10/27/2022 0 Comments Fire mage time bender![]() ![]() If possible, convince shamans to use their bloodlust at 22% or so, unless needed otherwise. If you time trinkets and cooldowns correctly, your DPS can help pull a raid through a fight. Right as everyone else is low on mana, and they're on cooldowns, you need to be busting out -everything. ![]() Remember that at 20% with Molten Fury, your DPS will SOAR. This can allow you to sneak casts in where a fireball would have been stopped. Learn what bosses do and if you know an interrupt is coming, switch to scorch. You can ill afford to have lots of interrupt. Fireball has a rather annoying 3 second cast time. Granted, if you're low on mana and something isn't dead yet, you're already in trouble. If you're using spell haste/icey veins/ bloodlust, you need to test to find out what rotation works best for you. Most mages say you should cast x5 scorch, x7 fireball, x 1 scorch, x7 fireball until dead. Once scorch is up, you want to use scorch as rarely as possible to maximize how often you're casting fireball. 2 or less mobs, and you're wasting your mana using AoE The disorient/daze effects of your two AoEs will aid you here. This will almost always cause the mobs to turn back on to the tank. But if you frost nova and back up, your threat goes back to the standard 30% above a tank's threat. Alot of time this burst AoE will spike above this. Why? Because threat works that when you're in melee range of a mob, you only have to be 10% above a tanks threat to pull aggro. Dragon's breath, then blast nova, then frost nova and BACK UP. It takes practice to use your AoE without pulling aggro, but it can be done. You have arguably the best AoE out there because it offers survivability. If your raid is focusing fire as they should be, you're going to be stuck spamming scorch and you'll find even starting at 50% of a mobs health, the 3 second cast time of fireball will make it nearly always fire just half a step after the mobs hits the floor, completely wasting your mana/time. Using fire in raids can be a bit frustrating, especially in 25 mans. Stamina: Arguably more important to fire mages than frost mages because frost has shields, but as long as AoE from mobs/bosses isn't 2 shotting you, you're fine. But in small amounts reaction time/llag (even very tiny amounts) will stop it from mattering at all. Even if you use Mage Armor in EVERY fight, spirit still will be relatively useless. Mana gems and evocate will be your main sources of mana. Fire CAN and WILL OOM you if you're not hitting crits. Also, Master of the Elements returns mana from your spell crits. Firstly, Ignite (which is an incredibly large portion of your damage dealt) relies on you hitting crits. However, crit is perhaps more important to fire than many think and say. ![]() Pyroblast (when used, and it shouldn't be used often) gets 100% to the initial attack and a good portion more to it's DoT. Int does relatively little (outside of normal crit and mana bonus). Because of fireball's 3.5 (before talents) second cast, it gets the 100% of your bonus spell damage. You MUST be making spell damage your greatest concern. There are tons of different specs for deep fire, while I'll post soon to give mages interested in fire an idea of what works. #FIRE MAGE TIME BENDER FULL#Fire is rather dependant on keeping up a full (or at least 4) scorch debuff on targets. (Haste is an advanced stat and until you're in end game and can stack -at least- 150 spell haste, you should be putting your points in other stats)įirst, your two main spells are going to be scorch and fireball. Spell hit (Up to hit cap)>Spell damage> Spell crit> Int< Stam< Spirit. For PvE -and- PvP.įor fire mages the most important raid stats are pretty much what every mage needs. Well, nowadays I see more and more people going raid frost and arcane. ![]()
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