Quick and Dirty Fire Guide

by Tachyon on Wed. 14. April 2010, 02:20

Filed under: fire, guide, raiding, spec, talents, featured

First and foremost, Fire was always my least favourite mage tree. Deep in my heart, I still am a Frost mage (/curses Blizzard for completely ruining it as a raid spec), and have fun raiding with an Arcane spec.
But as my guild is stuck in progress at the Lich King, I had to take desperate measures to optimize my contribution to this particular fight. In other words:
I'm raiding with fire and flames at the moment.



According to Kamigami Tools, Fire is now (since 3.3.3.) up to par with Arcane on some ICC 25 fights (especially Professor Putricide and Sindragosa), and even outperforms Arcane on the Lich King fight (and some other fights in heroic ICC too).

This quick and dirty written guide aims at experienced players who want (or have to) give Fire a try. I suggest reading my Arcane Mage Guide also, as all the stuff I don't mention here (gems, enchants, gear planning, faster casting) are mentioned there.

The Spec


(Click on the Image above to view the spec as PDF)
I pondered long about the spec, and only after I was convinced that every point sits where it belongs I cross-checked it with the fire specs of high end mages. The fire spec of the first mage participating in the heroic ICC Lich King kill only differs by one point, so I think there's not much room to negotiate

Endgame Fire Raiding Spec:
53/18/0 Fire/Arcane

Stats

As a fire mage, you have no talents to increase your hit rating. If you assume that you have 3% hit from raid buffs, you need to get the missing 14% (or 13% if spacegoats are in your raid) from your gear. That's 367 hit rating, which should not be hard to get.
Stats priority (updated!)
Hit Rating (until cap) > Crit Rating > Spell Power > Haste > Spirit > Int

Spell Priority System

Fire doesn't use dynamic rotations like Arcane. There's not even a fixed rotation, but rather you will decide what spell to use next using a priority system:
  • Priority 1: Keep Improved Scorch up
    Improved Scorch lasts 30 seconds, and increases the spell crit chance on the target by 5% for all casters. Warlocks' Improved Shadow Bolt has the same effect, and doesn't stack with Improved Scorch, so if warlocks in your raid have Shadow Bolt in their rotation, you can forget about applying the Scorch debuff.
  • Priority 2: Keep Living Bomb up
    Living bomb does great damage on your target, especially when other targets get hit by the splash damage at the end. Remember that the huge damage comes at the end, so when your target is likely to die within 12 seconds, it's not worth (re-)appying it.
  • Priority 3: Use your Hot Streak procs
    Hot Streak procs allow you to cast instant Pyros after two subsequent nonperiodic crits with fire spells. The biggest issue here is Ingite Munching, which causes the system to forget to bank the ignite of one spell if two fire spells crit more or less simultanousely. If you have at least two pieces of the Tier10 set, consuming the Hot Streak proc will give your 5 seconds of +12% spell haste (of which 1 global cooldown is wasted, at least 1 second), this makes it worth using at least when the haste buff isn't up. The pyros are mana consuming, if you ever run into mana problems you may want to use the instant pyros less often.
  • Priority 4: Fireball chaincasting
    Pretty straightforward.

Configuring TellMeWhen

If you use TellMeWhen, you might want to watch for following procs/debuffs/cooldowns:

BUFFS/PROCS:
  • Hot Streak: Buff, Player, When present, Timer
TARGET DEBUFFS:
  • Improved Scorch: Debuff, Target, When present, Timer
  • Living Bomb: Debuff, Target, When present, Timer, only if cast by self
  • Ignite: Debuff, Target, When present, Timer, only if cast by self
COOLDOWNS:
  • Combustion: Cooldown, Spell or Ability, When usable, Timer

Useful Macros

This macro lets you cast Living Bomb on the target under your mouse pointer, or if nothing there, on your selected target. Very handy to apply Living Bomb on multiple units without having to lose your current target!

