Tarisland Flame Mage build – talents, stats, and rotation

Tarisland Flame Mage build – talents, stats, and rotation
Craig Robinson Updated on by

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If players like the idea of spamming their skills for huge damage, along with almost guaranteed critical hits at end game, then Tarisland’s Flame Mage is for you. The core of the design is about stacking basic cooldowns into a spell known as Heat Bomb. This spell is where the core of your damage comes from.

When you’re capable of generating a lot of Heat in your mate 30’s you’ll start seeing the potential for this specialisation come online. Moreso, at 40, when you have maxed talents and stats, you’ll be blasting through your enemies and topping many meters to come. Here’s a closer look at the consistent and very high damage flame specialisation build, featuring rotation, talents, and stats to focus on.

If you’re interested in checking out our Frost Mage build, we also have a build on that too. Either way, you’re in safe hands, as both the Forst and Fire mage do incredible damage, and rank high in our Tarisland Tier List. Grab some Tarisland codes while you’re at it as well.

Tarisland skills overview

Tarisland’s Flame Mage is a specialisation focused on maximising critical hits and skill hits. The primary source of damage for the Flame Mage is its third skill, “Heat Bomb.” When you apply a Heat Bomb to a target, your task is to generate as much Heat as possible by dealing damage with your skills. The main skills you’ll use include those with stacks, such as your second skill, “Searing Sting,” which has a 20% crit rate built into the spec and two charges.

Your first skill, “Fireball,” is a high-damage filler spell used when all your other spells are on cooldown. The fourth skill, “Blazing Orb,” deals high damage after a 2.5-second delay and is guaranteed to critically hit enemies, with its crit damage modified by 10% for every 5% crit rate you have. The fifth skill is your AOE, “Fire Tornado.” After casting for 1.5 seconds, your AOE will deal damage multiple times over its duration, with each unique enemy hit reducing its cooldown by 1 second.

Moving into your major cooldowns, your sixth skill is “Flame Boost.” It summons a flame tornado after several seconds that persists, with each time it hits a target reducing its cooldown. It’s basically firing it when you have a living bomb proc for repeated Heat stacks. Lastly, your Inscribed Stone Skill is all about gaining more Heat from your skills for 6 seconds. Searing Sting will also reset the cooldown of Heat Bomb when Searing Sting detonates the bomb.

Flame Mage rotation

The rotation for Fire Mage largely depends on your talent setup and the stacks you have. We have a few recommended rotations to try below, alongside more details on when and how to use your major spec cooldowns effectively.

For the most part, your main rotation will look as follows:

  • 3-4-2-2-2. If the second skill is on cooldown, then spam the first. When you cast on cooldown, spam 1-2 too.
  • If you have the chance for an instant Tornado, one of the most efficient ways of farming Heat for your Fire Bomb, you can then try this rotation: 3-4-6-5-2-2-(2)-1.

If you have long cooldown windows, don’t forget to burn the third stack of your second skill, during your fir as it will be up for your next Heat Bomb cast. Also, always use your seventh skill at the start of a Heat Bomb rotation when all your other spells are off cooldown and have full stacks.

Next on the list is your sixth skill. You want to press this before Heat Bomb begins then open with Heat Bomb. The fire effect will help stack heat Bomb early, alongside giving you the improved crit damage buff for all your spells in your main sequence rotation.

For the most part, you always want to start with Heat Bomb, followed by Blazing Orb. The reason for this is linked with your Core Passive, Bicolour Fuse. The reason for this is that the first skill after using Heat Bomb gets double the bonuses from crit. Since Blazing Orb always crits, that double crit chance means that 5% higher base crit damage increases by 200% of the value you’re supposed to get. The other benefit is the second skill pressed after using your Heat Bomb also gets higher crit. This pretty much guarantees that your Searing Sting is going to crit the first time. This has less value the more crit strike you get at end game, but still, it’s fantastic.

When you inevitably take the talent that adds a damage bonus against a target you hit with Fireball, make sure to open your rotation with at least one Fireball. You should also get the fireball crit stack effect going from this for several seconds, meaning when you’re back to spamming fireball, you should be able to get a crit from fireball to add to your Heat meter, presuming you have long cooldown stat for the extremely delayed fuse timer on Heat Bomb. This is more end-game min-maxing, so don’t worry too much about this in the levelling period.

The flame focused mage causing serious damage to a  big bear boss.
Focusing your talents on improving your second, third and fourth skills is crucial for your upfront critical strike and damage of the flame mage build. Image via VideoGamer / Tarisland.

Flame Mage talents

Below is a list of talents we recommend taking at various stages of your levelling to end-game build and playstyle. Feel free to mix and match some of the talents for the content you’re running. You may find you want more AOE for certain fights and less Fireball damage, for example. Alternatively, your cooldowns may be terrible early on and you want to use fireball more often. But, with that said, below are the talents we prefer to level and set up, presuming you have all talent points unlocked?

