4.3.3 Fire Mage Compendium
Have a Question? Read the FAQ Section first to see if it's answered there.
Recent OP Updates
Tyrian has retired from updating the Fire mage Compendium and I have volunteered to take over. I have updated the thread for 4.3.3. If you notice any errors or fallacies please send me a private message and I will fix it. Additionally if you have any insight to provide as to improvement that could be made to the thread please send me a PM. As put by Tyrion, the goal is to encourage people to better educate themselves via using these amazing tools - and not need to come to EJ to ask redundant questions or make posts that just get deleted.
This thread is a consolidated resource for Cataclysm Fire Mages. It will address all key points Fire Mages need to understand or be aware of. Many generous members of the EJ Mage community lend their time, knowledge and skills to make it possible to present this information to you. At various points in this post we'll make reference to "Patchwerk Style Fights". This refers to fights which have little-to-no movement, no adds, and nothing else of note other than to simply "Stand still and DPS the boss". Argaloth is a good example of a Patchwerk-style fight for Cataclysm.
Firstly, why play a Fire Mage? Lets answer that by taking a quick look at the strengths and weaknesses of the spec itself:
[top]Speccing a Fire Mage
Here's a good starting build for a Level 85 Fire Mage: Widely Accepted Cookie Cutter Build: 3 / 35 / 3
- Improved Scorch was picked up, though be mindful that the talent is now classified as "Situationally Recommended" instead of "Essential". The value of this talent now largely depends on the type of content you're doing: Longer heroic encounters, encounters with heavy AOE-mana demands, or encounters where Evocation can't be used or is difficult to use - will render Improved Scorch still desirable. For other encounters or content, this talent could be safely skipped.
- Arcane Concentration is Situationally beneficial. Most fights will not require any kind of mana concervation, however, in terms of mana saved Arcane Concentration surpasses Improved Scorch on fights with little to no movement. Madness of Deathwing is an example of where Arcane Concentration is better than Improved Scorch.
- No points in Improved Fire Blast were taken. This means you'll need to be within 30 yards to use Impact, which is the base Fire Blast range. Whether players deem this range to be unacceptably low for AOE fights is highly subjective.
- Blazing Speed is skipped. PvP talent.
- Molten Shields is skipped, but you may wish to allocate spare points to it. Situational, minor talent. Might seem some very limited use in specific encounters, but nothing of note.
- Cauterize is picked up. During new Heroic and Progression content, this an Essential talent for any mage working on Heroic Zon'ozz or Heroic Ultraxion. Cauterize is highly recommended for any other fight. Cauterize is not only passive, but on a 1 minute cooldown.
- Pyromaniac is picked up, but be mindful that it's still a very situational talent.
[top]Arcane and Frost Subspec Talents
[top]Additional Notes on Specific Talents
[top]Gearing a Fire Mage
The most important initial step to correctly gearing a Fire Mage is to understand how we value various Combat Ratings. Our understanding of Combat Ratings will influence the gear we choose to wear, enchants, gems, meta-gems... everything.
At level 85, the following values reflect how much of a given rating is required for +1%:
[top]Enchants and Item Enhancements
To view the full list of available Enchants, including Profession Specific enchants, visit Cataclysm Mage Resources
Intellect is always at the forefront of our mind when it comes to Gemming: Fire Mages aggressively prioritise gemming for Intellect on gear. The following gems are at our disposal:
So, should we always just gem for pure +50 Intellect? Not necessarily. Sometimes the socket bonus will indeed be strong enough such that +25/20 gem combinations will be superior. Let's look at three examples. Please not these examples are outdated, but still make a valid point.
In every example above, notice how Intellect is always present. Intellect is always at the forefront of a Fire Mage's mind when it comes to Gemming. No non-intellect gems are even considered. The "Relative Stat Values" table above will help players ascertain whether any given combinations of X stats will beat Y Intellect. Sometimes they will, sometimes they won't.
