After the TBC Classic Server opens the Sunwell raid, with the addition of a large number of rapid critical equipment, fire spells will replace arcane spells and become the ultimate choice for mages. Because I have played arcane magic for too long before, many friends now want to switch to fire magic, but they have no way to start. Today we will talk in detail about the talent, output cycle, rapid threshold and ignition mechanism of fire magic.
Let’s talk about talents first. The ultimate talent of fire magic in TBC is the fire and ice talent of 40-21. The ice system provides rapid cooling, which not only improves survivability, but also has the high explosive ability of double ice veins.
This talent point ratio is the answer to the TBC fire spell version, and no refutation will be accepted. The specific points can be fine-tuned according to the needs of the team.
Before talking about the output cycle, you need to first understand the ignition mechanism and haste threshold of the fire method.
The reason why Fire Mage has become the answer to the version is due to the talent of ignition. I believe that many friends still remember the grand occasion when NAXX Fire Mage was the dominant player in the late 1960s.
Since the ignition stacks at level 60 are shared by the team, they are not calculated separately. Whoever grabs the first ignition will have a huge damage number. At level 70, ignition is calculated independently, but the basic principle remains the same.
After studying the WCL logs, I came to the following conclusion.
1: Ignite at level 70 and can be stacked up to 5 times.
2: Ignite can still be copied. As long as the copy is successful, you can enjoy the highest damage of the fifth level.
3: There may be a delay when Ignite refreshes the stack due to a higher critical hit, and the delay ranges from 0.1 to 1 second.
4: Ignite and enjoy the bonuses of burning and elemental curse.
It is known that the duration of ignited DOT is 4 seconds, and you can jump 2 times in total. The casting time of fireball is 3 seconds. If you want to get the highest damage from fire spell, ideally, you need to fire 2 fireballs within 4 seconds. Only in this way will there be a higher probability of achieving continuous ignition.
In other words, the minimum requirement for the haste of the fire spell is to reduce the casting time of the fireball spell to less than 2 seconds.
The formula for calculating TBC's casting speed is original casting speed/1+rapid/1+0.2 (Ice Vein)/1+0.3 (heroic). The heroic BUFF cannot cover the entire process, so we only need to consider our own bonus. That’s it.
It is known that bravery increases the casting speed by 30%, 3/1.3=2.307 seconds.
In the case of heroism, players need 2.307/2-1=0.153, which is 15.3% haste, to compress the fireball spell to less than 2 seconds. During the actual operation, due to the calculation delay problem, the player's top speed must be at least 16%.
16% haste = 15.8*16 = 252.8 haste level. This extreme speed level is the minimum requirement for fire magic. My current mage only meets the requirements of the first level.
Meeting the haste level in the heroic state is only the lowest threshold. The higher threshold is that the mage uses his own skills to suppress the fireball spell to less than 2 seconds.
It is known that the mage's Ice Vein adds 20% to the casting speed, 3/1.2=2.5 seconds. Similarly, after calculation, 2.5/2-1=0.25, which is 25% of the haste. Taking into account the calculation delay, the player needs at least 26 % of the haste is enough.
26% haste = 15.8*26 = 410 haste level. This haste level is the second level requirement for fire magic for haste.
After calculating this point, the question arises, how to reduce the casting time of the fireball spell to less than 2 seconds without heroics and cold blood, so as to achieve the full highlight?
At this point, you can only rely on haste.
3/2=1.5, which is 50% haste, converted into haste level is 15.8*50=790 haste level.
Some friends may say that this level of haste is impossible to achieve.
No, no, TBC Graduation Fire Mage can permanently maintain 470+ haste level, plus the 175 points of bones, and the 145 haste level after the Gray Tongue jewelry is triggered. Add these three together, and you will be surprised to find that all of this The total is 470+175+145=790.
Do you think this is a coincidence? This is just a basic skill of game numerical planning.
Under normal circumstances, reaching the second level of rapidity requirements is considered a high-end fire method. The 790 rapid fire method requires complete graduation of equipment to have the opportunity to achieve it in a short time within the time period of using accessories.
After talking about the haste threshold, we can talk about the output cycle of fire magic. I have talked about so much basic theoretical knowledge to pave the way for this. The output cycle of fire spells is not static, and it is not as simple as arcane spells and warlocks.
Fire spells need to reasonably arrange their burst timeline based on their own haste level and the team's killing speed. I won’t talk about covering the whole process with 5 layers of burning, this is the most basic operation. BOSS within 3 minutes and BOSS over 3 minutes have completely different outbreak timelines. Everyone should try to figure out how to improve them while playing.
Haste is in the first gear, and for BOSS within 3 minutes, use the full burst in the heroic phase. After entering the killing phase, use extreme cold to activate the second burst. For BOSS that lasts for more than 3 minutes, use full burst in the Heroic phase. When entering the Killing phase, the CD of Cold Blood is just right. At this time, open another wave. After Ice Blood ends, open Extreme Cold and fight the last wave. The same applies to bosses that last more than 6 minutes.
Haste is in the second gear, and for BOSS within 3 minutes, in the heroic phase, use other accessories to explode but not cold blood. When the heroic is over, use cold blood. When entering the killing phase, use extreme cold + ice vein + accessories to blast the final wave. For BOSS that takes more than 3 minutes, just refer to the first level above to deal with it.
When the speed reaches the third gear, the bones are equivalent to ice veins, and this is a new cycle.
Finally, let me give you a little trick to keep igniting. When the fireball bursts out within 2 seconds, ignite the second fireball that was just refreshed without a critical hit. The moment the third fireball is fired, hit a fire rush, so the fireball Before the spell flies over and causes damage, the damage of the fire rush has already arrived. At this time, as long as the fire rush and fireball have a critical hit, the ignition will not be interrupted. If there is no critical hit, it is equivalent to three consecutive spells without any damage. If it gets a critical hit, there's nothing you can do. You'll get a black face and just continue with the next ignition cycle.
I wish all the brothers who want to play with fire can be able to be at the top of the mountain and see all the mountains and small mountains at a glance.