MoP Fire Mage Compendium 5.1 - Pyros'R'Us
This thread is intended as a consolidated resource for fire mages in Mists of Pandaria, and is a work in progress. If you notice any errors, or if you have any ideas regarding improvements that could be made to the thread, please send me a PM. As Tyrion and Guromin said in the Cataclysm compendium threads, the goal is to encourage people to better educate themselves, and not need to come to EJ to ask redundant questions or make posts that just get deleted.
Please feel more than welcome to chime in with theorycrafting specifics.
[top] Acronyms & Abbreviations
[top] Key abilities
The mastery ability for fire mages in MoP is Ignite, a DoT applied by FB, FFB, IB, Scorch, and Pyro, which causes the target to burn for 12% of the spell's total damage 4 sec. If this effect is reapplied, any remaining damage will be added to the new Ignite.
Frost Armor slows melee attackers by 30% and provides 7% spell haste, while Mage Armor reduces duration of harmful magic effects by 25% and increases mastery. For fire mages, neither of these are a better option than Molten Armor.
When the target of a druid’s Symbiosis, mages gain the spell Healing Touch, a medium-large sized, mana-intensive heal with a 2.5 sec cast time and 10 sec CD.
Talents are now a choice between 3 1-point talents every 15 levels, and most have some degree of utility to all specs. Given how changing talent choice has been made cheaper and simpler, redoing talents for situational benefits between raids, or even encounters, looks to be a viable option for now.
[top] Tier 1
Presence of Mind and Scorch are our best options, depending on the fight. Presence of Mind is better for stand and burn fights, as it allows an insta-cast Pyro every 90 sec. Scorch is excellent for fights involving a lot of movement, as it enable you to keep DPSing while moving. Scorch is also an excellent way to fish for HU procs, and currently seems to add a decent DPS increase this way as crit levels get higher.
[top] Tier 2
All three have their uses, depending on the situation and what other talents you have taken. Temporal Shield + Cauterise makes a strong combination, especially if Ice Block is off CD to ensure you survive the 4 sec if you end up taking more than 200% of your health in damage. Blazing Speed + Ice Floes will allow casting while moving out of pretty much anything. Ice Barrier doesn’t have cute tricks like the other two do, but will be a huge help to your healers during heavy-damage fights, and while being on the GCD has a negative DPS impact, the pushback negation should make up for this on heavy-pushback fights.
[top] Tier 3
Which of these three to take primarily depends on personal preference, as well as some situational considerations. Ring of Frost will allow you to CC multiple targets at range, Frostjaw allows you to CC one target at range (and is particularly good for CCing casters), while Ice Ward is useful to pop on a friendly target who needs to either kite something, or keep it in place for a few seconds.
[top] Tier 4
Of these three, Cauterise is best option, being essentially a passive battle rez that can proc every 2 min. As it no longer burns away more health than it gives you, and having several options for negating or restoring the health it does burn away, it’s good for pretty much any situation. Next is Greater Invisibility, with its situational use for reducing AOE damage and removing DoTs and threat. Cold Snap is not particularly useful for fire mages.
[top] Tier 5
Which bomb is best depends on how many targets you will be using it on. Nether Tempest is the best single target bomb, or with spread out targets. Living Bomb’s rapid multidotting is best for 2 – 5 targets, and Frost Bomb is best against 6+ targets as there is no limit on the number of targets hit by the detonation as long as they are within 10 yards of the primary target.
[top] Tier 6
As with previous tiers, each talent is better for different situations. Rune of Power is the best on fights with no movement, or where you have a small amount of movement and can arrange to be moving between two or three particular places. Invocation is good for fights with moderate movement, when you have time to pause to cast an Evocation before moving again. Incanter’s Ward is best on high-movement high-damage fights, as it has no impact on mobility, can’t be interrupted, gives some damage mitigation, and to get the maximum benefit you need to ensure that you’re getting enough damage that the shield breaks rather than expires.
Of the 18 major glyphs for fire mages, only 9 have any use for fire, and two of those (Polymorph and Spellsteal) are extremely situational. Fire Blast, Evocation, Combustion, and Frostfire Bolt appear to be the most consistently useful.
Glyph of Mirror Image will give a DPS increase, the other minor glyphs are fun or cosmetic, and don’t really offer much advantage. Take whichever you like the most. Situationally, Discreet Magic’s reduction of mage bomb’s damage distance could help with not pulling yellow mobs by accident, and Glyph of Momentum will allow you to blink while strafing.
