WoWDATA News, Guides, Addons, Tools etc.


World of Warcraft PTR Patch 4.3.2 Notes

The first World of Warcraft: Cataclysm patch of the year is in development and now available for testing on the Public Test Realms. This minor patch includes several updates that we were unable to apply via hotfixes, including the recently announced cross-realm raids, assorted class balance fixes, and more. If you'd like to help us test out this patch and provide feedback, you can start by copying your character over to a test realm. Once you've had a chance to try things out, be sure to visit our Public Test Realm forum to discuss the patch.

Classes: General

Vengeance is no longer triggered by receiving damage from other players.


  • The Tier 13 Balance Druid 4-piece bonus now also increases the damage of Starsurge by 10%, in addition to its current effect.


  • Aspect of the Hawk now grants roughly 35% more attack power.
  • Deterrence now also reduces damage taken by 30% while active.
  • Black Arrow now ticks every 2 seconds for 20 seconds, as opposed to every 3 seconds for 15 seconds. The total damage dealt by the ability is unchanged.
  • Land Load no longer benefits Arcane Shot, nor is it consumed by Arcane Shot.


  • Fireball damage has been reduced by roughly 6%.
  • Pyroblast damage has been reduced by roughly 6%.


  • Holy Radiance now costs 40% of base mana, up from 35%.


  • Mass Dispel should again prefer dispelling targets that have magic effects that can be dispelled.

Dungeons & Raids

  • You can now form same-faction raids with Real ID friends, allowing you to enter Raid Finder in groups larger than 5, run older normal or heroic raids, or participate in Battlegrounds. You will not yet be able to run normal or heroic Dragon Soul with cross-realm raids of Real ID friends.
  • Several typo fixes and clarified descriptions have been added to the Dungeon Journal entries for Dragon Soul.
  • Players can no longer win multiple copies of the same item on a single Raid Finder boss kill. For example, a player who chooses Need on two set piece tokens or two weapons and wins the first, will not be eligible for the second on that particular boss.


Brief Fire Mage Guide Patch 4.3

It is with great pride that I make this post in hopes of starting a discussion about Fire mages and the upcoming patch. I have recently obtained my legendary staff and had a chance to test out fire on the PTR. I won't be the first to say that fire's damage in 4.3 is not only substantial, but paired with it's aoe capabilities it's outstanding. There are several fights that involve aoe dps well suited for fire mages and soon to become my favorite fights.

Changes to Fire Mages in Patch 4.3:

  • Pyroblast’s initial damage has been increased by approximately 26%, and its damage over time has been increased by approximately 100%.
  • Fireball damage has been increased by approximately 17%.
  • Living Bomb damage over time has been increased by approximately 10%, and explosion damage has been increased by approximately 120%.
  • Combustion’s damage over time can now hit critically.
  • Mages who apply both Glyph of the Monkey and Glyph of the Penguin at the same time will cause the polymorphed target to be randomly transformed into one of the two forms.

As you can see Fire mages were fairly far behind to need such a large buff. According to SimulationCraft Fire Mage dps will be higher than Arcane in single target and AoE with 4.2 gear. I thought I would begin this discussion by recaping how to gear a fire mage and answering some frequently asked questions I get about fire mages and providing some basic information.

Elitist Jerks has mentioned that they are currently in the process of updating the Fire Mage compendium for 4.3, but much of the information on there is still relevant, so if you are new to fire mages I suggest checking that out first.

Cookie Cutter Fire Mage spec:


Fireball > Flame Orb > Living Bomb > Mirror Image > Fireball > Scorch

Please note that using Flame Orb and Mirror Image are not recommended while attempting to apply Combustion. Using these disrupts the flow of ignite and can result in missed opportunities and Combustion's use being delayed.

Stat Weights

Intellect > Hit to cap > Haste to 2005 > Crit > Mastery > Haste

Note: If you have t13 4 set the new soft haste cap becomes 1505.



