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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