[top]Haste and Ticks Breakpoints
With thanks to Binkenstein, who has great haste breakpoint cards over at Totem Spot.
This table does not take into account the Frost Armor buff, as fire mages should be using Molten Armor.
[top] Stat priority
Intellect > Hit = Expertise (until 15% spell hit) > Crit > Haste > Mastery
Useful racials for mages.
Draenei get Gift of the Naaru, which is a small HoT, Heroic Presence, which gives them +1% hit, and Shadow Resistance, which reduces shadow damage taken by 1%.
Dwarves get Stoneform, which will reduce incoming damage by 10% for 8 sec and remove all poison, disease, and bleed effects.
Gnomes get Arcane Resistance, which reduces arcane damage taken by 1%, Escape Artist, which removes movement impairing effects, Expansive Mind, which increases mana by 5%, and Shortblade Specialisation, which gives them +1% spell hit when using a sword or dagger, and also have an increased mana pool.
Humans get Every Man for Himself, which removes movement impairing or loss of control effects, and Sword Specialisation, which gives them +1% spell hit when using a sword.
Night Elves get Quickness, which reduces the hit chance of incoming attacks by 2%, and Shadowmeld, which can be a useful aggro dump when necessary.
Pandaren get Epicurean, which doubles the stat bonus from food buffs.
Worgen get Aberration, which reduces shadow and nature damage taken by 1%, and Viciousness, which gives them +1% crit, and Darkflight, which is helpful in moving out of crap.
Blood Elves get Arcane Torrent, which restores 6% mana, silences all enemies within 8 yards for 2 sec, and interrupts enemy spellcasting within 8 yards for 3 sec.
Goblins get Time is Money, which gives +1% haste, Rocket Jump, which is useful when Blink is on CD, and Rocket Barrage, which can be used to keep up a small amount of DPS if you’ve been silenced.
Orcs get Blood Fury, which gives +584 spell damage for 15 sec, and Hardiness, which reduces the duration of stuns by 15%.
Pandaren get Epicurean, which doubles the stat bonus from food buffs.
Tauren get Endurance, which increases health by 5%, and War Stomp, which stuns up to 5 enemies with 8 yards for 2 sec. Nature Resistance doesn’t appear to be as useful in MoP as other resistances.
Trolls get Beserking, which gives +20% haste for 10 sec, Da Voodoo Shuffle, which reduces the duration of movement impairing effects by 15%, and Regeneration, which increases health regen by 10% and allows 10% health regen while in combat.
Undead get Cannibalise, a channelled effect which genes 7% health and mana every 2 sec for 10 sec if there are human or undead corpses within 5 yards, Shadow Resistance, which reduces shadow damage taken by 1%, Touch of the Grave, which gives damaging spells a chance to further deal 13,413 to 15,589 damage and heal you for the same amount, and Will of the Forsaken, which removes charm, fear, and sleep effects.
[top] Enchants and Enhancements
Until epic gems are available, your best options are either rare gems or the blue-quality ‘Perfect’ cuts of regular gems.
Unlike previous expansions, in MoP it appears that the best DPS outcome is to gem with hybrids in all sockets, as the secondary stats on gems are now double that of primary stats. Another option is to gem straight secondary stats, especially as your gear gets better, given that the value of crit increases as gear gets better. It is strongly recommended that you run your own sims to determine the best gemming options for your gear.
The stats you want to gem for are Int, Hit (until hit cap), and Crit.
Generally, you can’t reforge into a stat that is already on an item. However, with expertise now adding the same amount of spell hit that hit does, you can get around this by reforging into expertise if an item already has hit on it.
Reforge into hit/expertise until hit cap (15%, or 5100, unless you’re a draenei, or a human or gnome using a sword), then reforge into crit.
Reforge out of hit/expertise above the hit cap first, then out of mastery, then haste. Avoid reforging out of crit as much as possible.
Note that buffs are doubled for Pandaren.
Mogu Fish Stew gives +300 Int.
Braised Turtle, Great Pandaren Banquet, & Banquet of the Pot gives +275 Int.
Swirling Mist Soup & all other Banquets gives +250 Int.
Flask of the Warm Sun gives +1k Int (+1320 for alchemists)
Potion of the Jade Serpent gives +4k Int for 25 sec. Best used just before combat starts, as this way it can be used again during combat.
Master Healing Potion heals 60k health.
Master Mana Potion restores 30k mana.
