Blog Archive by month: April 2010
Quick and Dirty Fire Guide
by Tachyon on Wed. 14. April 2010, 02:20
Filed under: fire, guide, raiding, spec, talents, featured
First and foremost, Fire was always my least favourite mage tree. Deep in my heart, I still am a Frost mage (/curses Blizzard for completely ruining it as a raid spec), and have fun raiding with an Arcane spec.But as my guild is stuck in progress at the Lich King, I had to take desperate measures to optimize my contribution to this particular fight. In other words:
I'm raiding with fire and flames at the moment.
According to Kamigami Tools, Fire is now (since 3.3.3.) up to par with Arcane on some ICC 25 fights (especially Professor Putricide and Sindragosa), and even outperforms Arcane on the Lich King fight (and some other fights in heroic ICC too).
This quick and dirty written guide aims at experienced players who want (or have to) give Fire a try. I suggest reading my Arcane Mage Guide also, as all the stuff I don't mention here (gems, enchants, gear planning, faster casting) are mentioned there.
The Spec
I pondered long about the spec, and only after I was convinced that every point sits where it belongs I cross-checked it with the fire specs of high end mages. The fire spec of the first mage participating in the heroic ICC Lich King kill only differs by one point, so I think there's not much room to negotiate
Endgame Fire Raiding Spec:
53/18/0 Fire/Arcane
Stats
As a fire mage, you have no talents to increase your hit rating. If you assume that you have 3% hit from raid buffs, you need to get the missing 14% (or 13% if spacegoats are in your raid) from your gear. That's 367 hit rating, which should not be hard to get.
Stats priority (updated!)
Hit Rating (until cap) > Crit Rating > Spell Power > Haste > Spirit > Int
Spell Priority System
Fire doesn't use dynamic rotations like Arcane. There's not even a fixed rotation, but rather you will decide what spell to use next using a priority system:
- Priority 1: Keep Improved Scorch up
Improved Scorch lasts 30 seconds, and increases the spell crit chance on the target by 5% for all casters. Warlocks' Improved Shadow Bolt has the same effect, and doesn't stack with Improved Scorch, so if warlocks in your raid have Shadow Bolt in their rotation, you can forget about applying the Scorch debuff. - Priority 2: Keep Living Bomb up
Living bomb does great damage on your target, especially when other targets get hit by the splash damage at the end. Remember that the huge damage comes at the end, so when your target is likely to die within 12 seconds, it's not worth (re-)appying it. - Priority 3: Use your Hot Streak procs
Hot Streak procs allow you to cast instant Pyros after two subsequent nonperiodic crits with fire spells. The biggest issue here is Ingite Munching, which causes the system to forget to bank the ignite of one spell if two fire spells crit more or less simultanousely. If you have at least two pieces of the Tier10 set, consuming the Hot Streak proc will give your 5 seconds of +12% spell haste (of which 1 global cooldown is wasted, at least 1 second), this makes it worth using at least when the haste buff isn't up. The pyros are mana consuming, if you ever run into mana problems you may want to use the instant pyros less often. - Priority 4: Fireball chaincasting
Pretty straightforward.
Configuring TellMeWhen
If you use TellMeWhen, you might want to watch for following procs/debuffs/cooldowns:
BUFFS/PROCS:
- Hot Streak: Buff, Player, When present, Timer
- Improved Scorch: Debuff, Target, When present, Timer
- Living Bomb: Debuff, Target, When present, Timer, only if cast by self
- Ignite: Debuff, Target, When present, Timer, only if cast by self
- Combustion: Cooldown, Spell or Ability, When usable, Timer
Useful Macros
This macro lets you cast Living Bomb on the target under your mouse pointer, or if nothing there, on your selected target. Very handy to apply Living Bomb on multiple units without having to lose your current target!
#showtooltip Living Bomb
/cast [target=mouseover,harm,exists,nodead] Living Bomb; Living BombUseful Addons
Keeping up Living Bomb on multiple targets isn't that easy, but fortunately there's a nice little addon that helps here:
Living Bomb Tracker shows a little tooltip when hovering with your mouse cursor over a target, showing whether Living Bomb is applied and how much time is left ticking before you can reapply it.
