Fire Mage DPS Uldir Raid Guide — Battle for Azeroth (BfA) 8.3
On this page, you will find tips, tricks, and strategies tailored to your Fire Mage for each boss of the following raid: Uldir. All our content is updated for World of Warcraft — Battle for Azeroth (BfA) 8.3.
This page will be a rough outline of the bosses and mechanics in Uldir. This page will focus primarily on how a Fire Mage can optimize its performance on the raid bosses in Uldir, and not on an actual raid strategy for the bosses. Initially this page will focus on heroic mode and lower, however, as more bosses are being killed on Mythic, the guide will also include optimizations for Mythic bosses.
Fire Mage in Uldir
Fire Mages have all the abilities to deal with anything Uldir throws at them. However, Fire Mages are tuned a bit on the low end currently, which means they might fall behind in some cases. There are still class balance changes incoming before Mythic Uldir is out though, so this can still change.
Rune of Power should only be used when you are very comfortable on the encounter, as there are a lot of mechanics that can make good Rune of Power usage very difficult.
Fire Mage playstyle on Taloc
The fight is comprised of two main mechanics, Plasma Discharge and Sanguine Static. Sanguine Static targets a player in the raid and shoots 5 blood orbs at towards target. Be ready to sidestep the projectiles when he finishes the cast. Due to Scorch and the many instants Fire has, you should be able to sidestep this without losing much DPS.
A location to drop Plasma Discharge should be marked before the fight begins. You should use Shimmer to Shimmer out of the group and start dropping the blood. When you are done dropping the blood you can use your second stack of Shimmer to get back into the group. If Taloc has cast Cudgel of Gore and his weapon remains on the ground, do not stand between the boss and his weapon at any time in Phase One or Phase Three.
In Phase Two, you begin your descent into the raid. Taloc goes immune to all damage and begins to spawn two sets of adds, so make sure that you do not use any big DPS cooldowns right before the boss enters Phase Two. Coalesced Blood is the Phase Two-exclusive add and must be prioritized over all other targets. Volatile Droplet will be soaked or burned down quickly as a secondary target.
Rune of Power is a lot better DPS on this boss if you can pull it off effectively, so it is advised you practice with Rune of Power and only change to Incanter's Flow if you end up having a lot of issues with Rune of Power.
Fire Mage playstyle on M.O.T.H.E.R.
Effectively playing Fire on M.O.T.H.E.R. is all about how effectively you can deal with the different abilities that force you to move a lot.
M.O.T.H.E.R is another 3-phase fight, split into three rectangular boss rooms. Each room is on a timer based on when the boss enters. All players must pass through the barrier and reach the end to defeat M.O.T.H.E.R. before they are incinerated.
Each room has set mechanics. While the boss is in the first room, she will cast Wind Tunnel and Purifying Flame, and once she enters the second room, she can cast Uldir Defensive Beam. Once she reaches the final room, she begins to take additional damage and the fight ends quickly thereafter.
Wind Tunnel conjures a gust of wind in the room, which pushes you towards zones of fire. On the Beta, you could stand against the wall where the boss is tanked to avoid getting pushed into the fire. However, the assumption is that this will be changed to no longer work on live. If this indeed does not work on live, you can deal with this effectively by using simply using Shimmer and Scorch if necessary. This should allow you to keep DPSing the entire duration of the wind without ending up in the fire. Purifying Flame creates several void zones beneath players that must be moved from. You can use any available instants or a stack of Shimmer on this, but make sure you check the timer of Wind Tunnel, and hold onto the Shimmer if Wind Tunnel is coming soon.
The main fight mechanic revolves around Defense Grid. Every time players cross into the next room, the entire raid takes damage and adds spawn, based on how many players crossed the threshold. If many players are crossing over, make sure you preemptively cast Blazing Barrier, or if truly lots of people are moving over at once, use Ice Block.
These adds are the top priority in this encounter. They must be stunned, interrupted, and knocked back until they are dead. If their cast completes, the raid will wipe. Using Meteor combined with Rune of Power is a great way to deal with these adds.
When the boss enters the last room, she will gain a 100% damage taken debuff. Because of this, you have to make sure that your DPS cooldowns and second potion are ready before entering this final room.
Fire Mage playstyle on Fetid Devourer
Fetid Devourer is a fight that Fire Mages should excel on. This is due to the vulnerability phase which starts at 50% Health, which is quite close to Searing Touch's activation percentage of 35%. This means that Fire will both good great DPS during this portion of the fight, and is extremely mobile. If the boss is close to 50%, save your cooldowns to burn the boss.
