Jump to content
FORUMS
Damien

Fire Mage 7.3

Recommended Posts

Guest Blayke

If Conflagration procs and spreads damage to other targets, do those affected targets also get an ignite on them, or just the actual contact damage?  If not, are there any other ways besides Flamestrike to spread ignite damage?

The reason I'm asking is because I want to make sure I use Cinderstorm primarily on (maybe exclusively) on targets that have ignite on them for the 30% damage, as I can see how this could be quite strong in aoe situations. 

The problem, of course, is that while Cinderstorm itself puts an ignite on everything it hits, the ignite debuff only lasts nine seconds, and since Cinderstorm is itself on a nine second cd, ignite would be over by the time it's back off cd.

So in order to use it effectively, I'm hoping that there is some way to make sure the ignite buff is already present when I cast Cinderstorm.

And yes, I realize it may not be optimal compared to Kindling, and I will probably switch when we get serious about raiding, but DAMN! it just looks so cool, so I want to get it out of my system while we're still in 7.0  :)

Share this post


Link to post
Share on other sites
On 7/23/2016 at 1:15 PM, manofthelaw3 said:

what's the preference between the frostwolf enchant and thunderlord enchant since they both offer crit now?

Nomenclature. Whatever sounds more rad to you.

4 hours ago, Guest Blayke said:

If Conflagration procs and spreads damage to other targets, do those affected targets also get an ignite on them, or just the actual contact damage?  If not, are there any other ways besides Flamestrike to spread ignite damage?

The reason I'm asking is because I want to make sure I use Cinderstorm primarily on (maybe exclusively) on targets that have ignite on them for the 30% damage, as I can see how this could be quite strong in aoe situations. 

The problem, of course, is that while Cinderstorm itself puts an ignite on everything it hits, the ignite debuff only lasts nine seconds, and since Cinderstorm is itself on a nine second cd, ignite would be over by the time it's back off cd.

So in order to use it effectively, I'm hoping that there is some way to make sure the ignite buff is already present when I cast Cinderstorm.

And yes, I realize it may not be optimal compared to Kindling, and I will probably switch when we get serious about raiding, but DAMN! it just looks so cool, so I want to get it out of my system while we're still in 7.0  :)

Ignite spreads itself, as detailed in the Spell Summary section. Flamestrike, Cinderstorm, and Meteor are the only spells that apply Ignite via AoE.

Share this post


Link to post
Share on other sites
Guest Muramasaelf

One thing I noticed is it is stated that Shimmer is the same as Blink except for the GCD and two charges, but shimmer doesn't break you from all stuns and bonds either. Just something to keep in mind on certain fights.

Share this post


Link to post
Share on other sites
Guest Blayke
7 hours ago, Furty said:

Ignite spreads itself, as detailed in the Spell Summary section.

Oh balls.   I somehow missed that.  Well, sorry for the noob-ass question, and thanks for the quick reply anyway. :)

Share this post


Link to post
Share on other sites
Guest Guest Subcut

Hi Furty

Lovely guide, thank you.

In the section about Pyro fishing, is it worth pointing out to returning players that it is no longer possible to secure a further Heating Up whilst Hot Streak remains active; this was formerly the method used to secure multiple instacast-pyros (I appreciate less important now that Combustion has changed).

Best wishes

Share this post


Link to post
Share on other sites
5 minutes ago, Guest Guest Subcut said:

Hi Furty

Lovely guide, thank you.

In the section about Pyro fishing, is it worth pointing out to returning players that it is no longer possible to secure a further Heating Up whilst Hot Streak remains active; this was formerly the method used to secure multiple instacast-pyros (I appreciate less important now that Combustion has changed).

Best wishes

Maybe I could make a note so that returning Fire Mages aren't confused.

Share this post


Link to post
Share on other sites
Guest ninesz

hi furty,

thanks for the guide, much appreciated.

what do you think is the best race for fire mages on the alliance side right now? i'm rolling alliance in legion and don't really know what to choose :P.

thanks in advance

Share this post


Link to post
Share on other sites
58 minutes ago, Guest ninesz said:

hi furty,

thanks for the guide, much appreciated.

what do you think is the best race for fire mages on the alliance side right now? i'm rolling alliance in legion and don't really know what to choose :P.

thanks in advance

Dwarf or Human are both fantastic.