  • Searing Sting+ x3 – The base damage of Searing Sting increased by 24% and its crit rate by 30%.
  • Charged Spur x2 – Searing Sting now has 3 charges. Every time you use the skill there is an 85% chance of resetting the cooldown for Searing Sting.
  • Flame Master x3 – Crit rate increased by 3%.
  • Blazing Orb+ x3 – Blazing Orb deals 305 more damage and its cooldown is reduced by 4.5 seconds.
  • Charged Fireball x2 – When Fireball fails to deal a crit, the next Fireball is 7% more likely to deal a crit, stacking 5 times until a crit is made.
  • Heat Bomb+ x3 – Heat Bomb deals 18% more DoT. After Heat Bomb is cast, the next Fire Tornado has a 50% chance to be cast instantly. The cast of the Instant Fire Tornado will pause the bomb timer by 1 second.
  • Rapid Explosion x3 – Heat Bomb cooldown reduced by 3.3 seconds. While the bomb is ignited, your crit hit has a 66% chance of generating 2 Heat.
  • Recharge Jewel x2 – Blazing Orb now has two charges. When the fuse is active, the explosion of the Blazing Orb has a chance of increasing your Heat.
  • Precise Blast x3 – Talent reads awfully. Basically, you get 15-30% more damage depending on how many times Heat Bomb explodes with odd or even Heat value.
  • Flame Rush x2 – Reduce the cooldown of Flame Boost and increase your Haste effect.
  • Flame Boost+ – Flame Boost lasts longer and you get more crit damage during its effect.
  • Burn Out x3 – Upon hitting a Fireball, enables you to deal 6% more damage to the target for 8 seconds.
  • Fireball+ x3 – Fireball deals 10% more base damage and it deals 30% more to enemies with less than 25% HP.

To summarise the talents, you essentially want to improve all your cooldown skills to the best of your ability, as that is where your damage comes from. You then want to improve Fireball later on as that is your main filler spell when your cooldowns are down.

A imae of the end game class screen that impoves your character in Tarisland.
There’s many different runes to get for your Inscribed Stone, and one of them is this crit-modifying rune. Image via VideoGamer / Tarisland.

Flame Mage attributes and stats

In terms of your stat priority, you want to focus on the following:

  • Crit
  • Omni / cooldown
  • Intellect
  • Hit
  • Everything else

Crit is by far your most important stat. By end-game with great gear, you’ll easily be hitting around 70% crit chance, which is fantastic for guaranteeing all of your crits all of the time, alongside huge damage spike bursts for Blazing Orb. This synergises with your Bicolour Fuse core passive, which gives you huge damage spikes for your second skill after casting Heat Bomb. So, once again, massive damage spikes will come from reaching 50% crit chance to cap that core talent out.

Omni is an interesting stat because of its flat damage buff to skills. More so, it synergises with the core passive called Blazing Thrust. Basically, when you cast Searing Sting two times in a row, your next skill gets bonus damage based on omni percentage x 150. So, it’s more burst for your third stack of Searing Sting or Fireball. More so, the more you cast Searing Sting, you get guaranteed AOE instant casts. This is good, as more instant cast AOEs mean more damage procs for Heat build-up. Aim for the elusive 15.6% to get the most out of the Skyfire procs and damage buffs, alongside buffing your Fireball damage for your filler rotation.

Cooldown is another important stat. The more cooldown you get, the more you can recharge your stacks of the fourth and second skills. It also means better Heat Bomb recovery time, alongside all other buffs. As for its synergy with the class, you get Fuse, which means Blazing Orb delays the fuse timer on Heat Bomb by cooldown percentage x 3.5 with the result being how many seconds it delays it by. This is easily enough time to get an extra two to three globals on your Heat Bomb, which means more Heat stacks for more damage. In addition, when your spells crit, you get a reduced cooldown on Blazing Orb. Aim for 26% to cap that out. Any more is also nice for a more delayed fuse timer, but you’re largely doing it for more cooldown reduction for your main rotation and buffs skills.

Outside of that, make sure to get more Intellect for higher attack scaling. You also want to reach the hit cap for the content you’re running. Check the instance menu to find the hit cap needed for that instance by pressing the attributes button. It will tell you the hit needed to land all of your attacks in that instance.

When it comes to Inscribed Stone, you want the Crush gem. This adds a huge primary stat and more crit ramping through the fight. Again, more crit chance equals more damage on your fourth skill. It also means more crit chance for Fireball too when you need to filler spam in Heat Bomb. Overload is also great for increasing crit damage, which stacks when you deal direct damage up to 4 times. After that, other gems that give huge direct damage or other attack power buffs are nice so prior as and when you get decent purple runes to improve your ATK or direct damage effects.