Pepsi Fire and Ice (OUTDATED POST PATCH CHANGES)
Created by Frank Netter on May 12th 2016 (Last Updated: Jun 15th 2017).
This is a public build.
9
-Introduction-
This is the FOURTH version of my guide. WITH RANK8
I didn't really explain things in the first version of my guide. But I've decided to turn it into a real guide. Since so many people are interested in it.
"But Netter! This build is shitty!"
Nope. It's not shitty. It's better than a cryo3 sorc, and just as good as good as a cryokino. AND, unlike those shit con builds where you're useless to everyone you party with outside of pvp. This fire/ice build can solo level.
Pyromancer is one of the most painful wizard classes. It can dish major damage to any enemy unwise enough to stand in one place, or unlucky enough to be forced to stay in place. Cryomancer is a joke in terms of damage. But what cryomancer offers in pvp for psychokinos, it gives just as well, to pyromancers. The CC that cryomancers can do are not to be taken lightly.
In pvp, your enemies run around and do whatever they wish. when you have cryomancer in your build, you can snow roll them all up, and flame em all up.
Trap your enemies in ice, make them helpless. THEN MELT THEM WITH FIRE.
This build is so good with AGNY. Pryomancers have great damage and it's very synergistic with cryomancer.
Table of Contents:
Introduction
Stats
Gears
Friends & Enemies
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-Skills-
(An explanation of skills)
Wizard-
{Energy Bolt} - This will be your bread and butter for the early levels. It's pretty bad, but it's the best damage skill until you're a pyromancer.
{Lethargy} - You take this so you can give your mace-wielding teammates double damage (with an attribute).
{Sleep} - Max this skill. It will save your life. Before a nerf, it used to be way overpowered. It's still good though.
{Earthquake} - If you spam this your partymates will hate you. Use it situationally to push enemies away.
Pyromancer-
{Fireball} - A great skill. You can consider maxing it. But melee classes will smack the fireballs out of the way. You can use this to your advantage, but most of the time it will be a nuisance.
{Firewall} - A fantastic skill that you probably will not take. It's really good when you have joint penalty. It's very mediocre without it.
{Enchant Fire} - Situationally useful. Gives you an additional hit, like cafrisun or sacrament. You probably want lvl5 or lvl6 for when you party with chaplains.
{Flame Ground} - A great skill that sadly doesn't work with flying monsters. If it did, we'd max this.
{Fire Pillar} - The highest burst damage in the pyromancer kit. It's not super reliable. It only casts right in front of you. This can be incredibly frustrating when bosses knock you back while you cast.
{Hell's Breath} - Very high base dmg. But it's an sp sucker. No problem if you continually chug sp pots while using chapparition card. I would not get this abilitity if you do not plan on chugging sp pots.
Note: I left 5 extra ability points for fireball or flame ground. It's up to your personal preference where you add the last 5. fireball does more total damage, but it's also less reliable. flame ground gets a lot better as you level it up, but it doesn't last quite as long.
Alternatively, you can ignore hell's breath altogether, and put its points in flame ground and fireball.
Cryomancer-
{Ice Bolt} - It's a good skill. But we aren't going to take it, cause ice pike is better, and doesn't have any casting time. If you really want to though, you can.
{Ice Pike} - It's a good skill. Good range. Overheat 2. Very reliable. Deals fantastic dmg if you have rune of ice.
{Ice Wall} - This is the key to the best burst damage in the game. It is incredible damage if you're with a runecaster and you have someone to shard your wall. (Psychokino, Linker, or Monk). You can also deny areas with this skill.
{Ice Blast} - It's a bad skill, but does very good damage to frozen enemies. It can be worth getting lvl1. But you can also skip it.
{Subzero Shield} - This used to be an extremely overpowered skill before getting nerfed. It's still good against melee classes though. Definitely max it.
{Gust} - Same with ice blast. Except it pushes the enemies. Ice blast is probably slightly better in most situations (but not all)
{Snow Rolling} - KATAMARI DAMASHI. roll enemies into a bunch and kill them. Remember you can still get hit while you're rolling enemies. You are not invulnerable. Invisible archers will murder you.
{Frost Pillar} - Put down a tree that magnetizes all the enemies. It's good set up. But its cooldown is way too long, so it's not nearly as good as jointpenalty /hangman's knot. It's a very very good pvp skill.