Share this post


Link to post
Share on other sites

In the case where both the Pyroblast and the Fireball are landing at the "same" time, I sometimes lose a Heating Up buff because one lands slightly before the other (and is a crit generating a Heating Up buff), but the second is not (and thus clears the Heating Up buff.)

Is this just a fact of life, or is there some means where the player can ensure they land literally at the exact same time and neither is able to undo the crit from the other? 

Share this post


Link to post
Share on other sites
On 7/30/2016 at 8:38 PM, briala said:

In the case where both the Pyroblast and the Fireball are landing at the "same" time, I sometimes lose a Heating Up buff because one lands slightly before the other (and is a crit generating a Heating Up buff), but the second is not (and thus clears the Heating Up buff.)

Is this just a fact of life, or is there some means where the player can ensure they land literally at the exact same time and neither is able to undo the crit from the other? 

There is a 0.5s grace period where Heating Up won't be canceled by other spell impacts, so this can't happen if they're truly being cast at the same time.

Share this post


Link to post
Share on other sites
Guest Faipies

Idont quite get this part:

If Fire Blast Icon Fire Blast is on cooldown when Heating Up Icon Heating Up activates, there are a few options available to you. If there are only a few seconds on the cooldown of Fire Blast Icon Fire Blast, you can use the downtime to cast defensive spells

...when heating up activates im already halfway through casting my next fireball, am i not? i cant imagine its beneficial to cancel the cast and wait like 1-2 more seconds for the fireblast to come off cooldown? That would mean ive wasted like 3-4 seconds doing nothing (except for barrier/repositioning). as a DPSer this goes against what ive learned so far :/

Share this post


Link to post
Share on other sites
7 hours ago, Guest Faipies said:

Idont quite get this part:

If Fire Blast Icon Fire Blast is on cooldown when Heating Up Icon Heating Up activates, there are a few options available to you. If there are only a few seconds on the cooldown of Fire Blast Icon Fire Blast, you can use the downtime to cast defensive spells

...when heating up activates im already halfway through casting my next fireball, am i not? i cant imagine its beneficial to cancel the cast and wait like 1-2 more seconds for the fireblast to come off cooldown? That would mean ive wasted like 3-4 seconds doing nothing (except for barrier/repositioning). as a DPSer this goes against what ive learned so far :/

Depends on the scenario, that's why there are a few options. Obviously if it's a fight like Mythic Zakuun you're going to cross your fingers but if it's a fight like Mythic Archimonde it might be a different story.

Share this post


Link to post
Share on other sites
Guest gnube

The rotation suggests casting fireblast after heating up.  The problem is that heating up doesn't trigger until the spell hits and crits the target.  So, unless you are right on top of the target, you have to wait until your fireball hits before you start casting a spell.  In this case, should you create a macro for fireblast that interrupts currently casting spell and casts fireblast?

Share this post


Link to post
Share on other sites
Guest Comb4tchuck
1 hour ago, Guest gnube said:

The rotation suggests casting fireblast after heating up.  The problem is that heating up doesn't trigger until the spell hits and crits the target.  So, unless you are right on top of the target, you have to wait until your fireball hits before you start casting a spell.  In this case, should you create a macro for fireblast that interrupts currently casting spell and casts fireblast?

You can start casting another fireball immediately and if the first fireball crits you can still cast fire blast as it can be cast while casting another spell. If that makes sense...

Share this post


Link to post
Share on other sites
23 hours ago, Guest gnube said:

The rotation suggests casting fireblast after heating up.  The problem is that heating up doesn't trigger until the spell hits and crits the target.  So, unless you are right on top of the target, you have to wait until your fireball hits before you start casting a spell.  In this case, should you create a macro for fireblast that interrupts currently casting spell and casts fireblast?

Fire Blast is off the global cooldown, meaning it can be cast during other spellcasts.

Share this post


Link to post
Share on other sites
Guest Bookends-Guest
Quote

Living Bomb IconLiving Bomb is the strongest choice on heavy AoE where your target will live for enough time for the bombs to spread.

