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Pyromancer

May 9th, 2016
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  1. Pyromancer
  2. https://sites.google.com/site/treeoftricks/ (not available yet) preview pastebin
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  5. Pyromancers are damage dealers who use fire, mainly in the form of ground-based area of effect attacks. They get off to a fast start and scale well since their attacks deal a large number of hits, which can be enhanced by the magic attack stat or elemental damage on equipment. However, flying mobs can be a nuisance since Flame Ground won't hit them. Pyromancers can be specialized damage dealers, or provide enough damage for higher level support classes. The class is strong at circle 2, which provides a large increase in hits over circle 1, and is very often paired with Linker. It also works well with Thaumaturge. Pyromancers can stack large numbers of multi-hit skills together for massive damage, but enemies can avoid this by moving away, so this class is oriented towards PvE.
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  7. Circle 1 Pyromancers max out Fireball and Flame Ground and lure enemies into the kill zone. They gain stronger autoattacks with Enchant Fire. Remaining points can be dumped into either Enchant Fire or Fire Wall. Fire Wall is weak, but Flare is nearly useless. Their low level attacks expire quickly, so they frequently advance to circle 2.
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  9. Circle 2 Pyromancers put more points into Fireball and Flame Ground, and they gain Fire Pillar, which has a long cooldown but can be stacked on top of the other spells. They're much stronger than circle 1 Pyromancers and have good scaling due to the large number of hits dealt. They usually stop at circle 2.
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  11. Circle 3 Pyromancers acquire access to Hell Breath, which is generally considered underwhelming. They get more points to put into their main attack spells, but they'll probably be better off taking Linker and higher rank damage classes instead. You can take Pyromancer 3 if you just want to stick with the Pyromancer playstyle. The Korean version of ToS is buffing Hell Breath, but it's not clear if the change will apply to international ToS or how effective the change is.
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  13. Pyromancers focus their stat points on Intelligence and add enough Constitution to survive. Intelligence benefits them greatly since each hit dealt benefits fully from it, so their large numbers of hits multiply the effect of Intelligence. SP potions provide enough mana to get by with little or no Spirit.
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  15. Attributes:
  16. Staff Mastery: Fire: Adds 3 Fire property damage (not a separate line) per level while using a staff. Maximum 3 levels. Pyromancers will usually use an offhand dagger with elemental damage, such as the Arde Dagger, instead of a staff since their multi-hit skills benefit greatly from such offhands.
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  20. Skills
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  23. Circle 1
  24. Fireball: Place a ball of fire on the ground, which damages any enemies who touch it. Fireballs deal a number of hits equal to the skill level, so it's necessary to max this skill out. 2 overheat charges and a duration which increases with skill (and is much longer than the cooldown) allow you to have a bunch of fireballs active at once. Stack them together and lure monsters into them. The casting time is nearly instant. The Burn Debuff attribute sounds like a good way to add damage, but it increases Fireball's cooldown, so in practice Pyromancers usually choose not to use that attribute.
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  26. Fireballs are independent objects which can be knocked around using melee c key attacks, so you can send them flying into enemies and position them without getting too close to danger. However, melee party members might knock the fireballs away from the target. Linkers can use Fireballs as a target for Joint Penalty to damage monsters. Fireballs can be picked up by a Cryomancer's Snow Rolling, used as targets for a Psychokino's Swap, or used as soccer balls. If you really want to make sparks fly, use Psychokino's Psychic Pressure, which has a special combination with Fireball. This sprays fire in all directions, dealing heavy damage to enemies, but moves the fireball out of range quickly, so it's very difficult to use effectively. Trap the fireball against a corner or surround it with Ice Wall to keep it within Psychic Pressure range. Due to the complexity of this, Pyro/Kino isn't a common combination.
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  28. Attributes:
  29. Fireball: Enhance: Increases Fireball's damage by 1% per level. Maximum 100 levels.
  30. Fireball: Burn Debuff: Adds a 10% chance per attribute level (up to 50%) to put a 5 second damage over time effect on an enemy. However, this also increases Fireball's cooldown by 8 seconds to a total of 23 seconds, so you probably won't use it. Maximum 5 levels.
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  32. Fire Wall: Summon a wall of fire on the ground which damages enemies and reaches high enough to hit flying monsters. A Fire Wall has a limited number of hits it can deal and no overheat, so it can be exhausted very quickly. Its damage is weak compared to that of Fireball and Flame Ground, so it's an optional skill. You can use spare skill points to get an extra attack and hit flying monsters, but don't expect too much. A high level Fire Wall is more effective, but still inferior to the alternatives because the tiles will be consumed too quickly.
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  34. Walls appear in a straight line if you simply tap the key. If you hold it down, you can customize the wall's shape by selecting tiles adjacent to the previous tile.
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  36. Attributes:
  37. Fire Wall: Increased Fire Property Buff: Gives friendly targets 5 Fire damage per level, up to 25, for 5 seconds. Maximum 5 levels. This is a small buff with a short duration, so it's not very significant. Allies can get the buff by walking on the wall, and it refreshes itself while standing in the wall.
