Fire Mage DPS Spell List and Glossary — Dragonflight 10.0.7
On this page, we present you with all spells and procs that you need to understand as a Fire Mage in World of Warcraft — Dragonflight 10.0.7.
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.
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, Meteor 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 4 nearby targets when Fire Blast is cast.
Baseline Abilities for Fire Mage
These abilities are available no matter what talents you chose, and form the bread and butter of this specialization.
|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.|
|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.
|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 be also 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.
|Blazing Barrier||-||This is an instant cast spell that provides you a shield that absorbs damage before your health pool. Additionally, while the shield is up, it also causes some minor damage to any targets who hit you with melee attacks. This is a very strong defensive tool, and proper usage of this will increase your survivability greatly.|
|Arcane Blast||-||Ice Block is one of the best defensive tools in the game. It causes you to be completely immune to any form of damage, debuffs, or otherwise negative effects. It can be used to save yourself from dying from incoming damage, but in many cases, it can also solo raid mechanics that otherwise need multiple people.|
|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.|
|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 will 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.|
|Rune of Power||RoP/Rune||Rune of Power places a small zone which increases the damage you do by 40% for 12 seconds. This ability has a 45-second cooldown. Additionally, it also drops automatically when you cast Combustion. The size of the damage buff is a bit larger than the circle under your character, and can be identified by the glow around the rune.|
|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||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.|
|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, is not picked as often as it would be on its 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, 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 that are casting.|
|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 does not replace 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.|
|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.|
|Displacement||-||Displacement is another instant-cast mobility spell that teleports you back to the location you last used Blink (or Shimmer, if talented) from.|
|Meteor||-||Meteor is an instant-cast spell that makes a Meteor fall from the sky on your targeted location. Although the spell is instant, it takes 3 seconds for the Meteor to land, so make sure you aim where you expect targets to be in 3 seconds. The initial damage is split between all targets it hits, but the burn effect on the ground it leaves behind is applied to all targets without splitting the damage.|
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.
|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%.|
|Winter's Protection||-||Winter's Protection reduces the cooldown of Ice Block by 20 seconds.|
|Tempest Barrier||-||Tempest Barrier gives you an absorb shield worth 3% (per talent point, max 2 points) of 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 16% (per talent point, max 2 points) increased movement speed after casting Invisibility or Greater Invisibility for 6 seconds. If you cast both normal Invisibility and Greater Invisibility in quick succession, the movement speed will not stack.|
|Arcane Warding||-||Arcane Warding reduces all magic damage you take by 2%. (per talent point, max 2 points)|
|Incanter's Flow||IF||Incanter's Flow increases your damage by 4-20%, cycling every 10 seconds. Although a strong talent on its own, it competes with Rune of Power, so it is not often picked when min-maxing DPS.|
|Cryo-Freeze||-||Cryo Freeze heals you for 40/80% of your maximum health while inside Ice Block.|
|Reduplication||-||Reduplication reduces your Mirror Image's cooldown by 10 seconds 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 5% of 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 by 10 seconds. 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 10% 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, 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 80% more damage before breaking. Although this sounds like 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 by 5 seconds, and greatly increases the distance of its knockback.|
|Energized Barriers||-||Causes Blazing Barrier to have a 10% chance when struck by a melee attack to give you a Clearcasting 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 by 5% (per talent point, max 2 points) after you Blink (or Shimmer, if talented) for 2 seconds, and 20% (per talent point, max 2 points) 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 Arcane Missiles while Clearcasting is active.|
|Accumulative Shielding||-||Causes your Blazing Barrier to recharge its cooldown 10% faster, while the shield is active.|
|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 Arcane Surge for 6 seconds, Clearcasting, or Time Warp for 6 seconds. The Arcane Surge proc will not do the damage portion, only the increases in mana regeneration and spell damage. The Time Warp proc can happen even while you have Temporal Displacement.|
|Temporal Warp||-||While you have Temporal Displacement or similar effects, you can cast Time Warp and its normal effects will still apply to you. This talent is generally only useful if you have someone else in the group who can use Time Warp (or a similar effect like Bloodlust/ Heroism) for the group, so you can use Time Warp for yourself.|
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.