This seems like a strange thing, to me, because I've played around with Living Bomb in the new patch, and it appears to explode and spread if the target dies before the time is up. I'm not sure if this is a mistake, or merely an oddly-phrased way to say something else.

also,

Quote

You should avoid casting Scorch IconScorch, as it is extremely weak and cannot be used to "Pyro Fish".

I'm not sure what this means, because I use it to Pyro Fish all the time. Because it's got a very short cast time, and its critical strikes definitely cause Heating Up and Hot Streak, I find that squeezing one in during the few seconds Fire Blast is coming off cooldown often gives me another Pyroblast to use.

Share this post


Link to post
Share on other sites
Guest soze

Hey, i just checked out some of the top rated fire mages in raiding, and saw that most of them dont have more than like 23-28% crit? Is that really better? I thought that you would need to really go hardcore in crit and go to like 40-50'ish %? Could somebody please answer and say why its better/if its better with that low crit chance. Thank you in advance. 

Share this post


Link to post
Share on other sites
On 8/6/2016 at 3:29 PM, Guest Bookends-Guest said:

I'm not sure what this means, because I use it to Pyro Fish all the time. Because it's got a very short cast time, and its critical strikes definitely cause Heating Up and Hot Streak, I find that squeezing one in during the few seconds Fire Blast is coming off cooldown often gives me another Pyroblast to use.

Pyro fishing is casting a Pyroblast and a Fireball at the same time to potentially generate another instant Pyroblast. Scorch cannot do that because it is instant cast. Currently the only time you should use Scorch is in place of Fireball during Combustion.

On 8/9/2016 at 0:17 PM, Guest soze said:

Hey, i just checked out some of the top rated fire mages in raiding, and saw that most of them dont have more than like 23-28% crit? Is that really better? I thought that you would need to really go hardcore in crit and go to like 40-50'ish %? Could somebody please answer and say why its better/if its better with that low crit chance. Thank you in advance. 

I haven't noticed that trend, to who specifically are you referring? Remember that looking at a page like an armory won't display all the additional baseline Critical Strike Fire gets from sources like Molten Armor.

Share this post


Link to post
Share on other sites
Guest dekkard

On the viable trinket choices - what about the Orb of Voidsight ?

Share this post


Link to post
Share on other sites
Guest OMGitsboss

On live Unstable MagicUnstable Magic currently gives fireball a 25% chance to explode on impact, not 30% as stated in "8. Tier 6 Talents". I guess this was nerfed after beta.

Share this post


Link to post
Share on other sites
On 8/15/2016 at 6:13 AM, Guest dekkard said:

On the viable trinket choices - what about the Orb of Voidsight ?

It's an option of Demon fights but without above average RNG it's not as good as the listed trinkets.

Share this post


Link to post
Share on other sites
Guest errday

Will Rotation be affected by the new Honor Talents? seeing some of the new talents like Firestarter definitely gives more incentive to cast fireball more than other abilities.

Share this post


Link to post
Share on other sites
Guest dragonsBreath

In the Opening I saw that Dragons Breath is listed as very important. Why would I waste a GC on Dragonsbreath. It doesnt even have a 40 yard range. Seems a bit useless to caste it unless there is something right in front of someone. And well Mages tend to be at mage range or something like 30 yards. I dont know any mage who is 10 yards away from the boss.

Share this post


Link to post
Share on other sites
Guest dragonsBreath

i couldnt change my last post. I ment max range not mage range.

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      Savage Ebony Battle Turtle is an upcoming promotion mount coming in Patch 10.2.7.
      The mount will be available in some sort of Promotion in the future.
      "The cannons are powered by an unquenchable rage to seek out enemies and bring them to justice. Nothing can outrun a cannon."