Reforging is a powerful tool in optimizing your character. In general, your reforging pattern should follow your combat ratings. If you do not know your combat ratings please refer to that section for details. Below is a general reforging scheme for a character in Dragon Soul normal or heroic gear. Again, these values can and will change depending on your gear, so make sure you calculate them yourself with Simulationcraft if you are unsure.
Hit to 1742 (or 17%) > Haste to 2005 (1505 with t13 2 set) > Crit > Haste > Mastery
Reforging by hand is difficult, time consuming and will cost a lot of gold in trial and error so I do not advice is. There are a plethora of tools available on the internet that calculate reforging for you based on your combat ratings. Here are a few of my favorites:
To use this website, import your character, double check to make sure that the gear shown is up to date, and enter in your combat ratings near the bottom of the screen.
Ask Mr. Robot
Ask Mr. Robot is a do-it-all gear optimizer. It will inform you of correct enchants, gems, reforging and even give you a semi-accurate BiS list. Ask Mr. Robot is incredibly user friendly and provides accurate results.
In addition, the fireblast is a 6-8 second CD that does not consume a GCD for the Mirror Images. Because the Mirror Images cast several fireblasts the damage from frostbolt and fireblast is greater than the damage of fireballs with the glyph.
As a side note, the glyph is a dps increase for Arcane mages because the glyph causes them to chain cast Arcane Blast (and no Fireblasts) which is more dps than frostbolt and fireblasts. The reason behind this is that the Mirror Images casting Arcane Blast benefit from your stacks of the Arcane Blast debuff.
Thanks to Logoz for information on the Mirror Image Glyph.
[top]BiS List: Tier 13
There has been some discussion recently in regards to which neck item is better [Opal of the Secret Order] or [Flowform Choker]. In terms of raw stats the extra 35 intellect on the Flowform Choker makes it better than Opal of the Secret Order, however, that goes without accounting other gear into the equation. Depending on your charicters current gear, Opal of the Secret Order could be better if it moves enough mastery to crit and/or haste. Use a gear optimizing website to compare to benefits of using Opal of the Secret Order such as Wow Reforge or Ask Mr Rorbot. If the results are not clear on which is better SimulationCraft or Rawr can be used determine the more optimal set up.
[top]Advanced Gearing Notes
The following sections provide additional detail on the finer details of gearing a fire mage.
[top]Haste: Additional DOT Ticks
Thanks to Roywyn for writing much of the section below.
Many Spell DOT's gain additional ticks at specific levels of Haste. For Fire Mages, the levels of Haste required are:
DoT spells get their first extra tick when you have an amount of haste that would theoretically grant you only half an extra tick. For every extra tick after the first, you need the additional amount of haste which would grant you an extra DoT tick. As an example: Living Bomb and Pyroblast each tick 4 times. That means they require 12.5% for their first additional tick. For the 2nd, 3rd and 4th additional ticks they require: 37.5%, 62.5% and 87.5% haste respectively.
The first additional tick of Living Bomb, Pyroblast (Dot) and Frostfire Bolt (Dot) requires 516 Haste Rating. This is only ~4.022% from gear. You might be thinking, "You just said we need 12.5% Raid Buffed. So why do we only need ~4.022% from gear?" The answer is two-fold:
1: Haste Raid Buffs and Haste Talents: During raids, you'll have 5% extra haste from any caster hybrid and 3% haste from the Netherwind Presence talent.
2: Haste is Multiplicative: You might be thinking, "The numbers don't add up. If you need 12.5% Haste Raid Buffed for an additional tick - why isn't the calculation simply 5% from Raid Buffs + 3% from Talents + 4.5% from Gear = 12.5% Raid Buffed?" The answer is: You cant simply add Haste together liks this, because Haste is not additive. This is how the value for Haste Required from Gear is derived:
The table below displays the Haste values required for additional ticks of Living Bomb, Frostfire Bolt (Glyphed) and Pyroblast (Dot) in a variety of Scenarios:
For a complete list of haste tick marks visit this document.
