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Fire Mage overview

Choose Fire for sustained Fire casts with crit-driven Pyroblast opportunities. Maintain Scorch on durable targets, use the shorter Pyro cast when you have room to finish it, and keep Fire Blast available when movement or an urgent kill needs an instant hit. A short-lived add can need immediate damage without the Scorch setup you would use on a boss.

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The biggest changes from Classic

Three Hot Streak stacks still leave a cast

Hot Streak reduces Pyroblast's cast time by 25% per stack, up to three stacks, for 15 seconds. It does not use a two-consecutive-crits rule or make Pyro instant at three.

Scorch belongs to your own damage

Improved Scorch increases the Fire damage you deal to that target. Another Mage's setup is not a substitute for yours, and rank 1 gives each Scorch only a 33% application chance.

Combustion counts direct Fire crits

Combustion ends after four non-periodic Fire crits, rather than original Classic's three Fire crits. Use it while you can land a run of Fire casts, not just before losing access to the enemy.

Fire Mage

Ranged DPS

Fireball gives you repeated direct hits, Scorch supports your personal Fire damage, and Hot Streak makes room for Pyroblast between those casts. The proc, the target's remaining burn and your Scorch duration each need their own decision; you do not have to refresh every effect whenever you can.

Build your talents

Build Hot Streak with the four eligible spells

Hot Streak comes from non-periodic critical strikes with Fireball, Frostfire Bolt, Fire Blast and Scorch. The initial Fireball hit can build it; the following burn cannot. Pyroblast is not on the trigger list either, so its crit does not create another Hot Streak stack.

Watch the current stacks and the 15-second buff. Each stack takes 25% off Pyroblast's cast time, up to 75% at three. The normal six-second cast becomes 4.5, three or 1.5 seconds at one, two or three stacks, before other cast-time modifiers. Even the shortest of those needs you to stand still.

Spend the buff while you have a casting window instead of always waiting for the next stack. At two stacks with only enough safe time for a three-second cast, another Fireball can leave you no time to fit Pyro at all. If you are safe on a durable target with plenty of buff duration, another eligible cast can improve the opportunity.

A non-crit between eligible crits does not mean the stacks vanished: Hot Streak has a duration, not a consecutive-crit requirement. Read the buff before choosing your next cast instead of following a two-crit sequence from a different version of Mage.

Weigh Pyroblast's hit against its remaining burn

Pyroblast deals an immediate Fire hit followed by a 12-second burn. On a fresh, durable target you can benefit from both. On an add about to die, judge whether the direct hit lands in time instead of counting a full burn the enemy will never take.

If your Pyro burn is already active, an early replacement can discard remaining ticks. Check those ticks against the next direct hit and the time left on Hot Streak. Waiting for the burn to finish makes less sense if the cast-time buff will expire or the target is about to leave range. Recasting immediately makes less sense when you have plenty of buff time and other damage to land while the burn ticks.

Ignite adds a four-second burn after Fire spell crits. That delayed damage matters on enemies that survive it. Do not judge a finishing spell by adding its entire burn to the hit when the target has only a sliver of health left.

For solo pulls, a normal Pyroblast can be an opener when you can stand safely before the enemy reaches you. Its long cast is much harder to fit after melee pressure starts. Use distance and control to keep subsequent casts possible instead of trying to repeat the opener while taking hits.

Maintain your own Scorch on durable targets

Improved Scorch can make the target vulnerable to your Fire damage. Each stack adds 3%, up to five stacks, with a 30-second duration. That bonus is personal. Original Classic's Fire Vulnerability increased Fire damage taken by the enemy for the group; the old shared upkeep assignment does not cover your Forever bonus.

At rank 1, each Scorch has a 33% application chance. Watch the debuff rather than count five casts and assume the setup is complete. When the duration gets low, leave room for a failed application instead of betting the whole stack on a last-second attempt.

Scorch earns its setup time on a target you will keep attacking. Apply it before a planned stretch of sustained Fire damage, then return to your other casts while the debuff remains healthy. Spending all your time reapplying a debuff that still has plenty of duration replaces the damage it is meant to improve.

