less hit.
Paladin can bring Concentration Aura to the table, which prevents you from getting any spell pushback at all if you are specced correctly.
Ret and Prot paladins may also bring Seal of Wisdom to the table, which can help with mana regeneration in truly dire periods.
Blessing of Wisdom lets you DPS longer, and Blessing of Salvation will be incredibly useful.
Blessing of Kings is also quite nice.
Druid brings Mark of the Wild.
Druids https://jakeenglish.info/best-slot/best-in-slot-redux.html bring innervate to the table, but that will more than likely be going to your healers.
Warlock give Curse of Elements, a nice boost to damage.
Priest, depending on their race, can bring a bit more mana to the table with Hymn of Hope.
As shadow, they can also provide you with more mana than you could ever possibly conceive of using.
Other than that, they bring their usual collection of buffs- Fortitude, shadow resistance, etc.
Raid Overviews, Tips, and Tricks This section is still being built.
Do not finish your cast during a cave-in, no matter how temptingly close it is to going off.
You can spare the ~50 DPS loss wow best in slot fire mage the course of the fight that you lose by canceling your casts.
What your raid may not recover from is the loss of all your DPS due to dying to cave in.
An important note is that Gruul does ENTIRELY physical damage- put Amplify Magic on everyone, especially your tanks.
Your healers should thank you.
Finally, every now and then more so as the fight progresses Gruul will cast Reverberate, which will silence but not wow best in slot fire mage you.
This is something you just need to deal with- despite rumors to the contrary, Reverberate will hit you no matter where you are or how far from him you are.
Reverberate lasts 4 seconds, so keep in mind that you need to add an extra 4 seconds to your scorch planning.
Arcane mage becomes viable in TBC once you gain two pieces of tier 5, which gives Arcane Blast 20% increased damage and 20% increased mana cost.
Arcane can outperform fire, but it requires very specific gear and circumstances to become viable.
If you have two pieces of tier 5, are guaranteed access to a shadow priest, and your raid has many innervates, you may want to look into speccing arcane if your raid group can support the mana drain.
Arcane is built upon one ideal- the idea that you can trade mana at any time for more damage.
If you end the fight with mana, you have done less damage than you could have… and if you run out of mana before the fight ends, you have also failed to do as much damage as you could.
Arcane spec is INCREDIBLY mana hungry, and the slightest mistake tanks your damage irrecoverably.
At very low gear levels.
Frost scales with gear the worst out of all three specs.
Even pre-raid best-in-slot lends itself to Fire spec over frost.
If you plan to be raiding in poor gear, consider Frost.
This will give you enough time to step in to Karazhan with enough gear to let Clearcasting keep you going through the raid.
Would picking the bonus crit damge deep into arcane be worth it?
For PvP i would choose that any way due to sheep, pyro +instant pyro + damge modifyer CD from arcane I do not believe it would be worth it.
By speccing that deeply in to arcane, even if you only use the absolute minimum to get there 32 points you are only left with 29 points for fire.
Perhaps it is viable if you stack crit and have both an ele shaman and a boomkin in your group.
I would consider this to be a provisional spec- much like Arcane, it could be useful in the correct raid composition and gear.
The only difference is that Arcane has proven itself.
If you do attempt this spec, I would love to see logs.
Primal WoW: Mage Pre-Raid BiS List
Best in slot (also "best-in-slot"; usually shortened to "BiS") is a term meant to describe the very best item, enchant and/or gem available to a character for a specific slot. While there are differences in opinion there is usually a generally held idea of what is the BiS.
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