The main boss casts very few abilities. Rotting Regurgitation is a cone ability targeted at a random player, which must be dodged or you will take a large amount of damage and have Malodorous Miasma applied to you. If you are afflicted with Malodorus Miasma, be it random or through the breath, it will evolve into Putrid Paroxysm, which is another debuff which does substantially more damage in a short duration. If you have this debuff, consider casting Ice Block, especially if it lines up with Shockwave Stomp.
Shockwave Stomp (Heroic and up) is a raid-wide knockback, which pushes you backwards a considerable distance. Make sure you watch for this timer before using cooldowns such as Rune of Power. You can use Shimmer while mid-air from this knockback to return back to your original position.
Two adds will spawn from six waste disposal units at random. You can save a stack of Rune of Power combined with Meteor or even Combustion for these adds to quickly burn them down.
Zek'voz, Herald of N'Zoth
There are a couple of choices that you can make in terms of talents. It mostly comes down to what your raid needs extra help with. If your group has trouble clearing the phase one Silithid Warriors, you can opt into Flame Patch (or Living Bomb for a more hybrid approach).
Fire Mage playstyle on Zek'voz, Herald of N'Zoth
This encounter is split into three phases, with a few basic mechanics that persist through the whole fight. The main mechanic is Surging Darkness. This creates three zones of darkness centering where the boss cast the ability. One zone will be safe for every pulse. Make sure you have Shimmer stacks available for this mechanic.
Phase One spawns many Silithid Warriors that fixate a target and can be stunned and burned down effortlessly. During Phase One, players will be targeted with Eye Beam at random. Players fixated by C'Thun's gaze will have a small indicator below them that will show if they are standing close enough to cleave another player. Always avoid having other players in your circle while being fixated and use a personal like Blazing Barrier.
Phase Two is a priority damage phase. Three adds will spawn and will begin casting on players. These casters can be interrupted, stunned, crowd controlled, but not moved. Counterspell should be used to interrupt them. The boss mechanic during this phase casts Roiling Deceit on a handful of players. These players will take damage and then drop a cloud at their feet upon expiration. Get this cloud out of the raid by using Shimmer right before the debuff expires, and then using your second charge of Shimmer to get back to the group.
Phase Three is the final phase of the fight. There will be no more adds or previous Old God mechanics during this phase. Instead, the boss will spawn Orb of Corruptions around the boss room. These orbs must be soaked by players. Players who soak the orb get a temporary damage increase and once the buff times out, they will be mind controlled until killed. Mind controlled targets must be silenced, stunned, or interrupted while they live. You should soak one of these orbs while all your cooldowns are ready so you can maximize the DPS bonus from the orbs.
Fire Mage playstyle on Vectis
Vectis will begin the fight casting Omega Vector on a few party members. This debuff does not expire and will bounce from target to target the entire fight. Every time the debuff bounces, the player contracts one stack of Lingering Infection, which increases all Nature damage taken. While Omega Vector deals shadow damage, other fight mechanics deal nature damage.
During the "up phase", the boss will cast two abilities. Contagion is a raid-wide Nature damage explosion and Gestate stuns the target dealing Shadow damage to all players around the target and spawns an add. This add must be burned down immediately or the healing absorb debuff it casts on the raid will be too much for your healers. If you get this debuff, you should Shimmer out of the group, and your second Shimmer to get back into the group after you spawned the add.
Vectis submerges and spawns Plague Bombs, which must be soaked by players. During this phase, Vectis will also send out waves of blood that must be sidestepped or the player will take a stack of Lingering Infection. These waves of blood move quite quickly and are hard to dodge if you are close to the submerged boss, so you should remain relatively far away. If a Plague Bomb spawns close to the submerged boss, you can soak this by using Shimmer to get to it and then casting Ice Block to avoid getting hit by the waves of blood.
If you are very comfortable with the fight you can run Rune of Power to help burst down adds quicker. However, there are a lot of reasons that make Rune of Power hard to use, especially if you are one of the main soakers for Pool of Darkness, in which case Incanter's Flow is a better option. Additionally, you can go either with Conflagration if you need more single-target damage, or Flame Patch if you need more adds DPS (or Living Bomb as a hybrid option).
Fire Mage playstyle on Zul, Reborn
The main mechanic that Fire Mages can handle is Pool of Darkness (Heroic and up). Due to having both Shimmer and Frenetic Speed we have a lot of mobility to get into the pools. You can then use Blazing Barrier to reduce the damage taken from them, or Ice Block if you are soaking these pools at the same time Dark Revelation or Deathwish is happening.
There are three sets of adds that spawn in Phase One. Nazmani Bloodhexer spawn in packs of two and must remain separated. Focus these first and kill them quickly. If your runs a strategy in which you crowd control these adds, you can use Polymorph on them when needed. The second Bloodhexer may possibly cast Congeal Blood and the add that spawns from this cast is the only target that takes priority over the two Bloodhexers. Bloodhexer's can be hard crowd controlled, knocked back, stunned, and silenced as well as the add that they spawn. These adds are the adds you will most likely want to use your DPS cooldowns on.