|Scorch||-||This is a low-damage ability that can be cast while moving. On its own, it does very little damage, but because it is usable while moving, it can be used to help proc Hot Streak while on the move.|
|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 during Combustion (or outside of Combustion, when talented with Alexstrasza's Fury) on single-target, while doing decent damage in AoE.|
|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.|
|Combustion||-||Our big DPS cooldown. It lasts 10 seconds, 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 this ability drastically increases our damage output via Ignite, and allows us to chain a lot of instant cast spells, due to giving 100% Critical Strike (and thus always proccing Heating Up) it is extremely strong in both single-target and AoE scenarios.|
|Living Bomb||LB||A damage-over-time (DoT) spell that causes your target to take a bit of Fire damage over 4 seconds. However, after the 4 seconds, the Bomb explodes, dealing additional damage, and spreading to all nearby targets. It can only spread to additional targets once. Living Bomb is unique in its damage scaling, where its damage scales quadratically (= a LOT) with additional targets. Due to this, it does very little damage when fighting few enemies, and is often not even worth casting, but it does incredibly high damage when fighting large groups of enemies (10+ targets).|
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.
|Fervent Flickering||-||Technically a talent, but you must pick it to be able to make it down the tree. Fervent Flickering gives Mastery: Ignite a 5% chance to reduce the cooldown of Fire Blast by 1 second. Although the 5% chance appears low, Ignite ticks every second, and when fighting multiple targets, this 5% will be able to proc from any target with Ignite active (at most once per 0.75 seconds).|
|Searing Touch||ST||Makes your Scorch do 150% more damage and always Critically Strike when the target is below 30% health. Although the 150% damage sounds like a lot, Scorch will still not do a lot of damage on its own below 30% health. However, it will generate an enormous amount of Hot Streak procs due to always critting. It generally replaces Fireball as your filler spell when targets are below 30% health when taking Searing Touch.|
|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.|
|Improved Flamestrike||-||Reduces the cast time of Flamestrike by 1 second (down to 3 seconds) while also increasing the radius by 15%. The reduced cast time makes Flamestrike worth casting in some situations without spending Hot Streaks on it.|
|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 2% (per talent point, max 2 points), stacking up to 3 times, lasting 8 seconds. Applying a new stack refreshes the duration. Additionally, it increases your movement speed by 30% for 3 seconds when Scorch crits.|
|Critical Mass||CM||Increases the chance for your spells to crit by 7.5% (per talent point, max 2 points) and causes you to gain 5% more crit (per talent point, max 2 points) from all sources, like gear, enchants, etc.|
|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.|
|Flame On||FO||Reduces the cooldown of Fire Blast by 2 seconds, and increases the maximum charges of Fire Blast by 1 (per talent point, max 2 points).|
|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.|
|From the Ashes||FtA||A node competing with Alexstrasza's Fury, increases your Mastery: Ignite by 2% for each charge of Phoenix Flames you have, and reduces the cooldown of Phoenix Flames by 1 second any time your direct hits critically strike.|
|Alexstrasza's Fury||AF||A node competing with From the Ashes, causes your Phoenix Flames and Dragon's Breath to always critically strike and causes Dragon's Breath to also contribute to Hot Streak / Heating Up.|
|Incendiary Eruptions||-||Causes enemies damaged by Flame Patch to have a 5% chance to have Living Bomb applied to them. This effect works whether or not you have talented Living Bomb. If you have talented Living Bomb, you cannot apply more than 1 Living Bomb to a target. Instead, if you apply a Living Bomb to a target already afflicted with Living Bomb, it will forcefully explode the existing Bomb and then apply a new one.|
|Call of the Sun King||-||Causes your Phoenix Flames to have one additional charge, for a total of three.|
|Firemind||-||Gives you 1% (per talent point, max 2 points) Intellect whenever you consume Hot Streak. This effect lasts 12 seconds and can stack up to 3 times. Applying a new stack resets the duration to 12 seconds.|
