Fire
Fire is still the least attractive of the three trees for PvP purposes. Fire Mages have always been the poster children for "kill fast, die faster," and the patch hasn't done much of anything to change that concept. If anything, the changes have reinforced the high-damage, low survivability role of Fire Mages, rather than attempt to diminish it. Still, nobody can bring the pain quickly like a Fire Mage, and with an expanded AoE repertoire and a few new tricks up their sleeves, Fire Mages have a unique place in the PvP hierarchy.
As always, damage is king with Fire Mages. Crits come often and hit hard with talents like Combustion, Hot Streak, and Burnout, and the potential for blowing the crap out of multiple targets has never been better. Potentially, nobody kills more payers faster than a Fire Mage. With Firestarter, you can now throw out a guaranteed instant Flamestrike every time you cast Blast Wave or Dragon's Breath. Doing it right takes a little luck and a decent amount of skill, but when it works, that's a lot of damage to a lot of targets, very quickly. You still won't last long in the middle of that crowd, but they'll definitely know you were there after they've reduced you to a spot on the ground. Throwing a Living Bomb in the middle of that pile of enemies and the damage will add up very quickly.
Blast Wave's knockback effect is one of the most useful new mechanics you'll find in PvP for Mages. The knockback is substantial, and can wreak havoc in certain situations. It can only be used every thirty seconds, so save it for certain situations, like knocking an entire group of enemies off the cliff at the lumber mill flag in Arathi Basin, or blowing attackers out of towers in Alterac Valley or out of the flag room in Warsong Gulch. Words cannot describe the death you can deal with a well-placed Blast Wave in Eye of the Storm.
As you may already have guessed, Fire Mages are still not ideal Arena combatants. They simply cannot live long enough to unleash their considerable damage capabilities in that compressed environment. Survivability options, as always, are low. Fire Mages are limited to the all-too-unpredictable Blazing Speed, and the always useful Blink and Ice Block as escape/survival abilities. For control purposes, Frost Nova, the ubiquitous Polymorph, and Impact--which is too infrequent to truly depend upon--are the only options. The problem, as always with Fire Mages in an Arena setting, is that they are not only fragile but also sitting ducks, as they queue up their high-damage cast-time-heavy spells. Living Bomb provides a bit of mobility, but not nearly as much as is needed. In Battlegrounds, this isn't as large an issue, but it's crippling in Arenas.
In short, a Fire Mage can be very effective in Battleground PvP. When they can line up a target at range and rain fiery death down upon them for a few seconds, Fire Mages can kill very effectively. Their AoE skills are unmatched, and have greater application in the large-scale conflict found in places like Alterac Valley and Eye of the Storm. Sadly, low survivability and mobility still plague them in Arena, and you're simply better off taking a different spec into those close-quarters, short-duration encounters.
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