Fire Mage (Fire Mage) - PvP guide WotLK 3.3.5a

PvP guide to the Fire mage (fire mage) for WotLK 3.3.5a, season 8: build 19/52/0, “Fiery Reckoning” and instant “Blasts of Fire”, symbols, stats, cooldowns, macros, matchups against all classes and BiS of the “Wrathful Gladiator” season. Relevant for Warmane, WoWCircle and Sirus.

Specialization Overview

Fire in PvP is a spec about control and the second half of the battle, not about burst. Its damage is lower than that of Frost, but its range of control is wider: “Transformation», «Antimagic" with silence for 4 seconds, "Dragon's Breath», «Blast wave», «Ring of Ice" and "Cone of Cold" The main mechanics of the spec look unnatural: “Fiery Retribution"2/2 turns on when you have less than 35% health left, minus 20% of damage taken and "Pyroblast"with a cast of 1.5 seconds instead of five. That is, the fireman is not afraid of losing health, he expects it. Abbreviations further in the text: fire - speck itself, pyro - "Pyroblast", LB - "Living Bomb", skorch - "Burn", hotstreak - proc of "Path of Fire", combo - "Fire", blast - "Blast wave", breathing - "Dragon's Breath", thorn or sheep - "Transformation", KS - "Antimagic", new - "Ring of Ice", KoK - "Cone of Cold", blink - "Jump", copies - "Mirror image", style - "Spell Stealer", Ewok - "A surge of strength", res - stability, spd - spell power, hit - accuracy, penetra - spell penetration, setup - composition, DC - Obedience, ShP - Darkness, Khpal - holy-pal, Fmag - frost magician, Horn - horns, Lock - warlock, Adk - unholy-dk.

Strengths
  • «Fiery retribution» 2/2: While you're below 35% health, all damage taken is reduced by 20%, Pyroblast's cast is 3.5 seconds shorter - from five to one and a half - and anyone who hits you with melee or ranged combat has a 10% chance of dropping their off-hand weapon and ranged weapon.
  • «Path of Fire» 3/3: Two consecutive direct critical hits from Fireball, Flame Blast, Scorch, Living Bomb, or Frostfire Bolt have a 100% chance of granting an instant Pyroblast for 10 seconds.
  • The widest range of controls among mages: «Dragon's Breath" disorients the cone for 5 seconds with a cooldown of 20 seconds, "Blast wave" knocks down everyone around for 6 seconds with a cooldown of 30, plus "Ring of Ice», «Cone of Cold" and "Transformation"for 50 seconds.
  • «Molten Shields» 2/2 give “Protection from Fire” and “Protection from Ice” a 30% chance to reflect a spell of the corresponding school, and even more with small symbols.
  • «Improved Anti-Magic"2/2 adds silence to Antimagic for 4 seconds: this is no longer just a school closure, but a full-fledged interruption of any cast.
Weaknesses
  • The damage is lower than frost and lasso, and "Pyroblast“Outside of the proc, “Path of Fire” is cast for 5 seconds - that is, in real combat it does not press at all.
  • There is no built-in slowdown in the main spells: frost has a slowdown with each spike, fire has a slowdown only in Cone of Cold and Frostfire Arrow.
  • Mana. «Burnout" 5/5 adds 5% to the cost of each critical spell, and "Mana Shield» eats up the reserve even faster - against healing, the fire runs into an empty lane.
  • The key cooldown is only activated at low health. While you are above 35%, you have neither damage reduction nor fast Pyroblast - and falling below 35% and not dying is not always possible.

Races

Human B 🔵 Alliance
Every Man for Himself
“Every Man for Himself” removes all slowdowns and all loss of control effects, cooldown 2 minutes, and frees up an accessory slot. “Human Spirit” gives +3% spirit, and “Molten Armor"translates 35% of the spirit into the critical hit rating - that is, the racial one works directly into the main stat of the spec. Please note: racial and medallion share the same recovery.
Gnome B 🔵 Alliance
Escape Artist
Escape Artist removes Roots and Slows on a 1 minute cooldown - more often than the trinket, and is the second release from Frost Nova and Roots in addition to Blink. Inquisitive Mind passively grants +5% Intelligence.
Draenei B 🔵 Alliance
Gift of the Naaru
“Gift of the Naaru” - instantly, 40 meters, cooldown 3 minutes: periodic healing of the target for 15 seconds, the volume increases with the power of the spell. The only self-healing of the magician, except for the symbol on "A surge of strength" “Morale” passively gives +1% to hit to you and the group within 30 meters - and this is right in the first priority stat.
Blood Elf B 🔴Horde
Arcane Torrent
“Magic Flow” - silences all enemies within a radius of 8 meters for 2 seconds plus 6% mana, cooldown 2 minutes. Instant silence for a mile, which came close, and at the same time a little mana for the spec, which lives hard due to mana.
Undead B 🔴Horde
Will of the Forsaken
Will of the Forsaken dispels Subjugation, Fear and Sleep, 2 minute cooldown, 45 second total cooldown with similar effects. Against Lock and ShP, this is the second way out of fear in addition to the medallion.
Troll B 🔴Horde
Berserking
“Berserk” increases the speed of casting spells by 20% for 10 seconds, cooldown 3 minutes. A window through which castes pass, which you usually don’t have time for.

Professions

1
Jewelcrafting
Three "Eyes of the Dragon" with inflated characteristics
Unique gems provide more spell power or crit than regular gems and don't require a single button. The magician is first of all advised to use jewelry.
2
Engineering
"Nitro boosters" for shoes and fragmentation belt
Speed ​​burst and extra stun. Accelerators do not work in the arena, so the profession is rated primarily for the battlefield.
3
Blacksmithing
Two additional sockets - in bracers and gloves
Extra sockets are converted to spell power or crit. Pairs best with jewelry.
4
Enchanting
Enchant both rings
Passive increase in spell power in two slots that others do not have.
5
Tailoring
Your own embroidery on the cloak
An increase in the slot where the rest have regular enchantments. Please note that the embroidery occupies the same slot as the penetrator on the cloak.