|Improved Combustion||-||A node competing with Tempered Flames, causes Combustion to also increase your Mastery (the bonus damage generated via Mastery: Ignite) by an amount equal to 50% of your Critical Strike rating, and increase the duration of Combustion by 2 seconds.|
|Tempered Flames||-||A node competing with Improved Combustion, causing your Pyroblast to be 30% faster to cast and have 10% higher critical strike chance. As a downside, it reduces the duration of Combustion by 50%.|
|Feel the Burn||BM||Often abbreviated as "BM", from its old name, "Blaster Master". Empowers your Fire Blast to increase your Mastery: Ignite by 2% (per talent point, max 2 points), stacking up to 3 times for 5 seconds. Applying a new stack will reset the duration to 5 seconds.|
|Conflagration||Conflag||Empowers your Fireball to apply a small damage over time effect to your target for 8 seconds. Enemies affected by this DoT, or by Mastery: Ignite have a 10% chance to Flare Up and deal damage to all nearby enemies. None of the effects of Conflagration on its own do particularly good damage, however, on larger packs it can add up significantly because the Flare Up effect can proc from any of the enemies and will hit all enemies.|
|Phoenix Reborn||-||Causes your Mastery: Ignite to have a chance to do extra damage, and reduce the cooldown of Phoenix Flames by 10 seconds.|
|Pyroclasm||-||Gives you a 15% chance when you consume Hot Streak to make your next non-instant cast Pyroblast within 15 seconds do significantly more damage. This buff can stack up to 2 times, but you will only consume 1 stack when hard casting a Pyroblast. This allows you to hold on to a stack to line it up with damage-boosting effects like Rune of Power or Combustion.|
|Flame Accelerant||-||Makes your Fireball cast 20% (per talent point, max 2 points) faster and do 70% more damage if you have not cast Fireball for 8 seconds.|
|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.|
|Wildfire||WF||Causes your Mastery: Ignite to do 3% (per talent point, max 2 points) more damage. Additionally, when you activate Combustion you gain 4% (per talent point, max 2 points) Critical Strike chance while also giving your closest 4 allies 2% (per talent point, max 2 points) Critical Strike chance.|
|Master of Flame||-||Causes your Mastery: Ignite to do an additional 18% damage when Combustion is not active. Additionally, Fire Blast will spread Ignite to an additional 4 targets while Combustion is active, for a total of 8 targets.|
|Pyromaniac||-||A node competing with Firefall, gives you an 8% chance when you consume Hot Streak to immediately give you a new Hot Streak.|
|Firefall||-||A node competing with Pyromaniac, causes you to drop down a Meteor on your target after you hit 30 times with Fireball. Hitting a player counts as 2 hits.|
|Controlled Destruction||CD||Causes your Pyroblast's initial damage to do 4% (per talent point, max 2 points) more damage to targets above 70%, or below 30% health.|
|Fevered Incantation||FI||Causes each consecutive critical strike to increase your critical strike damage by 1% (per talent point, max 2 points) per stack, stacking up to 5 times, lasting 6 seconds. Any time you do not critically strike, it resets back to 0 stacks. You will generally not get very high stacks on this outside of Combustion.|
|Sun King's Blessing||SKB||Causes you to gain Combustion for 6 seconds after using a non-instant Pyroblast after consuming 8 Hot Streaks. The non-instant Pyroblast triggering the Combustion will also benefit from the Combustion, causing it to be a guaranteed crit.|
|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.|
|Hyperthermia||-||Gives your Hot Streak a small chance to make all your Pyroblasts and Flamestrike to be instant cast and guaranteed crit.|
- 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.
More Mage Guides
Guides from Other Classes
- The Most Popular Specializations for Mythic+ in Dragonflight Season 1 (Week 15)
- Patch 10.0.7 Launch Meme Roundup
- An Overview of New Character Titles in Patch 10.1
- Blind Eye Options Available for All Races in Patch 10.1
- Vicious War Snail Mount in Patch 10.1
- Item Level of Rewards from Mythic+ and the Great Vault in Dragonflight Season 2
- Dragonflight Patch 10.0.7 Hotfixes: March 24th
- Dragonflight 10.0.7 Class Tuning: March 28th + Retribution Nerfs March 24th