TBC Classic Fire Mage Spell Summary
On this page, we present you with all spells and procs that you need to understand as a Fire Mage in TBC Classic.
Buffs
Fire Mages offer a variety of useful buffs for themselves and the group they play in. These buffs can be used to increase stats, damage and healing taken, Critical Strike chance, and Mana regeneration. Other buffs decrease damage and healing taken and decrease damage taken. The armor buffs only castable on the Mage, while the other buffs listed below can be cast on any group member.
Arcane Intellect — Increases Intellect on the target.
Arcane Brilliance — Increases Intellect of everyone in
the target's group. Requires one
Arcane Powder to be cast and
Tome of Arcane Brilliance 2 to be learned.
Dampen Magic — Buffs the target to decrease magic damage
and healing taken. Can be enhanced with Arcane talents. Very niche use.
Amplify Magic — Buffs the target to increase magic
damage and healing taken. Can be enhanced with Arcane talents. Useful on
players that take physical damage only or almost exclusively physical damage,
but niche use.
Molten Armor — Increases the Mage's chance to critically
hit with spells by 3%, deals 75 Fire damage per hit to melee attackers,
decreases the chance to be critically hit by 5%. Can be enhanced with Fire
talents to affect ranged and spell attacks as well.
Mage Armor — Increases magic resistance and allows 30%
of the Mage's Mana regeneration to continue while casting.
Ice Armor — Increases the Mage's Armor and Frost
resistance and slows enemy melee attackers. Can be enhanced by Frost talents.
Utility and Crowd Control Abilities
Mages are sought after for their crowd controlling abilities, such as
Polymorphing enemies and Frost exclusive slowing and freezing
effects. Further, they supply their group and themselves with fresh water and
food and open portals to all major cities of each faction. Mages can remove
curses from allies and magic from enemies.
Polymorph — With this spell, humanoids, critters and
beasts can be turned into a sheep for a certain amount of time. This effect
can end before its maximum time has passed. Through the
Fragmented Magic quest and the
Tome of Polymorph: Turtle book,
enemies can also be turned into a pig or a turtle, which is of course a very
nice cosmetic upgrade.
Conjure Water — Conjures water, usable by friendly
players. Conjured items disappear from the inventory after logging out for 15
minutes or more. The highest rank can be learned from
Tome of Conjure Water IX, which drops in high level dungeons.
Conjure Food — Conjures food, usable by friendly
players. Conjured items disappear from the inventory after logging out for 15
minutes or more. The highest rank can be learned from
Tome of Conjure Food VIII, which drops in high level dungeons.
Ritual of Refreshment — Creates a portal, two friendly
players need to click in order to make a table appear. Costs 2
Arcane Powder. Each player can take up to 80
Conjured Manna Biscuits from this table. Conjured items disappear from
the inventory after logging out for 15 minutes or more. This spell can only be
learned after learning the two highest ranks of Conjure Water and Conjure Food
from the books.
Conjure Mana Emerald — A Mage can create 5 different types
of Mana Gems, which can be used in combat to restore Mana. The highest rank of
this spell restores most Mana and has, contrary to all other ranks, three
charges.
Teleport Spells: Every Mage can teleport to it's faction's major cities
at the cost of one Rune of Teleportation.
Portal Spells: These spells are used to open portals to each faction's
major cities the whole group can use. Costs 1 Rune of Portals.
Invisibility — The Mage fades out for 5 seconds and
becomes invisible after that time. Each second before becoming invisible,
the threat against all enemies is reduced by 20%. Any damage taken or action
from the Mage cancels the spell. This can be used as a threat dump, to leave
combat or to sneak by enemies.
Evocation — A channeled spell that restores 60% of
your Mana over 8 seconds. Haste effects make the channeling faster and
damage taken while channeling reduces the Mana restored.
Spellsteal — Sometimes enemies have beneficial
magical buffs you can steal with this ability. Stolen buffs last on you
for two minutes. Some bosses, such as High King Maulgar require one
Mage to steal a magical buff from an enemy, in order to be able to tank it.
Counterspell — This spell is used to interrupt enemy
casting and to prevent any spell of the interrupted spell school from being
cast for 8 seconds.
Blink — Teleports the Mage 20 yards forward. This
ability can be used to reposition during fights and save some running time,
flee from enemies, break snaring effects or to prevent fall damage by Blinking
shortly before reaching the ground.
Slow Fall — At the cost of one
Light Feather,
Mages can reduce their falling speed for 30 seconds. This can be used to
survive falling down, or to move to locations normally unreachable, by jumping
from a higher ledge to a lower position. Can be cast before mounting and it will
persist while mounted.
Remove Lesser Curse — Removes a curse from a friendly
target.