Sage -
{Portal} - Teleport you and your friends a far distance. It'll be useful. Get it.
{MicroDimension} - THIS IS WHAT MAKES YOUR PYROMANCER DMG EVEN BETTER. GET GET GET
{Ultimate Dimension} -
Blink} - Teleport a short distance. Wow. You need this.
{Missile Hole} - This is the second reason we take sage. Everything else is just a bonus. It protects you against missile attacks. Something that's a problem while you are activating your cryomancer crowd control skills.
(Alternative Classes)
Runecaster is an alternative to sage. It's hard to justify getting runecaster. but there are situations where it WILL be a better choice.
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-Stats-
(How do I allocate my stat points?)
There are several different stat philosophies. All Con. All Int. 1:1 or 3:1
All Con - You'll need fantastic equips. If you want to do great dmg. Not recommended if you plan to try on maximising agny multipliers.
All Int - It's now pretty viable given all the new armor we have. But you have to be careful. And you also have to have great armor.
1:1 - (1int:1con) This is an okay build for the lazy. You'll be quite tanky and do good damage, but you'll never truly excel.
3:1 - (3int:1con) This unlocks the true potential for this build. High damage under high crowd control. You just need enough hp to not get one shot killed. Once you have the enemy under crowd control, there's very little chance for them to escape.
-Gears-
(What gears should I get?)
lvl 1-40 - Any rod or staff will do. Deathweaver rod is the best. But it doesn't really matter. Five hammers with 5 blue gems is pretty good too.
lvl 75-119 - Any one handed rod + arde is the way to go. All you need is any cheap rod. Save your money for an Arde. If you don't have an arde yet, you can still use staffs.
lvl 120-169 - You'll definitely want arde by now. Get it if you can.
lvl 170-219 - Any cheap rod will do. But catacomb club and ignition are nice to have if you somehow have the money to burn. You can also upgrade to karacha.
lvl 220-XXX - If you were using the five hammer with 5 blue gems, you can ditch it around now. Use a Superior corona rod or artie snake rod. If you got ignition or cata club, you can stick to that for a long time as well.
-Friends & Enemies-
(Who do I party with?)
Friends
Healers
Tanks
Thaumaturge
Enemies
Scout
Elementalist
Pyschokino
(more to come later)
Rank 1
Wizard |
5 / 5 3 Energy Bolt: Enhance Type: Passive * Increases the damage dealt on an enemy with [Energy Bolt] by 0.5% per attribute level * +10% added damage at maximum level Wizard 1st Circle required Energy Bolt: Additional Sleep Damage Type: Active * Deals additional damage equal to 40% of magic attack per attribute level when attacking an enemy under [Sleep] with [Energy Bolt] * Increases SP consumption by 10% Wizard 1st Circle required Energy Bolt [Magic] Gather powerful magical energy and launch it towards an enemy. Level 5: Attack: 133% x 2 AoE Attack Ratio: 1 SP: 22 Type: Magic / Attack Cooldown: 9s 1 / 5 Lethargy: Strike Speciality Type: Active * Enemies affected by [Lethargy] receive 10% additional damage per attribute level with [Strike] attacks * Increases SP consumption by 10% Wizard 3rd Circle required Lethargy: Tile Speciality Type: Active * Magic circle damage on enemies afflicted with [Lethargy] increases by 3% per attribute level Wizard 2nd Circle required Lethargy Makes an enemy lethargic. Level 1: Physical attack -1% Magic attack -1% Evasion -5 Damage from magic circles +20% [Lethargy] Duration 20 sec SP: 13 Type: Magic / Buff Cooldown: 20s 5 / 5 Sleep: Dream Eater Type: Active * Limit of attacks of [Sleep] decreases by 80% (min. 1 time) * Enemies affected by [Sleep] will receive 200% damage from Non-Property and Psychokinesis magic attacks Sleep Lv6, Wizard C2 required Sleep Makes an enemy fall asleep. The enemy awakens once you've reached your limit of attacks. Level 5: [Sleep] Duration: 7 seconds Attack Threshold: 5 SP: 30 Type: Magic / Buff Cooldown: 25s 1 / 5 3 Earthquake: Enhance Type: Passive * Increases the damage dealt on an enemy with [Earthquake] by 0.5% per attribute level *+10% added damage at maximum level Wizard 1st Circle required Earthquake: Remove Knockdown Type: Active * Removes knockdown of [Earthquake] Increases SP consumption by 10% Wizard 1st Circle required Earthquake [Magic] - [Earth] Inflicts damage on an enemy by creating a powerful earthquake in front of you. Level 1: Attack: 266% AoE Attack Ratio: 4 SP: 16 Type: Magic / Attack Cooldown: 17s Element: |
