Building A Perfect Fire Mage!

Discussion in 'General Discussion' started by AzazelReborn, Nov 26, 2020.

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  1. AzazelReborn

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    Hi Guys,

    I would like some feedback on the subject. Do you have a Specialisation that works best with the Fire Tree or Complements the Fire Tree.

    I want the best idea of the Perfect Glass Cannon Fire Mage and also the Perfect Tank Mage. This is purely for PVE.

    Here is an ideal of a general build for the best Fire Mage.
    • Focus all you experience point into your Fire Tree. This is paramount.
    • Enlightenment (This gives you Intelligence - This is your primary stats. Take it as high as possible, this skill will always needs to be leveled for you all the time).
    • The only skill in your Fire Tree that you can afford to be 100 or below is Summon Fire Elemental.
      • However I have noticed that at End Game level fire elemental complements your DPS when defeating bosses especially Fire Resistance bosses. So you could level this skill one you reach that stage. Remember to level the passive for Summons if you are going to do this.
    • As a beginner make sure your Fire Speed is at least 124, take it up if you can afford too (This is your first Fire Tick).
    • Your Fire Specialisation can stay at 120 for a very long time I would suggest only increasing it once your core skills are about 150+.
    • You deck is one of the most important thing about being a great Fire Mage.
      • Have a Buffing Deck which will including all your buffs (Enlightenment, Immolation, Celestial Blessing, Defensive Stance and the rest of your defense buff and heal over time buffs.).
        • Always fully stack your 4 main defensive skills (Enlightenment, Immolation, Defensive Stance and Celestial Blessing).
      • Your DPS Deck consist of your fire skills mainly Ring Of Fire, Fire Ball. Ideally you want these as dynamic so you can hold 6 stacks and use Mind Lock to keep them at 6 stacks for whenever you need it.
        • Evaporate is a combo which will melt your enemy and spam fire arrow and Flame fist for greater DPS and depuff on your foe.
        • Make space for Healing Touch and Healing Ray. You will always be using this because you are a mage and the glass cannon aspect.
        • Remember you only have space for 10 skills on a deck so plan this very careful.
      • Never forget your defensive skills, if you wear light armor or heavy armor level them. Tactic tree has amazing defensive skills to be used, have all of them up at all time. its very easy to do.
        • Passive skills on your light or heavy armor are so important level them read them and take them as high as you can afford, Tactic and Focus has amazing passive to be leveled too.
      • Elysian Illumination and Healing grace should always be on because as a Fire Mage you want to sit in your Ring Of Fire let your foe come to you and let your Immolation do DOTs on them before moving away, which mean your always going to get hit. These two buff will top you up slowly while you move away and your dot wear your foe down.
        • Have these two spells on your Buff Desk and always fully stack them when the run out.
    • Highly Flammable - A very powerful passive and expensive one too, but it scales up very well.
      • Try to keep it at the same level as your core fire skills, but level your core fire skills first before this one because it a x4 XP skill.
    • All your fire attack skills should always be leveled as high as you can afford to take them, a good way is to level each one by 10 each time as you can afford to do so. Start with your Immolation, Fire Ring, Fire Ball and so on.
      • At all time when leveling any skills you need to remember that your pool is paramount, if you have 1 million in your pool and to level your next skill it will take 3 or more million do not do it.
      • I have gone with the approach of tripling the amount of XP needed for a skill in my pool before leveling a skill and I always plan for leveling a skill by 10 levels at a time. This is an expensive approached but will level your skill faster. It will make sense the higher level you are at the beginning don't do this.
    • Choose a complementary Specialisation to go with your Fire Tree. If you want pure DPS (Glass Tank) Sun is good for that. For a starter I would choose Life just to get used to being in damager and being surrounded by mobs. Moon is also good fit for the use of Meteor Shower in your rotation but you don't have to have Moon Spec to add this to your rotation.