Talents

Fire 19/52/0 - arena and battlefields
19/52/0
Arcane: 19 Fire: 52 Ice: 0

Fire PvP layout 19/52/0: “Fiery Reckoning”, “Path of Fire”, “Living Bomb” and “Improved Anti-Magic”. The distribution was taken cell-by-cell from the calculator picture and checked against the grid of the base calculator: 19 + 52 + 0 = 71. The same layout 19/52/0 is independently called standard in two more spec analysis.

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Key Talents
Masterful Charms 2/2
Your buffs and damage over time are 30% less likely to be removed by someone else's dispels, and the threat from Arcane spells is 40% lower. In PvP, the first half is valuable: the “Living Bomb” drops less often.
Enchantment Focus 3/3
+3% chance to hit with Arcane spells and -3% to their cost. Passable row, but the fireman's accuracy is the first priority.
Arcane Fortitude 3/3 Required
Armor increases by 150% of intelligence. For the tissue one, this is a noticeable reduction in physical damage - for the sake of this talent they enter the arcane magic branch.
Magic Absorption 2/2 Required
+1 to resistance to all schools per level, and for each spell resisted, 2% of maximum mana is returned, but no more than once per second. Against casters this is both protection and mana.
Magical consonance 2/2
+6 meters to the range of arcane spells and +50% to the effectiveness of “Enhance Magic” and “Weaken Magic”.
Arcane Strike 2/3
+6% damage to Arcane Blast, Arcane Blast, Blast Wave, Flame Blast, Scorch, Fireball, Ice Lance, and Cone of Cold at full rank. Taken 2/3 - the tooltip shows the numbers of the full rank.
Magic concentration 1/1
30 meters, instant: the ally gets +3% crit, and when he crits, you get +3% crit for 10 seconds. It doesn’t hang on itself, so in a single game the talent is dead, but in a setup it’s pure crit.
Arcane Defense 2/2 Required
Mana Shield costs 33% less mana per damage absorbed, and Mage Armor provides 50% more resistance. Fire is forced to hold Mana Shield often, so the talent pays off.
Improved Anti-Magic 2/2 Required
Anti-Magic additionally silences the player for 4 seconds. This turns the school closure into a full-fledged interruption - the second reason for entering arcane magic.
Improved Fire Blast 2/2 Required
Fire Blast's cooldown is shorter by 2 seconds: from 8 to 6. Instant damage is half of everything the fire does while moving.
Incineration 3/3 Required
+6% crit chance for Flame Blast, Burn, Arcane Blast, and Cone of Cold.
Ignition 5/5 Required
Fire spell critical hits set the target on fire, adding 40% of the spell's damage over 4 seconds. It is this that feeds “Hot Fire” with mana.
Flame Throwing 2/2 Necessarily
+6 meters to the range of all fire spells except Frostfire Bolt. Fireball and Pyroblast travel 41 meters.
Concussion 3/3
The next Fire Blast has a 10% chance to stun the target for 2 seconds. The stun is instantaneous and requires no preparation.
Pyroblast 1/1 Required
Unlocks Pyroblast: 35 meters, cast 5 seconds, damage immediately and periodically for 12 seconds. In battle, it presses only instantly - under the “Path of Fire” or below 35% health.
Improved Burn 3/3 Required
+3% to the crit of “Scorch”, “Fireball” and “Icefire Arrow”, and the “Scorch” itself with one hundred percent probability puts a vulnerability on the target: +5% to the received crit of spells for 30 seconds.
Molten Shields 2/2 Required
“Protection from Fire” and “Protection from Ice” have a 30% chance of reflecting a spell from their school, and “Smoldering Armor” has a 100% chance of working against both ranged attacks and spells.
Critical mass 3/3 Required
+6% critical strike chance with fire spells. Basic row for the rest of the branch.
Blast wave 1/1 Required
Instant, 30 second cooldown: A wave of flames around you knocks down enemies and causes dizziness for 6 seconds. The main way to withdraw miles.
Lightning speed 2/2
With a 10% chance, after receiving a melee or ranged attack, your movement speed increases by 50% for 8 seconds, and all movement-limiting effects are removed. Not a cooldown, but a lottery, but a frequent lottery.
Fire Power 5/5 Required
+10% to damage of all fire spells. Pure multiplier.
Pyromaniac 3/3 Required
+3% crit chance and 50% mana regeneration continues while casting spells. The spec's second mana talent after Inferno.
Fire 1/1 Required
Cooldown 2 minutes: +50% to critical damage of fire spells, and each fire spell that hits adds +10% to crit chance. Lasts until three fire spells crit with direct damage.
Molten Fury 1/2
+12% damage to targets below 35% health at full rank. Taken 1/2 - the tooltip shows the numbers of the full rank.
Fiery Retribution 2/2 Required
While you have less than 35% health: −20% to all damage received, the Pyroblast cast is 3.5 seconds shorter, the cooldown is longer by 5. A separate effect with the same name is attached to the talent: someone who receives a hit from you in melee or ranged combat has a 10% chance of dropping their right-hand weapon and ranged weapon for 6 seconds, cooldown 1 minute. The spec's main talent.
Hot fire 3/3 Required
Fireball, Frostfire Bolt, and Pyroblast gain an additional 15% of your spell power, and each tick of Ignite has a 100% chance of returning 2% of your base mana.
Dragon's Breath 1/1 Required
Instantly, cooldown 20 seconds: damage and disorientation of the cone in front of you for 5 seconds, any damage is removed. Once cast, you stop attacking.
Path of Fire 3/3 Required
Two consecutive direct critical hits from Fireball, Flame Blast, Scorch, Living Bomb, or Frostfire Bolt have a 100% chance of granting an instant Pyroblast for 10 seconds.
Burnout 5/5 Required
+50% extra damage for critical spells, but each non-period spell crit costs 5% more. Half of the spec's damage and half of its mana problem are here.
Living Bomb 1/1 Required
35 meters, instant: damage over time that explodes in an area at the end. The only pressure source that works while you're running.