Rank 2
Pyromancer |
5 / 5 5 Fireball: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fireball] by 0.5% per attribute level *+10% added damage at maximum level Pyromancer 1st Circle required Fireball: Burn Debuff Type: Active * Enemies hit by [Fireball] have a 10% chance per attribute level to receive flame damage for 5 seconds *[Burn] damage is based on character's INT * Increases SP consumption by 30% Pyromancer 1st Circle required Fireball: Residual Heat Type: Active * Increases duration time of [Fireball] by 1 second per attribute level * Increases SP consumption by 10% Pyromancer 2nd Circle required Fireball [Magic] - [Fire] Summons a fireball at the targeted area. Enemies that touch the fireball will receive Fire damage. [Fireball] will not hit the same enemies twice. Up to 5 fireballs can be summoned. Level 5: Attack: 466% Duration: 10 seconds SP: 45 Type: Magic / Attack Cooldown: 8s Element: 5 / 5 Enchant Fire: Decreased Fire Property Resistance Type: Active * Decreases Fire property resistance of nearby enemies by 10 per attribute level for 5 seconds when [Enchant Fire] is used * Increases SP consumption by 10% Pyromancer 1st Circle required Enchant Fire Temporarily grants Fire property to your attacks. Level 5: Additional Fire Property Damage: +50 Property Additional Attack: +0 Duration: 300 seconds SP: 52 Type: Magic / Buff Cooldown: 110s Element: 5 / 5 Flame Ground: Enhance Type: Passive * Increases the damage dealt on an enemy with [Flame Ground] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 1st Circle required Flame Ground: Diffusion Type: Active * Enemies in range of [Flame Ground] become afflicted with [Heat] * Fire property resistance of enemies afflicted with [Heat] decreases by 50 * Enemies afflicted with [Heat] can be attacked with [Flare] * Increases SP consumption by 10% Pyromancer 2nd Circle required Flame Ground [Magic] - [Fire] Creates a magic circle of flames around you. Deals continuous flame damage to enemies within the magic circle. Level 5: 135% attack per 0.5 sec Duration 8 sec SP: 85 Type: Magic / Attack Cooldown: 25s Element: |
Rank 3
Pyromancer |
10 / 10 5 Fireball: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fireball] by 0.5% per attribute level *+10% added damage at maximum level Pyromancer 1st Circle required Fireball: Burn Debuff Type: Active * Enemies hit by [Fireball] have a 10% chance per attribute level to receive flame damage for 5 seconds *[Burn] damage is based on character's INT * Increases SP consumption by 30% Pyromancer 1st Circle required Fireball: Residual Heat Type: Active * Increases duration time of [Fireball] by 1 second per attribute level * Increases SP consumption by 10% Pyromancer 2nd Circle required Fireball [Magic] - [Fire] Summons a fireball at the targeted area. Enemies that touch the fireball will receive Fire damage. [Fireball] will not hit the same enemies twice. Up to 5 fireballs can be summoned. Level 10: Attack: 571% Duration: 10 seconds SP: 69 Type: Magic / Attack Cooldown: 8s Element: 10 / 10 Flame Ground: Enhance Type: Passive * Increases the damage dealt on an enemy with [Flame Ground] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 1st Circle required Flame Ground: Diffusion Type: Active * Enemies in range of [Flame Ground] become afflicted with [Heat] * Fire property resistance of enemies afflicted with [Heat] decreases by 50 * Enemies afflicted with [Heat] can be attacked with [Flare] * Increases SP consumption by 10% Pyromancer 2nd Circle required Flame Ground [Magic] - [Fire] Creates a magic circle of flames around you. Deals continuous flame damage to enemies within the magic circle. Level 10: 165% attack per 0.5 sec Duration 8 sec SP: 139 Type: Magic / Attack Cooldown: 25s Element: 5 / 5 Fire Pillar: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fire Pillar] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 2nd Circle required Fire Pillar [Magic] - [Fire] Summons a pillar of fire to inflict damage on enemies. Level 5: 157% Attack per 0.5 seconds Duration: 10 seconds SP: 67 Type: Magic / Attack Cooldown: 30s Element: |
