How To Start A Fire

Originally Published by Spooky


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    Does destruction... give you pleasure? If you answered 'Yes', you might not be sane - but you might also find the Pyromancer (an Elementalist who specializes in Fire Magic) an appealing class to play. Out of all character types, out of all attribute lines, perhaps none are as effective at dealing copious amounts of damage to multiple targets as the Fire line. Sound intriguing? If so, then let's get started.

    Before we get around to examining skills, it's important to note that the Pyromancer can typically be broken down into two archetypes: Burst, and Ranged. A 'Burst' type Pyromancer focuses on "PBAoE" (Player Based Area of Effect) skills, while 'Ranged' fits the more traditional role of a caster - one who remains at a distance while slinging their spells around. Both of these archetypes are effective in combat, but their style of playing can be as different as night and day.  Let's take a look at them both in a little more detail, and you can decide what suits you best.

Burst

Akin to a walking bomb, the Burst type Pyromancer spreads their damage out to any targets that are near the caster. Because damage is centered around the Pyromancer, you're going to want to be near the action at all times. Typically this is not a good idea for most Elementalists, since their lacking armor makes them weak in close quarters, but with your damage output you will (hopefully!) be able to finish them first. Because of this, Burst type Pyromancers need to be masters of movement - always moving, and always attacking. Surprise is your biggest ally here, as often the confusion inherent to battles means people might not notice that Elementalist that just ran up behind them until it's already too late. Your primary targets will most likely be enemy healers, or their other casters - you'll find that your massive damage output can put them down pretty quick. However, enemy Warriors are a less than ideal target - Fire magic won't do enough damage by itself to take down a Warrior before they can finish you off. It's best not to draw their ire if at all possible, and let sturdier team mates deal with them. That being said, let's take a look at the 'Burst' type skills:

Flame Burst is a solid choice for it's damage output, and comparitively short recast time. Though it costs 5 Energy more to use than Inferno, it also takes 15 seconds less to recharge.

Inferno has a higher base damage than Flame Burst, and costs less Energy to cast, but as noted above, takes a good deal longer to recharge. Because of this, you might want to consider this as an 'opening' skill - by using this first, then other skills, it should be ready to use again when you need it.

Lava Font has the fastest recharge out of all the Burst type Fire skills, at the expense of a slighter longer cast time. The way that this skill functions is slightly different from the previous two. Rather than being single shot damage, Lava Font continues to deal damage over the course of five seconds. Because of this, it has a higher max damage potential - but foes can also avoid that damage by moving out of range. The best place to use a skill like this is around a group or target that isn't moving - such as a team that is holding the altar in Tombs, or at an enemy Guild Lord in GvG.

Phoenix can be considered both a Burst attack, and a Ranged attack. However, in order to get the most damage out of this attack, it must be used at close range, so it is placed here. Consider this one to be your power spell. When you're standing behind an enemy Monk that isn't paying any attention to you? Phoenix is the spell you want to use. If both stages of Phoenix hit, at a level 12 Fire attribute, you can deal a potential 172 points of damage - nothing to scoff at. However, this attack also has the highest Energy cost, casting time, and recharge times out of all the Burst type skills - so use it when it is most advantageous to do so.

These four spells will make up the bulk of your offense - and since these are currently the only Burst type Fire skills available, you have four open slots to tailor your character in whatever way you see fit. It may be a good idea to bring along some Ranged attacks to add to your overall versatility if you want to go strictly on the offensive.

Ranged

Ranged Pyromancers are something to the equivalent of an artillery cannon - they can put out massive amounts of damage at a distance, but are vulnerable when the combat goes close quarters. Most of these attacks will deal their damage to more than one target, so the best time to use them is when enemies are close together - such as the aforementioned altar at Tombs, etc. Note that, as a stand-alone character, the Ranged Pyromancer exists mainly as support fire - because of the casting times involved with most of these spells, you won't find enemies dropping often to damage solely done by you - but you will make defeating foes easier for your allies, and healing harder for your enemies, by spreading the damage around.

Fire Storm may be a 'Starter' skill - but don't let that fool you into thinking that it isn't useful. Because of its long duration once cast, Fire Storm has a potentially high damage output. Most enemies will scatter once they see themselves getting hit by it, which is not always a bad thing - fleeing foes are foes that aren't attacking - use this to your advantage.

Fireball serves as a direct attack which explodes on impact, dealing its damage around to nearby foes. While not particularly outstanding, Fireball is made more useful by having one of the shorter recast times available on the ranged Fire attack spells.

Flare is a weak, very fast cast / recharging single target skill. You might wonder why anyone would take a skill that does about as much damage as your default wand attack, but it can be useful when combined with skills like Aura of Restoration, or when used in conjunction with a Hex like Mark of Rodgort.

Immolate is a non-projectile (can't miss) single target attack - and is easily recommended to bring. The damage it does by itself is modest, but it also sets targets 'On Fire,' a condition whose damage is not in any way affected by a target's armor level or resistances. Because of this, combined with its short cast / recast times, it makes an effective choice at putting down enemies low on health and trying to flee.

Incendiary Bonds is the multi-target equivalent of Immolate. However, its overall initial Fire damage is less, though the 'On Fire' duration remains the same compared to Immolate. The Energy cost, cast time, and recharge times are all higher than they are for Immolate - so it's up to you to decide if it's worth it for a multi-target skill.

Meteor, as the name might suggest, drops a very large flaming rock on an unfortune opponents' head. The damage is roughly the equivalent of the Fireball spell, though the Energy cost, and recharge time on Meteor are both higher, as well as the spell causing exhaustion. However, the Meteor will knock down its target on impact, so it is possible to use the skill as an interrupt (albiet not a very timely one with its three second casting time.)

Meteor Shower deals as much damage as Meteor, only it hits multiple times. It also hits indiscriminantly, so your team could end up taking damage as well as your opponents. Casting time is a long 5 seconds, and the recharge is a very steep 120 seconds - definitely not a spell recommended for new players.

Mind Burn deals out a hefty bit of initial Fire damage when it strikes, and then sets its target 'On Fire' if they have less Energy than you do. And who has less Energy than an Elementalist? Just about every other class, that's who.

Rodgort's Invocation deals about as much damage as Fireball, with the added bonus of setting everything it hits 'On Fire.' However, both the Energy cost, and the casting time involved are pretty hefty - so while this is a useful spell, it can be difficult to get it off unless your opponents aren't paying attention to you.

Searing Heat does damage per second in an area akin to Fire Storm, however it has a shorter duration, with the tradeoff being that all foes still in the affected area when it ends are set 'On Fire.' An excellent spell for making enemies scatter, but it comes with both a very high Energy cost, as well as the detriment of causing Exhaustion, which limits its overall usefulness.

    As you've probably noticed - the Ranged Pyromancer operates off of some very mana intensive spells, as such, it is highly recommended to bring a spell like Fire Attunement, and to cast that before you go into battle. Your Energy reserves will thank you for doing so.

    If after reading this, you've decided that the fine art of setting things on Fire is the right approach for you, then the best advice that I can give - something that a guide can not - is to experiment with the skills and come up with a build you feel comfortable with. It is one thing to see an assessment of skills in writing, it is something else entirely to know how they handle in game, be it casting times, how likely you are to get them off, when it is best to use them, etc. Personal experience goes a long way in making a setup good - but the most important thing, as always, is just to play the way that you find most enjoyable.





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