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[b25] Pyromancers rule!

Posted: Mon May 23, 2011 7:50 pm
by kazak 2
I just had a helluva fun time playing a yeek pyromancer. Seeing that there's not much mention of them on the forum here, I thought I'd share. I'd share a character dump as well if I had one, but I didn't have internet and didn't manage to save a dump before dying, so...apologies.

I tried playing a pyromancer earlier before the changes to wildfire, but it was much better this time. I pretty much just devoted my class points to maxing out the fire trees, spell shaping, and the arcane power talent. Generic points were spent bulking up health, phase door/teleport, and the anorithil's healing talents–-being a yeek, this guy didn't have a ton of health and was pretty fragile.

That said, my ability to kill things was fantastic. The damage stacking together from inferno, fireflash, flameshock, burning wake, flame (etc...) was impressive. Cleansing flames also seems like a great skill, as I was having little problem with diseases or damage shields.

I took on the Master around level 30, after completing all the starter dungeons and the Tempest quest. I was a bit anxious about this one because I only had seven-hundred something life, but it ended up being a joke. The Master ended up spawning pretty near my first room, which didn't really allow me much of a chance to clear the surrounding level in case I needed to phase door or teleport. Apparently, though, the Master's AI has a little quirk–-whenever he got caught in the "flames", he decided to run rather than attack. With pretty much all my attacks leaving a field of fire, the Master just sort of stumbled back and forth not attacking. If I got low on mana, I teleported him away and rested. All said, he only got off maybe two or three shots and never even moved close.

This was maybe my second or third character to successfully survive the ambush. Popped an invisibility rune, laid down all my fire spells, rinse and repeat. Dominant will also helped out with the archers.

As well as this game was going, it ended shockingly abruptly to the unique orc gent at the bottom of Reknor. I think it's Reknor––the dungeon right after Dreadfell. I'm not even sure what happened, but it appeared that in one turn he rushed me from beyond my vision radius and either killed me straightaway, or stunned and killed me. Can he rush and stun in one turn? All I know is that I had full 850 or so life and nothing in sight (with summertide phial and infravision 6), then the next turn he rushes out at me and I die. Admittedly, I was playing it risky by not beefing up defense, armor, or stun resistance.

Still though, it was totally a fun class. I am kinda curious about how to play mages in the far east. Is it pretty much mandatory to max out blur sight or stone skin? This guy was just getting raped by archers and assassins and the like.

Re: [b25] Pyromancers rule!

Posted: Mon May 23, 2011 7:59 pm
by tiger_eye
kazak 2 wrote:All I know is that I had full 850 or so life and nothing in sight (with summertide phial and infravision 6), then the next turn he rushes out at me and I die
Hmm, another reason we should have symmetric line of sight. Let me get back to work 8)

And yes, kazak 2, pyromancers are awesome... as long as you can kill enemies before they kill you :wink: