WotLK 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 WotLK 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.
Can be improved with
Glyph of Arcane Intellect.
Arcane Brilliance — Increases Intellect of everyone in
the target's group. Requires one
Arcane Powder to be cast.
Dampen Magic — Buffs the target to decrease magic damage
and healing taken. Can be enhanced by 50% with Arcane talents. Very niche
use.
Amplify Magic — Buffs the target to increase magic
damage and healing taken. Can be enhanced by 50% with Arcane talents. Useful
on players that take Physical damage only or almost exclusively Physical
damage. A very strong situational spell.
Molten Armor — 35% (or 55% with the
Glyph of Molten Armor) of your Spirit will be converted into Critical
Strike Rating. Deals 170 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 by 40 and allows
50% of the Mage's Mana regeneration to continue while casting. Can be
enhanced by
Arcane Shielding (50%) and
Glyph of Mage Armor (20%)
Ice Armor — Increases the Mage's Armor by 930 and Frost
resistance by 40 and slows enemy melee attackers. Can be enhanced by
Frost Warding (50%) and
Glyph of Ice Armor (50%).
Focus Magic — is a powerful buff to be cast on a friendly
target. It
increases their Critical Strike chance with spells by 3%. If they score a
critical strike, your Critical Strike chance is also increased by 3% for
10 seconds.
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 also
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.
Glyph of the Penguin can transforms your Polymorph
targets into a penguin.
Glyph of Polymorph removes damage-over-time
effects from your Polymorph target, which could otherwise break Polymorph.
Conjure Refreshment —
Conjured Mana Strudels, usable by
friendly players, restoring health and Mana. Conjured items disappear from the
inventory after logging out for 15 minutes or more. This spell can be learned
from Mage trainers.
Ritual of Refreshment — Creates a portal two friendly
players need to click in order to make a table appear. Costs 5
Arcane Powder. Each player can take up to 80
Conjured Mana Strudels from this table. Conjured items disappear from
the inventory after logging out for 15 minutes or longer.
Conjure Mana Gem — A Mage can create different types of Mana
gems, which can be used in combat to restore Mana. The highest rank of
this spell restores most Mana. Mana Gems are unique; conjuring the highest
rank does not allow you to conjure lower ranks of it. Does not disappear when
logging out. Has 3 charges. Can be improved with
Glyph of Mana Gem.
Teleport Spells: Every Mage can teleport to their faction's major cities,
to Shattrath, or to Dalaran at the cost of one Rune of Teleportation.
Portal Spells: These spells are used to open portals to each faction's
major cities, to Shattrath, and to Dalaran that the whole group can use. Costs 1
Rune of Portals.
Invisibility — The Mage fades out for 3 seconds and
becomes invisible after that time. Each second before becoming invisible,
the threat against all enemies is reduced. 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. Can be improved with talents and
Glyph of Invisibility.
Evocation — A channeled spell that restores 60% of
your Mana during 8 seconds. Haste effects make the channeling faster and
damage taken while channeling reduces the Mana restored. Has a base cooldown
of 4 minutes, can be reduced to 2 minutes with talents. Another small tip
is that the Tier 3 2-set bonus (Frostfire Regalia) reduces the cooldown of
Evocation by a minute. With this in mind, you can swap to the 2 pieces, wait
for a second (the bonus needs a bit to activate), Evocate, and swap back to
your normal gear. Be sure to only use this strategy out of combat, as you
can only switch back to your normal gear out of combat and Tier 3 is terrible
to wear during an encounter.
Spellsteal — Sometimes enemies have beneficial magical
buffs you can steal with this ability. Stolen buffs last on you for two minutes.
Some bosses require one Mage to steal a
magical buff from an enemy, in order to be able to tank it.
Range can be improved with talents.
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. Can be improved with talents.
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. Can be improved with talents and
Glyph of Blink.
Slow Fall — At the cost of one
Light Feather
(0 with
Glyph of Slow Fall), Mages can
reduce their and allies' 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 Curse — Removes a Curse from a friendly
target.
Glyph of Remove Curse makes the decursed target immune to Curses
for 4 seconds.
Frost Nova — Freezes enemies 8 yards around the Mage for
8 seconds.
Offensive Abilities
Fire Mages use different offensive abilities than Frost or Arcane Mages.
Fireball — Your main damage spell (in Fire TTW spec) with a 3.5-second
cast
time, or 3 seconds with talents. With
Glyph of Fireball the cast time is further
reduced to 2.85s. Fireball receives 15% more Spell power through the
Empowered Fire talent.
