If you’re running support, I don’t think Pyro is very good and enchant fire isn’t worth maxing. But I hear that if you are getting Pyro then you should put at least or just one point in it because while it’s not worth investing in, 1 point is enough to make it useful. I think it has something to do with just having an elemental damage attribute.
Take it with a grain of salt. This is only what I heard. I’m not interested in Pyro.
I was under the impression Enchant Fire worked like Sacrament, and only triggered the additional attack during auto-attacks. This would make it great for an auto-attack build using high crowd control and Quicken, or as a support skill, but little else, unless I am mistaken concerning its mechanics. I hope I am.
There is more to consider in @Tsuyucchi’s screenshots than the displayed damage numbers.
I think INT and STR are important for optimizing damage, but their usefulness waxes and wanes with the build you choose. STR plays a particularly important role in many swordsman builds due to attack speed and x% bonuses from certain skills/attributes. The importance of INT also depends on your build. If you are going for a slow-casting big-hitter, INT might play a smaller role in your damage, because you are dealing damage more infrequently. Then, there are the wizard builds that spam spells: these builds, such as a staple pyromancer, benefit the most from INT bonuses, because of either the ability to spam certain spells, or the damage-over-time features those spells have.
If you are looking to spam your spells, I wouldn’t rule out INT. Even a small amount can go a long way. If you find SPR was the limiting factor before, you should definitely find a balance there, but remember: 83.6 extra damage might not seem like a lot, but when the damage is spammed, or used with a damage-over-time skill, the numbers ramp up fast.
ok, its just that i wanted something unique and a full spr build sounded intresting. at least in the first cbt i could spam lots of skills and i would last longer in the field since i didnt have to get out to recover mp. what about 3 spr 1 int? and a gear base on int?
3:1 works if the main skill focus is on Hell Breath, but it unfortunately undermines the rest of the pyromancer skills. If Hell Breath is @Meelord’s main damage skill, no amount of SPR will really help. Regen is quite low in this game, even when you build for it. All the other pyromancer skills lend themselves towards a greater focus on SPR, due to spam and duration damage, but Hell Breath is the one skill that doesn’t fit that mold. Honestly, I am not a big fan of the skill. It seems to work against the rest of the pyromancer skills.
The only time I would consider building for Hell Breath is if I went Wizard>Pyro>Pyro>Pyro>etc…
This would let you pick up another high-DPS class somewhere in rank 5 and/or 6 that could compliment Hell Breath.
Personally, I’d go Psychokino and Necromancer and build for 2 INT :1 SPR. Psychokino offers Psychic Pressure: a similar skill with higher MP consumption, but a shorter cooldown. Psychokino also opens up some great mobility. Necromancer gives Flesh Hoop, which is a great bonus to damage, and a touch of damage mitigation. Summon Shoggoth is great here, because INT and SPR both improve its damage and HP respectively. You can see my build here:
I left 3 skills undecided. You can save them to increase your skills for Necromancer’s 2nd circle, or invest them in whatever you like. If, instead, you wish to focus on the other Pyromancer skills, with a touch of crowd control from cryomancer or chronomancer, a 3:2 or 4:3 ratio would be perfect.
I added Energy Bolt simply because it fit the concept of the build, thanks to overheat. Personally, I prefer Earthquake as a skill, and if you wanted to use that instead, all the power to you. I probably would too, but I don’t always build with my preferences in mind.
If you like fire ball, go for it. I find it a bit of a wonky skill that requires you to waste time hitting it around the field. Also, the skills I chose in its stead deal duration damage, which combo well with Hell Breath, Psychic Pressure, and Flesh Hoop. Also, because the duration damage skills tend to sit in place for a while, they work really well with Swap. The goal is to stack damage from several skills at once.
If you want a build that works well with Alchemist, you could drop Necromancer for it. This would lower your damage output, but that’s part of the risk when taking any of the crafting classes. I’m sure future class ranks will make up for the damage loss. The build would still be viable without Necromancer.
Cryo is mostly for ice wall. Its a good cc since i dont hve con on the build. and my set will be mostly base around spr and int. also cryo have other spell that freezes the monsters.
do u think it works with other skills? lets say that instead of using ice wall with psy pre for its addicional effect, ill use ice wall+fire ball, ice wall+fire wall, ice wall with fire pilar will it have the same effect also?
Yes. That is actually why I built that build without Cryo. While Ice Wall + Swap is good, it is a CC option, not DPS. I built the High DPS Wiz I posted above to combo Swap with Flame Ground, Fire Pillar, and Fire Wall. Basically, you prep your skills to stack your DPS, swap them into it, put your Flesh Hoop up, and Teleport beside them so the Flesh Hoop deals them damage, and then start using either Hell Breath or Psychic Pressure. Meanwhile, your Shoggoth is busy breaking face, too.
EDIT: If, instead, you want a CC build, I made one a while back in this thread:
Note: Move 3 points from Summon Raise Dead and 1 point from Corpse Tower and put them into Flesh Hoop, if you want to maintain a summoner focus. Alternatively, you can drop Necromancer and Summoner, and replace them with Elementalist 2x, or Pyromancer 2x. I would go Elementalist, and stack high damage, long cooldown spells with my low damage, spammable CC.