    • By Staff
      The new War Within Allied Races was added to the Alpha today and we already have a full look at not only all their customization options, but their dances as well, courtesy of MrGM! You can check out the Earthen's racial abilities here if you missed them earlier. 
      Let's start with the more dynamic feature, with both male and female dances:
      And then there's big amount of customization options, as well as a size comparison with regular dwarves:

      So, are we liking the new Allied Race overall? More than actual dwarves?
    • By Staff
      Here's a really cool possibility for the War Within, as a very subtle and mildly mysterious comment from Executive Producer and Vice President for WoW, Holly Longdale, may be hinting at our Warband characters getting a lot more involved in our travels! 
      First spotted by UlthansWrath, Longdale came up to Taliesin & Evitel at the recent London War Within Alpha press event and had a short chat about the Warband screen, when she casually said "wouldn't it be cool if those were the characters you took as your followers in your Follower Dungeons?" After the obvious confirmation from Taliesin and Evitel that, yes, yes it would be cool, she just said "hm" and that was the end of the conversation.
      Obviously this isn't any sort of official confirmation, but considering this is a really awesome idea, it seems likely Blizzard are at the very least discussing it, if not already working on it.

      The Warband system is already great, and this would add a lot to it for players that choose to go solo into dungeons, as it would give them even more motivation to get some great characters in their Warband - even if it was just a cosmetic option.
      So, what do you think, will we be seeing this feature when the War Within launches?
    • By Starym
      We have quite a few Season 4 fixes today, with the LFR item level requirement, many item-related fixes, as well as some Season of Discovery improvements, and more!
      April 25 (Source)
      Classes
      Fixed a bug with damage dealt by Rip and Tear, Internal Combustion, and Tear Open Wounds in Awakened raids. Dungeons and Raids
      Raid Finder now required item level 463 if the raid is Awakened. Brackenhide Hollow Addressed an issue where Stinkbreath can turn while casting Stinkbreath. Addressed an issue where Wilted Oak’s Necrotic Breath visual can be out of sync with the creature’s facing. Items
      Veteran track items or items obtained from Awakened Outdoor Activities should now properly be able to be converted into Class Set items at the Revival Catalyst. Resolved multiple issues with Dragonflight Season 4 tier set items not functioning after equipping certain Season 3 set items. Dreambound gear caches from the Dreamsurge Coalesence vendor will now correctly award Season 4 Explorer 1/8 (item level 454 gear) and tokens will properly display the correct item level of its contents. Fixed an issue that prevented Tiered Medallion Setting from functioning on Season 4 necklaces. Fixed an issue preventing Season 4 crests from properly converting to their lower-tier currency. Quests
      “A Multi-Front Battle” can now be completed. Season of Discovery
      Using an Unconscious Dig Rat no longer dismisses pets. Mage Displacement no longer functions if the most recent use of Blink was on a different continent or in a different instance.
    • By Staff
      Affliction is getting plenty of changes today as well, with Blizzard detailing the reasoning behind certain choices.
      Affliction (Source)
      Greetings Warlocks,
      Today, we have various Core and Affliction tree changes hitting the Alpha. We want to take a moment to go a bit more in depth as to what certain changes were made and why. As a refresher, here are the goals for our Core and Afflictions that we posted last week along with some additional goals that we can dig into here.
      Class
      Ensure each capstone is interesting and exciting. Reduce the amount of throughput talents, to free up utility choices. Reduce the number of ranks for talents that don’t warrant multiple ranks. Affliction
      Address the tuning of Malefic Rapture in single-target and multi-target situations. Reduce complexity and the amount of active buttons that contribute to it. Erase the need to choose between a single-target or multi-target profile by adding more adaptability and flexibility. While we cannot go over every change here, we’d like to get a bit more detailed than last week’s update and explain some of the bigger changes coming in this build.
      Class Tree Throughput
      We’re removing a lot of throughput talents from the class tree to allow warlocks to pick up more utility without feeling forced to take mandatory talents to be competitive. These talents aren’t compelling options when placed against utility as they will always be the right answer to have. This allows us to move that power into the specialization trees and tailor throughput-centric talents to be specific to that specialization’s gameplay.
