Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Int is your damage stat.
Mix some geo with pyro.
Apotheosis + Pyroclastic Eruption + Meteor Shower
As for spells to invest in laser ray is a good choice as well as fire nova if you have a good escape but other than that i use the classic fireball searing daggers and spontaneous combustion spells. Bare in mind if your going to use laser ray and firenova they both take 3 AP so the elemental affinity talent has been a great investment for me even if you have to self inflict the fire (for example- use searing daggers to start throw one at your feet and the rest at you target)
You should definitly grab Geomancy when you go for Pyromancy. A decent chunk of your damage stems from oil/poison surface explosions. Enemies with fire immunity should not be an issue for you as you have two physical party members.
Far Out Man is probably the most important talent. Mnemonic can be useful if you struggle with Memory and Savage Sortilege is okay if you can keep up the crit chance at around 30-40% I would say.
You could try Elemental Affinity and Demon and just go for a more close range oriented setup with Supernova and possibly Phoenix Dive.
Torturer can be useful and boosts Spontaneus Combustion damage but it's not neccessary I would say. Only get it if you have the point to spare and don't feel like increasing your defenses( Unless you have enough magical CC to benefit from the extra DoT-tick regularly in which case it's good).
Epidemic of Fire is crucial and should be your go to source ability( unless you use Meteor Shower). Fireball is clearly a must have alongside Impale from Geo. Fossil Strike is decent if you have the open slot.
Otherwise I would recommend: Spontaneus Combustion( ideally followed up by one of the surface skills to reapply the DoT); Throw Dust( which is a crafted non source Geo/Huntsman skill that deals earth damage, removes surfaces and blinds); Laser Ray if you can manage to not hit your teammembers; Fire Whip if you are close enough to use it reliably;
then the aforementioned Phoenix Dive/Supernova alongside potentially Flaming Tongues( which effectively gives you attacks of Opportunity with pure fire damage but in a better radius and also when enemies move towards you).
Poison Dart is a must with an Undead in your party and otherwise a decent ability although you tend to run into enemy undead a lot. Then both the Artillery Plant and the Fire Slug are decent summons and (one of them, preferrably the Plant) should be taken( unless you're using Meteor Shower regularly).
go memory for as many spells as you need, but never learn more skills than your first skillbar has space for, you will never use more if you use them correctly so you are wasting attribute points on memory.
only go constitution or str for items, completely ignore finesse since finesse items always have the worst bonuses for casters. when you go spider kiss or other trades in attributes always sacrifice your finesse, its completely 100% useless for pyro.
go 2 points aerofuge for teleport and warfare for phoenix dive or scondrel for adrenaline and the scondrel teleport. gather all enemies in one spot with teleports, then jump in with phoenix dive and bomb down one aoe spell after the other till everyone is dead.
go for the perk "elemental affinity" that reduces ap costs when standing in the element. you want to always stand in fire and your spells make it easy for you to do exactly that.
go items that have fire resistance. preferably the perk demon (+15 % fireresistance) and lizard (+10% fireresistance). at level 12-15 you reach the 100%+ resistance and are a firegod
do NOT take dedicated waterbenders with you. their spells reduce your damage output and you prevent them from stunning/freezing enemies. water and fire in the same team only works out in classic or explorer, where everything works anyways... dont do it its stupid
i know you just wanna win the argument for your ego, but stay on topic plz. ur commend was just to prove to yourself that your setup wasnt trash. get over urself and stop spamming
Anyway, you said that a setup was utter trash in a discussion about setups, I stated resons as to why it isn't and you replied with "lul, it's still trash, git gud". If anything, you should stop spamming.
My Tactician playthrough already does that well enough.
you didnt start reasoning why ur setup is no trash, you just derailed the thread with
"uuh ma setup isnt trash cuz i used it on highest difficulty im mad pro so its nu trash even though it forces me to scip turns or lower damage on half of the enemies every turn muh but i did use it so its nu trash im gud muh and i will answer as often as i have to to win argumebnts on da internez muh"
tell me whats the advantage of having a dedicated waterbender that goes hydromancy main in your team when you also have a dedicated pyromancer main? heals and buffs arens waterbending main, they are sidekick gimmicks. tell me if using rain helps his pyromancer
I already did, you just don't consider it reasoning. Hard CC is always at least decent.
Got to love how you're doing the same thing yet keep calling me out for it.
I believe one of the source masters can also give it to you. I think that the lich you find in Mordus basement gives it to you if you choose it. I already had it at that point however, so it might not be one of the options.
but ya...the one char with wit MIGHT go first....while the rest of your party sitting at 10 wit is gona go dead last....