Glyph of Fireball
Glyph of Molten Armor
Glyph of Pyroblast


None provide a dps increase. They are all purely situational.

Glyph of Evocation (Nice additional heal when using Evocation)
Glyph of Blink (When you need to get somewhere faster)

Minor Glyphs:

Glyph of Mirror Image (It's the only one that does anything to help dps as a minor glyph so it's worth having)

Choose anything else for the other two. I like a mana cost reduction on Arcane Brilliance for in-combat buffs and glyph of Slow fall so I don't have to carry around feathers.


The secret to Combustion is a large Ignite. I generally won't take an ignite under 20k, but that number may differ depending on your gear. So far, in 4.3, the best Ignite I have been able to reach without any fight mechanics modifying it was 45k. I have noticed that at times I am able to get ignite to "stack" on top of itself.

I have found that the addon MyBigIgnite is the best for tracking ignite and is not only accurate, but fast. The second a spell hits the boss it is updated with how much the spell hit for. This addon is available on Curse if interested.

Combustion thrives off of large ignites to make sure you have an addon to help with this.

Combustion Ticks:

+1 tick = 5% haste needed
+2 ticks = 15% haste needed
+3 ticks = 25% haste needed
+4 ticks = 35% haste needed

Living Bomb, Pyroblast and FrostFire Bolt all have the same haste tick values.

+1 Tick = 12.5%
+2 Tick = 37.5%
+3 Tick = 62.5%
+4 Tick = 87.5%

Here is a chart for haste values needed with buffs. The chart is from Nemex, so thanks to him for creating it.

Mage Haste Plateaus

Mage Haste Plateaus

Flame Orb and Ignite are not affected by haste.

Keep in mind these are default values and obtaining these requires different amounts of haste depending on what haste buffs you have available (Netherwind Presence, Goblin Haste, T11 Set bonus, Blood Lust, Raid Haste Buff). If your going to calculate the haste values yourself just remember that haste is multiplicative so multiply, don't add.

I may add more to this list a little later, but for now I think this is a good start. Feel free to add on anything else that I missed (and I know there is a lot) or ask a question.


Alt Modifiers:

#showtooltip Living Bomb
/cast [modifier:alt, target=focus] Living Bomb/cast [nomodifier:shift] Living Bomb

#showtooltip Fireball
/cast [modifier:alt, target=focus] Fireball/cast [nomodifier:shift] Fireball

Holding alt and the button assigned for the spell will cause it hit your current focus target. If alt is not held down it will hit your current target. Note that holding alt does not change your current target, it only causes the spell to hit your focus.

Stop Casting

#showtooltip Combustion
/cast Combustion

This really is a must have macro for fire mages. Combustion is not on the GCD and can be quickly cast at any moment a large Ignite appears!

#showtooltip Spellsteal
/cast Spellsteal

#showtooltip Ice Block
/cancelaura Ice Block
/cast Ice Block

This macro will stop what your casting and cast Ice Block. When you click it again it will cancel Ice Block.

#showtooltip Counterspell
/cast [target=mouseover,exists] Counterspell; Counterspell

This is a macro to stop casting and Counterspell your mouseover if your mouse is over a target.If your mouse is not hovering over a target it will interrupt your current target.

This last one isn't specific to just mages. It's good for any class.