Glyphs

Basic glyphs

Symbol of a surge of strength Required
Invigoration restores an additional 60% of your health. The magician does not have his own healing at all, and this symbol is the only way to restore health in battle. For a fireman who deliberately goes under 35%, it is mandatory.
Glyph of Transformation Required
Polymorph additionally removes all damage over time effects from the target. Allows you to immobilize a target that already has your “Living Bomb” and “Ignition” hanging on it, without thinking that they will immediately break control.
Burn Glyph Required
+20% to Burn damage. “Burn” is a filler with a 1.5 second cast, which you press more often than anything else, and it also increases the vulnerability to crit through “Improved Burn” 3/3.
Alternative: Glyph of Living Bomb
Living Bomb Glyph
Living Bomb's damage over time gains the ability to crit. The third slot is changed between this symbol and the “Scorch Symbol”: when recruiting through crit, “Living Bomb” is more useful, and when recruiting through spell power, “Scorch” is more useful.
Alternative: Glyph of Scorch

Small Glyphs

Slow Fall Symbol
Slow Fall no longer requires a reagent. On the side, this is an extra magical positive effect: someone else’s “Spell Stealer” or “Eat Magic” will go into it, and not into your shields.
Fire Protection Symbol
Additional 5% chance to reflect a fire spell while Fire Protection is active. Together with Molten Shields 2/2, this is 35% on reflection.
Glyph of Frost Protection
Same for Frost Protection: 5% on top of the 30% talent. This works against frost mage and dk more often than it seems.

Characteristics

Guidelines for fire in almost collected PvP equipment: accuracy rating no lower than 104 (4%), spell power about 3100 and no lower than 3000, passive crit no lower than 36% (this is 42% for fire with talents), optimally 38% (44% for fire), stability 1200 and no lower than 1100, health reserve 26–29 thousand, mana reserve not lower than 20 thousand, spell penetration 110–130 and speed - zero. Accuracy comes first not because of damage, but because of control: missed "Transformation" or "Antimagic"are worth a round. There is no need for speed, because almost everything that the fire hits in battle is instantaneous. Disclaimer: the reverse order is also found, where crit is put in first place, and accuracy is kept at 5.15%; They argue specifically about the top, and not about the set of stats.

1
Hit Rating104 (4%)
A miss from “Transformation” or “Anti-Magic” is worth more than any missed damage. Part of the accuracy gives "Enchantment Focus» 3/3 - but only for arcane spells.
2
Spell Powerabout 3100, not lower than 3000
Multiplier for everything. «Hot fire" 3/3 adds another 15% spell power to "Fireball", "Icyfire Bolt" and "Pyroblast".
3
Crit Rating36–38% passive (42–44% fire)
Crete launches "Ignition», «Path of Fire" and "Burnout“—that is, the entire sintering mechanism. With Molten Armor, some of the crit comes from the spirit.
4
Resilience1200, not lower than 1100
Fire is fabric and without protective cooldowns above 35% health. There is no point in cutting res below 1100.
5
Spell Penetration110–130
Against opponent's resistance. The part is closed with a cloak charm.
6
Stamina26–29 thousand health
A reserve that allows you to live until the “Fiery Reckoning” window, and not die on the way to it.
7
Intelligencenot less than 20 thousand mana
«Burnout"5/5 makes each spell crit 5% more expensive, and "Mana Shield"burns 1.5 mana for each unit of damage absorbed.
8
Haste Rating0
The only thing it does for fire is reduce the global cooldown. Almost all of the spec's working spells are instant.

Rotation

The fireman has no rotation - there is priority and a choice of armor for the opponent. «Living Bomb"stays on target constantly, "Burn" is a placeholder and adds crit vulnerability, and "Pyroblast» is pressed only instantly: under the proc of “Path of Fire” or below 35% health, when «Fiery Retribution» cuts the cast down to one and a half seconds. The armor changes before the battle: «Magic Armor"against casters, hunters and paladins - it cuts the duration of negative magical effects in half; "Ice Armor» against a mile; «Molten Armor- when you are not hit and need a crit.

Boss Pool (Opener)

Arcane Intelligence
buff
+60 intelligence for 30 minutes. Placed before battle along with armor.
Magic Armor
buff
+40 to all resistances, 50% mana recovery during casting and -50% to the duration of negative magic effects. With Arcane Defense 2/2, resistance is another 50% higher.
Ice Armor
buff
+930 armor and +40 ice resistance; the one who hits you loses 30% speed and gains +25% time between attacks for 5 seconds. Option against miles.
Molten Armor
buff
170 fire damage to the attacker per hit, +35% spirit to critical strike rating and -5% to the chance of receiving a crit. An option when you don't get hit.
Fire protection
buff
Absorbs 1950 fire damage for 30 seconds, cooldown 30 seconds. With Molten Shields 2/2 and a small symbol, there is a 35% chance to reflect a fire spell.
Frost Protection
buff
Absorbs 1950 frost damage for 30 seconds, cooldown 30 seconds. The same 35% for reflection.
Living Bomb
dot
35 meters, instantly: periodicals, which at the end explode across the area. Hangs first and is updated as it subsides.

Priority in battle

Living Bomb
dot
Stays on the target constantly: this is the only damage that occurs while you are running. With a large symbol, her ticks can crit.
Pyroblast
nuke
35 meters, base - cast 5 seconds. It only works instantaneously under “Path of Fire” 3/3 or with a 1.5 second cast when you have less than 35% health.
Burn
nuke
30 meters, cast 1.5 seconds. Main filler: with “Improved Burn” 3/3 with a 100% chance of giving the target +5% to the received spell crit for 30 seconds, with a larger symbol it hits 20% harder.
Fire Explosion
nuke
20 meters, instant, 6 second cooldown with Improved Fire Blast 2/2. With Concussion, 3/3 has a 10% chance to stun for 2 seconds.
Frostfire Bolt
nuke
A cast that slows down the target is your only projectile that itself slows down the opponent. It shrinks when they can’t reach you.
Fireball
nuke
41 meters with Flame Throw 2/2, cast 3.5 seconds. There’s almost no pressure in the arena: it’s too long.
Ice Spear
nuke
An instant finisher and a way to knock down someone else’s “Grounding Totem” without wasting a normal spell on it.

AoE rotation

Living Bomb
dot
The explosion at the end hits an area - a basic way to hit several.
Blast wave
cc
Instant, 30 second cooldown: damage to everyone around, knock down and dizzy for 6 seconds.
Dragon's Breath
cc
Instant, 20 second cooldown: Damages and disorients a cone in front of you for 5 seconds. The effect removes any damage.
Cone of Cold
cc
Instant, 10 second cooldown: cone damage and -50% speed for 8 seconds.