#showtooltip Living Bomb
/cast [target=mouseover,harm,exists,nodead] Living Bomb; Living Bomb

Useful Addons

Keeping up Living Bomb on multiple targets isn't that easy, but fortunately there's a nice little addon that helps here:
Living Bomb Tracker shows a little tooltip when hovering with your mouse cursor over a target, showing whether Living Bomb is applied and how much time is left ticking before you can reapply it.

Understanding Ignite

Ignite is a core mechanic you are expected to understand if you raid with fire.
Whenever one of your fire spells crits, it will do 40% of that damage as DoT (Damage over Time). On a single crit, there will be two Ingite ticks, the first after 2sec, the second after 4sec, both doing 20% of the direct damage component of the spell that crit. If other spell crits happen when there's still Ignite damage to tick, the new Ingite damage is added to the amount that is left to tick, and the timer starts anew to tick after 2/4 seconds.

Example 1: Single crit
t=0sec, Fireball crits for 1000 damage. 400 damage (40%) is added to the Ignite bank.
t=2sec, Ignite ticks for 200 damage (half of what's on the bank)
t=4sec, Ignite ticks for 200 damage (the rest), Ignite debuff expires on the target.


Example 2: Multiple crits
t=0sec, Fireball crits for 1000 damage. 400 damage (40%) is added to the Ignite bank.
t=2sec, Ignite ticks for 200 damage (half of what's on the bank)
t=2.5 sec, Pyro crits for 1500 damage. 600 damage (40%) is added to the bank. Ignite timer is reset
t=4.5sec, Ignite ticks for 400 damage (half of what's on the bank)
t=5sec, Fireball crits for 1200 damage. 480 damage (40%) is added to the Ignite bank.
t=6sec, Fireball crits for 1000 damage. 400 damage (40%) is added to the Ignite bank.
t=8sec, Ignite ticks for 640 damage (half of what's on the bank)
t=10sec, Ignite ticks for 640 damage (the rest), Ignite debuff expires on the target.


This effect of banking Ignite damage is called 'Rolling Ignites'. Back in the classic days, there was only one Ignite bank per unit, so fire mages all added to the same pool. If their crit chance or number was high enough, Ignites could roll for a very long time, increasing the size of the ticks and causing aggro problems to the fire mage which caused the last crit. In vanilla WoW, once Ignite was applied it ticked every 2 seconds until it expired. The damage of the first tick was not substracted, but instead each tick was meant to do half of the banked damage. If rolling ignites occurred, the new Ignite damage was banked to the initial damage and the tick timer was reset to 2, so any damage from the first tick could tick again. This bug caused the banked damage to grow to massive dimensions sometimes, and was a hidden damage boost of fire mages. That had been fixed with patch 2.0, giving each player its own ignite bank slot, substracting any damage ticks and resetting the timer when a new crit occured.


Burning Kraken (not to scale)
What this means for you: be aware that not all your damage is unloaded directly, and subsequent crits can delay the dot damage (theoretically ad infinitum). Any Ignite damage still banked when your target dies is lost, this is part of the reason fire specs are atrocious for levelling or any target that doesn't live long enough (such as the Ice Spheres in the Lich King fight).

I hope you enjoyed this guide. If there's anything you think should be added, drop me a note in the comments. Now go and RELEASE THE BURNING KRAKEN!

alia wrote:

posted on Wed. 14. April 2010, 16:37

Thanks Tach!

Sierra Leone wrote:

posted on Wed. 14. April 2010, 23:21

Thanks for the guide. One little question: Why Does Magic absorbtion good?

Tachyon wrote:

posted on Thu. 15. April 2010, 00:10

Magic Absorption 2/2 increases your resistances by 80 at level 80. This makes it easier for healers to keep you up, and increases your chance to survive nasty situations.

Psynister wrote:

posted on Wed. 21. April 2010, 15:48

Nice write up, Tach.