Use Molten Armor, keep Arcane Brilliance up, and refresh your mana gem back to three uses before each raid boss encounter.
Use Potion of the Jade Serpent just before combat starts so that potions will be available to use during the fight.
[top] Single target
Single target is now more priority-based than a hard and fast rotation:
As there is now 0.5 sec between HU proccing and the next non-crit cancelling it out, do not stop casting Fireball to hit IB when HU procs. Finish the cast, then hit IB for the Pyro! proc.
Alter Time complicates things a little, depending on how it’s best used for a particular fight. For straight DPS, Alter Time is best used after Pyro! procs (but before casting it), while Time Warp/Bloodlust/Heroism is running, or with powerful trinket procs. When using it with Time Warp/Bloodlust/Heroism/trinket procs, it's best to use it when there is approx. 6 sec remaining on the buffs. Alternatively, it can be used to bypass/defuse encounter mechanics such as cobalt mines on Stone Guard.
2 – 4 targets:
[top] *Pyro, Alter Time, and Combustion
When Pyro! procs, AT and Combustion (and PoM, if you took that talent) can be used to create and spread even larger DoTs, using the following method:
If you gain a HU proc over the course of this spell chain, you should turn it into a Pyro! with IB and fire it off. You should also be trying to align whatever other cooldowns you have, trinkets, procs etc with this spell chain, remember to utilize procs/cooldowns when firing off your Pyros, not just before you use Combustion.
Also note that if you have Windsong on your weapon and are using Invocation pre-pull, it's a good idea to unequip your weapon before casting your Evocation, then reequip it as you pull, to prevent a Windsong proc from being wasted.
[top] Mana management
Right now, fire mages don’t appear to have huge problems with mana management, despite mana pools being standardised.
For mana regen on longer encounters, several options are available:
Most profession bonuses have now been standardised. With the exception of gathering professions, each will give you approx. the same bonus.
[top] Secondary Professions
Archaeology – is again mostly toys and items better for levelling toons. It does, however, give us Umbrella of Chi-Ji (a Pandaren artefact), which is one of the better pre-raid caster off-hands.
Cooking – Once you get up to Banquets at 575 skill level, all Banquets will provide each person with their best stat (so Int for us), with Banquet of the Pot providing and Great Pandaren Banquet providing +25 over the other Banquets. From 525 to 575, or for single-person food, Way of the Pot is the Int food. If you’re only going to work on one Way, Pot should be it. If you plan to level multiple Ways, Pot should be first.
First Aid – The same as it’s always been. Useful to help your healers out in a pinch, especially when it’s a choice between stopping DPS to get a bit of bandaging in and then back to casting, or stopping DPS for the entire fight by dying.
Fishing – As always, the cheapest way to get some of your cooking mats.
Farming – Not a secondary profession per se, but may as well be. Farming in Halfhill is where you get the rest of your cooking mats. The higher rep you are with the Tillers, the more you’re able to grow. At higher rep levels you can also plant seeds which will grow into mats for other professions.
Stops casting your current spell in order to immediately cast Ice Block. Clicking again removes Ice Block.
#showtooltip Ice Block
/cast Ice Block
/cancelaura Ice Block
Stops casting your current spell in order to immediately cast Counterspell.
(if you use the [Glyph of Counterspell], the /stopcasting line in the macro becomes unnecessary).
Casts Remove Curse on your mouseover target.
#showtooltip Remove Curse
/cast [target=mouseover,exists] Remove Curse
/cast Remove Curse
Casts your Mage Bomb (whichever you have chosen).
/cast [target=mouseover,harm,nodead,exists]Mage Bomb
[top] Helpful Mage Addons
Guromin, Pasture, Nathyiel, Muaddib, Pyryte, Sunaseni, Lhivera, Coopthefat, Vykina, Rogptor, Damien, NickSeng, nathanbp, Lyan, Elge, Gregory, Fex, Spacedonkey, Bhorin, spaace, Ushikawa, semata, Dyspho, midgettoes, Fex, Binkenstein
[top] Edit Log
A couple of notes:
- The section about Mastery is incorrect, it's no longer a flat 40% of damage dealt.
- Flamestrike also has a 2 second cast time.
- Might want to note that only direct damage crits count for Hot Streak and Pyroblast!, not dots.
- Combustion only takes ignite and pyro (losing pyro dots in 5.1) dots, not all dots.
