Tree of Savior Forum

Flame wall Vs Flame ground and why?

Im on lvl 170+ i can hit up to 186 or so when im ready.

Since flame ground cant hit flying mobs dose that make wall better at high lvls vs low lvls?

Flame wall is very good with Linker. Without it it’s only good for bosses.

Flame Ground is good but doesn’t need many levels.

‘Fire’ Wall is actually a burst and its a lot better if its level 15, Flame ground however isn’t much its just a filler skill.

If your are Pyro3 then its better.

Im just wiz1/pyro3,chrono ( going fulll )

so without linker its no good?

so is it needed or naw, right now i have it on lvl 5 because i have more points in fire enchant gives me 187 total with my dagger on

@seargxvii

It’s still good take it to 15 if you’re Pyro 3.

Yes. If you can get it level 15 its all good. But it does become extremely good with Linker, just like moises pointed out.

Atm i have

Fireball lvl15
Fire enchant lvl 15
flame ground lvl 5
Flame pilar lvl 10

I don’t think you need to have Fire enchant that high as the scaling is not very good, you can have it around 5 for 100% uptime. You might need to sacrifice some points if you want to get Fire wall to level 15.

Flame Enchant is really bad after lv 6 i think. it hasreally bad scale +2fire damage per lv. at lv 6 it give you 100% up time i think.
(personally i kept it at lv 1, just for attribute.)

imao, either get Fire wall 15 or leave it at 0.
I prefer Flame ground at lv 1, 16 sec is plenty enough.

So should i go with

Fire ball lvl 15
Fire wall lvl 15
Flame Pillar lvl 10
and not sure what to do with the other last 5 points
Fire enchant lvl 5

then just max attributes?

@seargxvii

flame ground 4 hell breath 1

take out fire enchant altogether?

I would leave 3 flame ground 1 for fire enchant probably.

within enchant’s cooldown you can cast 2 passes so you don’t really need further levels

firewall 15 or 14 and just get monster gem to +1 the skill if you want the extra hit count

leave flame ground already as it is
max fire pillar
max fire ball
1 hell breath

Wall is better because it hits flying monsters, also flame ground is extremely dow dmg over time as its really slow dmg.

You will encounter loads of flying monsters elites on higher level 180+, so better to go for that.

What i would do:

  1. max fireball ( ground + flying and best burst skill )
  2. max fire pillar ( bigger area, more dmg, longer cc, better to burst with )
  3. one level in hell breath
  4. fire enchant is my most used skill, i got it on lvl 5 because its on permaentnly then, you can go 1 if you want tho, i would get it already for its debuff attribute
  5. fire wall as much points as possible
  6. anyhting that you got left into flame ground.

Fireball 15
Flame ground 10
Fire wall 9 (CD is the main reason for not maxing. I prefer 100% upkeep on flame ground and enchant fire in terms of real gameplay though you can skip EF entirely if youd rather min/max a pyro)
Enchant fire 5
Fire pillar 5
Hell breath 1

Fireball 15 (More hit)
FireWall 15 (More hit/tile)
Firepillar 10 (Bigger Pillar)
Hell Breath 1 (They boost a bit the damage in KToS soo …)

Remaning 4 point:
Enchant fire 1-3 (For up time)
Flameground 1-3 (For duration)