Best in Slot Gear 4.3:

Head: Time Lord's Hood [410]
Neck: Opal of the Secret [397]
Shoulder: Time Lord's Mantle [410]
Back: Nanoprecise Cape [397]
Chest: Time Lord's Robe [410]
Wrist: Bracers of the Banished [410]
Hands: Gloves of the Liquid Smoke [416]
Waist: Cord of the Slain Champion [410]
Legs: Time Lord's Leggings [410]
Feet: Janglespur Jackboots [410]
Finger 1: Infinite Loop [410]
Finger 2: Ring of the Riven [410]
Trinket 1: Insignia of the Corrupted Mind [410]
Trinket 2: Will of the Unbinding [416]
Main Hand: Dragonwrath, Tarecgosa's Rest [397]
If Legendary not available: Ti'tahk, the Steps[416]
Ranged: Finger of Zon'ozz [410]

haste cap fire mage 4 3

Arcane Mage Monitor 0.7-Beta Addon

Arcane Mage Monitor 0.7-Beta Addon

Arcane Mage Monitor

Arcane Mage Monitor

Arcane Mage Monitor can be thought of as a "Battle Prep" addon for Arcane Mages. This addon will monitor general readiness for battle by assessing the state of your Mana Gem inventory, Food inventory, Mage Armor, Archane Brilliance and Focus Magic. This addon does not track cooldowns or any other combat related metric. Arcane Mage Monitor has three different types of monitoring systems to suit a variety of playstyles. Each type is described below:

Aggressive Visual Monitors

You can use this style of monitoring to display a visual (in your face) type "Action List". When attention is needed, a dialog will appear asking you to correct some deficiency. You can choose to monitor Mana Gems, Food, Arcane Brilliance, Mage Armor and Focus Magic using this method. For each item you choose to monitor, a corresponding button will appear in the dialog's "Action List". Items that are monitored, but do not need attention will be disabled ("grayed out"). Items that require attention will appear in full color. Clicking them will perform the action required to correct the deficiency (i.e. cast Mage Armor). If an item requiring attention is dismissed without correction, the dialog will not show again for that item until the next time it is deficient (note that it may appear for a different item).

Aggressive Audio Monitors

You can use this style of monitoring to play an audio que designed to remind you of items that need attention. As with the visual monitor, you can choose to monitor Mana Gems, Food, Arcane Brilliance, Mage Armor and Focus Magic. If multiple items are in need of immediate attention the audio monitors will play the appropriate sounds one at a time in a continuous loop. When the condition is satisifed (i.e. more Mana Gems are conjured), the sound will stop playing.). You can temporarily dismiss an audio reminder by "Shift-clicking" the corresponding item in the Monitor Bar.

Passive Visual Monitors

You can use this style of monitor to show a small inconspicuous "Monitor Bar" that provides feedback on the state of your Mana Gems, Food, Arcane Brilliance, Mage Armor and Focus Magic. The Monitor Bar consists of seven icon "elements". The center three are representative of your Mana Gem inventory and the periphery icons are representative of Mage Armpr, Arcane Brilliance, Focus magic and Food (left to right). When a monitor is triggered, the corresponding icon(s) will pulse slowly to indicate that it is in need of attention. Clicking on the icon will cast the expected spell in order to correct the deficiency. Note that these buttons will not work unless the monitor bar is locked in place.


The following is a list of triggers shared by all monitors. When these conditions are satisifed, the item is considered to be in need of attention (monitor dependent):

  • Mana Gems: When the mana Gem inventory falls to the user defined threshold (0, 1 or 2)
  • Mage Armor: When Mage Armor is not present on the player
  • Food: When your conjured food inventory is depleted
  • Arcane Brilliance: When Arcane Brilliance is not found on all (mana using) players in range. While in an "instance", Arcane Brilliance will not trigger if the party or raid is not full (it assumes you are waiting for another player). While not in an instance, Arcane Brilliance will trigger regardless of group size.
  • Focus Magic: When Focus Magic is not found on any player in range. While in an "instance", Focus Magic will not trigger if the party or raid is not full (it assumes you are waiting for another player). While not in an instance, Focus Magic will trigger regardless of group size.



CauterizeCooldown 1.1 Addon

CauterizeCooldown 1.1 Mage Addon



A simple addon showing Cauterize cooldown.

You can change the scale, alpha and Frame level. Also enabled by default a timer like OmniCC/CooldownCount. You can choose to autohide the addon when your cauterize is off cooldown. It will autohide too for classes other than mage.



