What happens to the threat if you land 4 pyroblast crits on a target and then purposely die as other mages keep the ignite rolling? Does the 4 pyroblast ignite threat transfer or go into the void?
Dearest Skeetawomp,
You’ve been selected this week to be the Scorch mule for the raid, congratulations! Don’t bother with temporary consumables and ensure to spam Scorch and get Ignite rolling ASAP so you can then die a horrible death so the other Mages can spam spam spam and never rip aggro. Thank you for your service!
Warm regards,
Your GM
PS - On a more serious note, this is a fantastic question.
The damage is dealt by one person in particular. Should that person die, the threat is no longer generated at all.
The debuff will persist, and can be maintained by other mages, totally free of threat.
Do you want to be pyroblasting for rolling ignites?
I thought you just spammed Scorch until it kicked in.
So would Mage suicide with a Soul Stone be viable?
No. Because the debuff persists, if the person revives, they’ll continue to generate threat as normal. They’d reset to 0 threat, but quickly catch up, I’d imagine.
So… just suicide then.
Or let the debuff drop and let someone else get the proc. I’m not sure which is better.
I have a new question to tinker with
Too much to think about here. In vanilla we just casted spells and let the ignites roll. Sometimes you pulled aggro, sometimes you died, somtimes you topped the DPS meter. The uncertainty is half the fun.
But if you had 4 pyro ignites rolling the entire fight generating 0 threat it’d be far superior and only require 1 death per fight
Can’t wait to tank ignite threat
Flask of petrification. Gotta save ur world buffs m8.
Better hope your team wins before your minute of immunity is up haha
How much double-dipping does Ignite actually benefit from? Ignite is treated like its own source of damage so it gets modified by debuffs on the boss but does it benefit from passive increases as well? Put simply, which of the following do NOT improve Ignite:
- Fire Power (Talent)
- Arcane Instability (Talent)
- Improved Scorch (Debuff)
- Curse of Elements (Debuff)
- Nightfall (Debuff)
- Sayge’s Dark Fortune of Damage (Buff)
I realize that having Ignite and Arcane Instability is highly unlikely given the weirdness/weakness of such a build but for completion’s sake, I’d like to know. Once I have this I should be able to easily determine a good approximation for how many Mages are needed to even keep Ignite rolling, and at what point (if ever), having a Mage suicide is better than dropping the Ignite in order to reapply by another Mage.
Limited Invuln Potion is your friend, friend. Clears you off the threat table while it’s active. Doesn’t reset aggro though, works more like Priest Fade.
Which would be the problem, since the other Mages in a group could keep the mega Ignite rolling in perpetuity. Alas, Mages don’t have Mirror Images yet.
I’ve messed with the numbers and honestly I think the threat of perma-rolling Ignite is of low concern. Most of the Mages are going to be shifting over to keeping Spell Hit cap with a lot of the ZG pieces once we move into AQ40, and by moving from Frost to Fire, they gain raw damage overall but lose out on Spell Crit specifically. With a ton of world buffs, a near BiS Fire Mage entering AQ40 is going to have around 38% Spell Crit. If you somehow were able to clone that Mage multiple times over, you’d need 7 Mages total to push the chance of dropping Ignite below 5%. Between movement, silences, and other shenanigans, on top of the fact that everyone isn’t going to be rocking all the aforementioned buffs either, Ignite is going to fall off quite often.
The most dangerous time will be when the Mages pop Combustion. If a single, mega-Ignite is desired for some reason, each Mage could roll their Combustion activation one after another to ensure Ignite keeps going… but I don’t see why this would be necessary other than to spread out the pain a bit more. So I foresee issues in the first 20 seconds, but after that not so much.
Also as an aside: a Fire Mage spamming Fireballs is going to deal about 84% of their damage in just the Fireball damage itself, and that’s with all the Spell Crit world buffs included as well as the debuffs that Ignite gets to double dip into. So even if a Mage is unlucky enough to never get credited with an Ignite, knocking out 500-600 DPS from Fireballs alone isn’t beyond the pale.