Fire Mage DPS Spec, Builds, Talents, and Glyphs (WoW MoP 5.3)
In this article, we present you the viable talent and glyph choices for your Fire Mage (WoW MoP 5.3). We detail what each of the talents and glyphs do and in which situations they should be taken.
The other articles of our Fire Mage guide can be accessed from the table of contents on the right.
This guide has been reviewed and approved by Blatty, one of the best Mages in the world, who raids in Method, the currently ranked #1 guild on WoWProgress. He has been contributing a lot to the community through his streams on Twitch and now works for Millenium, his new streaming platform.
1. Talent Choices↑top
- Performance-enhancing
- Survival
- Crowd Control
- Movement
- Utility
- Situational
There is no longer such a thing as a default build. Most of the talents are
now viable. They can easily be changed, thanks to
Dust of Disappearance
(and
Tomes of the Clear Mind from level 86 to 90).
You will frequently find yourself changing talents and glyphs between
encounters, in order to adapt your play style to different mechanics.
Therefore, it is important to understand what each of your talents does and
how they affect your play style.
2. Tier 1 Talents↑top
Tier 1 talents have been designed with mobility in mind. You have the choice between:
Presence of Mind, which grants you an instant-cast for the spell of your choice every 90 seconds;
Blazing Speed, which suppresses slowing effects and increases your movement speed by 150% for 1.5 seconds;
Ice Floes, which allows you to cast two spells while moving, every minute.
Use
Presence of Mind in every encounter. It gives you a significant DPS
increase when combined with
Pyroblast (see our
Presence of Mind macro),
which you can make you use of during your opening sequence and then every 90
seconds. Note that an already instant-cast Pyroblast will not consume Presence
of Mind.
The other two talents are lackluster compared to Presence of Mind because
Fire Mages already have a lot of mobility through
Blink and their
numerous instant-cast spells.
3. Tier 2 Talents↑top
Tier 2 talents have been designed with survivability in mind. You have the choice between:
Temporal Shield, which has a 10-second effect: the damage you take
during the first 4 seconds will be healed back over the course of the last 6 seconds;
Flameglow, which grants you a passive shield that always absorbs a bit of
the damage you receive;
Ice Barrier, which absorbs a quantity of damage (the absorption effect scales with Spell Power) and
prevents spellcasting from being delayed, while active;
Ice Barrier should be the default choice in Normal/Heroic difficulty
raiding because it can be used to absorb huge bursts of damage (which you
will take during most encounters).
Flameglow is not as powerful as Ice Barrier, but it provides its
shield passively, which may be more suited to the occasional player.
Temporal Shield is a very good survival cooldown, but only take it
when you actually plan on using it (for bypassing encounter mechanics, for
example).
4. Tier 3 Talents↑top
Tier 3 talents have been designed with crowd control in mind. Whichever talent you will choose will depend on the encounter, but we think that these talents are mostly for PvP and will be most often be irrelevant in PvE. You have the choice between:
Ring of Frost, which summons a 10-yard ring that lasts for 10 seconds and
that freezes, for 10 seconds, enemies entering it (up to a maximum of 10 enemies);
Ice Ward, which causes all enemies within 10 yards of a friendly target
to become frozen for 5 seconds when the target is struck;
Frostjaw, which silences and freezes the target in place for 8 seconds.
5. Tier 4 Talents↑top
Tier 4 talents have been designed with survival in mind. You have the choice between:
Greater Invisibility, which improves
Invisibility,
giving it an instant effect and making you take 90% less damage while
Invisibility is active (and for 3 seconds after coming out of
Invisibility);
Cauterize, which causes an attack that would otherwise kill you to
instead bring you to 50% of your maximum health, after which you will burn for
40% of your maximum health over 6 seconds;
Cold Snap, which finishes the cooldown of your
Ice Block,
Frost Nova, and
Cone of Cold while also restoring 30% of your
maximum health.
Greater Invisibility is the best choice for Normal and Heroic raiding.
Combined with
Ice Block, it will enable you, on many occasions, to bypass
encounter mechanics and soak damage that would otherwise kill you.
Cauterize is more suited to occasional players who want a passive way
of preventing a death.
Cold Snap can be useful when you need
to use
Ice Block twice in quick succession (though you will still
get 30 second of
Hypothermia).
6. Tier 5 Talents↑top
Tier 5 talents provide you with abilities that will become an integral part of your rotation.
Nether Tempest deals damage over time to a target. Each time it ticks,
Nether Tempest also deals half the damage to a random target within 10 yards.
Living Bomb deals damage over time to a target. When it expires or the
target dies, Living Bomb also deals damage to up to 3 other targets within 10 yards.
Living Bomb cannot be applied on more than 3 enemies.
Frost Bomb deals delayed damage to a target, also dealing half of that damage
to all other targets within 10 yards. In addition, affected targets are slowed by 70% for 2
seconds.
For single-target situations,
Living Bomb is the best talent.
For other situations, we will update the guide after another lockout of
testing.
7. Tier 6 Talents↑top
Tier 6 talents are mana management talents. All of them are viable.