Rank 4
Pyromancer |
15 / 15 5 Fireball: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fireball] by 0.5% per attribute level *+10% added damage at maximum level Pyromancer 1st Circle required Fireball: Burn Debuff Type: Active * Enemies hit by [Fireball] have a 10% chance per attribute level to receive flame damage for 5 seconds *[Burn] damage is based on character's INT * Increases SP consumption by 30% Pyromancer 1st Circle required Fireball: Residual Heat Type: Active * Increases duration time of [Fireball] by 1 second per attribute level * Increases SP consumption by 10% Pyromancer 2nd Circle required Fireball [Magic] - [Fire] Summons a fireball at the targeted area. Enemies that touch the fireball will receive Fire damage. [Fireball] will not hit the same enemies twice. Up to 5 fireballs can be summoned. Level 15: Attack: 676% Duration: 10 seconds SP: 93 Type: Magic / Attack Cooldown: 8s Element: 14 / 15 Flame Ground: Enhance Type: Passive * Increases the damage dealt on an enemy with [Flame Ground] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 1st Circle required Flame Ground: Diffusion Type: Active * Enemies in range of [Flame Ground] become afflicted with [Heat] * Fire property resistance of enemies afflicted with [Heat] decreases by 50 * Enemies afflicted with [Heat] can be attacked with [Flare] * Increases SP consumption by 10% Pyromancer 2nd Circle required Flame Ground [Magic] - [Fire] Creates a magic circle of flames around you. Deals continuous flame damage to enemies within the magic circle. Level 14: 190% attack per 0.5 sec Duration 8 sec SP: 182 Type: Magic / Attack Cooldown: 25s Element: 10 / 10 Fire Pillar: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fire Pillar] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 2nd Circle required Fire Pillar [Magic] - [Fire] Summons a pillar of fire to inflict damage on enemies. Level 10: 200% Attack per 0.5 seconds Duration: 10 seconds SP: 106 Type: Magic / Attack Cooldown: 30s Element: 1 / 5 Hell Breath: Enhance Type: Passive * Increases the damage dealt on an enemy with [Hell Breath] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 3rd Circle required Hell Breath: Knockback Type: Active * Enemies hit by [Hell Breath] have a 10% chance per attribute level of being knocked back * Increases SP consumption by 30% Pyromancer 3rd Circle required Hell Breath [Magic] - [Fire] Attack by continuously fuming fire towards enemies. Deals continuous flame damage to enemies. Likely to receive additional Fire damage for a while. While casting Hell Breath, you receive melee block effect. Level 1: Attack: 169% per 0.3 seconds SP consumption: 29 per 0.5 seconds Consumes #{SpendItemCount}# Pyrite SP: 0 Type: Magic / Attack Cooldown: 40s Element: |
Rank 5
Cryomancer |
5 / 5 3 Ice Pike: Enhance Type: Passive * Increases the damage dealt on an enemy with [Ice Pike] by 0.5% per attribute level * +10% added damage at maximum level Cryomancer 1st Circle required Ice Pike [Magic] - [Ice] Create ice spikes from the ground in a line to inflict damage. Has a chance of freezing enemies. (Cannot freeze Boss Monsters, 10% chance of freezing in PVP) Level 5: Attack: 454% [Freeze] Duration 5 sec SP: 56 Type: Magic / Attack Cooldown: 20s Element: |
Rank 6
Cryomancer |
10 / 10 Ice Wall: Duration Type: Active * Increases duration of [Ice Wall] by 10 seconds Cryomancer 3rd Circle required Ice Wall Creates a wall of ice that confines an enemy with a chance of freezing nearby enemies. Level 10: Attack 0 Ice Wall count 11 [Freeze] Duration 5 sec Ice Wall duration 15 sec SP: 100 Type: Magic / Attack Cooldown: 65s Element: |
Rank 7
Cryomancer |