Fire Mage PvE Glyphs Patch 4.3

Fire Mage PvE Glyphs Patch 4.3

Prime Glyphs

Glyph of Living Bomb - Increases the damage of your Living Bomb spell by 3%.
Glyph of Fireball - Increases the critical strike chance of your Fireball spell by 5%.
Glyph of Molten Armor - Your Molten Armor grants an additional 2% spell critical strike chance.

Major Glyphs

Glyph of Dragon's Breath - Reduces the cooldown of your Dragon's Breath by 3 sec.
Glyph of Polymorph - Your Polymorph spell also removes all damage over time effects from the target.
Glyph of Evocation - Your Evocation ability also causes you to regain 40% of your health over its duration.

Minor Glyphs

Glyph of Arcane Brilliance - Reduces the mana cost of your Arcane Brilliance spell by 50%.
Glyph of Mirror Image - Your Mirror Images cast Arcane Blast or Fireball instead of Frostbolt depending on your primary talent tree.
Glyph of Slow Fall - Your Slow Fall spell no longer requires a reagent.

fire mage 4 3, fire mage macro 4 3, fire mage macros 4 3, fire mage glyphs 4 3, wow mage pach 4 3 4 pve

Combustion Helper 2.8.2 Fire Mage Addon Patch 4.3

Combustion Helper Fire Mage Addon Version 2.8.2 for Patch 4.3



The goal of this addon is to allow easy optimizing of the new version of the mage talent Combustion in Cataclysm. It tracks all relevant Dots on your target, your cooldown of Combustion and the range so you'll be able to use the talent with maximum effectiveness.

To summarize the new talent : it will add a new Dot on effect on your target which will be equal to the sum of all existing fire Dots.

With this addon, you'll know if one of your Dot is missing.

Use Interface Panel -> Addons for full config or /combustionhelper for bringing up directly the option panel. You can enable Bar timers and set color and width, you can now also adjust value for red zone timers


  • Automatic switch depending if combustion is in your spellbook or not and if frostfire glyph is present or not.
  • Impact mode. When combustion is on cd, it will check for dots on target and color the background and border in yellow to show when impact is up along with impact timer.
  • Autohide out of combat is off by default, use config panel to configure it. You can choose between no autohide, autohide out of combat or autohide when combustion is on cd.
  • Critical Mass/Shadow mastery tracker, it's on by default and you can disable/enable again with config panel.
  • Reset variables option because i know some of you like to bug the thing by switching options while in combat/autohide is running and stuff. If you bug it, just reset and log off so you start with a clean state.
  • Option to hide all config messages in chat.
  • Warning mode for early Living bomb refresh and missed LB.
  • Dot tick damage report mode. This is not the expected combustion damage report because of the complexity of ignite, rather an information about how much damage the last tick did so you know if it's powerful enough. The dot damage report total dot damage with a threshold you can set manually in the option panel to have the total damage line switch colors when crossing the specified limit. Threshold dot value now affect background color changes if enabled.
  • Pyroblast/Hot Streak report mode which will warn you when wasted an Hot Streak proc will letting it be refreshed before getting used and at end of combat will report with number of Pyro casted with number and percentage and Hot Streak gained.
  • Timer for Combustion Dot on target.
  • Multiple Living bomb tracking with impact support. You may observe a small difference between timer and real duration, it happen when the addon can't retrieve the correct info from your target, mouseover, focus or group/raid member's target. In this case it'll use predetermined timing but will still remove timer upon explosion. Support raid marker and current target symbol to multiple LB tracker (raid markers aren't supported yet when using impact).
  • Flamestrike tracker supporting regular flamestrike and blastwave Flamestrike.
  • Tooltips for option panel settings, no more obscure settings.
  • Ignite munching report, so you know how much damage you lost because of buggy mechanics.
  • Ignite damage predicter (BETA), instant info of you upcoming ignite damage (check option panel for info)