Invocation removes the cooldown of
Evocation. After
completing an Evocation, you gain
Invoker's Energy, which lasts 1 minute
and increase your spell damage by 15%. While Invoker's Energy is active, you
passively regenerate 50% less mana.
Rune of Power summons a rune which causes you, when standing in it, to
regenerate 75% more mana and to deal 15% increased spell damage. This spell
replaces
Evocation and the rune that it summons disappears after 1
minute.
Incanter's Ward places an absorption shield on you for 8 seconds. When
the shield disappears, you gain up to 15% increased spell damage for 25 seconds
and you restore up to 18% mana. The strength of the effect depends on the amount
of damage that was absorbed. The effect is maximised when the shield disappears
because it has been entirely consumed. If the shield disappears because the 8 seconds
have run out, then you will only get a fraction of the effect.
Invocation is your best option as a Fire Mage. It allows for great
mobility, so simply focus on keeping up the
Invoker's Energy buff provided
by this talent.
Rune of Power is viable in fights without movement, but even in such
fights it does not outperform
Invocation.
Incanter's Ward is only viable in fights where the shield this ability
provides will be consumed every time you cast it. Unfortunately, there does
not appear to be a Tier 15 fight where this happens.
8. Major Glyphs↑top
None of your major glyphs will be mandatory. Some will increase your DPS in very specific situations, others will improve your survivability or make some spells more useful.
DPS-increasing glyphs are listed below.
Glyph of Combustion doubles the cooldown and the duration of
Combustion. It can be useful in some situations.
For example, using it in a 3-minute fight will make it possible to have
a 40-second uptime on Combustion, as opposed to only 30 seconds
without the glyph. Also, you can use this glyph to line up Combustion
and periods of increased damage.
Glyph of Inferno Blast will enable you to spread
Pyroblast,
Ignite, and
Combustion to up to 4 targets when using
Inferno Blast (up from 3, without the glyph).
Glyph of Cone of Cold increases the damage of
Cone of Cold by 200%. This
can be extremely useful for dealing with adds that will live for a very short time.
Glyph of Arcane Explosion increases the radius of
Arcane Explosion by 5 yards. It
can be useful in AoE situations with a large number of enemies that are not stacking.
For Tier 15 encounters,
Glyph of Combustion,
Glyph of Inferno Blast, and
Glyph of Cone of Cold are advised.
The other potentially useful major glyphs are listed below.
Glyph of Armors can be useful to Fire Mages, as it improves the
defensive bonus given by
Molten Armor (the armor that Fire Mages use)
against physical damage.
Glyph of Blink increases the distance you travel with
Blink by 5 yards.
Glyph of Counterspell grants the ability to cast
Counterspell
while channeling or casting another spell, at the expense of increasing its cooldown
by 4 seconds. This glyph will be beneficial every time you will be on interrupt
duty.
Glyph of Evocation adds a self-healing component to
Evocation
and
Rune of Power. This will be a default major glyph when none of the
others can provide anything useful for the encounter(s) you are progressing
on.
Glyph of Frostfire Bolt can be very useful if you need to add a slow
in your rotation. This glyph will line up the cast time of
Frostfire Bolt
with that of
Fireball, making it possible to swap Fireball for
Frostfire Bolt in your rotation (both spells do the same damage).
Glyph of Ice Block causes
Frost Nova to be automatically cast,
at no mana cost, when
Ice Block terminates, after which time you
are granted a 3-second immunity against all spells.
Glyph of Remove Curse is not a damage-increasing glyph, as one might
think when first reading the tooltip. It provides a temporary damage boost
that almost compensates for sacrificing a global cooldown to cast
Remove Curse.
9. Minor Glyphs↑top
Among the minor glyphs, only
Glyph of Momentum is of interest.
It will allow you to blink in the direction where you
are going. It can be very useful if you are moving sideways and want to keep
facing the boss.
10. Changelog↑top
- 25 May 2013:
Living Bomb is now
the best single-target Tier 5 talent, but more testing is needed for other situations. - 20 May 2013: Patch 5.3 update: need to wait for a few days before updating Tier 5 talent recommendations.
Updated explanations for
Incanter's Ward. - 17 Apr. 2013: Update after Blatty's review of the guide.
- Improved advice for choosing your Tier 1, 2, 4, 5, and 6 talents.
- Improved advice for choosing your Major Glyphs.
- 01 Apr. 2013: Improved conditions for choosing
Blazing Speed,
Ice Barrier,
and
Invocation. - 07 Mar. 2013: Patch 5.2 update.
- Rewrote explanations for Tier 1 talents, as
Scorch has been replaced with
Blazing Speed.
Scorch is now always available to Fire Mages.
Ice Floes' cooldown has been reduced to 45 seconds.- Rewrote explanations for Tier 2 talents, as
Flameglow has replaced
Blazing Speed.
Rune of Power now increases mana regeneration by 75% (was 100%).- Modified description of
Invocation to reflect the changes from 5.2. - All Tier 6 talents now perform similarly.
- Glyph of Fire Blast has been replaced with
Glyph of Inferno Blast, which
causes
Inferno Blast to spread DoTs to an additional target.
Glyph of Evocation restores less health than previously.
- Rewrote explanations for Tier 1 talents, as