      Malefic Rapture
      In addition to becoming baseline for Affliction, we are introducing new talents that will help Malefic Rapture become the go-to spender for both single-target and multi-target situations. This should also shift Seed of Corruption to being a means to apply Corruption to multiple targets rather than what you spam in dungeons. In addition, we are redesigning Siphon Life to be friendlier to Affliction’s rotation and expect that its new design will make it easier to optimize Malefic Rapture.
      Affliction’s Adaptability
      While we do want Affliction warlocks to have a preferred talent setup for single- versus multi-target situations, we don’t want it to feel like they are powerless if they are in the opposite situation. By focusing on Malefic Rapture being Affliction’s main spender and removing talents that are only valuable in multi-target situations (Soul Flame, Soul Swap, Doom Blossom, etc.), we’re hoping that the Affliction tree feels less punishing to fill out.
      Is This It?
      Not at all. We expect to make changes based on feedback and our own playtesting. We want to get the ball rolling on changes we knew we want to make, so we could start the discussion early on and make adjustments before The War Within launches.
      Thank you all for the continued discussions and we look forward to your feedback!
      And here are the full changes from the development notes:
      Affliction (Source)
      Affliction Malefic Rapture is now baseline and has been removed from the Affliction tree. Unstable Affliction has been moved to row 1. Writhe in Agony has been moved to row 2. Absolute Corruption and Siphon Life have been moved to row 3. New Talent: Cunning Cruelty - Malefic Rapture has a chance to trigger a Shadow Bolt Volley, dealing damage to 5 enemies within 10 yards of your current target. New Talent: Summoner’s Embrace – Increases the damage dealt by your spells and your demon by 3%. New Talent: Death’s Embrace – Increases Drain Life healing by 30% while your health is at or below 35% health. Damage done by your Agony, Corruption, Unstable Affliction, and Malefic Rapture is increased by 5% when your target is at or below 20% health. New Talent: Relinquished - Agony has 1.25 times the normal chance to generate a Soul Shard. New Talent: Improved Shadow Bolt - The cast time of Shadow Bolt is reduced by 15% and Shadow Bolt deals 20% increased damage. New Talent: Volatile Agony - Refreshing Agony with less than 10 seconds remaining deals Shadow damage to its target and enemies within 10 yards. New Talent: Summoner’s Embrace - Increases the damage dealt or life drained by your Shadow spells and your demon by 3%. New Talent: Malediction - The periodic critical strike chance of Agony, Corruption, and Unstable Affliction is increased by 10%. New Talent: Contagion - Critical strike damage dealt by Agony, Corruption, and Unstable Affliction is increased by 20%. New Talent: Cull the Weak - Malefic Rapture deals 5% increased damage for each enemy it hits. New Talent: Empowered Unstable Affliction - Reduces the cast time of Unstable Affliction by 10/20% and damage dealt by Unstable Affliction has a 5/10% chance to generate a Soul Shard. New Talent: Oblivion - Unleash wicked magic upon your target’s soul, dealing Shadow damage over 3 sec. Deals 10% increased damage, up to 30%, per damage over time effect you have active on the target. Costs 2 Soul Shards. 45 sec cooldown. Siphon Life has been redesigned - Corruption deals 20% increased damage and heals you for 5% of the damage dealt. Kindled Malice has been redesigned - Malefic Rapture damage increased by 4/8%. Corruption damage increased by 10/20%. Malevolent Visionary has been redesigned – Increases the damage of your Darkglare by 70%. When Darkglare extends damage over time effects it also sears the target for Shadow damage. Shadow Embrace has been redesigned - [Shadow Bolt/Drain Soul] apply Shadow Embrace, increasing your damage dealt to the target by [4.0%/2.0%] for 16 sec. Stacks up to [2/4] times. Pandemic Invocation has been removed. Sow the Seeds has been removed. Soul Swap has been removed. Doom Blossom has been removed. Dread Touch has been removed. Soul Flame has been removed. Agonizing Corruption has been removed. Seized Vitality has been removed. Soul-Eater’s Gluttony has been removed. Grand Warlock’s Design has been removed. Grim Reach has been removed. Xavius’ Gambit has been moved to row 6. Withering Bolt has been moved to row 8. Shadow Embrace has been moved to row 7. Inevitable Demise has been moved to row 6. Tormented Crescendo has been moved to row 7. Sacrolash’s Dark Strike has been moved to row 5. Grimoire of Sacrifice has been moved to column 4. Creeping Death has been moved to column 3. Dark Virtuosity has been moved to column 1. Malevolent Visionary has been moved to row 10. Summon Darkglare has been moved to row 9.
×
×
  • Create New...