The table below displays the Haste values required for additional ticks of Combustion using the most common scenario only:
The "Soft Haste Cap" is a term thrown around often that Fire Mages should be aware of. The term "Soft Cap" itself has been taken out of context by many players and is now a source of misinformation. It refers to the specific level of Haste required such that a given fire DOT gains one additional tick over its duration. However, Haste still has a similar value before and after the 'soft cap'. It's just that reaching the soft cap itself results in an additional free tick - and thus a small increase in DPS. The % of Haste required varies, depending on the DOT in question and the amount of additional ticks being referred to.
When players use the term "Soft Haste Cap" - they most commonly are referring to the amount of Haste rating required from gear to reach +12.5% Haste raid buffed in the most common scenario: With 3/3 Netherwind Presence and the 5% Raid Haste Buff. This value is 516, when LB / Pyroblast (Dot) and FFB (Dot) gain one additional tick.
Players may also use the "Haste Cap" term for a variety of other applications. For example, the term "Second Combustion Soft Cap" would refer to 15% Haste - which is the Haste value needed to gain a second additional tick of Combustion. Due to higher gear levels and buffs to fire mage damage, this is no longer a "Haste Cap".
[top] Haste VS. Mastery
There's been some discussion recently in regards to mastery and haste after reaching the haste plateau of 1505 haste (or 2005 without T13 2 set or better).
Anyone who runs a simulationcraft test on their character will likely notice that haste and mastery are very close in weight, and it's true. There isn't yet a right or wrong answer as to which you should reforge to, but here are the arguements for each:
Haste to haste plateau > Crit >Haste > Mastery
Almost all simulationcraft tests will show that haste is better than mastery for a single target, Patchwerk style encounter. One reason for why haste provides a larger increase to damage is because haste is multiplicative. The benefit from acquire additional haste percentage buffs is greater than that of mastery. Haste is not multiplicative with itself, however, a simulationcraft run excluding Blood Lust will result in the value of haste being decreased. This demonstrates the additional bonus haste percent increases provide. Mastery, on the other hand, doesn't provide as large of a bonus to damage during increased periods of haste because it gives a linear increase to damage. No matter how fast you cast or how many ticks there are of a spell it will always increase their damage by the same amount. Because of this haste is especially good on fights like Madness of Deathwing and Sindragosa from T11. On single target fights the benefit from haste is greater than the benefit of mastery.
Haste to haste plateau > Crit > Mastery > Haste
The logic behind reforging to mastery over crit past the haste cap is that most fights in Dragon Soul contain AoE or multiple targets to dot at some point and since Mastery is so close in value to haste the loss on other fights is barely noticeable. Depending on your raids strategy there are 5 fights in Dragon Soul that contain multiple targets (out of 7 because Arcane is better on Spine) where the value of mastery is better than or even closer to the value of haste. On progression fights where higher single target damage is needed it's easy to simply switch to reforging that favors haste, but while content is on farm this reforging benefits the greater number of fights (deepening on your raids size and strategy).
There is a right answer on each fight, but as a whole you can reforge either way for Dragon Soul farm bosses.
Dragonwrath can be acquired from a quest chain that requires the repeated defeat of Firelands bosses. For information on how to acquire the legendary staff refer to Icy Vein's Guide
A few notes about Dragonwrath:
Dragonwrath has a 10% change to duplicate any harmful effect and has no ICD.
Dragonwrath's duplicated effect can crit even if the original did not. Additionally, it can hit, but not crit even if the original did crit.
Dragonwrath's effect is affected by all buffs, debuffs, and talents. Anything that effects the original spell will also affect dragonwrath.
Critical hits from Dragonwrath will return mana via Master of Elements even though the duplicated effect does not cost mana.
Damage over time effects will be duplicated as Arcane Damage and appear as damage by "Wrath of Tarecgosa".
Channeled spells will gain an additional tick instead of the entire effect being duplicated. Every tick has a change to be duplicated.
[top] Playing a Fire Mage: The Basics
Parts of the section below were originally written by Vontre here: http://elitistjerks.com/f75/t110345-...ysmic_changes/
Fire mages do not have a sequence of buttons to press; instead fire mage's rotation is based on a spell priority list. Spells at the top of the list are more important to cast than ones at the bottom.