On a target swap, check whether the new enemy needs sustained damage or one quick kill. A new boss target can justify rebuilding; a nearly dead add usually cannot. Scorch crits can also build Hot Streak, so necessary upkeep can advance the Pyro buff without making unnecessary Scorch casts worthwhile.

Time Combustion around sustained Fire access

Combustion causes each Fire damage spell hit to increase your Fire spell crit chance by 10%. It ends after four non-periodic Fire critical strikes and has a three-minute cooldown. Periodic crits do not count toward that four-crit end condition.

Activate it when you can keep hitting a priority target and the tank has established threat. If you are using Improved Scorch, prepare that target's vulnerability before the planned burst where possible. Starting it while the tank is still collecting enemies, or just before you must run, leaves you poorly placed to use the rising crit chance.

Fireball, Fire Blast and Scorch crits during Combustion can also build Hot Streak. A Pyroblast direct crit counts toward Combustion's end condition but does not build Hot Streak. Cast Pyro because its hit and burn fit the fight, not because you expect that crit to generate another stack.

Use Combustion for an important damage check rather than saving it indefinitely for a perfect stack of buffs. A dangerous add or a boss's urgent final stretch can justify spending it without an ideal Scorch setup. Have enough mana to keep casting after you activate it; a damage cooldown does not supply the mana for those casts.

Save Fire Blast for the cast you cannot stand still to make

Fire Blast is instant and is one of Hot Streak's eligible triggers. Save it for an expected movement mechanic if you will need damage while running; that can beat weaving it into a safe stretch of Fireball casts just to fish for another stack.

Wake of Fire shortens Fire Blast's cooldown. At rank 1 it takes one second off and gives your next Fire Blast within 20 seconds an extra 25% crit chance after you kill a non-trivial target. That favors carrying the bonus from a quest mob or add into the next target. It is increased chance, not a guaranteed crit.

Do not pull the next mob just to preserve the kill bonus when you need to drink or regain distance. In a group, the next target also needs tank threat. An expiring Fire Blast bonus is worth less than a premature pull that interrupts everyone's recovery.

Mage talent trees

Hover, focus or tap a talent to read its effects. Each badge shows the talent's maximum rank; this is the full tree, not a suggested build.

Arcane

18 talents
2 Wand Specialization 5 Arcane Focus 5 Improved Channeling 2 Arcane Subtlety 2 Magic Absorption 5 Arcane Concentration 2 Arcane Resilience 2 Arcane Geometry 3 Arcane Impact 1 Arcane Blast 2 Arcane Shielding 2 Improved Counterspell 3 Arcane Meditation 1 Missile Barrage 1 Presence of Mind 5 Arcane Mind 3 Arcane Instability 1 Arcane Power

Fire

17 talents
2 Wake of Fire 3 Incineration 5 Improved Fireball 5 Ignite 2 Flame Throwing 3 Impact 3 Burning Soul 3 Improved Flamestrike 1 Pyroblast 3 Improved Scorch 2 Improved Fire Ward 1 Hot Streak 3 Master of Elements 3 Critical Mass 1 Blast Wave 5 Fire Power 1 Combustion

Frost

19 talents
2 Frost Warding 5 Improved Frostbolt 5 Elemental Precision 5 Ice Shards 3 Permafrost 2 Improved Frost Nova 3 Frostbite 3 Piercing Ice 3 Frost Channeling 1 Ice Lance 3 Improved Blizzard 2 Arctic Reach 1 Ice Block 3 Shatter 3 Improved Cone of Cold 1 Cold Snap 2 Fingers of Frost 5 Winter's Chill 1 Ice Barrier
Read all talent descriptions

Arcane

Wand Specialization Maximum rank 2

Rank 1
Increases your damage with Wands by 13%.

Rank 2
Increases your damage with Wands by 25%.

Passive

Arcane Focus Maximum rank 5

Rank 1
Improves your chance to hit with Arcane spells by 1%.

Rank 2
Improves your chance to hit with Arcane spells by 2%.

Rank 3
Improves your chance to hit with Arcane spells by 3%.

Rank 4
Improves your chance to hit with Arcane spells by 4%.

Rank 5
Improves your chance to hit with Arcane spells by 5%.