Nazmani Crusher is your second priority and Bloodthirsty Crawg are normally just burned down through passive cleave which fire excells at. The Crushers will spawn one at a time and the Crawgs will spawn four at a time. When there are no Nazmani Bloodhexers active, target the Crusher and cleave off of him.
Mythrax the Unraveler
The choice between Rune of Power and Incanter's Flow largely depends on how comfortable you are with the encounter. You will want to go the standard single-target DPS talents on this fight, however, Flame Patch can be considered if your group has trouble killing the groups of adds. Living Bomb is a good hybrid option if you want to add a bit more DPS to the groups of adds without giving up a lot of single-target DPS.
Fire Mage playstyle on Mythrax the Unraveler
This fight consists of a boss phase and an intermission phase. During the boss phase, just be aware of any Annihilation stacks you have. Clear them if they get too high or if you are called to clear them using Existence Fragments. You can limit the number of stacks you receive by avoiding casts of Obliteration Blast, which targets a random player and shoots a laser at them and its intermission counterpart, Obliteration Beam. If you get Imminent Ruin simply Shimmer when it is about to expire, and then your second Shimmer to get back.
At 75% health, the boss moves into the middle of the room and takes 99% less damage, so make sure you do not activate your DPS cooldowns when the boss is close to 75% Health. During the intermission, two large N'raqi Destroyers spawn and must stay separated and burned down. Additionally, several players will be targeted with Visions of Madness. Try to stay grouped so players can cleave them down easily. Counterspell any adds that are out of the main group.
Damage timings are very announced during this fight. Raid wide damage is dealt after every mind control break, at the beginning of every intermission, and also when Imminent Ruin expires. If any mechanics line up or you are afflicted with Imminent Ruin, be sure to use your Ice Block.
On a lot of fights, you can run Firestarter or Searing Touch, however, on G'huun you should definitely run Searing Touch because the last 15% of the fight is an important DPS check. You can run Living Bomb over Conflagration if you need more add DPS during the first phase. Aside from that, a standard single-target talent setup is recommended.
Fire Mage playstyle on G'huun
G'huun is the final boss of the raid. The encounter consists of an upstairs minigame portion as well as three downstairs phases.
Fire Mages are a decent choice (but by no means the best choice) for the upstairs mini-game, as with the double Shimmer usage can get very far along the platform to deliver the Power Matrix, so if your group is lacking Warriors, Monks and Demon Hunters, it is worth trying as an Fire Mage.
Phase One is the add phase. Your focus in this phase is to cleave down all units, but have at least one target ready to be focused down. The priority is Blightspreader Tendril (heroic and up), then Cyclopean Terror, and finally Dark Young. Make sure all casts during this phase are interrupted. The Dark Young add will cast an ability called Dark Bargain in a circle around itself. If you take one stack, you deal increased damage and healing but also take increased damage. If you get a second stack, you will be mind controlled. You can coordinate with your healers to get one stack of this for bonus DPS. You should make sure to line up your DPS cooldowns for this buff. During this phase, G'huun will also cast Explosive Corruption on one random player. This player should move to the edges of the room so they do not infect any other members. This ability will persist through the fight. You can simply Shimmer out right before it expires and use your second Shimmer to get back in.
When G'huun is forced from his lair, he stops spawning the adds from the previous phase and brings new mechanics to the fight. Be sure to spread to reduce stacks of Putrid Blood contracted from the Wave of Corruption. A player will be targeted with Blood Feast and be rooted to the ground. Stack up on that player to remove all stacks of Putrid Blood. He will spawn a Gibbering Horror, whose strength is increased by the amount of Putrid Blood stacks that were removed. Focus this down when it is active and avoid being interrupted by Mind-Numbing Chatter.
At 15% health, the final phase begins. The upstairs mechanics end and the raid takes a large amount of damage. Only two new mechanics are added to the phase, but you are no longer able to remove Putrid Blood, so spreading is very important. Malignant Growth (heroic and up) must be moved away from if they spawn nearby and G'huun will also be casting Gaze of G'huun, which will fear you if you face him, so make sure to turn away right before it.
- 13 Jan. 2020: This page has been reviewed for the release of Patch 8.3 and no changes are necessary.
- 15 Apr. 2019: This page has been reviewed and no changes are necessary for the release of the Crucible of Storms raid.
- 10 Dec. 2018: This page has been reviewed for Patch 8.1 and no changes are necessary.
- 29 Oct. 2018: Removed potential usage for Firestarter on Taloc.
- 30 Aug. 2018: Added talent suggestions and boss guides for Uldir.
- 10 Aug. 2018: Added Fire Mage Boss by Boss empty page for now.
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