Cooldowns

Fire
Cooldown
Cooldown 2 minutes: +50% fire critical damage, and each fire spell that hits adds +10% crit chance. Lasts until three fire spells crit with direct damage.
Mirror image
Cooldown
Cooldown 3 minutes: three copies for 30 seconds that cast and hit. In PvP, this is primarily a way to disrupt someone else's targeting and gain time.
A surge of strength
Cooldown
Guided, cooldown 4 minutes: 60% of maximum mana in 8 seconds, and with a large symbol also 60% of health. The only treatment for a magician.
ice block
Cooldown
Complete invulnerability. Can be removed by pressing again - keep the macro with /cancelaura so as not to sit in it too much.
Invisibility
Cooldown
Cooldown 3 minutes: going toinvisibility. They start a fight against a mile and they break the distance for her when everything else is spent.
Jump
Cooldown
Instantly, cooldown 15 seconds: move 20 meters forward. It is spent on someone else's dash and on getting out of the encirclement, and not on the approach.
Antimagic
cc
30 meters, instantly, cooldown 24 seconds: closes the school for 8 seconds, and with “Improved Anti-Magic” 2/2 it also imposes silence for 4 seconds.
Transformation
cc
30 meters, cast 1.5 seconds, up to 50 seconds. Hangs on only one target at a time, removing any damage. With a large symbol, it additionally removes all periodicals from the target.
Ring of Ice
cc
Instantly, cooldown 25 seconds: freezes everyone around for 8 seconds, the effect breaks from the damage received by the target.
Spell Stealer
dispel
30 meters, instant, 20% base mana: steals one positive magic effect from the target. Against a shaman, lock and other magician, this is half the battle.
Mana Shield
Cooldown
Absorbs 1330 damage at the cost of mana: 1.5 mana per point of damage. With Arcane Defense 2/2 the cost is a third less, but against a healer it’s better not to use it at all.
Removing the Curse
dispel
40 meters, instant: removes one curse from an ally or from yourself. Anti-lock is a required button.
Tips
  • «Fiery Retribution"2/2 is not an emergency button, but the second phase of the battle: below 35% health, you take 20% less damage and cast Pyroblast in one and a half seconds instead of five. Plan the fight to survive to this threshold, not to avoid it.
  • «Burn» gives the target +5% to the received spell crit for 30 seconds - this also works on the partner in the setup, and not just on you.
  • «Dragon's Breath" and "Blast wave” disorient and knock down, but both effects are exploding from damage: do not press them on top of your own “Living Bomb” if you need control.
  • «Antimagic"with silence for 4 seconds - this is a full interruption. Against a shaman and a lock, keep it for healing, and don’t spend it on the first cast you come across.
  • «Fire protection" and "Frost Protection"are placed not in advance, but at the moment of someone else's cast: they are removed with a purg and "Eating Magic" if they hang just like that.
  • «Transformation" lasts up to 50 seconds, but only on one target at a time, and the large symbol removes the periodicity from it - this allows you to sheep the one who already has "Living Bomb».
  • The fire does not need speed: the only thing it affects is the global cooldown.

Macros

Fire is a control spec, so half of the macros are focus versions of “Transformation” and “Anti-Magic”: they allow you to work on healing without removing the targeting from the target you are hitting. The second half is a stopcast version of everything that should break down instantly: “Jump», «Ice block", shields and "Ring of Ice" The names of the spells in the code are in English, because the client understands only them; Russian versions are in the notes.

Control

Transform on focus and on hover Required
One button for three cases: shift - by focus, cursor - by hover, otherwise by target.
#showtooltip Polymorph /cast [mod:shift,@focus][@mouseover,harm,nodead][] Polymorph
Russian title: «Transformation" Cast for 1.5 seconds, up to 50 seconds, on only one target at a time.
Transformation on focus with stopcast Required
Interrupt your cast and immediately kill the focus.
#showtooltip Polymorph /stopcasting /cast [@focus,harm,nodead] Polymorph
Russian title: «Transformation" Stopcasting is needed to avoid finishing your cast when the target is out of control.
Focus Anti-Magic Required
Breaking focus without losing your target.
#showtooltip Counterspell /stopcasting /cast [mod:shift,@focus][] Counterspell
Russian title: «Antimagic" The cooldown is 24 seconds, closes the school for 8 seconds and with “Improved Anti-Magic” 2/2 gives silence for 4 seconds.
Dragon's Breath
Disorientation of the cone in front of you.
#showtooltip Dragon's Breath /cast Dragon's Breath
Russian title: «Dragon's Breath" Cooldown 20 seconds, 5 seconds of disorientation, bursts from damage.
Blast wave
Knock off the miles.
#showtooltip Blast Wave /cast Blast Wave
Russian name: "Blast wave" Cooldown 30 seconds, knocks you down and causes dizziness for 6 seconds.
Ring of Ice
Immobilize everyone around you.
#showtooltip Frost Nova /stopcasting /cast Frost Nova
Russian title: «Ring of Ice" Cooldown 25 seconds, 8 seconds, bursts from damage.
Antimagic for arena1 Required
Kick a specific opponent without switching targets.
#showtooltip Counterspell /stopcasting /cast [@arena1] Counterspell
Russian title: «Antimagic" 30 meters, cooldown 24 seconds, closes the school for 8 seconds. Have three such buttons - on arena1, arena2 and arena3: there is no time to sort through targets at the time of someone else's cast. Stopcast as the first line, otherwise your own cast eats up the click.

Survival

Jump with stopcast Required
Stop casting and leave immediately.
#showtooltip Blink /stopcasting /cast Blink
Russian title: «Jump" Rollback 15 seconds, 20 meters forward.
Ice block entrance and exit Required
One button: enter the block and exit it by pressing again.
#showtooltip Ice Block /stopcasting /cancelaura Ice Block /cast Ice Block
Russian title: «Ice block" Do not remove it by right-clicking on the icon - keep it on the same button.
Fire protection with stopcast
Place a shield at the moment of someone else's cast.
#showtooltip Fire Ward /stopcasting /cast Fire Ward
Russian title: «Fire protection" It is not placed in advance, but during the cast: a shield hanging just like that will be removed in a rush.
Protection from ice magic with stopcast
The same goes for ice magic.
#showtooltip Frost Ward /stopcasting /cast Frost Ward
Russian title: «Frost Protection».
Invisibility
Breaking the distance and disrupting someone else's opener.
#showtooltip Invisibility /stopcasting /cast Invisibility
Russian name: "Invisibility" Cooldown 3 minutes.
Mirror image
Shoot down someone else's aim.
#showtooltip Mirror Image /cast Mirror Image
Russian title: «Mirror image" Rollback 3 minutes, three copies for 30 seconds.

