This guide was originally written as a means to demonstrate the fire is anything but simple, and that there are less than straightforward ways to play and build it. With the release of patch 5.4.8 and the maximum upgrade level being increased to 4/4 we see a large increase in stats once again, and we now end up in a situation where 14.1k haste is relatively easy to reach. As a corollary, there was a need for new gearing strategies that cater to the ever shorter duration of boss fights. This new version of the guide attempts to outline those new strategies. Some of the entry-level discussion has been removed, but the theory remains intact.
Builds
Standard build
Hit to cap > Crit > Haste > Mastery
This is the conventional build. It focuses on as much instant pyro damage as possible. By capitalising on haste you reduce the global cooldown and increase your cast speed, increasing the DPET of your pyroblasts by a lot and making it easier to keep up the 2 piece by generating more pyroblasts in a smaller time frame.
This build rocks on single target and spread out multi target, and is slightly better at movement due to the ability to finish casts and cast faster evocations, but loses out on AoE and stacked cleave damage.
This is the build I would advise to most players because it is simply unfeasible to go for that much haste at lower gear levels.
The Haste Cap Build
Hit to cap > Crit > Haste to 14100 > Mastery > Haste
This build assumes that by keeping up the 2 piece bonus, combined with meta gem and bloodlust, you can invest some of your haste in mastery instead. At 14.1k haste having 5 stacks of the 2 piece buff gives you 50% haste. Combustion’s increased damage and the increased ignite values of spells are stronger than the increase haste gives past 50%, due to instant casts no longer scaling with haste beyond that point. In addition, haste increases mastery’s relative potency.
2 * 1 = 2
A 2.2 * 1 = 2.2
B 2 * 1.2 = 2.4
Assume that the first variable is haste and the second value is mastery. In both scenarios A and B an absolute value of ‘0.2’ has been added, however due to the relative value of the ‘0.2’ compared to the original value, the increase is largest in B.
The short fight boom boom build
This build comes in two flavours; little haste and less haste.
9623: This is a combustion breakpoint for meta gem + bloodlust + 2 stacks of 2 piece, giving you 25 additional combustion ticks during your opening combustion, and +15 during only either meta gem or bloodlust. This build is designed for people with a BBoY who play incredibly short fights(Under 3 minutes) and can profit from a massive opening combustion.
11.6k: This is a build for fights between 3 and 4 minutes, and works without BBoY. It still relies heavily on combustion damage but it has more staying power due to higher haste making it easier to keep the 2 piece rolling without burst haste.
Both of these builds assume that you have a large amount of critical strike rating, and your fights are relatively short. Due to the abundance of mastery it, naturally, works incredibly well on AoE fights and in cleave situations.
Something to help you choose and think
What do the two other secondary stats do?
Haste does a multitude of things: it increases your cast speed, the frequency at which DoTs do damage(“ticks”), it reduces the global cooldown and it increases your mana regeneration(Irrelevant for Fire).
The strength of haste lies in the combination of casting speed and the global cooldown reduction: together these two increase the rate at which you can pump out pyroblasts, making it easier to keep up the 2-piece set bonus, which in turn gives you more haste. Once you hit 50% haste(in any situation) your global cooldown is capped at 1.0 second, reducing the marginal increase of haste.
While it is tempting to look at simple DPET calculations to justify stacking haste, there is more to Pyroblast’s haste scaling. These calculations generally assume that the DoT runs its full course, which is almost never the case. For example: you cast a pyroblast, which leaves an 18 second DoT. 2 seconds later you cast another pyroblast, overwriting that DoT with another 18 second DoT. Ultimately, you only gain 1 extra tick from this, and you have effectively “wasted” 16 seconds of the DoT. This does not matter for your DPS, because you will never delay a pyroblast cast for the DoT, but it matters tremendously for defining the efficiency of haste, because it means that haste’s value is diminished the more often you cast a pyroblast.
Mastery is simply a flat out damage increase in the form of a 4 second DoT(Ignite) which scales linearly. The ignite can be spread to other targets with inferno blast, making mastery very strong on cleave. Because combustion is based on ignite damage, this automatically makes mastery stronger for combustion as well.
In 5.4.8 fight duration plays an ever larger role. The shorter the fight the higher the relative time spent with a) bloodlust and b) an ideal lineup of procs and (raid) cooldowns, and thus the higher the amount by which mastery pulls ahead. The longer a fight, the more haste you will want.
Advanced stuff
Warning: some of these should only be used if you know why you’d use them. I invite people to think about what I describe here and come up with a conclusion of their own.
5 stack camping - It is incredibly important to maintain the stacks of the 2 piece buff. It is called Potent Flames and gives 750 haste per stack up to a maximum of 5 stacks. I highly advise you to track this buff; you will want to keep it up especially on higher stacks. This means that you will sometimes cast a pyroblast first, and then evocation or living bomb directly afterwards. Do NOT go out of your way; don’t delay evocation or bombs, and never cast scorch as a primary nuke to keep it up. Keep in mind that the pyromaniac buff lasts 3 seconds longer than the mage bomb.
Pyro gambling - If your 2 piece is on 5 stacks and almost running out, you can opt to “gamble” for a pyro proc by using an inferno blast proactively to effectively “win” a global. The downside is that if the fireball doesn’t crit you lose DPS and the 5 stacks. However, the presence of a large intellect proc reduces the risk. You’ll need to decide for yourself when you think this is worth it.