10 / 15 3 Ice Pike: Enhance Type: Passive * Increases the damage dealt on an enemy with [Ice Pike] by 0.5% per attribute level * +10% added damage at maximum level Cryomancer 1st Circle required Ice Pike [Magic] - [Ice] Create ice spikes from the ground in a line to inflict damage. Has a chance of freezing enemies. (Cannot freeze Boss Monsters, 10% chance of freezing in PVP) Level 10: Attack: 556% [Freeze] Duration 5 sec SP: 85 Type: Magic / Attack Cooldown: 20s Element: 15 / 15 Ice Wall: Duration Type: Active * Increases duration of [Ice Wall] by 10 seconds Cryomancer 3rd Circle required Ice Wall Creates a wall of ice that confines an enemy with a chance of freezing nearby enemies. Level 15: Attack 0 Ice Wall count 16 [Freeze] Duration 5 sec Ice Wall duration 15 sec SP: 130 Type: Magic / Attack Cooldown: 65s Element: 10 / 10 Subzero Shield: Duration Type: Active * Increases freeze duration of [Subzero Shield] by 0.5 seconds per attribute level * Increases SP consumption by 20% Cryomancer 2nd Circle required Subzero Shield: Counterattack Enhance Type: Active * While equipped with a shield when [Subzero Shield] is active, there is an increase in counter-attack damage based on your shield's defense * Counter-attack damage is enhanced by 50% per attribute level * Increases SP consumption by 10% Cryomancer 2nd Circle required Subzero Shield Create a curtain of ice for defense. Inflicts damage after blocking enemy attacks and has a chance of freezing enemies. Level 10: Duration: 45 seconds Chance to [Freeze]: 60% [Freeze] Duration: 3 seconds SP: 75 Type: Magic / Attack Cooldown: 45s Element: 5 / 10 Snow Rolling: Enhance Type: Passive * Increases the damage dealt on an enemy with [Snow Rolling] by 0.5% per attribute level * +10% added damage at maximum level Cryomancer 2nd Circle required Snow Rolling [Magic] - [Ice] Ride on an enormous snowball and crush any enemies in your way. Level 5: Attack: 409% Number of targets 15 Duration: 8 seconds SP: 72 Type: Magic / Attack Cooldown: 50s Element: 5 / 5 Frost Pillar: Enhance Type: Passive * Increases the damage dealt on an enemy with [Frost Pillar] by 0.5% per attribute level * +10% added damage at maximum level Cryomancer 3rd Circle required Frost Pillar [Magic] - [Ice] Summons a tree of ice on the ground that freezes and damages enemies nearby. Level 5: [Freeze]Attack: 124% Ice Tree Duration: 10 seconds Consumes #{SpendItemCount}# Cryorite SP: 70 Type: Magic / Attack Cooldown: 45s Element: |
Rank 8
Sage |
1 / 5 Portal: Extra Slots Type: Passive * Increases portal slot number by 1 per attribute level Sage 1st Circle Required Portal Memorize your current location or create a portal for you or your party members to be able to use. If a location is being saved, it records the coordinates of your current position before going on cooldown, you must wait for the cooldown to end before you are then able to open a portal. Level 1: Saveable Portals: 3 Portal Cooldown: 30 minutes Portal Duration: 15 seconds SP: 0 Type: Magic / Attack Cooldown: 0s 1 / 5 3 Micro Dimension: Enhance Type: Passive * Increases the damage dealt on an enemy with [Micro Dimension] by 0.5% per attribute level * +10% added damage at maximum level Sage 1st Circle Required Micro Dimension: Duplicate Type: Active * Doubles ally installments and summons within the range of [Micro Dimension] * Cloned targets will not be further duplicated * Increases SP consumption by 50% Sage 1st Circle Required Micro Dimension: After Effects Type: Active * Micro Dimension damage hits 1 additional time when compressed space expands after 1.5 seconds, dealing damage to enemies nearby and yourself * Increases SP consumption by 50% Sage Circle 2 Required Micro Dimension Distorts the space into a small size to deal damage to enemies. Level 1: Attack: 1679% SP: 187 Type: Magic / Attack Cooldown: 35s 1 / 5 Ultimate Dimension: Enhance Type: Passive * Increases the damage dealt on an enemy with [Ultimate Dimension] by 0.5% per attribute level * +10% added damage at maximum level Sage 1st Circle Required Ultimate Dimension: Confusion Type: Active * Grants [Ultimate Dimension] a 5% chance per attribute level to confuse the enemy for 8 seconds * Increases SP consumption by 10% Sage 1st Circle Required Ultimate Dimension: Enlarged Magic Circle Type: Active * Increases range of ally magic circles within the range of [Ultimate Dimension] by 10% * Increases SP consumption by 50% Sage 1st Circle Required Ultimate Dimension: After Effects Type: Active * Enemies hit receive additional property-less damage every 0.5 seconds for [Attribute Level * 1 seconds] * Increases SP consumption by 50% Sage Circle 2 Required Ultimate Dimension Distorts the space into a large size to deal damage to enemies. Level 1: Attack: 482% Duration: 1.5 seconds SP: 264 Type: Magic / Attack Cooldown: 40s 5 / 5 Blink: Duration Type: Active * Increases [Blink]'s apparition duration by 1 second per attribute level * Increases SP consumption by 10% Sage 1st Circle Required Blink Leave behind an apparition on your location and you get teleported randomly to a different place. The apparition remains for a period of time and receives damage from the monsters in your stead. Level 5: Apparition Duration: 10 seconds SP: 337 Type: Magic / Attack Cooldown: 19s 5 / 5 Missile Hole Decreases damage received from missile attacks and magic projectile attacks for you and your party members. Reduces each attack received by 3 hits. Level 5: Duration: 60 seconds Number of Blocks: 16 SP: 287 Type: Magic / Attack Cooldown: 60s |
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Comments (38)
I'm currently using this build, and I love it I'm only at the 1wiz 3 pyro 1 cryo part. But honestly I have no trouble soloing a mersenary dung or level 80 dun when I'm level 100.
My one question is why no str for crit dmg or crit chance? Is it because it's not needed or can't be done? Because as were a multi hit character with all that CC dmg per second would crit dmg and crit chance make this OP? I'm currently doing the 3int -1con more like 4 int - 1 con lol
Well. Ask yourself, why do you want to play this class?
Because you want the power of fire and ice in your fingertips.
You have access to subzero shield reflect, and you have frost pillar.
You have fireballs and flame ground. AND snow rolling.
And you also have ice pike and ice wall.
I think it's a formidable build. It might not be meta. But it's definitely viable.
Besides, What's the difference between a party of:
Pyro3 linker2 (then whatever) + Cryo3 Chrono3 (then whatever)
And
Pyro3 cryo3 (then whatever) + Linker2 Chrono3 (then whatever)
no difference right?
Except. Linker2 doesn't give you damage. Taking linker on your pyro doesn't take advantage of a pyro who has high int. But taking cryo DOES take advantage of it.
And the difference is more noticeable if you're a runecaster instead of sage.
i want to ask something about "Missile Hole" Sage's skill.
This skill can be interrupt or not when I use gravity pole or pyhsic pressure?
Thanks,
Thomas
I've thought about some modification for my playstyle during my way. I would like to focus on some skills only and I want to know your opinion about them.
Wiz c1 :
Lethargy lv 5
Reflect Shield lv 5
Sleep lv 5
(Not taking energy bolt and earthquake coz low dmg)
Pyromancer c3 :
Fireball lv 15
Enchant fire lv 5 (for duration)
Flame ground lv 15
Fire pillar lv 10
(Not quite satisfied with firewall and flare dmg, and i dont really like chanelling move like hellbreath coz i usually move around much during boss fight)
Cryomancer c3 :
Ice bolt lv 1
Ice pike lv 15
Ice wall lv 9
Subzero shield lv 10
Snow rolling lv 5
Frost pillar lv 5
(Not taking ice blast coz low dmg)
wizard
there is no point to get lethargy lvl 5, people get it level 1 for the sake of it's passive. Which works fully at lvl 1. He puts in 2 points more because there is nothing else to put them into. lvl 5 is a waste.
Energy bolt + earthquake give you cc, energy bolt is a aoe push back, and earthquake is a good cc. having both level 1 is better as it actually adds. I do even use energy bolt level 1 on my elemental for the sake of pushing stuff back into my traps. So it's good.