Removing effects and armor

Spell stealer or removing a curse Required
One button: on an enemy - steal, on an ally -lifting the curse.
#showtooltip Spellsteal /cast [harm] Spellsteal; [help] Remove Curse; Remove Curse
Russian names: «Spell Stealer" and "Removing the Curse».
Magic Armor
Armor for casters, hunters and paladins.
#showtooltip Mage Armor /cast Mage Armor
Russian title: «Magic armor" Cuts the duration of negative magical effects in half.
Ice Armor
Armor for miles.
#showtooltip Ice Armor /cast Ice Armor
Russian title: «Ice Armor" Anyone who hits you loses 30% speed for 5 seconds.
Molten Armor
Armor for crit when you are not hit.
#showtooltip Molten Armor /cast Molten Armor
Russian title: «Molten Armor" Converts 35% of spirit into critical strike rating.

Damage

Targeted living bomb Required
Hang up the LB without switching the target.
#showtooltip Living Bomb /cast [@mouseover,harm,nodead][] Living Bomb
Russian title: «Living Bomb" Stays on target at all times.
Fireball with window
Piro and «Fire» with one button.
#showtooltip Pyroblast /cast Combustion /cast Pyroblast
Russian names: «Pyroblast" and "Fire" Reap only under the Path of Fire proc or below 35% health.
Burn with stopcast
A filler that can be started on top of an interrupted cast.
#showtooltip Scorch /stopcasting /cast Scorch
Russian title: «Burn" Cast for 1.5 seconds, makes the target vulnerable to crit for 30 seconds.
Ice spear on targeting
Remove someone else's totem without losing the target.
#showtooltip Ice Lance /cast [@mouseover,harm,nodead][] Ice Lance
Russian title: «Ice spear" They also use it to finish off and knock down the “Grounding Totem”.
Full window Required
«Fire", copies and trinket in one click.
#showtooltip Combustion /cast Combustion /cast Mirror Image /use 13 /use 14
Russian names: «Fire" and "Mirror image" /use 13 and /use 14 are accessory slots.
Macro Tips
  • Keep the “Ice block” on the same button as /cancelaura: exit it by clicking on the icon slowly, and the extra second in the block is a heal given to the opponent.
  • Stopcasting in the Antimagic macro is needed specifically for fire: you have long casts of Fireball and Frostfire Arrow, and without /stopcasting the interruption is late.
  • Keep your shields on stopcast macros and press them under someone else’s cast, and not at the beginning of the battle: a shield hanging in advance will be removed by a storm, “Devouring Magic”, or stolen by “Spell Stealer”.
  • Mouseover versions of Living Bomb and Ice Spear allow you to keep the periodic on the second target and shoot down totems without resetting the main targeting.

Strategy and general tips

Fire does not win by exchanging damage - it has less damage than Frost and Arcana. He wins by preventing his opponent from making a move: “Transformation" for 50 seconds, "Antimagic" with silence for 4 seconds, "Dragon's Breath" every 20 seconds, "Blast wave" every 30, "Ring of Ice"every 25. And it has a second phase: below 35% health"Fiery Retribution» 2/2 cuts damage taken by 20% and makes Pyroblast last one and a half seconds. Therefore, the battle is planned in two stages: first, wear out other people’s cooldowns, then kill them at low health.

  • The choice of armor is made before the battle and for the opponent: “Magic Armor"against casters, hunters and paladins - it halves the duration of negative magical effects; "Ice Armor» against a mile; «Molten Armor"when you are not being hit and need a crit.
  • The boards are not hung up in advance. Shaman's Dispel Magic, Fel Hound's Devour Magic, and Alien'sSpell Stealer"will remove them with the first click - place them at the moment of someone else's cast.
  • “Slow Fall” with a small symbol is a free garbage buff: someone else’s removal goes into it, not into your shields.
  • «Invisibility" - not just an escape. Someone else's opener breaks her: while you disappear, the opponent wastes interruption and control into the void.
  • «A surge of strength" with a large symbol returns 60% mana and 60% health over 8 seconds. This is the only treatment for a magician, and it must be reaped under the control of an opponent, and not in an open field.
  • «Fiery retribution"Turns on below 35% health. This is not a reason to panic - this is your second phase, and it is better to save Ice Block for it.
  • «Burn» gives the target +5% to the received spell crit for 30 seconds: in the setup this works on the partner too.

Duels

Fire in a duel - a spec about two stages. First, you trade control and wear out other people's cooldowns, then go below 35% health and finish with one and a half second Pyroblasts. They decide against the mile "Blast wave», «Dragon's Breath" and "Ring of Ice", against casters - "Antimagic" and "Spell Stealer».