1. Combustion (with optimal conditions)
2. Living Bomb
3. Flame Orb/Mirror Image
4. Pyroblast! (from Hot Streak Proc)
Flame Orb and Mirror Image do more damage per executed time, but refreshing Living Bomb soon after the explosion is more important because maximizing the up time on Living Bomb is a dps gain. Casting Living Bomb as soon as the explosion goes off can result in more total ticks and explosions in a given fight. Using Flame Orb immediately after the cool down is up is unlikely to result in additional Flame Orb uses.
While moving the priority list changes to:
1. Living Bomb
2. Flame Orb/Mirror Image
[top]Playing a Fire Mage: Finer Details
The following sections include details that provide additional information that will help to prefect the art of playing a fire mage.
Thanks to Angayelle for writing the following section.
Managing Combustion well is an important part of optimal play for a Fire Mage.
How does Combustion actually work?
The tooltip states, "Instantly deals X to Y Fire damage and creates a new periodic fire effect on the target, lasting 10 sec and dealing the same damage per time as all your existing periodic fire effects".
Combustion take in account the power of your four possibles DOTs (Living Bomb, Pyroblast dot, glyphed FrostFire Bolt dot and Ignite) on your target and create a new powerful DOT which will burn for 10 seconds ticking a number of time depending on your haste at the moment of cast. Usually the FrostFire part is not used as its DOT is very low dps and it require to waste a Prime Glyph slot.
Some important information often overlooked :
- This is not exactly the DPS of the DOTs which matter, only their potential power.
- Duration remaining on either DOT doesn't matter.
- Size of the LB, Pyro and FFB DOTs doesn't matter.
- Combustion can be spread via Impact. Impact-Combustion can be incredibly powerful.
- Combustion damage is NOT directly modified by the Flashburn Mastery but other DOTs are when taken in account for damage calculation.
- The damage-over-time portion of Flamestrike does not leave a debuff on affected targets, therefore it does not interact with Combustion.
The formula :
Tick damage = PyroDotPower/3 + LbDotPower/3 + IgniteTickDamage/2
The Ignite tick damage is self explanatory, it's the value you see happening on your combat log, nothing else. The power of the living bomb DOT and the pyro DOT on the hand are much complicated to calculate. Keep in mind that Combustion only check for the presence of the LB and pyro dot as it will recalculate their power with your current stats at the time of casting Combustion, not the ones you had when casting the DOTs.
LbDotPower = (234 + (0.258*SpellBonusDamage))*(FirePowerTalentRank)*(1.25)*(CriticalMassTalent)*((0.00015 618*MasteryRating) + 1.224)
PyroDotPower = (164 + (0.180*SpellBonusDamage))*(FirePowerTalentRank)*(1.25)*((0.00015618*MasteryRating) + 1.224)
Multiply this Tick damage by the number of ticks you can expect depending of your haste, add in a critical chance for each dot, add the front damage from the Combustion spell and you'll have your potential total Combustion damage.
When should you use Combustion?
Firstly, be mindful that a strong Ignite is the most important contributor to a strong Combustion.
Use Combustion when an Ignite is on the target - at the very least. The ideal Combustion, however, will have all Fire Dot's present: Living Bomb, Pyroblast (Dot), Frostfire Bolt DOT (only if FFB is your primary nuke) in addition to a strong Ignite from Pyroblast or Fireball crits. At level 85 with lower crit ratings, however, it can be difficult to get all these stars to align: Sometimes those spells just won't Crit when you need them to. And you might not have the luxury of being able to wait, either.
With this in mind: Avoid using Combustion without Ignite present, even if it means you cast fewer Combustions over the course of the fight. The preferred Ignite is one from a big Pyroblast or Fireball crit. However - if you're desperate for an Ignite and running out of available time to wait - you can even try to fish for one via Scorch. Ignite is what make Combustion worth casting, even if you need to wait a while after each 2 minute cooldown(modified by 4t13 bonus) to get it up. How long should you wait? Should you hardcast Pyroblast, Fireball? Should you fish for Ignites via Scorch? All of that is dependant on the unique needs of the given encounter you're referring to. Some encounters give you plenty of time to set up optimal conditions for AOE (Heroic Halfus Wyrmbreaker). Other encounters give you very little time to set up optimal conditions for necessary AOE (Heroic Maloriak: Green Phase).