Pyromancer c3.
-Fireball lvl 15 is nice, dmg is solid and good aoe + dot.
-enchant fire 5 good choice constant uptime adds really well for leveling, also adds 50% of it's max effect, later 10 points are not worth it because of that.
- flame ground lvl 15 kinda useless, will do 236 attack and 30 sec uptime, but on lvl 8 it gives you a good 145 attack and 23 sec uptime. which is long enough. anything above 20 sec is long enough specially as the skill can be reapplied every 25 sec, so its still up for about forever. No reason to really push it forwards.
- fire pillar lvl 10 absolute must, best skill for pyro
- fire wall 1, reason why i get fireall lvl 1 is for it's attribute, cast it stand no there = 25 more fire attack
- flare 1, reason for this is, it's still good dmg that fills when you want to finish off a monster. only 1 point you can miss that point without issue's.
- hell breath get it 5 points, it's a really high burst skill, and perfectly usable as either filler or as main dmg push. Once you get your rotation going on a boss jump behind him after a attack and cast the skill, thing will litterly melt bosses. but also large groups of elites which c3 frost pillar at lvl 7 ( with ice staff ) you are good to go. Absolute must.
If you don't like hell breath or want it, no point in even going c3 pyro, move from c2 to something else like kino to add towards icewall burst. Or get rune caster for 300% ice dmg, or warlock for another fire pillar + shield that does when it hits targets.
Cryomancer:
Not sure myself about this myself. but if you get the cryo staff with +2 cryo skill points. what you can do is.
1) ice bolt lvl 1, gives you lvl 3 perm freeze ability which is good
2) ice spike lvl 13, so it ranks to lvl 15 with the staff
3) ice wall lvl 13, same as ice spike so it ranks to lvl 15. Ice wall burst is kinda high to ignore to be honest and the aoe area is nice as instant straight forwards cards.
4) ice blast lvl1 for the sake of filler, which makes it automatically lvl 3
5) gust lvl 1, still works on sharding with ice wall, i'm not sure if lvl 10 would be worth it. It can be a really underrated skill, because at lvl 10 = 12 you will do probably about 1700 dmg on frozen targets which is big. So dunno. for now lvl 1
6) subzero shield, lvl 10 is needed for constant uptime, pick it level 8 tho, as the staff will put it to lvl 10. saves you 2 points
7) snow rolling lvl 3, which makes it lvl 5 good enough.
8) frost pillar 5, which makes it lvl 7. the longer that thing stays the better no matter what. It's a good wy to setup burst on a area or prevent monsters to get out of your hellbreath.
But again not really sure about cryomancer yet. this build that the topic starter made is fun for pvp but lacks heavily in pve in my vision. So much useless skills selected that could have been spend elsewhere.
Thankyou for your detailed reply, I will consider your advice for my future skill build. For now I'm still following frank's build but i'm planning to reset when i reach cryo 3 (i assume i will have more thing to say about this build by that time).
Honestly when I first played this game two weeks ago, I found this old video (https://youtu.be/Gn_O-YeD-Ro). I think that combo is really fun, and when I searched about it , I found that frank's build is the closest one with that vid. Lol
Ah thanks for the video.
I'm making one myself now, but it will take a while so kinda interesting to see what to get and what not.
I think the following combo is interesting.
1) enchant fire ( for auto hit dmg before starting a fight )
2) fire wall ( for dmg buff )
3) icewall ( lock minions / boss up for a while + freezes and dmg. to set up dmg )
4) flame ground
5) fire pillar
6) ice tree to soak boss / monsters into the trap aoe again
7) fire balls
8) hell breath, to push them even more back + massive burst.
Stuff survives in groups or whatever, reapply flame ground + fire balls and roll them up to walk them through it. After that ice spike + enchant fire auto attacks to push new burst again as everything will be off cooldown by then lol.
I really like how ice and fire syncs, got resist monsters boom do the other element without issue's. Fire issue's with ccing? there we got ice for. Ice issue's with dmg? there we got fire for.
Yeah really cant wait to perform that full combo lol. Well, maybe the dps/burst from this build is lower compared with elementalist or that psy pressure build. But i think with lots of cc and fast cooldown offensive skills. this build will do better than them at solo.