Frost Nova — Freezes enemies 8 yards around the Mage for
8 seconds.
Offensive Abilities
Fire Mages use different offensive abilites than Frost or Arcane Mages.
Fireball — Your main damage spell with a 3.5-second cast
time, 3 seconds with talents. Fireball receives 3% hit chance from
Elemental Precision and leaves a small DoT on your target for 8
seconds. The damage of that dot is negligible, but you can use Rank 1 Fireballs
with a cast time of 1 second (talented) in order to prevent stealth classes from
activating stealth (the DoT will throw them out of stealth).
Scorch — Has a 1.5s cast time and does less damage than
Fireball but is a very important spell. With the
Improved Scorch
talent, it increases the enemy's Fire damage taken by up to 3% for 30 seconds.
This effect stacks up to a total of 15% and also lasts 30 seconds. Casting
Scorch before the debuff runs out will refresh the debuff's expiration time,
but even the refreshing effect of the debuff can be resisted, so sometimes you
have to cast it twice. The debuff should be fully stacked on any enemy that
lasts long enough to survive a few Fireballs.
Fire Blast — An instant cast ability, mostly used while
moving or as a finisher.
Pyroblast — Hurls a big fiery boulder on an enemy, does
high damage and leaves a strong DoT on the enemy. Mostly used for pulling
while leveling or solo farming, because of the very long 6s cast time. Only
available via talent points.
Blast Wave — A high damage Fire AoE spell on a 30 second
cooldown. Damages all enemies around the Mage and dazes them for 6 seconds.
Only available via talent points.
Dragon's Breath — Does high Fire damage to enemies in
a cone shape front of the Fire Mage and disorients enemies for 3 seconds. Any
direct, so not Damage over Time, damage interrupts the disorient effect.
Puts
Cone of Cold on a small cooldown. Has a 20 seconds cooldown and
is available only via talent points.
Arcane Explosion — The main AoE spell. Does very low
threat if talented with the
Arcane Subtlety talent.
Flamestrike — Has a 3 second cast time and can be
placed anywhere within a 30 yards radius around the Mage. Does instant damage
and leaves a DoT that is not subject to the AoE cap.
Ignite — After Critical Strikes with Fire spells, a
DoT is placed on the target to deal 40% of the Critical Strike's damage over
4 seconds to the target, "ticking" (dealing damage) every 2 seconds. If you
crit multiple times in a row, the 40% damage from each critical strike are
accumulated and added to the next Ignite "tick" and the remaining Ignite DoT
time is reset to 4 seconds. This is the most important core ability
of playing Fire Mage and is only available via talent points.
Cooldowns
Combustion — When activated each Fire damage spell will
increase your Critical Strike chance with Fire spells by 10%, until 3 Critical
Strikes have been made. After that, the 3 minutes cooldown of Combustion
starts. Only available via talent points.
Icy Veins — Increases your casting speed by 20% for
20 seconds. During the duration of Icy Veins, your spells are no longer subject
to spell pushback. Some Fire specs allow using this talent. This is best used
during the last 20% health of a boss due to the
Molten Fury talent.
Molten Fury — Molten Fury is a passive cooldown that
increases the damage dealt to a target with 20% Health or less by 20%. It is
only logical to use all your damage increasing abilities, such as trinkets,
Destruction Potions,
Flame Caps and cooldowns like
Icy Veins and
Combustion during that nuke phase to
maximize the damage you deal.
Defensive Abilities
Every Mage spec has good defensive capabilities. They can absorb damage from different sources and even become immune to damage.
Fire Ward — Absorbs Fire Damage.
Frost Ward — Absorbs Frost Damage.
Mana Shield — Absorbs physical and magical damage at the
cost
of Mana.
Ice Block — Puts the Mage in an Ice Block for 10 seconds,
making it immune to almost all attacks and spells. Some boss
abilities can penetrate the Ice Block immunity, and Priests can dispel Ice Block
with
Mass Dispel. This ability can also be used to protect the
caster from fall damage. After using Ice Block, you get the Hypothermia
debuff that prevents you from using Ice Block again for 30 seconds.
Blazing Speed — A PvP ability with limited use in PvE.
Gives a 10% chance when hit by melee or ranged attacks to increase movement
speed by 50% for 8 seconds and dispels movement impairing effects. This is
considered to be a defensive ability, as it lets you flee from dangerous
situations easier and create space between your opponent and yourself. Only
available via talent points.
The AoE spells Dragon's Breath and
Blast Wave can
also be used defensively to create space between yourself and enemies.
Changelog
- 30 May 2021: Guide added.
This guide has been written by Wrdlbrmpft aka Arcanaenus, playing Mage since 2008. He is usually found in the Mage Discord, where you may also ask him questions his guides do not answer.
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