Be mindful that Combustion can be susceptible to "Ignite Munching". Read the Ignite Munching section carefully for more details on why and how this happens. Simply getting a big Crit and using Combustion shortly thereafter - might not give the Combustion results you expected - if said Crit has been munched.
How to get the most effective Combustion?
Players benefit from using a mod to assist in tracking and managing Combustion, Fire's Procs and Fire DOTs in general. The solution is Combustionhelper. Combustionhelper was created by Angayelle , who's also an EJ member. He/she also reads and contributes to this thread, taking onboard feedback and suggestions pertaining to the mod.
Combustionhelper is a small mod that makes it easier to manage and track everything a Fire Mage needs to know (FS/BW timers, multiple LB, Impact, Cauterize, Ignite munching and more…). You can download Combustionhelper here. The first picture shows the ideal time to use Combustion: When all DOT's are present on the target, the Combustionhelper window turns green and you can check the potential damage of your Combustion ticks. The second picture show that you lack your pyro DOT.
As an alternative, My Big Ignite will also show the value ignite ticks for, however, it does not predict the value of ignite. It takes 2 seconds before ignite to tick before the value is revealed.
[top]Crit: Ignite Munching and Ignite Stacking
Thanks to mysteltainn for writing this section below.
The oft-referred to "Ignite Munching" is a phenomenon that results in less (or in rare cases, more) Ignite damage than would be otherwise predicted.
There are three reasons for its occurance: simultaneous criticals, criticals that occur shortly before an ignite tick, and criticals that occur when the ignite debuff's remaining duration is greater than four seconds. The two former causes are caused by old, nigh-unfixable limitations within the game engine, and the latter is to do with a recent change in how DoT effects are refreshed.
As the name states, simultaneous criticals is when two spells crit simultaneously on a given target - usually, these times are logged as the same to a thousanth of a second. Most commonly, the spells responsible are either a fireball with a queued hot streak, or a scorch with a queued fire blast. The result is that only the second logged spell's damage being considered for ignite - the first spell's damage is completely ignored with respect to ignite. In a log, this might look like:
An obvious solution would be to prefer against queuing spells with identical travel times, but since a fire mage's myriad or DoTs can crit, it will still happen. Indeed, with relatively low crit rates (compared to late-WotLK where this munching was the majority of lost ignite damage) this is not as prominent as it was - but it is still a hefty chunk of damage lost.
As long as simultaneous events are problematic in the game as a whole, this type of munching will always occur. However, it could be alleviated by changing the travel time on certain spells - if pyroblast was slightly slower or faster than a fireball, for example.
The next cause of munching is based on ignite's 'talent delay' - a small delay between a given spell critical and the actual ignite application. In a log, ignite applying might look something like this:
There is a rarer variation of this where the following happens:
Both of these scenarios are unavoidable, especially with DoTs ticking. I believe the first bug adds a non-trivial amount of damage, but I can't say much for the second - it is quite rare, and a favorable outcome when the alternative would be the next type of munching.
The last type of munching is a side-effect of the new Cataclysm DoT system.
Ignite extends past four seconds because of the new DoT refresh mechanic. This mechanic is present on other player-cast DoTs like living bomb and corruption, and was implemented to make clipping the DoT impossible. For example, if, before 4.0.1, if you were to refresh living bomb right before it was about to tick, perhaps at 3.1s, living bomb would refresh to 12s, and would tick 3s later at 9s - the time between those two ticks was effectively 5.9s; after 4.0.1, the duration of living bomb would refresh to 12.1s, tick at 12s, and continue to tick as normal.
Following this new system, ignite's behavior is as follows:
- Ignite's initial application will be 4s in duration: 2 ticks, one at 2s, one at 0s. Ignite's total damage pool is divided between these two ticks.