Passive

Improved Channeling Maximum rank 5

Rank 1
Gives you a 20% chance to avoid interruption caused by damage while channeling Arcane Missiles and a 14% chance while casting Arcane Blast.

Rank 2
Gives you a 40% chance to avoid interruption caused by damage while channeling Arcane Missiles and a 28% chance while casting Arcane Blast.

Rank 3
Gives you a 60% chance to avoid interruption caused by damage while channeling Arcane Missiles and a 42% chance while casting Arcane Blast.

Rank 4
Gives you a 80% chance to avoid interruption caused by damage while channeling Arcane Missiles and a 56% chance while casting Arcane Blast.

Rank 5
Gives you a 100% chance to avoid interruption caused by damage while channeling Arcane Missiles and a 70% chance while casting Arcane Blast.

Passive

Arcane Subtlety Maximum rank 2

Rank 1
Reduces your target's resistance to all your spells by 8 and reduces the threat caused by your Arcane spells by 15%.

Rank 2
Reduces your target's resistance to all your spells by 15 and reduces the threat caused by your Arcane spells by 30%.

Passive

Magic Absorption Maximum rank 2

Rank 1
Increases all your resistances by 5 and causes all spells you fully resist to restore 1% of your total mana. Cannot trigger more often than 1 time per sec.

Rank 2
Increases all your resistances by 10 and causes all spells you fully resist to restore 2% of your total mana. Cannot trigger more often than 1 time per sec.

Passive

Arcane Concentration Maximum rank 5

Rank 1
Gives you a 2% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.

Rank 2
Gives you a 4% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.

Rank 3
Gives you a 6% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.

Rank 4
Gives you a 8% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.

Rank 5
Gives you a 10% chance of entering a Clearcasting state after any damage spell hits a target. The Clearcasting state reduces the mana cost of your next damage spell by 100%.

Passive

Arcane Resilience Maximum rank 2

Rank 1
Increases your Armor by an amount equal to 25% of your Intellect.

Rank 2
Increases your Armor by an amount equal to 50% of your Intellect.

Passive

Arcane Geometry Maximum rank 2

Rank 1
Increases the range of your Arcane spells by 3 yards.

Rank 2
Increases the range of your Arcane spells by 6 yards.

Passive

Arcane Impact Maximum rank 3

Rank 1
Increases the critical strike chance of your Arcane spells by 2%.

Rank 2
Increases the critical strike chance of your Arcane spells by 4%.

Rank 3
Increases the critical strike chance of your Arcane spells by 6%.

Passive

Arcane Blast Maximum rank 1

Rank 1
Blasts the target with energy, dealing 57 to 65 Arcane damage. Each time you cast Arcane Blast, the damage of all your other spells is increased by 10% and the mana cost of Arcane Blast is increased by 175%. Effect stacks up to 4 times and lasts 8 sec or until any other damage spell is cast.

15% of base mana | 30 yd range | 2.5 sec cast

Arcane Shielding Maximum rank 2

Rank 1
Decreases the Mana lost per point of damage taken when your Mana Shield spell is active by 17% and increases the resistances granted by your Mage Armor spell by 25%.

Rank 2
Decreases the Mana lost per point of damage taken when your Mana Shield spell is active by 33% and increases the resistances granted by your Mage Armor spell by 50%.

Passive

Improved Counterspell Maximum rank 2

Rank 1
Your Counterspell also Silences the target for 2 sec.

Rank 2
Your Counterspell also Silences the target for 4 sec.

Passive

Arcane Meditation Maximum rank 3

Rank 1
Allows 17% of your Mana regeneration to continue while casting.

Rank 2
Allows 33% of your Mana regeneration to continue while casting.

Rank 3
Allows 50% of your Mana regeneration to continue while casting.

Passive

Missile Barrage Maximum rank 1

Rank 1
Gives your Arcane Blast spell a 40% chance, and your Fireball, Frostbolt, and Frostfire Bolt spells a 20% chance to reduce the channeled duration of your next Arcane Missiles spell by 50%, reduce the Mana cost by 100%, and missiles fire every 0.5 sec.

Passive

Presence of Mind Maximum rank 1

Rank 1
When activated, your next Mage spell with a casting time less than 10 sec becomes an instant cast spell.