Advanced bonus GCD pull:
The idea is that by using a speed boost to move towards the boss you can reduce the travel times of pyroblast to make 5 pyroblasts hit within 4 seconds. You will need a large speed boost to practically end up inside the boss, and you will have to use combustion right away. You can use Alter Time to teleport you around as well: Alter Time halfway towards the boss, run away from the boss when you cast pyroblast, when Alter Time resets you will be closer to the boss, now keep running towards the boss while shooting out pyroblasts. This is not a guaranteed victory, but if it works you can theoretically throw massive combustions.
Start decently far away -> pyro pyro pyro -> AT -> engineering boots -> pyro pyro ->combustion right away.
Pyroblast
Pyroblast
Pyroblast
[Pyroblast]
Alter Time
[speed boost]
Pyroblast
Pyroblast
Combustion
I am sure that there are many other ways of doing this, and it is quite difficult to understand at first. Think of it like this. If one spell has a 2 second travel time, and the 2nd spell has a 1 second travel time, they'll hit at the same time, because while spell 1 is flying you cast spell 2, and if spell 2 has a 1 second cast time, they both end up having 1 second remaining travel time.
Advanced mage armor pull
Theory: the final average 450k damage from a PoM pyro proc is smaller than the large % increase to ignite and combustion. You will have a very high crit chance due to trinkets, and 2 guaranteed crits due to the 4 piece buff. Before the pull, make sure you have mage armour on already. Do a pull as you normally would by getting buffs, entering AT, spamming pyroblast, then reset AT, cast pyro, pyro, PoM Molten Armor, combustion, continue with the normal rotation.
Make sure that you keep running towards the boss, the closer you are the easier it gets.
Use the following macro for combustion, this is an alternative, easier one, which comes at the cost of 1 PoM pyro:
Code: Select all
/castsequence reset=5 presence of mind, molten armor, combustion
Math:
Mage armor = 3000/400 = 7.5% base mastery (even more with pboi, rating*1.09 for example). Let's assume a PBoI is present and take 8% mastery.
(Mastery % + MA%) / mastery % -1 = combustion damage increase. Example: ((20+8)/20 - 1) = 40%
Average pom pyro damage = pom pyro damage * (crit chance / 100). Example: 650 * (80/100) = 520
To be worth it in this example, combustion needs to do at least 520k more damage to make up for the loss of the PoM pyro spent on Molten Armor.
520k / Amount of combustion ticks. Example: 520k / 47 = 11k per tick, so divide by 1/2/3/4/5 for 1/2/3/4/5 targets. The more targets, the stronger Mage Armor gets.
So in total you need a 11k*5 = 55k higher ignite. In this example we assumed 800k damage per pyroblast(Which is very high, BiS levels), you would get a 2.((800k*3+520k)/4)*0.2 = 328.5k ignite. The mage armor increase here would give 328.5*0.4=131.4k extra ignite.
This does not account for the loss of the crit from molten armor during your pyroblasts, but with the crit recommended in this guide and trinkets and 4 set up(As you are supposed to) this is negligible for RNG.
Combustion delay
In a fight that lasts longer than 240 seconds it is a large DPS gain to delay your combustions until a trinket proc. This is due to the large bonus to pyroblast damage, the increased crit chance on pyroblast, and the increased crit chance on combustion. You are not using less combustions than you would if you used them on cooldown, but you make both your combustions and pyroblast torrents significantly stronger. If a fight lasts shorter than 240 seconds, cast combustion on cooldown, otherwise you will "waste" a combustion by losing out on one.
Credit for the next quote goes to Dutchmagoz
Scorch buildScenario 1: Use everything on cooldown.
90 CMB 1
115 PBOI
180 AT
180 CMB 2
230 PBOI
270 CMB 3
345 PBOI
360 AT --- Should line up 99% of the time.
360 CMB 4
450 CMB 5 --- This is the only time scenario 1 gets more combustions off.
Scenario 2: postpone combustion for each PBOI
115 CMB 1
115 PBOI
230 CMB 2
230 PBOI
230 AT
345 CMB 3
345 PBOI
460 CMB 4
460 PBOI
460 AT
Conclusion: Scenario 2 automatically wins in all timeframes except > 390 seconds < 500 seconds. In the timeframe of 400-500 seconds, the extra combustion from scenario 1 needs to outdamage the bonus damage of 3 PBOI boosted combustions. We also get a much stronger second AT with scenario 2.
I'm looking for people to test out this theory. Change the following thing in your rotation:
Always use Scorch unless the Meta Gem and/or Bloodlust are up, then switch to Fireball.
Using Scorch over Fireball is an 18% DPET loss, which needs to be made up for by more DoT ticks, higher 2 piece uptime(Especially on 5 stacks) and more Pyroblasts. This is only a few pyroblasts(No more than 10 on a 4.5 minute fight), not counting the increased amount of casts and ticks due to the 5 stacks of 2pc.
There have been a few ranks with incredibly high DPS that indicate that it becomes very easy to keep the 2 piece up for a very long period of time, and that the increased number of pyroblasts is indeed massive. However, a few world ranks are not conclusive enough, so I would like to urge anybody who is interested in this to send me logs of Malkorok parses(Difficulty doesn't matter) where they use this rotation.
Closing remarks
Special thanks to Dutchmagoz for being my main source of information whenever I had doubts. In addition I would like to thank Blugatti, Dmages and DeathDefier for providing feedback on the different haste builds. Thanks Celestalon for ruining my guide by giving us extra itemlevels.
If you have any questions, feel free to pass by on #alteredtime on irc.quakenet.org