Understanding Ignite
Ignite is a core mechanic you are expected to understand if you raid with fire.
Whenever one of your fire spells crits, it will do 40% of that damage as DoT (Damage over Time). On a single crit, there will be two Ingite ticks, the first after 2sec, the second after 4sec, both doing 20% of the direct damage component of the spell that crit. If other spell crits happen when there's still Ignite damage to tick, the new Ingite damage is added to the amount that is left to tick, and the timer starts anew to tick after 2/4 seconds.
Example 1: Single crit
t=0sec, Fireball crits for 1000 damage. 400 damage (40%) is added to the Ignite bank.
t=2sec, Ignite ticks for 200 damage (half of what's on the bank)
t=4sec, Ignite ticks for 200 damage (the rest), Ignite debuff expires on the target.
Example 2: Multiple crits
t=0sec, Fireball crits for 1000 damage. 400 damage (40%) is added to the Ignite bank.
t=2sec, Ignite ticks for 200 damage (half of what's on the bank)
t=2.5 sec, Pyro crits for 1500 damage. 600 damage (40%) is added to the bank. Ignite timer is reset
t=4.5sec, Ignite ticks for 400 damage (half of what's on the bank)
t=5sec, Fireball crits for 1200 damage. 480 damage (40%) is added to the Ignite bank.
t=6sec, Fireball crits for 1000 damage. 400 damage (40%) is added to the Ignite bank.
t=8sec, Ignite ticks for 640 damage (half of what's on the bank)
t=10sec, Ignite ticks for 640 damage (the rest), Ignite debuff expires on the target.
This effect of banking Ignite damage is called 'Rolling Ignites'. Back in the classic days, there was only one Ignite bank per unit, so fire mages all added to the same pool. If their crit chance or number was high enough, Ignites could roll for a very long time, increasing the size of the ticks and causing aggro problems to the fire mage which caused the last crit. In vanilla WoW, once Ignite was applied it ticked every 2 seconds until it expired. The damage of the first tick was not substracted, but instead each tick was meant to do half of the banked damage. If rolling ignites occurred, the new Ignite damage was banked to the initial damage and the tick timer was reset to 2, so any damage from the first tick could tick again. This bug caused the banked damage to grow to massive dimensions sometimes, and was a hidden damage boost of fire mages. That had been fixed with patch 2.0, giving each player its own ignite bank slot, substracting any damage ticks and resetting the timer when a new crit occured.
Burning Kraken (not to scale)
I hope you enjoyed this guide. If there's anything you think should be added, drop me a note in the comments. Now go and RELEASE THE BURNING KRAKEN!
EPEEN Meter, Neural Interfaces, and lots of Walruses
by Tachyon on Thu. 01. April 2010, 13:34
Filed under: april fools, armory
I just visited the armory, and found out my character turned into a Tuskar
Walruses like tuna, good thing that both professions of all players are now fishing. If you check your achievements feed, everybody can now see that you ninja'd all your items and cheesed your achievements.
Not only that, but Blizzard presented the introduction of a long-awaited feature.
The new EPEEN (Equipment Potency EquivalencE Number) feature will render ilvl and Gearscore checks obsolete.
Also visit the Blizzard Store to order the new Battle.Net Neural Interface. Not only will you be able to steer your char with your brain waves, the immersion will be total, and you get a new ingame pet with it!
Quote:
Once this neural link is formed, do not attempt to remove the Battle.net Neural Interface for any reason. Blizzard Entertainment is not liable for any temporary or permanent loss of brain function as a result of improper use of the Battle.net Neural Interface.
[...]
Tough and durable - Lasts for months, and replacement is theoretically possible.
Comes in pink, Gray and Black, but is already sold out, despite the price of $14'999.-
Good thing I preordered mine last week
If you can' afford the $15k neural interface, you may instead want to visit the Diablo III shop instead and pimp your car's GPS with the Deckard Cain GPS Voice Pack. Or but a Diablo III X-Treme Gamer Blanket or Body Pillow.