I'm just now working towards figuring out Fire after leveling two mages to 80 as Frost and then raiding as Arcane. Switching from dedicated rotations to a priority system just feels so wrong on the mage.

Your description of the Ignite pool is far better than anything else I've read from other people, it actually makes sense now. And thank you for mentioning the LB Tracker addon. I've been wondering how in the world I was going to track that on multiple targets and hadn't found an addon yet that could do it.

I'm leveling a 3rd mage now sticking to Fire from the start so that I can get back into it again. I ran a FFB build when 3.0 hit for a while and really got the hang of it for a time, but familiarity with the spec wears off fast apparently.

shieldbreakr wrote:

posted on Wed. 21. April 2010, 17:01

Great write up on a topic Psynister and I have been firing (pun intended) questions at Gnomeaggedon for a week now. Thanks for the in depth and simplifying explanation for the ignite bank and how the crit timers work. Off to try fire on heroic modes ICC again, my DPS dropped ~1500 when I swapped to fire last week, I changed back halfway through the raid. Gonna try it again and see how this LB addon works.

Floppydog wrote:

posted on Mon. 03. May 2010, 01:45

I still read your blog every week Tachyon, and it's pure gold imo.
Thank you for checking out Fire spec, i was thinking it might come back into play soon.

As always, when i read your blog, i sit around with a ton of things i'd like to know more about! This is actually a very good sign!

Some theorycraft statvalues for Firemages would be good. Graphs etc, and maybe a bit of reflections around it all.

Something about ways to avoid Ingite Munching would be nice. I tested out with using Scorch or Fireblast (or in ideal cases Living Bomb) before Hot Streaked Pyro. Not sure what i found out except that the whole bug really turned me off the fire track.


Lastly, and possibly most important since i'm still an arcane mage!
As a thumb rule, crit rate is better than spirit. The new ICC gear seem to open up for mages to actually MAKE this choice in nearly all gearslots. The result? Mages with less and less spirit! At the moment, i'm on 315 Spirit unbuffed, and i still have a cloak with 60 Spirit on that i'd like to replace. Of course within raids i get a good few Spirit buffs, but it's still not a lot. My Spirit is low (no pun intended), and with that, i see less and less use in the Molten Armor glyph.

The reason i bring this up is this: Glyph of Arcane Power, tho clearly a dps boost, is NOT a favorite among mages. Nearly without exception, mages seem to prefer Glyph of Molten Armor. I have calculated Glyph of Arcane Power to be about 0.7 % extra damage. Yeah i know, not very impressive. However, i expect my Spirit to be down to about 350 soon, raid buffed and all. 20% of that is 70 critrate. Given that Crit is not a very good dps stat to begin with for arcane mages, i've started to wonder if 1.5% crit is really worth more than 0.7% more damage done.

So the question is, how low must my Spirit be (still no pun intended) for Glyph of Arcane Power to overtake Glyph of Molten Armor as the 3rd best dps glyph for arcane mages???

Obviously if i had 0 in Spirit, Glyph of Molten Armor would be totally useless ^^

Curious wrote:

posted on Sun. 09. May 2010, 21:40

Tachyon, what is your dps as fire and as arcane?

Tachyon wrote:

posted on Mon. 10. May 2010, 09:50

@Curious:

The DPS varies depending on the fight, but on the average, I think I do the same DPS with Arcane as with Fire (in single-target fights and fights which involve multiple adds that die fast Arcane does a little more DPS, in other fights which allows to use Living Bomb efficiently Fire does more).

Combat log parses of our raids can be found here:
worldoflogs.com/guilds/25730

I started using fire by the end of April, although it was a slow transition as I switched to Arcane for some fights where it's still better (e.g. heroic Dreamwalker)

renegadeofunk wrote:

posted on Wed. 19. May 2010, 17:11

Good post, Tach.