Instant | 3 min cooldown

Arcane Mind Maximum rank 5

Rank 1
Increases your Intellect by 2% and increases the critical strike damage bonus of your Arcane spells by 20%.

Rank 2
Increases your Intellect by 4% and increases the critical strike damage bonus of your Arcane spells by 40%.

Rank 3
Increases your Intellect by 6% and increases the critical strike damage bonus of your Arcane spells by 60%.

Rank 4
Increases your Intellect by 8% and increases the critical strike damage bonus of your Arcane spells by 80%.

Rank 5
Increases your Intellect by 10% and increases the critical strike damage bonus of your Arcane spells by 100%.

Passive

Arcane Instability Maximum rank 3

Rank 1
Increases the damage done by your spells by 1% and your critical strike chance by 1%.

Rank 2
Increases the damage done by your spells by 2% and your critical strike chance by 2%.

Rank 3
Increases the damage done by your spells by 3% and your critical strike chance by 3%.

Passive

Arcane Power Maximum rank 1

Rank 1
For the next 15 sec, your spells deal 30% more damage while costing 30% more mana to cast.

Instant | 3 min cooldown

Fire

Wake of Fire Maximum rank 2

Rank 1
Reduces the cooldown of your Fire Blast spell by 1 sec. Killing a non-trivial target increases the critical strike chance of your next Fire Blast cast within 20 sec by 25%.

Rank 2
Reduces the cooldown of your Fire Blast spell by 2 sec. Killing a non-trivial target increases the critical strike chance of your next Fire Blast cast within 20 sec by 50%.

Passive

Incineration Maximum rank 3

Rank 1
Increases the critical strike chance of your Fire Blast, Ice Lance, Arcane Blast, and Scorch spells by 2%.

Rank 2
Increases the critical strike chance of your Fire Blast, Ice Lance, Arcane Blast, and Scorch spells by 4%.

Rank 3
Increases the critical strike chance of your Fire Blast, Ice Lance, Arcane Blast, and Scorch spells by 6%.

Passive

Improved Fireball Maximum rank 5

Rank 1
Reduces the casting time of your Fireball and Frostfire Bolt spells by 0.1 sec.

Rank 2
Reduces the casting time of your Fireball and Frostfire Bolt spells by 0.2 sec.

Rank 3
Reduces the casting time of your Fireball and Frostfire Bolt spells by 0.3 sec.

Rank 4
Reduces the casting time of your Fireball and Frostfire Bolt spells by 0.4 sec.

Rank 5
Reduces the casting time of your Fireball and Frostfire Bolt spells by 0.5 sec.

Passive

Ignite Maximum rank 5

Rank 1
Your critical strikes from Fire damage spells cause the target to burn for an additional 8% of your spell's damage over 4 sec.

Rank 2
Your critical strikes from Fire damage spells cause the target to burn for an additional 16% of your spell's damage over 4 sec.

Rank 3
Your critical strikes from Fire damage spells cause the target to burn for an additional 24% of your spell's damage over 4 sec.

Rank 4
Your critical strikes from Fire damage spells cause the target to burn for an additional 32% of your spell's damage over 4 sec.

Rank 5
Your critical strikes from Fire damage spells cause the target to burn for an additional 40% of your spell's damage over 4 sec.

Passive

Flame Throwing Maximum rank 2

Rank 1
Increases the range of your Fire spells by 3 yards.

Rank 2
Increases the range of your Fire spells by 6 yards.

Passive

Impact Maximum rank 3

Rank 1
Gives your Fire spells a 3% chance to stun the target for 2 sec.

Rank 2
Gives your Fire spells a 7% chance to stun the target for 2 sec.

Rank 3
Gives your Fire spells a 10% chance to stun the target for 2 sec.

Passive

Burning Soul Maximum rank 3

Rank 1
Gives your Fire spells a 23% chance to not lose casting time when you take damage and reduces the threat caused by your Fire spells by 10%.

Rank 2
Gives your Fire spells a 47% chance to not lose casting time when you take damage and reduces the threat caused by your Fire spells by 20%.

Rank 3
Gives your Fire spells a 70% chance to not lose casting time when you take damage and reduces the threat caused by your Fire spells by 30%.