Matchups

Warrior (Weapon)
Before the fight: «Ice Armor" and "Fire protection"- the warrior can reflect your fire spell. Start with “Invisibility”: while you are disappearing, the warrior is already running on “Dash”, and he runs up to you to an empty place. Then it’s standard: sheep, waste, “Burn" and "Frostfire Bolt». «Jump“Save for “Interception”, and do not waste it on the first approach. Bladestorm lingers in Ice Block: 6 seconds, during which the warrior is immune to control.
Warrior (Fury)
The same thing, but without Blade Whirlwind and with two two-handed weapons. Remember about “Fiery Reckoning” 2/2: below 35% health, each of his hits has a 10% chance of knocking out his right-hand weapon - this is noticeable against furies.
Rogue (Assassination) Difficult
Before the fight: «Ice Armor", you can raise "Mana Shield" Roga will start with “Daze” - you will have to sit it out. When it comes out, "Ring of Ice" and "Jump": While immobilized, Shadow Step will not help him. "Cloak of Shadows" gives 90% spell resistance for 5 seconds - do not waste control or damage during this window. "Living Bomb"Stays on it constantly.
Rogue (Stealth) Difficult
The same plus “Shadow Dance”: 6 seconds in which he uses opening techniques without stealth. This window is overstayed in Block of Ice. If health goes away - a sheep and “A surge of strength"with a large symbol: 60% mana and 60% health in 8 seconds.
Hunter (Shooting)
Before the fight «Magic Armor": It reduces the duration of negative magical effects by half. Start with Invisibility - if he sets a trap, you will be invisible in it and he won't do anything about it. Then there is only one task: to come close. The hunter is weaker up close, so the “Blast Wave” is not used here - it will push him away. Use Dragon's Breath, Cone of Cold, and Frost Nova. Under Containment (5 seconds, 100% spell evasion), don't cast at all.
Hunter (Survival)
Add Fire Protection: it absorbs damage from his fire shot. Everything else is like against shooting: «Invisibility"at the start, approaching, cone control.
Hunter (Beastmaster) Difficult
In fact, the battle is one against two: the pet must be kited, and the hunter must be reached. Before the fight "Ice Armor" “Bestial Wrath” makes the pet immune to control for 2 minutes and adds 50% damage to it - this window is overstayed in “Ice Block” or “Invisibility”. Afterwards, keep your pet in a sheep or in the “Ring of Ice”.
Death Knight (Ice) Difficult
Before the fight «Magic Armor" and "Protection from ice magic": With a 2/2 Molten Shields and a small symbol, it's a 35% chance to reflect his Ice spell, including Chains of Ice. Start at a distance. «Jump"Don't spend it before he's used Death Grip - otherwise he'll just return you. Under Anti-Magic Shell, do not cast, but "Blast wave“He will still be pushed away.
Death Knight (Unholy) Difficult
The same plus a ghoul and a gargoyle. Keep the “Living Bomb” on both your DK and your pet: the pet has no stability, and crits hit it “Path of Fire" faster. Take care of the accessory when your pet is stunned. “Summon Gargoyle” - 3 minutes cooldown, 30 seconds of action: the gargoyle is killed, and the dk is kept in a sheep for this time. “Deadly Alliance” will return 40% of his health at the expense of his pet - lure him to the gargoyle.
Paladin (Retribution)
Before the fight «Magic Armor- it cuts the duration of negative magical effects in half. Start with Anti-Magic so he doesn't stun you first, then the sheep. Use Spell Stealer to remove everything that can be removed from him. You can’t catch up with someone going into “Divine Shield” - go away with “Invisibility”. Please note: paladins have a talent for reducing disorientation, so "Dragon's Breath“It holds less on them.
Paladin (Holy) Difficult
Heal's fire alone won't push through - the damage isn't enough. Realistic task: keep it under control for as long as your partner needs. Keep silence from Antimagic strictly for treatment.
Druid (Balance)
Before the fight «Magic Armor" Don't waste your cooldowns until Starfall. "Starfall" is interrupted by any loss of control effect - it is explicitly written in its description - therefore "Dragon's Breath"And they hold him under it. After the first Starfall, throw out “Fire"and copies. Save muteness for treatment.
Druid (Feral) Difficult
Before the fight «Ice Armor" He will open with a stealth jump - «Jump" Then a jerk in your direction - “Blast wave" Then “Fire" plus "Mirror image” and kite: copies really help, because some of the blows go into them. Keep the accessory under “Smerch”. In bear form, he gets a dash with an interrupt - this is a separate reason not to be in the cast.
Druid (Healing) Difficult
A tree alone does not kill. All you have is control and mana. Dumbness for treatment, sheep for rollback.
Warlock (Affliction) Difficult
Before the fight «Magic Armor», «Fire protection" and "Slow Fall" as a trash buff that will be eaten by a Fel Hound. Hound is the main problem: Devour Magic removes your shields, so there will be a lot of fake casts. «Antimagic“According to his witchcraft spells, he closes the dark school, and with it “Fear”. "Removing the Curse» is a required button.
Warlock (Destruction)
Start the fight with your back to the lock and at a distance: he will open with “Dark Fury” - 3 seconds of stun at 8 meters, - and “Jump” at this moment takes you out of both the stun and the radius of his fear. Keep “Protection from Fire” under his fire spells: with “Incandescent Shields” 2/2 this is 30% for reflection. "Living Bomb» hangs on both the target and the pet.
Shaman (Elemental) Difficult
Before the fight «Magic Armor" and "Slow fall" for removal. The main problem is “Slicing Wind”: interruption from 25 meters and a cooldown of 6 seconds. The second is Grounding Totem, which intercepts one targeted spell. Therefore, start with “Dragon’s Breath”, knock down the totem with “Ice Spear”, and only then the sheep. Do not install “protection from fire” before the battle: it will be removed by “Dispel Magic”. Place it under “Lava Burst” - it has a cast of 2 seconds.
Shaman (Enhancement) Difficult
Before the fight «Ice Armor" and "Frost Protection" Kite and fake casts: its interruption is the same, with a cooldown of 6 seconds. When he releases the wolves, work the area - "Dragon's Breath" and "Ring of Ice”, - and you yourself leave with copies.
Shaman (Healing) Difficult
Long mana matchup. Keep the silence from “Anti-Magic” under treatment, use “Spell Stealer” to remove everything useful from it, do not add “Protection from Fire” in advance - it will be removed.
Priest (Dark) Difficult
Before the fight «Magic Armor" You can't kill the priest behind the column - drag the battle out into the open field. Start with Anti-Magic so he doesn't start with Silence and Shadow Word: Death, then the sheep and "Spell Stealer" Release cooldowns immediately. "Mental Scream" - 8 seconds of fear at 8 meters: keep your distance when he comes towards you. “Merge with Darkness” reduces all damage it receives by 90% for 6 seconds - in this window, click “A surge of strength", not damage.
Priest (Discipline) Difficult
Heal, whom the fire will not push through. Played on mana and control: silence for healing, sheep for cooldown, and don’t waste your own shields - “Mana Shield» against a healer will only speed up your empty streak.
Mage (Ice) Difficult
The fight is decided by the opener. Before the fight «Magic Armor», «Protection from ice magic" and "Slow fall" for theft. Classic magician opener - «Antimagic" plus sheep plus "Spell Stealer"; it is broken by “Invisibility” from the first second: it will waste “Anti-Magic”, and there is nothing to steal from the invisible. Then go out and heal him yourself. Save your “Antimagic” for his castes, and not for the opener.
Mage (Fire)
Mirror. Before the fight «Magic Armor" and "Fire protection" Hold on until he's ready "Dragon's Breath”, and come up when it’s on the rollback - you have the same buttons, and the first one to catch your opponent in the cone wins.
Mage (Arcane)
«Frost Protection" is useless here - place it only if he takes damage from ice magic. The lasso's window is instantaneous, so "Ice block” is kept strictly under it, and is not spent on the first drawdown.
Tips
  • Against any melee, the battle begins with “Invisibility”: the dash goes into the void, and you get free seconds for the sheep.
  • «Dragon's Breath" and "Blast wave“are torn from damage - do not press them on top of your own “Living Bomb” if you need control.
  • Fire alone does not kill Gil. Against healers, the task is different - to keep them under control and not to be left without mana.