  38. Fire Wall: Enhance: Increases Fire Wall's damage by 1% per level. Maximum 100 levels.
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  40. Enchant Fire: Adds fire property attack to your and your party members' attacks. The fire property attack bonus increases the damage of each attack, but the buff also adds an additional line of damage to autoattacks, so this skill is very powerful when used by autoattackers in combination with other bonuses and buffs. This means one point in this skill is mandatory, and it can be helpful to put a few more points in to extend the duration. The duration matches the cooldown at 5 points, but animation times consume duration, so 6 points is enough to keep it up constantly. However, you might not have points to spare since Fireball, Flame Ground, and Fire Pillar are more important.
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  42. Attributes:
  43. Enchant Fire: Decreased Fire Property Resistance: Decreases the fire resistance of nearby enemies by 10 per level for 5 seconds when Enchant Fire is used. Maximum 5 levels. This isn't a huge effect, but it's good to have.
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  45. Flare: Cause an enemy with a Burn debuff to explode, inflicting damage. This is similar to a Cryomancer's Ice Blast, and it's similarly useless. This instant attack deals little damage, the requirement for a Burn debuff from Fireball's undesirable attribute makes it impractical, and it's usually skipped entirely. You could take it to aggro enemies by casting it even when they're not burning, but there's better places to put skill points.
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  47. Attributes:
  48. Flare: Enhance: Increases Flare's damage by 1% per level. Maximum 100 levels.
  49. Flare: Additional Damage: Increases Flare's damage by 10 per level against enemies with cloth armor. Maximum 10 levels.
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  51. Flame Ground: Place a fiery magic circle on the ground which deals numerous hits to enemies within it. This area of effect attack is powerful, doesn't have a maximum number of hits, and has a duration matching its cooldown at level 10, so it's an excellent way to slay crowds of monsters (assuming you can group them up tightly, which can be done easily with Fire Pillar, a Linker's Hangman's Knot, or other mob control skills). The target area is selected using a targeting reticule similar to that of Sleep and Lethargy, and can be casted almost instantly. It can't hit flying monsters. Flame Ground's size is moderate, but it's sufficient to target groups of mobs in parties or create a kill zone filled with Fireballs. Raise this skill enough to get full uptime if you can.
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  53. Attributes:
  54. Flame Ground: Enhance: Increases Flame Ground's damage by 1% per level. Maximum 100 levels.
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  56. Circle 2
  57. Fire Pillar: Summon a vertical pillar of fire on the ground which deals damage, pulls enemies in, and grows larger at skill levels 5 and 10. It's worth maxing out, and gives you a powerful tool for killing flying mobs and enhancing the deadliness of your multi-skill kill zones, but it has a very long cooldown. The pillar is placed using a targeting reticule similar to that of Sleep and Lethargy, and can be casted almost instantly. It can be used as a followup to mob-gathering abilities like Linker's Hangman's Knot to lock enemies down and kill them.
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  59. Attributes:
  60. Fire Pillar: Enhance: Incrases Fire Pillar's damage by 1% per level. Maximum 100 levels.
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  62. Circle 3
  63. Hell Breath: Breathe fire towards enemies in a fairly long cylindrical shape and inflict multi-hit damage on them. This ability consumes 3% of your SP every second (a high cost), so it's more efficient if you have a small SP pool. The cooldown is lengthy at 65 seconds, the damage isn't that impressive compared to alternative classes, and worst of all, it's a channeled spell that can be interrupted by enemy attacks. As a result, it's not considered a sufficient justification for taking Pyromancer circle 3. If you want to get circle 3 anyway, take it and have fun with it. Hell Breath can be entertaining for a Pyromancer who simply likes the class instead of min-maxing.
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  65. Attributes:
  66. Hell Breath: Enhance: Increases Hell Breath's damage by 1% per level. Maximum 100 levels.
  67. Hell Breath: Knockback: Adds a 10% chance per level to knock enemies back. Maximum 3 levels. Since this is only a chance, it's not a reliable way to prevent enemies from interrupting your casting.
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  70. Mechanics
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  72. In Tree of Savior, multi-hit skills scale very well because bonuses like the Arde Dagger's elemental damage are added to each hit separately. If you hit once for 1000 damage, 150 bonus damage increases that to 1150, but if you hit 10 times for 100 damage each, 150 bonus damage increases that to 2500 total damage. Pryomancers deal huge numbers of hits, so they can take advantage of this and scale well into high levels.
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  75. Tips
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  77. Other players may knock your fireballs away or pull bosses out of your area of effect attacks. Communication with party members is important. Playing with people who aren't idiots is even more important.
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  79. You can knock fireballs back towards enemies with your melee c attack. You can use terrain or Ice Walls to keep them in place.
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  81. Flying enemies will be troublesome since they can avoid Flame Ground. Avoid them and fight targets which don't fly, bring party members to help, or use other classes such as Linker to solve the problem. Although some bosses appear to be flying, they can still be hit by ground attacks and don't count as true flying monsters.
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  84. Trivia
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  86. "Pyromancer" is a term formed by combining the prefix pyro- (indicating fire) with the suffix -mancer. The suffix is a form of -mancy, which means "divination" and is derived from the Old French -mancie, from Latin -mantia, from Greek -manteia, from mantis, the Greek word for a seer, prophet, or soothsayer. Although -mancy refers to divination, the practice of predicting the future or gaining hidden knowledge through occult or supernatural means, it has become common for games and popular culture to use -mancy for all manner of spellcasting. Pyromancers don't care about the fact that they're supposed to do divination since they just want to watch things burn.
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