Passive

Improved Flamestrike Maximum rank 3

Rank 1
Increases the critical strike chance of your Flamestrike spell by 5%.

Rank 2
Increases the critical strike chance of your Flamestrike spell by 10%.

Rank 3
Increases the critical strike chance of your Flamestrike spell by 15%.

Passive

Pyroblast Maximum rank 1

Rank 1
Hurls an immense fiery boulder that causes 101 to 131 Fire damage and an additional 44 Fire damage over 12 sec.

125 Mana | 35 yd range | 6 sec cast

Improved Scorch Maximum rank 3

Rank 1
Your Scorch spell has a 33% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases all Fire damage you deal to your target by 3% and lasts 30 sec, stacking up to 5 times.

Rank 2
Your Scorch spell has a 67% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases all Fire damage you deal to your target by 3% and lasts 30 sec, stacking up to 5 times.

Rank 3
Your Scorch spell has a 100% chance to cause your target to be vulnerable to Fire damage. This vulnerability increases all Fire damage you deal to your target by 3% and lasts 30 sec, stacking up to 5 times.

Passive

Improved Fire Ward Maximum rank 2

Rank 1
Causes your Fire Ward to have a 10% chance to reflect Fire spells while active.

Rank 2
Causes your Fire Ward to have a 20% chance to reflect Fire spells while active.

Passive

Hot Streak Maximum rank 1

Rank 1
Your non-periodic critical strikes with Fireball, Frostfire Bolt, Fire Blast, and Scorch grant Hot Streak for 15 sec. Hot Streak reduces the cast time of Pyroblast by 25%, stacking up to 3 times.

Passive

Master of Elements Maximum rank 3

Rank 1
Your Fire and Frost critical strikes will refund 10% of their base mana cost.

Rank 2
Your Fire and Frost critical strikes will refund 20% of their base mana cost.

Rank 3
Your Fire and Frost critical strikes will refund 30% of their base mana cost.

Passive

Critical Mass Maximum rank 3

Rank 1
Increases the critical strike chance of your Fire spells by 2%.

Rank 2
Increases the critical strike chance of your Fire spells by 4%.

Rank 3
Increases the critical strike chance of your Fire spells by 6%.

Passive

Blast Wave Maximum rank 1

Rank 1
A wave of flame radiates outward from the caster, damaging all enemies caught within the blast for 154 to 184 Fire damage, and Dazing them for 50% reduced movement speed for 6 sec.

215 Mana | Instant | 45 sec cooldown

Fire Power Maximum rank 5

Rank 1
Increases the damage done by your Fire spells by 2%.

Rank 2
Increases the damage done by your Fire spells by 4%.

Rank 3
Increases the damage done by your Fire spells by 6%.

Rank 4
Increases the damage done by your Fire spells by 8%.

Rank 5
Increases the damage done by your Fire spells by 10%.

Passive

Combustion Maximum rank 1

Rank 1
When activated, this spell 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 4 non-periodic critical strikes with Fire spells.

Instant | 3 min cooldown

Frost

Frost Warding Maximum rank 2

Rank 1
Increases the Armor and resistance given by your Frost Armor and Ice Armor spells by 15%. In addition, gives your Frost Ward a 10% chance to reflect Frost spells and effects while active.

Rank 2
Increases the Armor and resistance given by your Frost Armor and Ice Armor spells by 30%. In addition, gives your Frost Ward a 20% chance to reflect Frost spells and effects while active.

Passive

Improved Frostbolt Maximum rank 5

Rank 1
Reduces the casting time of your Frostbolt spell by 0.1 sec.

Rank 2
Reduces the casting time of your Frostbolt spell by 0.2 sec.

Rank 3
Reduces the casting time of your Frostbolt spell by 0.3 sec.

Rank 4
Reduces the casting time of your Frostbolt spell by 0.4 sec.

Rank 5
Reduces the casting time of your Frostbolt spell by 0.5 sec.

Passive

Elemental Precision Maximum rank 5

Rank 1
Improves your chance to hit with Frost and Fire spells by 1%.

Rank 2
Improves your chance to hit with Frost and Fire spells by 2%.