NEW: Graphical options so you can make it the way you want
NEW: Localization in English, Deutsch and French
NEW: Audio warning when ignite value reach the threshold


combustion helper 4 3, fire mage addons 4 3, combustion helper, fire mage addon 4 3, fire mage 4 3 addons, combustion helper 4 3 скачать, combustionhelper, combustion helper addon, fire mage addon, 4 3 fire mage addons

Popular PvP Comps To Play


I know this might be really really really obvious, but I'm just now getting into PvP with some friends and I was just wondering if someone could explain all the names of comps and what they mean.


RMP - rogue/mage/priest
RLS - rogue/warlock/shaman
MLS - mage/warlock/shaman
KFC - warrior/hunter/healer
LSD - warlock/eleshaman/rdruid
LSD2 - warlock/moonkin/rshaman
FMP - feral/mage/priest
TSG - warrior/dk/paladin
PHD - paladin/hunter/dk
HLP - hunter/warlock/paladin
HLD - hunter/warlock/druid
WLS - warrior/warlock/shaman
WLD - warrior/warlock/druid
RLD - rogue/warlock/druid
Shatterplay - spriest/mage/rshaman
Shattreeplay - spriest/mage/rdruid
Shadowplay - spriest/warlock/shaman
Shadowcleave - dk/warlock/shaman
Junglecleave - hunter/feral/shaman
Beastcleave - bm hunter/enhshaman/paladin
Kittycleave - warrior/feral/paladin
Liberty cleave - dk/mage/priest
Thugcleave - hunter/rogue/healer
Mancleave - warrior/paladin/warrior
Unholyplay - dk/spriest/druid
Ebola Cleave - dk/feral/paladin
African Turtle Cleave - prot warr/hunter/druid (or paladin)
Double Healer - holypaladin/priest/warrior


Profession Guide – Mage

Profession Guide - Mage

Mages are the most powerful dps caster class in World of Warcraft. They have no healing abilities and they are one of the best damage dealers. Mages armor is made from cloth and they can’t wear any other material.

Tailoring and Enchanting

This is a very common combination for Mages since they wear cloth. With these two professions, Mages will always have an advantage while leveling since they can craft their own armor. On the higher levels they will be able to craft the pre-raiding gear and also while raiding they will be able to learn BOP (bind on pickup) patterns which they can claim. A tailor Mage can also make parts which will improve his gear like embroidery for pants. If you would buy these from another tailor it would cost you gold and valuable mats, but if you are a tailor yourself it will only cost you two Ethernium threads. Same thing goes for cloak improvements you can make for yourself. The Enchanting profession is also very useful for a Mage. Mages can use it to enchant their gear easily, disenchant all the unwanted and not needed items which of course they can sell, use for their own enchants or use to level up tailoring. There are also ring enchants that only enchanters can put on their rings such as +19 spell power. It is also nice to be able to enchant all of your other gear pieces that could be enchanted, because in any other case you will have to pay for it, and the mats are quite expensive. A Mage without enchants wouldn’t perform as good as the one that has fully enchanted gear.

Alchemy and Herbalism

Having Alchemy and Herbalism is nice for any character and Mages are no exception. Since they are top damage dealing casters they use flasks, potions and spell power elixirs. These goodies are quite expensive on the Auction House and by having these two professions Mages will not only save up some gold, but would always be prepared for the fight with their stats increasingly boosted. Another nice thing for a Mage will definitely be the Life Blood buff which they will get with Herbalism. For a Mage which doesn’t have a single healing spell this would be awesome. Life Blood will heal the Mage for 2000 over 5 seconds and it can be used while your char is invisible or stealthed.


