How To: Pyromancer - A Beginner's Guide To The Class

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Spellbreak
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Spellbreak (2020)
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Guide
Duration: 3:44
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Script:

I'd start by recommending to not use pyromancer until you can hit at least half of you're fireballs. If you start with pyro, you'll get used to making frequent use of the Combust ability (+200% / x3 aoe) rather than actually hitting. Your fireballs when not using pyro are going to suffer if you do. You want that extra splash damage to be a bonus, not your crutch. Try using something like Tempest or Stoneshaper to begin with.

Firefly can be handy to keep momentum going, get a better angle on opponents, or save your hide from falling in the fracture. It's not the BEST class movement ability, but it can help in some situations. If you're fighting a stone user, you can jump into the air, drop the wall beneath you, and flick your camera upwards so you can get more height and take less damage. If your wall's been tainted with toxic, it's now dragonfire. You'll still benefit from firefly if it's your wall, but you'll also take a tick of 20 damage (df tick damage) and be ignited. So keep an eye out for that. People can also extinguish your walls with wind or frost, so don't place them too far ahead if you plan on taking off.

Pyrolysis is handy, but only really useful if you can drop a wall on someone. It doubles the damage dealt by the wall itself for 2 seconds, and you can tell when it's active because of it's distinct blue flame. Knowing the range you can reach with it would be very helpful, since you could just drop it at your reticle's location and keep most of your momentum. Otherwise, you'll be grounded or stationary in air. You could try and place it so that retreating/S-keying players would just walk right into it. Basically, practice your wall drops so you can upkeep most of your movement.

Conflag I found to be pretty disappointing because it isn't common to have one of the extra fireballs that spawn to hit, and even rarer for 2 to hit. If you're lucky and you're dropping a toxic cloud, but it's too far from your main fireball's puddle to ignite it, one of the conflag balls could help you out.

Good secondary gauntlets to carry are toxic, stone, and frost if you're feeling spicy. If you want to run 3 gauntlets, I'd recommend choosing 2, keeping your fire on your right hand, and being able to swap between your secondaries depending on the engagement. If you're within licking distance (some call it melee distance), I'd recommend using toxic/stone or wind if you'd prefer, but the combust splash will damage you too.

As for equipment, I'd say it's really down to the player's preference and play style. If you're good at aiming sorceries, maybe go for a scribe/quickening, or behemouth/slayer if you've better spell aim. I don't think wander amulets are worth more than quickening for pyromancers in my opinion, especially because fire isn't very mana friendly, so you could run out quick. But again, it's down to player preference. For belts, I usually go for what offers me more rune charges, so I can make use of them more often. As for boots, my optimal progression is scribe, behemouth, then slayer. But use what's best for your play style.

Rune wise, I'm particular to dash, but shadowstep, springstep, and even featherfall are viable. The first 3, you'd use as you'd expect. With featherfall, it's sort of used the same way that tempest players maintain height and shred opponents with wind from above. Basically, you cast featherfall, and rain fire from above. Conflag seems to be pretty potent doing this. Some people in the community have taken to calling this the AC130 build.

Overall, pyromancer is a pretty new player friendly class and very forgiving for poor aim.







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