Rank 3
Improves your chance to hit with Frost and Fire spells by 3%.

Rank 4
Improves your chance to hit with Frost and Fire spells by 4%.

Rank 5
Improves your chance to hit with Frost and Fire spells by 5%.

Passive

Ice Shards Maximum rank 5

Rank 1
Increases the critical strike damage bonus of your Frost spells by 20%.

Rank 2
Increases the critical strike damage bonus of your Frost spells by 40%.

Rank 3
Increases the critical strike damage bonus of your Frost spells by 60%.

Rank 4
Increases the critical strike damage bonus of your Frost spells by 80%.

Rank 5
Increases the critical strike damage bonus of your Frost spells by 100%.

Passive

Permafrost Maximum rank 3

Rank 1
Increases the duration of your Chill effects by 11% and reduces the target's speed by an additional 3%.

Rank 2
Increases the duration of your Chill effects by 22% and reduces the target's speed by an additional 7%.

Rank 3
Increases the duration of your Chill effects by 33% and reduces the target's speed by an additional 10%.

Passive

Improved Frost Nova Maximum rank 2

Rank 1
Reduces the cooldown of your Frost Nova spell by 2 sec.

Rank 2
Reduces the cooldown of your Frost Nova spell by 4 sec.

Passive

Frostbite Maximum rank 3

Rank 1
Gives your Chill effects a 5% chance to Freeze the target for 5 sec.

Rank 2
Gives your Chill effects a 10% chance to Freeze the target for 5 sec.

Rank 3
Gives your Chill effects a 15% chance to Freeze the target for 5 sec.

Passive

Piercing Ice Maximum rank 3

Rank 1
Increases the damage done by your Frost spells by 2%.

Rank 2
Increases the damage done by your Frost spells by 4%.

Rank 3
Increases the damage done by your Frost spells by 6%.

Passive

Frost Channeling Maximum rank 3

Rank 1
Reduces the mana cost of your Frost spells by 5% and reduces the threat caused by your Frost spells by 10%.

Rank 2
Reduces the mana cost of your Frost spells by 10% and reduces the threat caused by your Frost spells by 20%.

Rank 3
Reduces the mana cost of your Frost spells by 15% and reduces the threat caused by your Frost spells by 30%.

Passive

Ice Lance Maximum rank 1

Rank 1
Deals 28 to 32 Frost damage to an enemy target. Deals 300% increased damage to Frozen targets.

45 Mana | 30 yd range | Instant

Improved Blizzard Maximum rank 3

Rank 1
Adds a Chill effect to your Blizzard spell. This effect lowers the target's movement speed by 15% for 1.5 sec.

Rank 2
Adds a Chill effect to your Blizzard spell. This effect lowers the target's movement speed by 25% for 1.5 sec.

Rank 3
Adds a Chill effect to your Blizzard spell. This effect lowers the target's movement speed by 40% for 1.5 sec.

Passive

Arctic Reach Maximum rank 2

Rank 1
Increases the range of your Frostbolt and Blizzard spells and the radius of your Frost Nova and Cone of Cold spells by 10%.

Rank 2
Increases the range of your Frostbolt and Blizzard spells and the radius of your Frost Nova and Cone of Cold spells by 20%.

Passive

Ice Block Maximum rank 1

Rank 1
You become encased in a block of ice, protecting you from all physical attacks and spells for 10 sec, but during that time you cannot attack, move, or cast spells.

15 Mana | Instant | 5 min cooldown

Shatter Maximum rank 3

Rank 1
Increases the critical strike chance of all your spells against Frozen targets by 17%.

Rank 2
Increases the critical strike chance of all your spells against Frozen targets by 33%.

Rank 3
Increases the critical strike chance of all your spells against Frozen targets by 50%.

Passive

Improved Cone of Cold Maximum rank 3

Rank 1
Increases the damage dealt by your Cone of Cold spell by 12%.

Rank 2
Increases the damage dealt by your Cone of Cold spell by 23%.

Rank 3
Increases the damage dealt by your Cone of Cold spell by 35%.

Passive

Cold Snap Maximum rank 1

Rank 1
Finishes the remaining cooldown on all your other Frost spells.