Frostfire Bolt — Your main damage spell (in Fire FFB spec) with a
3-second cast
time. With
Glyph of Frostfire the initial damage is increased by 2% and
the critical strike chance of FFB is increased by 2%. Frostfire Bolt receives
15% more Spell power through the
Empowered Fire talent.
Living Bomb — Places a DoT on your target that deals damage
and triggers an explosion, dealing damage to everyone within 10 yards of the
target after 12 seconds. This is a very powerful spell and can also be
improved with
Glyph of Living Bomb, allowing the DoT ticks to crit.
Pyroblast — Hurls a big fiery boulder on an enemy, does
high damage, and leaves a strong DoT on the enemy. In PvE two critical strikes
in a row from non-periodic Fire spells trigger
Hot Streak and make
your Pyroblast an instant cast. Outside of raiding, Pyroblast is mostly used
for pulling while leveling or solo farming, because of the very long 5s cast
time. Only available via talent points.
Scorch — Has a 1.5s cast time and does less damage than
Fireball, but can be a very important spell. With the
Improved Scorch
talent, it increases the enemy's chance to take a critical strike from spells
by 5%. If a Destruction Warlock with
Improved Shadow Bolt or
a Frost Mage with
Winter's Chill is around, you do not need
to worry about the Improved Scorch debuff. The debuff lasts for 30 seconds.
Fire Blast — Will be cast while
moving or to finish off an enemy with a last cast. Fire Blast has no travel
time. When you have a
Hot Streak proc and know you will need to move
before the buff expires, keep it until you need to move and cast
Fire Blast ->
Pyroblast ->
Fire Blast.
Glyph of Fire Blast increases the Critical Strike chance of Fire Blast
by 50% when the target is stunned or incapacitated.
Blast Wave — A high damage Fire AoE spell on a 30-second
cooldown. Damages all enemies around the Mage, knocks them away, and dazes them
for 6 seconds.
Glyph of Blast Wave removes the knockback effect and
reduces the Mana cost of the spell by 15%. With the
Firestarter talent,
your damage from Blast Wave gains a 50/100% chance to make your next
Flamestrike an instant cast. 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 5 seconds.
Any direct, so not damage-over-time, damage interrupts the disorient effect.
Has a 20-second cooldown and puts
Cone of Cold on a small cooldown.
With the
Firestarter talent, your damage from Dragon's Breath gains a
50/100% chance to make your next
Flamestrike an instant cast. Only
available via talent points.
Flamestrike — Has a 2-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. With the
Firestarter talent and
Blast Wave/
Dragon's Breath,
Flamestrikes can become an extremely powerful tool for your AoE damage. You
can also stack the two highest ranks of this spell (Rank 9 and 8) for even
more damage.
Arcane Explosion — The main AoE spell when a fight
is not stationary (when mobs are being kited by the tank).
Generates very low threat with the
Arcane Subtlety talent.
Can be improved with talents and
Glyph of Arcane Explosion.
Blizzard — Is a strong AoE spell, but should only be used
on stationary enemies and in conjunction with your other Fire Aoe Spells. In the
Frostfire spec this ability does very high dps, especially when combined
with Rank 9 and 8 of
Flamestrike.
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 — Increases your Critical Strike damage bonus
with Fire damage spells by 50%, and causes each of your Fire damage spell
hits to increase your Critical Strike chance with Fire damage spells by 10%.
This effect lasts until you have caused 3 non-periodic critical strikes with
Fire spells. Keep this spell for when you have as many damage increasing buffs
as possible, as the Critical Strike damage bonus will scale with those
damage-increasing buffs.
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. Use this when ability as often as possible.
Mirror Image — Should be used for additional damage, as the Mirror
Images attack your enemy and do additional damage, or to disappear from the threat
list while doing heavy burst (AoE) damage. Mirror images benefit from
Bloodlust/
Heroism if cast beforehand and only attack if an enemy is
nearby and you are already in combat with them.
Can be improved with
Glyph of Mirror Image.
Molten Fury — Molten Fury is a passive ability that
increases the damage dealt to a target with 35% Health or less by 12%. It is
only logical to use all your damage-increasing abilities, such as trinkets,
Potion of Speed,
Flame Caps, and cooldowns like
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.
Mana Shield,
Frost Ward and
Fire Ward — absorb
damage and can be useful in some PvE situations.
Ice Block — Puts the Mage in an Ice Block for 10 seconds,
making them 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.
Can be improved with talents and
Glyph of Ice Block.
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 more easily 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
- 06 Jan. 2023: Updated for Frostfire spec.
- 30 Dec. 2022: Added more detailed info about Mirror Images.
- 14 Sep. 2022: Page 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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