Author Topic: Sorryz fer burnin' yer waffle! [Pyromaniac Guide]  (Read 82351 times)

Deathlyone

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Welcome Young Masters of Fire Magic

First of all, you must meet these requirements to join our ranks.

Charms :

Pyromaniac's Sigil
(Target enemy with the highest HP)
76 Magic
Break Focus
Mark: Intensity mark
Price: 10k for 5

Immolation
29 Magic
54 Magic
over 6 turns
Mark: Perseverance mark
Price: 10k for 5

Firewall
94 ward
+28 to next magic
Mark: Faith mark
Price: 6k for 2

Play with Fire
+75 to next magic
Lose 18 Life over 6 turns
Mark: Leadership mark
Price: 6k for 2

Manastorm
(Target all allies)
+12 to target's magic (ongoing)
(Target all enemies)
+6 to target's magic (ongoing)
Mark: Unity mark
Price: 4k for 1

Ignite
Destory 72 ward, target
lose life equal to amount destoryed
19 magic
Mark: Harvester Insigina
Price: 5k for one

Blazing Inferno
20 Magic
[If target's ward is 0]
70 Magic
Mark: Alchemist Insigina
Price: 10k for one

Rain of Fire
(Target all enemies)
40 Magic
Mark: King Insignia
Price: 15k for one

Soul Combustion
+25 to next magic and 1 spirit on self each time you play a fire rune in the next 8 turns
MarkLife Insignia
Price20k for one


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Strategies :

 Main Pyromaniac's Non-Class Charms :
 
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Useful Items to Have

List of useful charms for Pyromaniacs/Uprising Pyromaniacs:

Energy Wave
+94 to next magic
+24 to target's next melee
+24 to target's next magic

Requires Level 42
Empowerment (R3)


Energy Wave is creatable charm from drops in A Cure

Fire Catalyst
+ 6 magic ongoing
+18 to next magic
Requires Level 24
109 Dex   142 Pow
Fire (R2)


Fire Catalyst is a craft in Night Tear.

Martyrdom
Lose 16 Life
+66 to next magic
over 6 turns
Requires Level 27

Martyrdom is rare from Tomb of Sheypar, good for its level and is a lot like Mana Surge a PvP charm.

Any of the Fire charms from the PvP stores are great also, thought I would add this in :D

Blue Dragon Bone
1 extra action
Lose 30 Ward
+18 to next magic
Requires Level 23
70 Dex
 Quickness (R1)

Blue Dragon Bone one of my favorite charms because it goes great with any magic card, plus its an extra action so it doesn't take a turn for this buff to be active unless it rolls into another buff, but that is just fine  ;D

Mana Poisoning
+126 to next magic
-18 to magic (ongoing)

Requires Level 42
402 Power
Burst Rank 2

Mana Poisoning drop from [King of no man], fight one, a great charm, but a huge draw back.

Spread Flames
30 Magic
(if last rune used was fire)
45 Magic

Spread Flames is an amazing card when you have a lot of fire oriented cards in your deck (which you will if you are a Pyro ;))

Erythic Flames
(target all allies)
+67 to next magic
(target all enemies)
+35 to next magic
Requires Level 42
367 Power
280 Intellect
Fire (R4)

Erythic Flames is a very good card, combine this with a rain of fire in a GW with an all Magic group and your enemies are toast.

Icy Winds
1 Extra Action
+5 Magic (ongoing)
Lose 5 Life

Requires Level 34
280 Dexterity
200 Constitution
Frost (R3)
Strengthening (R1)


Icy Winds is a an overall good charm, you get ongoing and an extra action, but the required stats may be a bit difficult to get to because they are the Pyromaniac's dump stats.

Manapulse Elixir
+35 magic (ongoing)
-35 magic (ongoing)
over 7 turns
Requires Level 30

Manapulse Elixir is a charm that works very well in the lower levels, but it comes a time you out grow it when you reach full Pyromanaic and get other, better toys to play with.

Backdraft Flame
83 Magic
[if ward is 0
Lose 30 Life
Requires Level 43
455 Pow    348 Int
Fire (R4)


Backdraft Flameis a very, very nice charm to have in a deck, maybe combine it Embroidered Robe and you won't take a penalty from the charm and maybe you can decrease the effectiveness of another players Blazing Inferno when against another Pyro.

Pyromaniac's Crest
(target enemy with the highest HP)
84 magic
Break Focus

Just an improved version of Pyromaniac's Sigil.

Firebrand
5 magic
25 magic over 3 turns
Requires Level 46
557 Power
426 Int


Firebrand is a charm awarded by the dungeon the Call of Conscience that is pretty solid. 80 damage (75 of which is overtime) is pretty damn awesome. It is a Fire rune, which is a plus for soul combustors. And with the new patch coming out (as of July 14) will make it to where DoTs hit your opponent while they are Ea'ing and not run down the countdown of it, making this deadly charm even more potent.

There are many strategies in the world of Estiah, many not known to me, but I will be constantly updating this guide to benefit you.
« Last Edit: 18:16:15 - 07/17/09 by Deathlyone »
I hate ratings.....

Trepanation

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Re: Hell's Assailants [Pyromaniac Guide]
« Reply #1 on: 03:28:44 - 01/14/09 »
erythic flames should also be in your list.