A Mage could also choose to train Jewelcrafting since crafting rare gems is also really nice. Mages that have Jewelcrafting would be able to craft unique equip gems which would improve the stats on their armor. Engineering could be nice because of the head piece of armor popularly called goggles. As an Engineer you can make other useful items such as injectors for healing and mana potions which are used to save you some space in the bag where you would probably have a lot of pots. Inscription is a useful profession as well because of the nice glyphs you could make for yourself.

World of Warcraft Gold Guide


Patch 4.3 Live This Week

Patch 4.3 is definitely going to drop this week, November 29th. PTR has been on Release build for a while now, blue's have been silent as well. It's happening.

Here is a list of articles you might be interested in,

Patch Information:

World of Warcraft Patch 4.3: Hour of Twilight


Morchock Strategy / Guide (10M / 25M)
Ultraxion Strategy / Guide (10M / 25M)
Hagara the Stormbinder Strategy / Guide (10M / 25M)
Spine of Deathwing Strategy / Guide (10M / 25M)
Madness of Deathwing Strategy / Guide (10M / 25M)
Warlord Zon'ozz Strategy / Guide (10M / 25M)
Yor'sahj the Unsleeping Strategy / Guide (10M / 25M)
Warmaster Blackhorn Strategy / Guide (10M / 25M)

Best in Slot Gear Guide:

Protection Warrior Best in Slot Gear List Patch 4.3
Hunter Best in Slot Gear List Patch 4.3
Moonkin Best in Slot Gear List Patch 4.3
Rogue Best in Slot Gear List Patch 4.3
Shadow Priest Best in Slot Gear List Patch 4.3
Protection Paladin Best in Slot Gear List Patch 4.3
Enhancement Shaman Best in Slot Gear List Patch 4.3
Resto Shaman Best in Slot Gear List Patch 4.3
Holy Paladin Best in Slot Gear List Patch 4.3
Feral Druid BiS (Best in Slot) for Dragon Soul


Madness of Deathwing Loot Table – LFR/10M/25M
Spine of Deathwing Loot Table – LFR/10M/25M
Warmaster Blackhorn Loot Table – LFR/10M/25M
Ultraxion Loot Table – LFR/10M/25M
Hagara the Stormbinder Loot Table – LFR/10M/25M
Yor’sahj the Unsleeping Loot Table – LFR/10M/25M
Warlord Zon’ozz Loot Table – LFR/10M/25M
Morchok Loot Table – LFR/10M/25M
Trinkets / Weapons obtained from Dragon Soul


Valor / Conquest Point Changes
Dragon Soul Mounts


Mage Guide for 4.3 Normal Modes

For starters: Mages again have two competitive specs for raiding through upcoming buffs for the Fire tree, which makes Fire viable once again. I found Arcane’s single target DPS a tad superior yet I would recommend using Fire at almost all of the bosses throughout the instance because of many movement intensive fights, but let’s see if we can find some room for Arcane also (other than bringing 3% damage).

-    Fire 3/35/3
You will be using this spec at every boss since there is no need for extra mana gains through Arcane Concentration and there are some bosses where you can get great benefit from Pyromaniac.

-    Arcane 33/5/3
Arcane spec will be the same old. There are some fights where you can get some benefit from your Incanter’s Absorption so I would take this over Improved Arcane Explosion. Arcane’s AOE is still bad but if it feels like your guild needs every bit of AOE out of the setup you have, then you might consider going to respec, otherwise there is no need.

Glyphs: There is no need for fight specific glyph swapping so you will be using Fireball, Molten Armor, Pyroblast for Fire and Arcane Blast, Arcane Missiles, Mage Armor for Arcane. You can use whichever Major glyphs you feel like suiting you best but I would recommend at least Blink and Evocation.

Tier pieces: If you have 4x391 tier 12 pieces you should go for 2x384 t13 + 2x391 t12 only if you play Arcane, it will be around 400 DPS upgrade (400 downgrade for Fire). 4 piece bonus with only 384 pieces will be around 800 upgrade for Arcane and about same as 4x391 t12 for Fire. 397 tiers will replace the old tiers for Fire of course.