If you don't want c3 pyro tho, you can get rune caster for more ice dmg, warlock for another fire pillar or linker to link monsters up and cc them in one spot ( linker is really good ), it also shares dmg with all the other monsters so you can actually stack dmg really well against groups of monsters. It's only limited at rank 1 to 5 monsters that you can link up tho. but it should be enough.
Now I'm on edge for all of them now except warlock .... care to explain more on the buff with rune caster and Pyro C3 ? Thanks in advance
Sorry for the late reaction.
Rune caster gives 300% ice buff, that means 3x more dmg on your ice skill for some time. IT only problem is high cooldown and long cast time. But your ice skills will actually do some decent dmg. This is if you don't want to depend on fire only and also want ice to do some dmg. It also has aoe that is really strong but has a long cast time. So it depends on your playstyle. ( ice buff is a aoe buff so it helps other cryo's also )
Warlock basically has a fire pillar on steriods ( smaller range, long cooldown, high dmg, no monster trapping so hard to get them into it ) It also has a shield that does some dmg.
Warlock pole of agony skill does about 2x the dmg of hellbreath when cast on full duration, while its instant and you can cast other stuff and doesn't cost insane mana.
Pyro rank 3 gets a boost. rank 2 > rank 3 = 50% more dmg on all your skills. ( which is already now )
Rank 3 hell breath gets a massive upgrade 2% mana instead of 3% ( so cheaper ), gives a debuff on monsters that it hits 50% fire weakness ( which makes all your skills do 50% more dmg = big big dmg boost ).
Pyro 3 after the update will do more dmg then warlock, for now warlock does more dmg.
The thing is that is just pyro department, you also got 3 ranks in cryo, so setup dmg with pyro isn't removely a issue as you can pretty much trap large groups of monsters forever. To give a idea.
1) fire pillar = 17 sec cc ( max rank, wil keep it most likely on 5/10 to put points in fire wall = 12 sec )
2) ice pillar = 10 sec ( with audri 12 sec )
3) rolling ice ball = 8 sec ( with audri 10 sec )
So only that is already a good 39 seconds of trapping monsters ( max possible way ). It will give you a easy time to setup your burst without any issue's and makes hell breath a easy to cast skill.
This is also why people that use hell breath as a solo skill, ( walk up to monsters cast it and do almost no dmg + getting cancelled because monsters hit them ) fail hard, as they simple do not understand how to use it. The new update on it will make it far more clear to people that its a combination skill and it shoudl be used as such.
Really curious about it.
Yeah you can take pyro3 cro2 then warlock if you want dmg from firewall
cryo3 if you want crowd control power, which is nice
actually you can.
mana is a problem in this build.
but it is easily solved with putting spr.
spr also defends you slightly from psychokinos
yeah that's a good build too. but one of those skills requires you to have a gud ping for you to lay up the perfect strikes
Not for the person who wants a challenge, you basically freeze them so they cant move, and burn them to a crisp. You'd imagine the fire abilities to melt the freeze, but they do not. they just sit there in the fire frozen burning to death.
I've used this build to farm mobs 9 levels above me with EASE, even medium and large monsters!
here comes the new META! for both pve and pvp/gvg, you are a living god!
I agree with what Jewlius said, go full int cause nothing can hit you when it's frozen!
Allocating stats is super easy. Just full INT for full damage. This kills so fast you don't even need CON.
Probably best to tell all your friends to prepare their buttholes because they'll clench them tight seeing this.
This damage is absolutely insane and you really need to understand the depth this build has to appreciate how strong it is.
Past the early game you're basically a God among men at all times. You only need your basic Rod, no other gear required because your skills and class will carry you forever. I fought Demon Lords in my underwear and a sharpened stick.
Actually, if you die on this build, I highly recommend you uninstall the game because you're honestly not good enough to play anything else. This is unbeatable in PvP because of permanent CC and burst. Hail Kepa.
People have to know that psychokino is going to be nerfed. in fact ktos already released their plans to nerf this build.
this is the new meta and people have to know. especially our guild members
pole of agony is a gud skills
invocation is also a gud skills
theurge is also a gud skills
use only gud skills
lol. take wizard 2 and 3 instead of pryo 1 and 2, if you are going cryo warlock.
you'll like the damage boost from quick cast.
fire wall is real bad if it's not lvl15