- Any refreshes at any time will refresh ignite to 6s in (max) duration (current duration is ignite's current duration mod 2 plus 4s): 3 ticks, one at 4s, one at 2s, one at 0s. Ignite's damage pool is divided evenly between these three ticks.
- Ignite must be below 4s in current duration to accept any new refresh events.
This means that ignite will, on average, accept only one crit every two seconds. This is the other major source of ignite munching - DoTs critting at inopportune times and multiple crits in a small time-frame.
It is possible to diminish this effect by attempting to space spells out, but DoTs will make this form of munching inevitable.
This 'limitation,' while seemingly arbitrary, is more about how ignite evenly splits its damage between its ticks and how the new system requires a DoT tick every period without interruption. To further refresh ignite would require that either the duration be set to 6s or the duration to arbitrarily lengthen as crits occured.
Two possible solutions might be to only add the new damage to ignite without affecting its duration when the current duration is over 4s, or to have its ticks not spread evenly, but each one representing only crits that happened in the past four seconds. As most other systematic problems in WoW, I'm keen to believe this is either old and hard-to-update, or not a high priority (or more likely, both).
There is one final anomaly. When spells simultaneously crit on a target without ignite present:
Do note that this is still a damage loss so long as Spell Crit #1 is more than 50% of Spell Crit #2.
[top]How do Rawr and SimC account for Ignite Munching?
How does Rawr account for Ignite Munching? Kavan's response to this question is below:
[top]Primary Nuke: Fireball VS Frostfire Bolt
Fireball does more damage than Frostfire bolt. In 4.1 the difference was minor, but in 4.3 Mages received a 17% buff to Fireballs damage and no increase to Frostfire Bolts damage. Even after the 6% Fireball damage reduction Fireball is far better than Frostfire Bolt.
[top]Hot Streak Proc or Refresh Living Bomb?
Thanks to Logoz for permission to reuse this information from one of his posts
You have a HS proc alrdy up, you are mid-cast in a Fireball and your LB falls off during your current Fireball cast.
The general rule is refresh LB first. It is higher DPS to get LB back on the boss as soon as possible.
It depends on several variables, such as distance from boss, last spell cast (crit or no crit), and pyro dot presence.
Distance from boss:
Standing close to boss (0-20yds):
If you are standing close to the boss (very little travel time), you will most likely want to throw the insta-pyro out after your current fireball cast, THEN refresh living bomb (especially if you have 4pc T12). The reason is, because if you LB right when your fireball goes out, it causes a GCD, and the fireball will likely land during that GCD. If the fireball happens to crit, it has a chance to trigger another HS, refreshing the HS you HAD and you never got a chance to use the old HS before it got refreshed, b/c you used LB first. This is a waste of an insta-pyro and is highly annoying. #firstworldmageproblems
Standing far from boss (21yds-40yds):
If you are far enough away from the boss (or have a lot of haste for a fast GCD), when your current fireball finishes casting, you might have time to LB, and THEN throw out the insta-pyro before the fireball even lands. This situation will be the highest DPS, b/c you get LB up first, and use the HS before the fireball lands (avoiding the chance HS gets refreshed without being used).
Last spell cast:
If you're paying attention to your casts, and the last spell you cast was a crit (which means HS will guarantee proc if your current fireball crits also), it might be better to throw insta-pyro out after the current fireball, then refresh LB. This is the same reason as the "close to boss" situation. There is a chance you will proc another HS when your current fireball lands, it is a waste and dps loss if your HS gets refreshed without you using it b/c you were refreshing LB first (using HS before the HS gets refreshed is more dps than refreshing LB first and losing a HS proc).
Flame Orb is a new Cataclysm Mage Fire spell. All mages learn Flame Orb at level 81. The Tooltip reads, "Launches a Flame Orb forward from the Mage's position, dealing X Fire damage every second to the closest enemy target for 15 secs. 1 minute cooldown, 40 yard range."
Flame Orb has a high spell coefficient, which makes it a powerful 1 minute cooldown, usable while moving.