I'm in an 11/12 10 man HM guild and I'm thinking about trying Fire for H LK. The mitigating factor is that I'm in mostly 264 gear (heroic 10) and I've been under the impression that Fire only approaches Arcane at a certain gear level (heroic 25). Do you think that would make Arcane my top dps spec still?

Metin wrote:

posted on Mon. 12. July 2010, 15:08

Maybe i ask like a noob.
But i want to know, which gems for geaR?
haste?
Spell power?
Spirit?
etc......

Tachyon wrote:

posted on Mon. 12. July 2010, 17:47

Hi Metin,

Stats priority for fire:
Hit Rating (to cap) > Crit Rating > Spellpower > Haste Rating > Spirit > Int

My new casting simulation is not yet done, but when I run stat comparison scenarios against it, it suggests following values (for my mage, hit capped):

1 Intellect = 0.30 SP
1 Spirit = 0.40 SP
1 Hit Rating = 0.00 SP
1 Crit Rating = 1.14 SP
1 Haste Rating = 0.73 SP

For red/yellow sockets, take SP/crit gems, and for blue sockets, take SP/spirit gems.

JCamp wrote:

posted on Tue. 10. August 2010, 20:44

So i'm sitting in mostly heroic 10 man gear 264 and i switched from arcane to fire and noticed my dps went down a little in some fights but up in others with multi adds that live longer.

I was just wondering...since fire has dots (living bomb, ignite) can it do less dps than arcane while still putting out more damage?

There was an arcane mage in the raid who was beating me in dps but doing less damage...just wondering how thats possible?

Tachyon wrote:

posted on Thu. 26. August 2010, 22:37

@JCamp: usually the DPS meters only measure when you're active. An arcane mage will often have to stop casting (while running or evocating), so these tools don't count that as 'active time', meaning that the total damage is divided by less time, resulting in higher DPS. As a fire mage, on the other hand, you often cast on the run, and your DoTs are ticking even if you pause casting, all that counts as active time. You could do more overall damage than an arcane mage, and still do less DPS as your active time is higher.
WorldOfLogs, for example, also shows the effective DPS (total damage divided by the fight duration), allowing to compare specs in terms of DPS. If your role is only to deal damage, your contribution to a fight is the total damage you deliver, not the DPS peak at any time.

Aedrin wrote:

posted on Tue. 31. August 2010, 10:27

Thanks for the guide Tachyon. One little offtopic thing: could you please tell me which unit frames addon you use as seen in the first screenshot? Thanks!

Tachyon wrote:

posted on Tue. 31. August 2010, 14:57

@Aedrin: it's ag_UnitFrames

drudizzle wrote:

posted on Wed. 01. September 2010, 04:06

Really enjoyed this guide, but one question: what's an optimal haste and clit rating for fire to really be effective I've noticed that my haste gas seriously dropped switching gear for gear with more crit any help for this

Tachyon wrote:

posted on Thu. 02. September 2010, 11:20

@drudizzle:

For my gear, 1 crit rating is worth 1.16 spell power, and 1 haste rating is worth 0.6 spell power with fire, so crit rating is clearly more worth than haste rating. Trading haste raiting for crit rating is pretty much a no-brainer. Also note that the haste cap for fire is lower than for fire (instant spells are coupled to the global cooldown, which is 1.5 sec, and reaches the haste cap of 1 sec with 528 haste rating during heroism/bloodlust, or at 1541 haste rating outside).

Haste shines a little more when movement or AoE damage (Flamestrike/Blizzard!) is involved, but for single target damage, crit rating is way better. There's no magic number of either crit or hast you should have, 0 haste rating and a lot of crit rating instead is totally ok.

Butle @ Turalyon wrote:

posted on Thu. 02. September 2010, 22:48

Hey!

Maybe you could check my gear out, and see if its any good for Fire spec? I just started with fire and I think I'm bad at it but yeah...

Also, what UI are you using? Could you tell me all the addons? =D

~Butle