Introduction: Mages are fine on this boss. Only weakness here is the lack of passive or short cooldown damage reduction, which might be needed in soaking the constant incoming damage, but it will be compensated with Cauterize. There is some movement in this fight depending on your duties, so both specs are fine. Cauterize might become handy though.

Spec: Arcane/Fire

The fight and tips: The key thing here is to stay at Morchok’s Stomp range so you soak the damage with your raid (30 yards from boss), but watch out your position so you won’t be one of the closest targets, which shouldn’t be a problem if you look what’s happening around you. Adjust your position accordingly.

 There are also these Resonating Crystals which spawn randomly to different locations around the boss for 12 seconds duration and they need to be soaked. Blink inside the Crystal and you will take almost no damage. The longer the beam the more damage you will take when it disappears. Get back to the Stomp range afterwards.
Lastly there is this phase 2 where everyone gets pulled to the middle, some spikes appear and ground gets covered in black stuff. Blink behind one of the spikes and adjust yourself near its side and continue DPSing the boss without taking damage meanwhile all the melee are hiding behind doing nothing.

When the second phase ends the fight basically starts from the beginning again. There is some kind of enrage at 20% but just keep shooting and Morchok should fall.

Arcane could do well here if you can ignore the crystals and the boss stays at one place. The distance between a spike and the boss can be dealt with Blink so you won’t lose that much DPS as Arcane there, but soaking the crystals really hurts your DPS, so I would recommend playing as Fire if you are on soaking duty.

Introduction: This fight is really all about bouncing a ball correctly between ranged and melee group so I guess both specs could do well here but since the bouncing rarely goes as planned, there will be some movement involved so once again I would recommend playing Fire here.

Spec: Arcane/Fire

The fight and tips: Zon'ozz is pretty simple fight. He will periodically summon a Void of the Unmaking which is basically a ball that needs to be bounced around with players as many times as possible and finally land on to the boss after which he will take extra damage depending on the number of bounces.

Move to the right position with your ranged group and keep stacked up so the damage from the Void gets split properly. Best case scenario you shouldn’t have to move at all but since the ball will bounce off to wrong way often, you will have to adjust your position many times during the battle which makes Arcane suffer here a little.

After the ball lands the boss he will take extra damage and black goo covers the ground dealing some damage. Use your cooldowns here to burn some damage and after the black goo recedes the fight will reset.

If you think your group is doing well at the bouncing department you could play Arcane here also. Arcane’s burn damage is more reliable and better so you will catch up with your Fire counterparts on the damage meters during the burn phase.

Introduction: You will play Fire here period. Lots of movement and AOE topped off with mana drain for short period of time. This is Arcane mage’s nightmare.

Spec: Fire

The fight and tips: The boss has many different kinds of abilities that he gains through absorbing the blood globules creeping from the sides. Players can however limit some of these by destroying one of the three every time they spawn, but many inconvenient ones will remain.

 When Yor'sahj summons the globules Blink and move close enough to the globule your raid decides to take down and kill it. After that’s done you will most likely either stack up on boss or spread around depending on what his abilities are.

Often times there will be this dark globule which summons lots of Forgotten One adds that need to be killed. AOE them down with all your might and continue with the boss. One of the more annoying ones is the cobalt globule that will summon a Mana Void that will suck all your mana and it has to be DPSed down to get it back. Start casting on the Void before it even lands from the roof and switch to Scorch spamming when your mana goes to zero. Remember to get close to the Void before it dies so you get your mana back.

Other abilities will be some kind of AOE damage to the raid where you have to either clump up near the boss or spread out, nothing special there. The boss should die after couple of Combustions.

Introduction: I would say Fire mages are probably one of the best DPS classes for this boss. Heavily movement intensive fight with burst AOE phases where you can make great use of your Combustion. Arcane doesn’t stand a chance here.