Ugluk

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Re: Hell's Assailants [Pyromaniac Guide]
« Reply #2 on: 15:09:02 - 01/14/09 »
Icy Winds (magic nightcloak)
Mana Poisoning

Also, and I know this is lame......
My browser at work shows the awesome flaming phoenix picture, but won't display whatever format you used to post the actual pyro charms.  Could you put that part in multicolored text like the other class pages?

Jackb4u3r

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Re: Hell's Assailants [Pyromaniac Guide]
« Reply #3 on: 23:08:07 - 01/14/09 »
Don't know about you guys, but Manapulse Elixir is an amazing charm if you ask me.

Black Hand and Lightning Edge are also great charms, doesn't matter if your opponent uses magic, they have extra actions so you won't lose anything using them.
"It's the disturbance we share between each other."

Ugluk

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Re: Hell's Assailants [Pyromaniac Guide] Under Construction
« Reply #4 on: 14:46:57 - 01/15/09 »
Once you hit Pyro manapulse is essentially useless except in very special circumstances.  It's too risky and the boost is too low.  To match the +72 from PWF you would have to hit on manapulse at least 3 times.

The highest boost from Manapulse is +30 on the turn immediately after playing it, then +25 on the next turn.  That's only 55.  If you hit the third turn too you can get to +75.  Chances are that won't happen though, and you'll be short damage and take longer to get the damage out besides.

Azharh

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Re: Hell's Assailants [Pyromaniac Guide] Under Construction
« Reply #5 on: 15:05:29 - 01/15/09 »
Little advice : red color is not really easy to read, you should use the standard font color instead  ;)

Hellmaster

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Re: Hell's Assailants [Pyromaniac Guide] Under Construction
« Reply #6 on: 18:04:27 - 01/15/09 »
Just an observation. Probably you'll know it but Energy Wave also gives + 24 to next magic ti your opponent. And you should also point that Erythic Flames targets all allies, and gives +24 to magic to all enemies.

Jackb4u3r

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Re: Hell's Assailants [Pyromaniac Guide] Under Construction
« Reply #7 on: 23:17:42 - 01/15/09 »
@Azrarh:
I agree, orange seems pretty good.

@Ugluk:
You probably right, but I usually use it in long lasting battles, like GW or so on. A constant boost of 35 is really helpful when you have the time of course :D :D :D.

@Deathlyone:
Here is a smaller version of the phoenix, it disturbs because it's too big :D :D. If you agree put this one please.

http://img65.imageshack.us/img65/3003/evokethefirewithinbycolhx7.jpg
"It's the disturbance we share between each other."

Ugluk

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Re: Hell's Assailants [Pyromaniac Guide] Under Construction
« Reply #8 on: 15:25:13 - 01/16/09 »
@Jack:
If it was +35 ongoing, I'd be thrilled.  The problem is that it decays each turn.  The first time you could play a damage charm you would only get +30, then +25, then +20, then +15 etc.  The truth is that you could get a little extra out of it compared to Play with Fire, but not a ton and there's a big risk to not get as much benefit.  It's a great charm for a Wizard, but once you get Pyro it becomes much less useful.

@Deathlyone:
Could you copy/paste the layout from the Warlord thread for the class charm descriptions?  They've got more detailed info and it's a little cleaner.  To get their coding just reply/quote/copy.  Orange text is much better!

@All:
I like the big flaming phoenix better.  I miss the statement it makes.  I know it's big and distracting, but we're Pyros; we shouldn't fear the obnoxiously large and bright flames.  8)

Jackb4u3r

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Re: Hell's Assailants [Pyromaniac Guide] Under Construction
« Reply #9 on: 15:42:14 - 01/16/09 »
Doesn't matter to me, I just hate when the slider appears at the bottom ;D.

Anyways Ugluk, I made a huge mistake with manapulse, I just looked over some fights from king of no man and realized the thing about manapulse you just said. I though the whole time that it gives a constant boost of 35, but during 7 turns you get it reduces and then it's back to 35 :o :o. Don't know how I didn't realize that earlier xD.
"It's the disturbance we share between each other."

Ugluk

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Re: Hell's Assailants [Pyromaniac Guide] Under Construction
« Reply #10 on: 15:47:08 - 01/16/09 »
Well, I expect that 2300 rating to go up soon  ;D  Manapulse would have to be a L45 Epic to be giving out 35 ongoing.  That would make pyros way too much fun.

Deathlyone

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Re: Hell's Assailants [Pyromaniac Guide] Under Construction
« Reply #11 on: 17:02:49 - 01/17/09 »
Huge make over is now in effect!
I hate ratings.....

Anderhammer

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Re: Hell's Assailants [Pyromaniac Guide]
« Reply #12 on: 09:29:35 - 01/24/09 »
Are you sure Manastorm gives +12 ongoing magic to all enemies?

Also, thread title is inconsistent with the other class threads. </pedant>

I'm going to be a pyro in 10 hours homg homg homg :D

Ugluk

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Re: Hell's Assailants [Pyromaniac Guide]
« Reply #13 on: 17:26:33 - 01/26/09 »
Manastorm is +12/+6, not +12/+12.

I think the thread title is perfect however.

Jackb4u3r

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Re: Hell's Assailants [Pyromaniac Guide]
« Reply #14 on: 23:06:39 - 01/27/09 »
The title is good, but it could be Sunflare Altar, since that's the "home" of all pyro's.
"It's the disturbance we share between each other."