Fire Mage breakdown in PvP

Am i suppose to beleive that instant dreadstalkers was better than ignite damage right now?

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Fire mages give up 15% HP to do their damage and die relatively easily

You are still the tankiest person in the game

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fire mages like hansol or aeghis that just use every blink db knock defensively and just run to Africa while being gatekept by a sub rogue or destro lock and healed by a disc priest with 3 pain sups and a dome don’t actually die very easily

They don’t actually die at all they are pretty much immortal

they also do top dam every game without fail

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I mean yea but your looking at a sample size of 2 of the best mages in game with some of best healers and dps partners vs…

the other 99.9%? and even then I saw Aeghis lose plenty in 3s.

The average fire mage that isn’t playing with multi R1s in 3s and shuffle isn’t gonna play that well or have that kind of back up.

I mean if you wanna nerf fire or find it disgusting lead with it. I still think its fine bias aside. I think the pros/cons are fairly balanced and straightfoward. Now if it was a blazing soul triune mage with 50% shield healing doing it I’d be inclined to agree

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hansol and aeghis are mmr capped in shuffle too.

you dont have to be a multi r1 mage god to just blink backwards and sit max range doing a pve rotation while making smart uses of alter time.

the consequence for not chasing a mage the entire game shouldnt be him doing 100k dps from 60 yards

I dont really care about shuffle but fighting real fire mage teams in 3s is disgusting beyond belief
https://www.twitch.tv/videos/1822757397 @ 2:09:39 and just look at how the fire mage plays and does more damage than LITERALLY every1 else combined while running away the entire game. Glasscannon promotes degen gameplay where u have to go mage or you lose(like gpie) but if you cant connect you lose anyways

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Its a good 40-60k DPS from 55, can spike to 100k though during combust if people are stacked and ring of fire is down being soaked. Easier to do on big maps like tol’viron.

Don’t think its playing out like that on lordaeron, hook point or blades edge or sewers though.

Its also comp dependent. Don’t think fire is getting off the hook that easy vs double melee, dks with grip and chains or hunters.

Meh I don’t think its any more degen then any other comp going full m+. I’d rather sit 55 yards and PVE someone to death with CC nerfs. Did you not see palumor/rosita get farmed in 3s by dylbar earliar trying to play actual fire RMP setups against scatterplay?
They played well but with interlope, md, grounding, roar of sac they got nothing done. Maybe if rosita played it like hansol and afk 55 it go better?

No shot. I’ll stick to 55 and PVE’ing. That was great kiting on hansols end that match btw.
I also feel like that would have played out different if you were on shammy and different map maybe.

not to defend fire mages but i had hansol in my lobby and he struggled to survive in shuffle. as for regular 3s idk, probably easier since mage is really dependent on its partners.

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Rly depends on lobby. If all 3 people run at you and peel off dps and play ontop of you it can be rough.

I’ve had lobbies i had to turn off glass if i get a DK who perma chains me and a hunter with him. No shot I’m able to keep distance or run glass into hunters ESPECIALLY MM or SV.

Double melee/rsham can gas pedal glass mages down. Its usually the healer there begging mage to turn it off since hes gonna blow up on first go or give up a ton.

Rsham turbo for example see glass fire and be like

but if ppl ignore you and you got great peels its generally pretty insane

it was also black rook so he had no room to kite.

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would just lose on mana lol

im pretty sure they farmed every turbo cleave

nobodies playing with dks but if dks were good then yeah they would do well into mages

jungle and scatter can def be mage slayers

any other comp cant sit 60 yards away

rn if ur not playing a hunter comp its pretty much up to map rng on whether or not the fire mage is killable or not

Is fire mages ignite still bugged or did that get fixed?

Idk every game aint gonna be maldraxus, tol’viron, ashmanes, maybe kyrian one and maybe nagrand. Gettin away with it on every other map not so ez pz. Also depending on whether or not a hunter/dk/ exists.

Mage still gives up 15% HP and isn’t immortal. Thats not rly a fair label to throw around that aint SL/Triune/Diverty energy. Nor is it frost with full barrier strength + double block and infinite slows.

Its cool if your a talent hater tho. Everyone got their own thoughts and feelings. Not here to sell ya on anything.

Edit: I’m also at like 45 yards in last seasons gear on my MM hunter with mastery can easily hit 47-48 this season maybe 49. Then go to 65-69 with sniper now that ROS is baseline so the playstyle isn’t exactly unique. Mage has to stack flame first to move hunter can just default start at 65-69 depending on mastery and scoot in after sniper ends. Still the same concept tho lol

fixed

I think flamecannon and glass cannon combined is the real issue

One or the other would probably be okay

But also obviously in real 3v3 u play a comp to account for the weaknesses that something like glass cannon provides

I want that mage elite mog but im bad. So fire or frost?

This “balance team” did some really bad changes in the game:

  1. Ignite do more damage then any other DoT effect and can’t be dispelled;
  2. They remove instant dreadstalkers to create a “more castable” meta in the game, but tune a spec to do a lot of damage casting nothing (Moonkim);
  3. The class that should do moderate damage with DoTs have to cast 2-3 times do generate moderate damage (Affliction);
  4. They create a new healing spec that plays close to fight and have a lot of mobility (Preservation), but the spec who have mastery based in closed distance can’t get close because needs to cast a lot (paladin);

It’s hard to believe they analyze any change before experiment in live builds.

if ur gonna do a breakdown. atleast do a breakdown. geez oh. oh. oh, oh

Every 8 seconds you cast fireball and say “might kill here” and then some combination of ignite and instants is top damage

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man u did a breakdown. thanks homie

I think frost with 2 set is pretty darn good from what I hear.
Fire is fun as heck esp in double caster lobbies. Myself and this ele just did some insane work vs double lock on blades edge.

He was actually beating me a few rounds with us both turreting. I wonder if ele/fire is viable.

Poor guy went 3/3 and lost a huge amount of points he was 2384 that would have been his 2.4

I scooped the 5-1 with shimmer cs and blastwaves on them into awful spots. Woulda been a clean 6-0 if our monk didn’t get popped first round.

I feel like fire does better then frost rn into double caster and terrible into double melee on small map when it used to be opposite. Last season double melee was your best odds to win as fire since other casters dominated you.

So maybe fire is better for a quick 1800 if ur gettin all caster lobbies. I’d turn off glass in shuffle though vs hunters/rogues/enhances/WW or on double melee small maps where you can’t get away.

I’ve discovered the hard way if WW get ahold of you as glass you can insta die in serenity with the small hp pool and a huge rsk crit, treat them like sub rogues.

my 2 set only does like 2-3% of my damage every game unless it’s cleaving off of pets, but the 10% increased flurry\lance is decent even tho frost mage is designed to be spamming frostbolt just to do viable damage atm.

ignite is magic and can be dispelled, it doesn’t even hit that hard post nerfs