Instant | 10 min cooldown

Fingers of Frost Maximum rank 2

Rank 1
Gives your Chill effects a 15% chance to grant you the Fingers of Frost effect, which treats your next 1 spell cast as if the target were Frozen. Lasts 15 sec.

Rank 2
Gives your Chill effects a 15% chance to grant you the Fingers of Frost effect, which treats your next 2 spells cast as if the target were Frozen. Lasts 15 sec.

Passive

Winter's Chill Maximum rank 5

Rank 1
Gives your Frost damage spells a 20% chance to apply the Winter's Chill effect, which increases the chance your Ice Lance and Frostbolt spells will critically hit the target by 2% for 15 sec. Stacks up to 1 times.

Rank 2
Gives your Frost damage spells a 40% chance to apply the Winter's Chill effect, which increases the chance your Ice Lance and Frostbolt spells will critically hit the target by 2% for 15 sec. Stacks up to 2 times.

Rank 3
Gives your Frost damage spells a 60% chance to apply the Winter's Chill effect, which increases the chance your Ice Lance and Frostbolt spells will critically hit the target by 2% for 15 sec. Stacks up to 3 times.

Rank 4
Gives your Frost damage spells a 80% chance to apply the Winter's Chill effect, which increases the chance your Ice Lance and Frostbolt spells will critically hit the target by 2% for 15 sec. Stacks up to 4 times.

Rank 5
Gives your Frost damage spells a 100% chance to apply the Winter's Chill effect, which increases the chance your Ice Lance and Frostbolt spells will critically hit the target by 2% for 15 sec. Stacks up to 5 times.

Passive

Ice Barrier Maximum rank 1

Rank 1
Instantly shields you, absorbing 447 damage. Lasts 1 min. While the shield holds, your spellcasts will not be interrupted or delayed from taking damage.

305 Mana | Instant | 30 sec cooldown

Single-target, AoE and control talent choices

Hot Streak requires Pyroblast. Combustion requires Critical Mass, which increases Fire spell crit chance. Fire Power increases Fire spell damage. Those deeper talents strengthen the school broadly, while several early choices improve only named spells.

Improved Fireball shortens Fireball and Frostfire Bolt, not Pyroblast. Incineration adds crit to Fire Blast, Scorch, Arcane Blast and Ice Lance, not Fireball, Pyroblast or Frostfire Bolt. Weigh faster repeated Fireball casts against support for your short or instant attacks, with those spell lists in mind.

For repeated dungeon packs, Improved Flamestrike puts more crit chance into Flamestrike, while Blast Wave adds instant damage and a daze around you. These help when several enemies stay grouped. On a single boss where you never need those spells, their points do not improve your Fireball casts.

Flame Throwing adds Fire range, helping you start casts sooner and spend less time chasing a moving target. Impact gives Fire spells a chance to stun, but an urgent enemy cast still needs Counterspell or another dependable stop. Take the stun chance for extra control against susceptible enemies, not as your interrupt assignment.

Outside Fire, Elemental Precision offers Fire and Frost hit even though it sits in Frost. Arcane Concentration offers Clearcasting for mana savings. You cannot combine Combustion with Presence of Mind: their minimum investments are 31 Fire plus 21 Arcane, exceeding the 51-point budget. Choosing instant Pyroblast through Presence of Mind means giving up Combustion. The removed Classic talents remain listed on the parent guide.

Mana recovery and Fire threat

Master of Elements refunds part of the base mana cost after Fire and Frost crits; at rank 1 the refund is 10%. Arcane Concentration, if selected, can make your next damage spell free through Clearcasting. Neither effect guarantees mana for the next stretch of casting. Start an important damage window with enough mana rather than relying on crits to refill you as you go.

If you are drinking after every short pack, look first at Scorch setup on dying enemies, early burn replacements and unused AoE that missed a moving pack. Cutting those casts leaves mana for damage that reaches its target. Use safe breaks for Evocation and drink before the next pull when a channel during combat would be exposed.

Burning Soul reduces threat from Fire spells and helps prevent casting-time loss from damage. At rank 1 it gives 10% Fire threat reduction and a 23% chance to avoid that casting-time loss. It does not make a large opening crit safe on an enemy the tank has barely touched.