Spec: Fire

The fight and tips: At the start you will be going in between the beams that target random people near Hagara (mainly melee) and soak couple of Ice Lances so they won’t spam melee to death and after some time she will put several people in Ice Tombs, which need to be DPSed down fast and this is where Fire will shine with its huge burst AOE.

Next comes either frost phase or lightning phase. Lightning phase is all about activating all the lightning rods on the ground which happens by killing the 2 adds that spawn up and as they die, they activate the nearest rods from their position and players have to act as conductors between the powered- and unpowered rods and activate all of them. Nothing fancy here.

The frost phase is the one where Fire mages really show their superiority with their mobility. The raid has to destroy 4 Binding Crystals to complete the phase so keep strafe Scorching and Living Bombing the Crystals as you move in between the Ice Waves and they should go down in a round or two.

After each frost phase or lightning phase ends there will be a small period of time when Hagara takes 100% extra damage before going back to starting phase so try to get back to boss as soon as possible. Just remember to keep Scorching and casting those Living Bombs on multiple targets when you are surfing around.


Introduction: This will be a patchwerk fight with a special button you need to press at a correct time. Both mage specs will be good here for different reasons. Arcane through its superior firepower and Fire for its utility through Cauterize.

Spec: Arcane/Fire

The fight and tips: Ultraxion is pretty straightforward DPS check fight. He occasionally casts Hour of Twilight which needs to be avoided with your fight specific skill Heroic Will or tanked with Ice Block or Cauterize (if you are on the duty). After first Hour of Twilight he will also randomly cast Fading Light debuff on players that needs to be dodged by pressing Heroic Will when the debuff is about to fade.

DPS the boss to the best of your abilities and press Heroic Will as late as possible to maximize your DPS. There isn’t really anything else I could add here. Arcane mage’s single target DPS is one of the best so play Fire only if you are on soaking duty.


Introduction: This fight is one big clusterfuck so you probably want to play Fire here. Lots of movement, possibility of multi-Living Bombing and utilizing your Cauterize once again.

Spec: Fire

The fight and tips: Your mission is to protect the ship from all the minions the Warmaster is sending at you. Bombs landing, sappers trying to get into your ship’s cabin, drakes flying around and some charging Elite soldiers wrecking havoc on your deck.

You need to soak the bombs landing on your ship’s deck by catching them with your friends (or alone and Cauterize will save you). Surf around Scorching and soaking the bombs, Living Bomb everything and kill the drakes that get harpooned at the sides. When all the drakes are dead Warmaster will come himself and has to be killed. Just stay behind him and dodge the Shockwave.


Introduction: We didn’t see this fight to the end during our testing but seems like this will be Arcane fight. You don’t want any kind of passive AOE like Living Bomb and good burn damage is essential to finish this fight.

Spec: Arcane

The fight and tips: Our heroes land on Deathwing’s back and need to blow his armor platings off. Basically you need one Hideous Amalgamation which spawns after you kill a Corrupted Tentacle and stack it with 9 Corrupted Bloods so he will start exploding, then kill him as soon as possible to blow the plating away.

When Deathwing is about to do a barrel roll, go 2-3 seconds after the emote on top of one of the Corrupted Tentacle holes so you won’t fall down.

The fight is mostly about single target DPSing the enemy at hand without doing AOE when you don’t need to so the Corrupted Bloods won’t die and do splash damage to raid. Kill the tentacles, kill the Amalgamation and burn the heck out of the Burning Tendon when the plating is about to come off.

Since we didn’t see the whole fight I can’t comment any further. Arcane’s burn DPS is the best in the game which will help you to get rid of the platings. There is also lot of incoming fire damage so Mage Armor and Mage Ward will help.

Page 1 of 212

Fatal error: Call to undefined function wp_safe_remote_get() in /home/games235/public_html/ on line 254