Unlike the class and Arcane reworks, Fire at least has some good to go along with the bad. If it were tuned better (more on this below) I think the rework would be hailed as mostly being successful, so I thought I’d start with the main positives:
The good: the role of combustion
Having Combustion be a proper burst cooldown again feels great, particularly with the ability to flex timings a bit by talenting in and out of Firestarter. Two minute BFA type burst was definitely silly, and minute mage burst hit just the right spot in terms of damage profile and combustion uptime. The Apex talent playing into Combustion but being implemented in a way to avoid uptime creep is a nice touch also.
The good: spec tree flexibility
In principle the spec tree allows us to branch out to different flavours/talents like Meteor vs Scorch, or Firestarter vs Molten fury, without compromising (much) our ability to do single target or AoE, which is nice. Ish, more on this later.
Obviously if we had just pros the spec would have a bit more than one fiftieth of the Frost raid parses and next to no participation in keys, so on to the stuff that needs looking at:
The bad: gameplay and button count
The removal of Phoenix Flames in Midnight was much criticized, and while nobody is sad to see that exact version of that button go because of how janky it was, it has left the spec feeling rather empty. This is true both inside Combustion (more on this later), but also outside of it - the spec just needs something more going on for it, and the spec tree doesn’t have enough of that. Heat Shimmer procs are too rare, as are Meteor casts (even with Blast Zone, which is too hard to talent into). In principle playing Sunfury Execution, Pyroclasm, Meteor and Blast Zone has a bit more going on, but the tuning just isn’t good enough and picking that route is just too restrictive. Fire has had plenty of these in the past, whether they be a Legion-era active (and strong) Living Bomb, or Legion-era Phoenix Flames (why has Strafing Run never made a comeback??), or Legion-era Dragon’s Breath (notice a trend?), or some combustion minigame a-la Infernal Cascade/Blaster Master…we just need a little more going on.
The bad: resource overflow
Getting good value out of Combustion historically required managing our crit generators like Fireblast and Phoenix Flames carefully. Since TWW however we have received more and more cooldown reduction on Fireblast, to the point where now it is optimal to enter Combustion without any charges, and to then basically just spam Fireblast and Pyro back to back. This much cdr also forces active abilities like Pyroclasm out of possible talent builds, because time spent doing stuff that isn’t consuming Fireblast is time spent not gaining value out of so many of our talents. Between Fiery Rush, Spontaneous Combustion, From the Ashes, the tier set, and the Apex talent, we could remove the first three and the spec would be better off, particularly if they were replaced with something worth actively playing around. This was a goal of the Midnight rework that was missed completely, and if anything it has worsened.
The bad: relative ability tuning
The relative tuning of our abilities is very, very off as well. Ignite is tuned to be extremely mediocre, and as a result the spec is about 30% behind say Frost in low (think 2-5) target cleave - and that’s when running cleave talents, which begin gaining damage from Flamestrike at as few as 3 targets. This is caused partially by Ignite being bad, and partially by Pyroblast itself being extremely mediocre - as a comparison, it currently does roughly twice the damage per execution time of a Frostfire Bolt, while back in Legion it was about 5 times that of a Fireball. Meteor is similarly undertuned (despite a ~1000% SP coefficient!). This was also a stated goal of the Midnight rework that has missed the mark completely. Beyond the impact on talent choices, this also means that optimizing the spec’s damage in raid involves delaying combustion in order to Flamestrike a bunch of adds. A spec just being a mass AoE merchant is just not enough for it to be fun or worth playing, you just never feel like you’re contributing meaningfully. Much of this feels like it’s caused by the devs being afraid of Ignite spread, but if it’s such a big problem why can’t we go back to tuning the talents designed to reign it in in the first place (more later)?
The bad: unfun, bad, or forgotten talents:
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Mote of Flame: a 3% flat fire damage buff is the single most boring talent to have ever been introduced. This thing has no reason to exist other than to pad out the tree
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Critical mass: this talent is not bad per se, but with Overflowing energies being buffed (which was very positive for the filler rotation, so it should stay) fire’s crit scaling is atrocious, and optimal gear involves having literally zero crit on it if possible. This scaling would easily be fixed by returning to a 1:1 crit: mastery conversion during Combustion
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Controlled Destruction, Intensifying Flames: these aren’t bad talents per se (although CD makes target swapping annoying), but why are they not being used to tune Ignite properly as they were intended to, and instead the whole spec has to suffer the fear for our cleave to scale out of control? Also, IF contributing zero damage at 4 or more targets feels awful; it should just always deal damage to 3 and no more than 3 targets, no matter how many have Ignite on them.
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Flame accelerant: this talent is just a one point tax for Pyroclasm, which makes that talent even more un-appealing
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Burn it all vs slow burn: we do not need two talents that both passively increase the damage in combustion, pick one and stick with it