Arena 2v2

Fire in twos plays from control, not from damage: he has two lines of control - “Transformation" with "Antimagic" and area "Dragon's Breath" with "Blast Wave". Therefore, both healers and second damage dealers with their own control are suitable for him as partners. Below are the pairs that occur in spec analysis; a combination of two magicians is called separately as the best for fire.

Computers

Fire + Horn
Companions: Rogue
The most frequently called pair. Roga keeps the target stunned, you add "Transformation” on the second and “Living Bomb” on the target. There is no healer, so the round is played at speed.
Fire + Fmag
Partners: Mage (Ice)
A duo of two magicians: two “Transformations”, two “Antimagic” and complete control over the tempo. This is what is called the best combination for fire - double control covers the lack of damage.
Fire + DC
Companions: Priest (Discipline)
The classic combination of caster and healer: DC covers you with shields and “Pain Suppression” while you leave at 35% health and turns on “Fiery Retribution».
Fire + Rsham
Companions: Shaman (Healing)
The shaman removes slows from you with “Earth Totem” and heals you, you work with control. Slow but tenacious option.
Fire + Elem
Partners: Shaman (Elemental)
Two for pressure: the element has its own damage and “Grounding Totem”, you have control and “Living Bomb».
Fire + ShP
Companions: Priest (Darkness)
ShP adds muteness and periodicals, you add sheep and area control. It's hard to knock both out with one target.

Matchups

Setups from miles for Fire + Fmag Difficult
Your job is area control: “Dragon's Breath», «Blast wave" and "Ring of Ice" by rollback, "Living Bomb» at your partner's target.
Setups with healing for Fire + Fmag
Silence from Anti-Magic andTransformation» are distributed between you and your partner so that the healing does not get out of control. The damage is secondary: turn off healing first.

Arena 3v3

In triplets, fire is placed where a second source of control is needed, and not a second source of damage: “Transformation", muteness from "Antimagic", "Dragon's Breath" and "Blast wave» are distributed between you and your partners. Below are the triplets that are found in spec analysis.

Computers

Fire + Horn + DC
Companions: Rogue, Priest (Discipline)
Three for control: the horns open, you keep the second one in the sheep, the DC experiences a response burst. Your task is not to damage, but to ensure that the enemy’s healer does not make a single cast.
Fire + Lock + heal
Companions: Warlock, Priest (Discipline)
The only three that are called two analyzes at once. Lock gives constant pressure periodically, you provide control and finishing, healing keeps you at low health, where “Fiery Retribution».
Fire + Feral + DC
Companions: Druid (Feral), Priest (Discipline)
Feral brings pressure and “Tornado”, you bring sheep and area control over the opponent’s miles.
Fire + Element + heal
Partners: Shaman (Elemental), Priest (Discipline)
Double caster damage under the cover of healing. Your «Living Bomb" and "Burn» with vulnerability to crit, increase the damage of the element.

Matchups

Two mile setups for Fire + Horn + DC Difficult
Stick to the column and work across the area: «Blast wave" and "Dragon's Breath"by rollback. «Fiery Retribution" works for you here - under pressure you take 20% less damage.
Setups with a magician for Fire + Lock + heal
«Antimagic” is kept to his caste, and is not wasted on the opener. Save the “block of ice” for his window, and not for the first drawdown.

Battlefields (BG)

On the battlefield, fire is noticeably freer: «Living Bomb" explodes in area, "Blast wave" and "Dragon's Breath“work through the crowd, and no one personally tunnels you throughout the game.

Tips
  • «Living Bomb" with a large symbol crits with ticks - on the battlefield this symbol pays off better than "Burn symbol».
  • «Blast wave» knocks down everyone around for 6 seconds: this is a way to stop a group going to a point.
  • «Dragon's Breath» disorients the cone for 5 seconds, but breaks from damage - it does not last long in a batch.
  • "Slow Fall" on battlefields is not only a garbage buff, but also a way to jump where others are bypassing.

Stones

They are equipped with three stats: spell power, crit and penetration. The fire does not need everything else in the nests. Meta - «Chaotic Skyflare Diamond" Then it depends on what you are up against: if you gain spell power, the red ones are covered with “Runic Crimson Ruby”, the blue ones with “Mysterious Dreadstone”, the yellow ones with “Mighty Ametrine”. If you get a crit, the yellow ones go with “Smooth Royal Amber”, the blue ones with “Zul’s Radiant Eye”. One "Durable royal amber" is placed if there is not enough accuracy, and one "Thunderous Majestic Zircon"- if there is not enough penetra.

meta
Chaotic Skyflare Diamond
+21 Critical Strike Rating and +3% Critical Damage
Requires at least 2 stones of the same color. +3% critical damage stacks with Burn 5/5 and Combustion.
red
Runed Crimson Ruby
+23 Spell Power
For the red nest. The main stone of the set has the power of spells.
blue
Mysterious fearstone
+12 Spell Power and +13 Spell Penetration
For red or blue socket. Closes blue sockets and at the same time gains penetra.
yellow
Mighty Ametrine
+12 Spell Power and +10 Critical Strike Rating
For red or yellow socket. A trade-off between spell power and crit.
blue
Radiant Eye of Zul
+10 Critical Strike Rating and +13 Spell Penetration
For yellow or blue socket. Option for recruitment via crit.
yellow
Smooth royal amber
+20 Critical Strike Rating
For the yellow nest. Pure crit, when up to 38% passive is not enough.
yellow
Durable royal amber
+20 hit rating
For the yellow nest. One stone if the equipment does not reach 104 hit rating.
blue
Thunderous Majestic Zircon
+25 Spell Penetration
For the blue nest. One stone if penetra is below 110.
red
Runed Dragon Eye
+39 Spell Power
Jewelry stone, maximum three pieces. Placed instead of “Runic Crimson Ruby” when recruited through spell power.
yellow
Smooth Dragon's Eye
+34 Critical Strike Rating
Jewelry stone. Placed instead of “Smooth Royal Amber” when recruiting through crit.
Important

Speed ​​is not added to sockets at all: almost everything in fire is instantaneous, and the only thing it affects is the global cooldown. “Eye of the Dragon” is unique: you can’t have more than three pieces in your equipment.