Flame Orb does not AOE as it travels, instead it attacks the single closest target. At the end of its travel path, it can be talented to explode via Fire Power. The Flame Orb spell is more accurately described as a single target DPS cooldown which can provide a single AOE pulse at the end of its duration.
When cast, Flame Orb travels directly forward 40 yards then disappears if no target was in range to attack. The Flame Orb travels forward very fast initially, but slows down greatly when it begins to attack a target in range. Flame Orb takes roughly 5 seconds to travel 40 yards. If cast with an object in the way, such as a wall, Flame Orb will still exist for the same 5 second duration, but will still disappear afterwards if no target was in range to attack.
Although Flame Orb does steady damage per second, it's not considered a DOT. Therefore, it does not directly interact with Flashburn or Combustion. Flame Orb does not cause ignite.
[top]Current Fire Problems and Concerns
[top]FAQ: Common Questions Answered
This section is intended to quickly answer the most common questions regarding Fire in simple terms. For full, thorough explanations of each point and further details - read this entire post.
Thanks for the update. You seem to be linking the wrong haste threshold table however; here is the correct version:
A small error, the link of MyBigIgnite at the bottom direct to the CombustionHelper page on Curse.
Broken bold tag at LB vs Pyro Section
Where was the data for combustion formula taken from? The last post on it here on EJ is http://elitistjerks.com/f75/t110187-...3/#post1824829 which is the basis for both simulationcraft and rawr implementation at the moment. Specifically the part about mastery double dipping seems to be in contradiction with the formula posted here. Also the information on ignite munching isn't completely accurate anymore based on current understanding.
Indeed the mastery behave differently from what we took for granted, it only apply when calculating the Ignite damage when crit happen and in the LB/Pyro formula when the dots are present on target.
I'm gonna post it fully in the formulator thread now.
Ignite Dragonwrath cannot duplicate ignite, however, a duplicated fireball that crits will cause ignite.
I'm pretty sure that this is wrong
In regards to the 2 set, having full stacks of it will not give you an additional tick on Living Bomb (or Pyroblast) so don't worry about matching Living Bomb with stacks. Having the trinket active will give Living Bomb an additional tick, however, one tick is not enough to merit refreshing Living Bomb. If you do have the ability to time intellect CD's with the initial use of Living Bomb for additional damage the damage gain will be greater than the benefit to other spells that do less damage per second. Refer to SimulationCraft for damage per second each individual spell.
In regards to Dragonwrath and ignite, I have never seen Dragonwrath duplicate ignite itself and I haven't read anywhere that it can. If you can find an example of Dragonwrath duplicating Ignite post it.
Here is DTR proc from ignite
Ignite and Combustion
I have received a high volume of questions about obtaining a large ignite for combustion. I've been experimenting with a tactic to ensure more frequent and larger ignites. I would like others to provide some insight as to the feasibility of this method. The method is usable by characters with high haste (about 2000), Berserking (troll racial) and Heroic Insignia of the Corrupted Mind.
The idea is that, while all buffs are active, Blood Lust and hopefully some intellect procs you switch from casting Fireball to casting Pyroblast for the duration of Berserking. During this time period while all buffs are active the cast time ends up being around 1.3-1.6 seconds. Casting them this quickly with all the active buffs significantly increases the chance that two of them will crit in row and yield an ignite over 30k. Of course, there will be instant casts in there as well to add to the damage. On my best and most successful attempt (on Heroic Ultraxion) I was able to achieve a 90k ignite. Additionally, I almost always see a 40k ignite or higher and have had consistently higher burst as a result.
Please provide any feedback or additional insight. If it's just a quick comment rather than a discussion please PM it to me to keep the thread clear.
Bump to get this thread back within the usual 30-days filter.
I apologize if this is in the wrong section, but this didn't seem like the simplest of questions. Can anybody verify the quality of this guide? It contains ideas that I haven't seen posted here, such as starting off fights with pyroblast, and hardcasting pyroblast if needed in order to force a use of combustion off cooldown.
Here is the link.
If this is in the wrong spot please feel free to remove this post.
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