Fire is a priority rotation built around crits. Fire Blast and a filler spell roll for crits, three crits turn
Pyroblast into a fast cast, and your mana decides which filler you can afford.
Before the pull
- 1At -3.5 s: Cast
Fireball
Start
Fireball about three and a half seconds before the pull. Its travel time puts the hit right on the pull, and the opener is worth 41.7 %.
Mage Armor stays up the whole fight: in Forever it lets 50 % of your mana regeneration continue while you cast, up from Classic's 30 %.
Priority
Each time you are free to act, take the highest line that is ready. Next to each line are its casts and what the line adds to your damage.
- 1Cast
Combustion if
Fire Vulnerability stacks ≥ 51.0/min+27 DPS · 3.5 % - 2Use the other cooldowns as they come up+30 DPS · 3.9 %
- 3Cast
Pyroblast if
Heating Up stacks = 32.5/min+46 DPS · 5.9 % - 4Cast
Pyroblast if
Heating Up stacks ≥ 2 and (time remaining < 6 s or
Heating Up remaining < 3.5 s)2.5/min– - 5Cast
Fire Blast if
Clearcasting active or mana % ≥ 10%9.3/min+62 DPS · 8.0 % - 6Cast
Scorch if
Fire Vulnerability stacks < 5 or
Fire Vulnerability remaining ≤ 10 s7.2/min+148 DPS · 19.1 % - 7Cast
Fireball if mana % ≥ 10%11/min+323 DPS · 41.7 %
Three lines need a reason:
Pyroblast at three
Heating Up stacks. Fireball, Fire Blast and Scorch crits each take 25 % off its six-second cast, so at three stacks it casts in 1.5 seconds and is your biggest single hit. The line is worth 5.9 %. On one boss the rotation also casts it at two stacks, a three-second cast, when the stacks have under about 3.5 seconds left or the boss is about to die.
Fire Blast on cooldown. It is instant, every six seconds with
Wake of Fire 2/2, and its crits build Heating Up like the others. When your mana runs low the rotation holds it back, unless
Clearcasting makes it free. The line is worth 8.0 %. Its range is 20 yards, so stand inside that or take
Flame Throwing.
Scorch for
Fire Vulnerability. Each Scorch adds a stack: 3 % more Fire damage from you, up to five, for 30 seconds. The line is worth 19.1 %, because every Fire spell after it hits harder.
On one and two minutes Fireball is the filler. Scorch only builds the five stacks and refreshes them with about eight to ten seconds left. Fireball does more damage for each second of casting, and over these lengths your mana holds out for it. It is 41.2 % of your damage here. The 11 October re-tune measured a Scorch filler behind it on both lengths.
Most fights' rotations fall back to rank 1 Scorch, 50 mana a cast, when the mana runs out. Forever gives ranks far below your level less from spell damage, which our simulator doesn't apply, but it comes to fewer than two casts a fight.
More than one target
With three bosses in range,
Flamestrike takes over as the filler. On a three-minute fight against three bosses it does 60.4 % of your damage, and
Blast Wave goes out whenever it is ready and you stand within 10 yards. Fire Blast, Scorch and the three-stack Pyroblast carry on as before. Switch the guide to a three-boss fight for that rotation in full.
Cooldowns
Combustion is the one damage cooldown. Each Fire hit while it is up adds 10 % Fire crit, until three non-periodic crits spend it, and only then does the three-minute cooldown start. On one boss the rotation waits for five Fire Vulnerability stacks, about ten seconds in, so its crits land on boosted spells. On three bosses it goes earlier, at one to three stacks. Either way you get one use on fights up to three minutes.
Talisman of Ascendance goes out on cooldown, once a minute. For 20 seconds each of your next five spells stacks another 40 spell damage. The mana cooldowns go out as your mana drops:
Robe of the Archmage early in the fight, then
Demonic Rune and
Major Mana Potion, each on a two-minute cooldown of its own, and on longer fights the mana gems.
What your log should show
Open your Warcraft Logs report beside this table. Fire Blast belongs on cooldown, so its casts a minute show whether you let it sit.
On this fight, look for about 9.3 Fire Blasts and 2.5 Pyroblasts a minute, with
Ignite near 13.5 % of your damage. Fewer Pyroblasts means stacks that ran out or crits you didn't get.
Uptimes
Fire Vulnerability should sit near 94.8 %. If it lapses, every Fire spell loses 15 % until Scorch rebuilds five stacks.
Heating Up is up about 68.5 % of the fight, because a stack can wait up to 20 seconds for the next Pyroblast.