Enchantments

SlotEnchantmentBonusAlternative
Head Magic sign of burning secrets +30 Spell Power and +20 Critical Strike Rating —
Shoulders Greater Mark of the Storm +24 Spell Power and +15 Critical Strike Rating —
Cloak Enchant Cloak - Piercing Spell I +35 Spell Penetration Tailor's embroidery instead of enchantments if you are leveling up tailoring - but then you will have to get the penetra with a wand or stones
Chest Enchant Chest - Resilience II +20 to resilience rating —
Wrists Enchant Bracer - Spell Power III +30 Spell Power —
Gloves Enchant Gloves - Spell Power II +28 Spell Power —
Belt Eternal Belt Buckle Additional stone socket You can also put a fragmentation belt from engineering on your belt - both items coexist on one thing
Legs Sapphire Arcane Thread +50 Spell Power and +30 Stamina —
Shoes Enchant Boots - Tuskarr Vitality +15 stamina and slight increase in running speed Engineering "Nitro Boosters" instead of enchantments: speed and crit, but they do not work in the arena
Rings Enchant Ring - Spell Power II +23 to spell power, only available to those who upgrade enchanting —
Weapons Enchant Weapon - Spell Power III +63 Spell Power —

Consumables

potion combat
Mana Sapphire
Restores 3330–3500 mana, 2 minute cooldown
A gem that a magician creates for himself. The rule is simple: the first stone is drunk early, approximately when the mana has dropped by a quarter, in order to have time to get the second charge by the end of the battle.
Advice

This section is intentionally short. It was not possible to find materials that would name a specific set of infusions, food and potions specifically for fire, and there is nothing to copy them from for general reasons. The only thing that is directly named according to the spec is “Mana Sapphire" and the order of its use: the first stone early in order to have time to get the second charge by the end of the battle. Set the infusion and food the same as on any other caster.

Best Items (BiS)

Patch: Season 8 - Wrathful Gladiator

For a fireman, PvP equipment almost completely covers his needs: the seasonal set gives spell power, crit, stability, and health at the same time, so PvE items are needed less than other casters. The only thing they are taken for is accuracy: the benchmark of 104 rating (4%) of the season’s equipment does not gain on its own, and it is obtained either with a staff with accuracy, or one “Strong Royal Amber”, or a couple of raid items. The order of purchase is dictated not by the strength of the item, but by the rating: everything that does not require a rating is taken first.

Set bonus

Gladiator's Regalia set (5 items). Two items: +100 resilience rating and +29 spell power. Four items: Polymorph cast time reduced by 0.15 seconds and +88 spell power. For a fireman, whose sheep is half the entire game, the four is more important than the increase in damage: 1.35 seconds instead of 1.5 is the difference between a triggered control and an interrupted one.

SlotItemSource
Head Wrathful Gladiator's Silk Cowl T 2370 arena points. Requires a personal and team arena rating of at least 1950
Shoulders Wrathful Gladiator's Silk Amice T 1930 arena points. Requires 2000 rating in a 3v3 or 5v5 team
Chest Wrathful Gladiator's Silk Robe T 2370 arena points. A personal and team arena rating of at least 1600 is required
Gloves Wrathful Gladiator's Silk Handguards T 1430 arena points. A personal and team arena rating of at least 1400 is required
Legs Wrathful Gladiator's Silk Trousers T 2370 arena points. A personal and team arena rating of at least 1500 is required
Cloak Wrathful Gladiator's Cloak of Dominance 52200 honor points, no rating required
Neck Wrathful Gladiator's Pendant of Dominance 52200 honor points, no rating required
Wrists Wrathful Gladiator's Cuffs of Alacrity 43400 honor points, no rating required. Cheapest slot of the season
Belt Wrathful Gladiator's Cord of Alacrity 68200 honor points. A personal and team arena rating of at least 1300 is required
Shoes Wrathful Gladiator's Treads of Alacrity 68200 honor points. A personal and team arena rating of at least 1400 is required
Ring Wrathful Gladiator's Ring of Domination 52200 honor points, no rating required. The second ring is closed with a PvE item
Trinket (Horde) Medallion of the Horde 68200 honor points, no rating required. +153 to resilience, removes all slows and loss of control effects, cooldown 2 minutes
Trinket (Alliance) Alliance Medallion 68200 honor points, same item for another faction
Weapon (Aim Staff) Wrathful Gladiator's Sharp Staff 4670 arena points. A rating of 2200 is required in a 3 vs 3 or 5 vs 5 team. The version with accuracy - this is the target rating of 104
Weapon (staff with crit) Wrathful Gladiator's War Staff 4670 arena points. Requires 2200 rating in a 3v3 or 5v5 team. Crit version
Weapons (staff without rating 2200) Wrathful Gladiator's Focusing Staff 1540 arena points. A personal and team arena rating of at least 1800 is required
Left hand Wrathful Gladiator's Reprieve 350 arena points. Requires a personal and team rating in the arena of at least 1800. Taken if you play with a one-handed weapon instead of a staff
Wand Wrathful Gladiator's Glowing Rod 1260 arena points. A personal and team arena rating of at least 1700 is required

Purchase procedure

  1. Wrists for 43400 honor - the cheapest slot, does not require rating
  2. Cloak, neck and ring for 52200 honor - also unrated
  3. Medallion for 68200 honor - without it, any chain of control ends in death
  4. Gloves set at 1400, legs at 1500, chest at 1600 - the first rating slots
  5. Belt for 1300 and shoes for 1400 for honor
  6. Wand at 1700 and unrated staff at 1800
  7. Set head at 1950 and shoulders at 2000
  8. Rating staff at 2200 - last