When switching to Arcane Explosion or Frost damage, do not carry Burning Soul's threat reduction into those schools. Arcane and Frost have their own threat talents. Follow the tank's marked priority while the rest of the pack is being gathered, then begin area damage once the tank has control. See Mage group play for shared control and dispel duties.

Safe AoE and casts under PvP pressure

Place Flamestrike where the tank is holding the pack, not where the first enemy happened to be when the pull began. Keep its area clear of Polymorph targets. If the pack is still moving or a dangerous caster needs to die first, focused Fire casts can do the required job without scattering threat across enemies that have not been collected.

Blast Wave radiates from you and dazes enemies for 50% reduced movement speed for six seconds. Use it against nearby pursuers or a safely held pack. Running into loose melee enemies to use it gives up the distance that protected your next cast. After the daze lands, move into the space it gives you rather than staying within reach to hard-cast Pyroblast.

In PvP, Scorch can fit a shorter opening than a normal Pyroblast, and Fire Blast lets you keep pressure while repositioning. Use those casts when you cannot safely commit to Fireball. If you gain Hot Streak, wait for enough space or a teammate's control before beginning the shorter Pyro; a reduced cast time still gives an opponent a chance to interrupt.

Burning Soul protects against damage pushback, not hostile interrupts or silence. Keep an escape route, watch line of sight, and use control before a cast when an enemy is waiting to interrupt you. Improved Fire Ward adds a chance to reflect Fire spells while Fire Ward is active; that is a Fire-specific defensive choice, not protection from every caster school.

Hit, crit, spell power and burn damage

Count Elemental Precision when comparing Fire hit gear. Arcane Focus does not supply Fire hit. Reliable hits matter to Scorch applications as well as direct damage: losing hit can cost the cast and the vulnerability you meant to add or refresh.

Crit supports direct damage, Ignite and eligible Hot Streak triggers. SP strengthens your Fire hits and burns without requiring the next cast to crit. Compare both rather than choosing every crit piece at the expense of spell damage. A higher crit chance does not make Fireball's periodic damage an eligible Hot Streak trigger.

Fire-only damage gear supports Fireball, Scorch and Pyroblast, but not a Frostbolt used to slow a pursuer. General spell damage is more flexible when you use other schools regularly. Intellect and regeneration help you keep casting through longer fights; Stamina matters when you have to survive an enemy's answer before your next cast lands.

Shared spell, melee and ranged hit and crit make more item stats relevant, but weapon DPS and AP still do not strengthen Fire spells. Compare caster weapons together with their off-hand stats, and judge healing gear by the smaller damage bonus it also supplies rather than the full healing number. The Mage gearing section covers those item changes; Mage races covers racial cooldowns and weapon bonuses.

Fire Mage questions

Can another Mage maintain my Improved Scorch bonus?

Improved Scorch increases the Fire damage you deal to the target. Maintain your own effect instead of relying on Classic's shared Fire-vulnerability assignment. At rank 1, check for successful applications because each Scorch has only a 33% chance to apply it.

Can Flamestrike crits build Hot Streak on a large pack?

No. Hot Streak lists non-periodic crits from Fireball, Frostfire Bolt, Fire Blast and Scorch. Flamestrike and Blast Wave are not on that list. Improved Flamestrike improves Flamestrike crit chance for its own damage, not to build Hot Streak stacks.

Does Improved Fireball also shorten Pyroblast?

No. Improved Fireball names Fireball and Frostfire Bolt. Hot Streak is the Fire talent that shortens Pyroblast, so a Fireball cast-time investment does not remove the need to watch your Pyro buff.

Should I wait for every Pyroblast burn to finish before casting another?

Not automatically. Preserve remaining burn ticks when you have time to land other damage, but compare them with the new direct hit, your Hot Streak duration and whether the target will remain attackable. Waiting can lose the accelerated cast; refreshing early can lose periodic damage.

Does Combustion ignore Pyroblast critical hits?

No. A Pyroblast direct crit is a non-periodic Fire crit and counts toward Combustion's four-crit end condition. Pyroblast is excluded from Hot Streak's trigger list, not from Combustion's Fire-school condition.