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Firestone - [US SAPPHIRE]


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Warning! This guide is made for the highest level mages who have chosen and unlocked the path of pyromancy.
 

 

Over the years here, I have seen a lot of mages. High amped, low amped, full of books, zero books, all had one thing in common:
they do not know how to extract every last drop of their potential.

 

We are gathered here today to enlighten the followers of the flame, to unveil the secrets of fire.


This short guide pretends to help pyromaniacs regardless of amplification or book posession. Lets focus on 4 pilars:
TALENTS, ATTRIBUTES, SKILLS and PLAYSTYLE 


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If you picked pyromancy, you trust as much as me that this is the best dps branch for mages. With that said,
we are going to summarize what talent gives us:


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But unlocking the path to the last talent is not enough. Moreover, it is just the beginning and, in order to have a decent amount of damage, these are the most important talents that we need to upgrade to the maximum:


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It is not needed to say, but in order to achieve more damage,
 we are going to choose
Excess Energy which gives us 12% more skill dmg:


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NOTE: Special events' talent trees also help a bit, always keep them in mind!


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Teorethincally speaking this makes the difference, but you will learn that everything changes in practice.


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These attributes are just a start point, they are the miniminum needed to work properly, it doesn't matter how you get them
but it's important to have them. Crushing Will is the skill that becomes available when you equip 2 cloth mermen gear, 
and they are the core items of any dps mage. 


NOTE: The cooldown value can be discussed, but the optimal % in my opinion is 70% (including lvl 12 guild buffs) without considering
any type of extra buff such as pot, scroll, minion.


 

Spoiler

For example, we can take Fireball.
The following graph shows the relation between time and dmg. A single DMG UNIT represents the averange
damage caused by
Fireball, and we achieve one by casting Fireball.
The different colors show
CD variation from 0% to 100%.
We can see that in 24 seconds, with 0%
CD we are able to cast Fireball 4 times dealing [DMG UNITS] x4, while
in 24 seconds, with 100%
CD we are able to cast Fireball 7 times dealing [DMG UNITS] x7.
Graph shows that 70%
CD and 100% CD slopes don't vary too much, so its a great approximation.
Why is 100%
CD the maximum here, while 200% CD is the cap? Because more than 100% is 
not a viable for the build without paying the price lowering other cool stats such as pene.

aaaaaaaaaaaaaaaaaaaaaaaaaaaa.thumb.png.db96885eb0119f3aea7ecd6856d073bb.png 




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This is where your should not stick to anything, keep changing, keep trying, keep experimenting whats better 
for your playstyle. However 2 builds will be mentioned: 
Single Target vs AoE
Needless to say but, in both builds our main destruction weapon is Fireball, so be sure to buy all the the talents that 
upgrade its damage!


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Both choices are great, sometimes single target dps is needed for bosses, sometimes AoE is handful to clear mobs faster. 
Its your choice and you can check the picture above to know which skills should be 4/4 on each build.
The rest of the points can be distributed however you feel more comfortable. Once again, keep changing, keep trying, keep experimenting!

 

 

However, there are some relics that are in almost every mage build,
that are worth mentioning and you can see them in the picture:


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Most of them are self explained, castle relic on fireball can be switched in real time when you face a boss you want your first hit to deal more damage and after that poison relic becomes a better option. 12% dmg relics are good but i prefer 10% more penet. Keep in mind that the max penet cap cant be surpassed by any relic. CD relic in chains is extreamely usefull because bosses and some mobs tend to resist it.

The skill cycle i prefer to "open" a fight is the one we can see below, but it can change accordingly to the
CD of the user, and if the user is AoE or single target damager. After the opening cycle ends, you can use any skill that deals damage but always keeping fireball with the highest priority.
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NOTE: This skill cycle is for AoE build!



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This is where it gets good. You might have noticed that defensive skills were not mentioned, 
It was not a mistake, but in order to achieve more damage, we needed to sacrifice defensive stats.
So the real question is, how do we get over this? The answer is in the title of the section.
Positioning is what draws the line between a mage and a good mage.
You learn this and your playstyle will improve and stand out from the rest!
I would like to point three helpful advices:

 


1) KNOW THE DG


This is a key part of the guide. You must learn every dungeon mechanic by acquiring experience on it.
How? Just play the game but pay attention to small details. When running a dg instance you should:

 

Destroy the normal mobs in one or two hits 
 

If the boss/miniboss/elite is faster than you, then you want to have full spam skills on it.
 

if the boss/miniboss/elite is slower than you, then you want to kite it when convenient
 

• Avoid killing big things that are not strictly necessary
 

• Have a sense of timing your skills following the base skill spam cycle, and molding it to your situation
 

• Have a sense of predicting when bosses/minibosses/elites/normal mobs use their skills


• Always keep a good position, and always have an escape planor a life saver
(see recommended scrolls, pots, minion below)



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Lizardman and Tiger are great for crit damage increase, dragon for penet buff, and himal for extra movement.



2) KNOW YOUR SKILL COMBOS

 

[Blazing Ground] slows down mobs

[Shattered Stone] stuns mobs

[Roaring Flame] + [Frostbolt] stuns mobs

[Chain] can save you from a pack of mobs

[Chain] + [Blazing Ground] can control packs of mobs

[Magic Ban] is useful in pve to cut heals and end mobs buffs

[Blazing Ground] + [Fireball] prolongs fire

[Chain] on boss has a high chance to be resisted and u will get cd with relic

[Jump] is the best movility skill we have. Use wisely

[Fireball], [Frostbolt], [Blazing Ground], [Roaring Flame], [Jump] doesnt have or have a little casting time,
means that they are almost instant skills

• 
[Chain] + [Jump] + [Blazing Ground]  if you are being chased my many mobs

[Enhoblement] is a key skill if you can time it perfectly

DOT damage can seem insignificant alone but stacks up nicely


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3) KNOW YOUR LIMITS, AND BREAK THEM

Its usual to think that you can't do something, but the only way to know is to trying out!
Listen to your toxic trait that push you off your bounds.
Every single death is knowledge. You must keep trying and pursuing your aims, it doesnt matter if they are big or 
small, if the slightliest chance to acomplish it exists, then you are obligated to try. And remember:
• Always pack life scrolls
• Use hp pots when needed
• Dont be lame, use buffs!
• if you can't alone grab a minion


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Thanks for reading and reaching here!

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:ah:It’s even more impressive that Alumni is lvl 7 guild and no solid buffs.. one hit from snail and dead.. You did amazin !!! Wish you the best ! Fighting! :bruce:

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