You don’t go Necro C1 for its damaging skills, unless you’re a Linker.
Necro C1 is an option for Pyrokino builds because of Dirty Pole alone.
One of the major problems with PP + Fireball combo is the fact that Fireball gets pushed forward with each PP pulse. There are ways to mitigate this negative effect, but they are quite inconvenient/annoying:
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You can curves the Fireballs around you by getting in an appropriate diagnol position from the fireballs with them slightly behind you and using PP while slowly rotating the control stick per pulse. This can get you 4-5 more pulses than normal, before the Fireballs are outside of PP range.
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You can also simply push/set/swap Fireballs near a wall and PP them into the wall, but doing so reduces the number of potential targets you can hit with the pulses, and vastly limits where you can do the PP + Fireball combo, especially in wider areas.
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If you have access to Joint Penalty, you can link Fireballs away from each other and try to pulse the main linked Fireball with the others. This can keep Fireballs that are linked together from drifting too far away from PP. However, you’re always limited by link-hits and the number of targets that can be linked, which means Linker C2/C3 is necessary, a steep 2-3 circle investment to keep a decent quantity of Fireballs in place as opposed to Cryo C1 or Necro C1
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Cryo C1 is good, but is gated by a 65 second cooldown and 15 second duration. Assuming you have the opportunity to use PP off cooldown, it means having to wait 40 more seconds, where you could have cast PP again and had it on cooldown for another PP attack during the time you’re waiting for Ice Wall.
Dirty Pole offers a 100% uptime obstacle, which allows a Pyrokino more options of where to kill other grounded mobs on a map instead of simply relying on walls, steeper Linker investments, and/or Ice Wall’s 23% uptime.
Also, if Dirty Pole magnifies Fireball and/or Icewall missiles, that would be an additional reason to go Necro C1… but I am skeptical of whether or not it does magnify missiles generated from Fireball and/or Icewall.
Edit: I am not trying to say Cryo C1 is a bad option. Cryo C1 is still good and can help gate off enemies from accidentally burning Fireballs out. By the time Icewall is off cooldown, most of the Fireballs cast before Icewall was cast will be gone, and I’d assume no Fireballs are being generated during the Icewall duration to maximize its uptime. Since Icewall has a long cooldown, you could generate some Fireballs while its down (at least 4, and then +3-6 with duplicate). Assuming at least Pyro C2, relying on Cryo C1 while keeping Fireballs from being expended requires patience for Icewall to be active. After Icewall ends, you should expend the Fireballs within 8 seconds before generating new ones to maximize damage.