- Symbiosis Healing Touch actually has a 10 sec CD
- Should note that Cauterize will only absorb up to 200% of your maximum health, meaning you can no longer cheese mechanics with it.
Great work. :)
Inferno Blast after a Heating Up proc is higher priority than recasting your mage bomb. That's what the Simulationcraft priority list has, and it makes sense that getting a Pyroblast! proc is worth delaying your mage bomb cast for a GCD. The Simulationcraft priority list also puts using a Pyroblast! proc as higher priority than recasting your mage bomb, which doesn't seem to make as much sense to me. Unless you're going to overwrite a Pyroblast! proc (and you should be able to tell by if you have Heating Up or not), it should be more dps to refresh your mage bomb first.
The gemming section is inconsistent. Since gemming secondary stats seems superior to gemming anything primary, I would suggest the following gemming advice:
Red: [Precise Primordial Ruby] or [Crafty Vermilion Onyx] or [Accurate Imperial Amethyst]
Yellow: [Smooth Sun's Radiance] or [Crafty Vermilion Onyx] or [Piercing Wild Jade]
Blue: [Rigid River's Heart] or [Accurate Imperial Amethyst] or [Piercing Wild Jade]
For the Counterspell macro, it can be interesting to warn about the glyph of Counterspell that remove the need of a "/stopcasting".
1. Molten armor reduce only physical damage not everything. So this bonus (and Glyph of Armors) pretty much useless in current content.
2. "Rune of Power whenever the rune is about to expire" is incorrect imo. Better cast only after it expired and use full time buff duration to deal damage. Same for Invocation. Obviously both can be refreshed when there is some downtime or you need to deal buffed uninterrupted damage later.
O.o Wow. That's...special.
I should take out the haste gems, though, they were in there from the first draft and I forgot to remove them. And add in the onyx and jade for options for the yellow slot.
Ah, thanks, I'll correct Molten Armor to specify physical damage. Molten Armor is still the best option for us because of the increased crit, though, and the glyph itself is still one of the more useful ones. Mage glyphs this expac aren't that fantastic, IMO.
I think it's probably better to refresh RoP with a second or so left on the buff than it would be to not have the buff for a second or two because it's expired while you're casting, say, a FB. I'll edit to clarify.
Regarding modifiers: Mages get a 10,25% bonus to intellect (Wizardry passive and 5% stats raidbuff) and a 50% buff to crit for FB, FFB, Pyro and Scorch (Critical Mass passive).
While with a Serpent's Eye a JC could effectively gem straight hit in a red socket, I don't think that's advisable unless they're having huge problems getting to 15% (or 14%) hit through enchanting, reforging, and blue/green or yellow/orange gems.
I'll put the Wizardry and Critical Mass effects into the passives section.
Edit: might be worth noting the 2m CD also, for number-crunching.
With regards to Combustion as well as just overall, we should probably set up the haste plateus to receive additional ticks from dots.
*Note that if 5.1 PTR goes live, Combustion will only be affected by ignite, pyroblast dot will no longer influence Combustion. As our mage bombs already don't influence Combustion, it will be calculated based off Ignite alone.*
I recommend everyone to run sims on their own gear and make a decision based on the data, not someone elses with different gear.
Here is the Alter Time + Combustion method I was talking about earlier if you want to add it:
*You have Pyro! proc*
>Pyro! + Instant cast Pyroblast from PoM
>Pyro! + Instant cast Pryoblast from PoM
It should also be worth noting that if you gain a HU proc over the course of this spell chain, you should turn it into a Pyro! with IB and fire it off. You should also be trying to align whatever other cooldowns you have, trinkets, procs etc with this spell chain, remember to utilize procs/cooldowns when firing off your Pyroblasts, not just before you use Combustion.
I find this spell chain method extremely beneficial, especially on pulls. As a side note, if you have Windsong on your weapon and are using Invocation pre-pull, it's a good idea to unequip your weapon before casting your Evocation, then reequip it as you pull, to prevent a Windsong proc from being wasted.
*Heres to hoping the 5.1 3 second CD on pyro doesn't get implemented, or the above spell chain is moot, although you could still use a variant of it.*
Undead also get Touch of the Grave as a racial. Passive: "Your attacks and damage spells have a chance to drain the target, dealing 13,413 to 15,589 damage and healing you for the same amount."
Good point on haste. I'll look up the ticks/haste rating and add it into the stats section. I'm waiting to see if the Combustion change makes it into live before changing the Combustion section to say it only takes Ignite into consideration. I hope it doesn't.
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