    • You want to control the field, you want your foe to run into you Ring and you want to apply to Immolation on them, running through mobs and luring them into your Ring is most of your technique, stunning is your friend as well, if you are not using expensive Artifact you can use the Bludgeon knockdown, I don't recommend this because your Artifacts are too expensive, so use the Air Tree, it has amazing stunning skills add those to your rotation.
    • Gear is one of the best component in being a great Fire Mage. Your primary Stat are Int, secondary Str. You can go Dex for your secondary depending on your secondary Specialisation.
      • Rings - Ring Of Fire and attune them with Fire Attunements. As you play the game you will collect more, combine them to the highest level and just keep going with that. Gold rings for starter builds.
      • Belt - Sage's Sash - Expensive but it's your best in slot. At the beginning you could use any of the gathering belt and add your primary stats to it.
      • Necklace - Warlock Chain - Expensive but it's your best in slot. At the beginning either make a Gold Necklace or buy one and attune it with Fire.
      • Helm - Dolus Hood - Expensive but it's your best in slot. At the beginning you want Epic Carapacian Cloth Helm. Any cloth helm if your a beginner.
      • Armor - Ideally you want zero fizzle - You need to remember that your chest piece determine which armor skill you can cast ether Light or Heavy. You have a choice to go full cloth or a Heavy Chest and rest cloth. At the beginning I went for Heavy Chest to be able to survive and later on went full cloth as a Glass Cannon. The choice is yours, if you choose full cloth you cannot stand your ground for long you have to hit and run otherwise you run, unless your stun exceptional and you trust it.
        • If you want to sit there and let foes come at you inside your Ring choose Heavy chest is best, some people go with chain I prefer Epic Plate because of the overall protection. Heavy plate has huge fizzle chance but you can counter that with dual wands.
        • If you choose cloth chest - Epic Carapacian Cloth Chest is best, this means you need to be active on the field, you cannot tank and must move a lot.
        • Glove, Boots and Legging should all be cloth. I would use Epic Carapacian Cloth. As a great Fire Mage you will not suffer Focus issue if you have the right set up and stack you spells.
          • 1 stack Fireball cost more focus than 6 stacks, this is the reason mages loose focus, if you keep throwing out 1 stack of anything you will loose focus quickly than a 6 stack spell.
            • Exception is Fire Arrow and Flame Fist you really want to spam these for the debuff purpose, with the use of Aetheric Feedback you should gain back more focus than you use when spamming these.
      • Weapons - Two wands will provide you with best DPS. However if you feel that you will be squishy or will not acquire enough experience to get your fire skill to adequate level to kill your foe as fast as you wish, A shield would be very useful.
        • Wands - Primary focus on Wand is Fire Attunement, Second Fire Damage and Third Spell Damage. You can switch between Fire Damage and Spell damage depending of what you feel is best. For the ultimate gamble and best result you ideally want Fire Attunement as your Third or Last Enchantment (This is a massive gamble and should only be attempt if you can afford to do so. Most people Take Fire Attunement as it comes up).
          • Best In Slot with the greatest amount of Fire Attunement and disregarding Fire Speed would be 2 Vexyns Ember of Conflagration.
          • Best In Slot with greatest Fire Attunement and Fire Speed Wand of Undying Embers and Vexyns Ember of Conflagration. Only one Undying Embers can be equipped.
          • Dual Hard Maple Wand is your go to if you do not have access to Artifacts.
        • Shield - With a wand in your right hand and a shield in your left you have amazing protection. Your fizzle chance will go up so you may have to settle for Augmented Chainmail rather than Heavy armor. You can also use shield with cloth which will reduce your fizzle chance. I found that round shield have the best overall protection but I believe they are are kind of equal. Find a balance with your fizzle the worst thing in the game is your you manually stack up a 6 stack ring of fire and try to place it and it fizzled. That is almost 7-9 second of wasted time and possible death.
    Your equipment are going to be very expensive but you can get there gradually, these are End Game gear I have listed above you can start of with different types of cloth to begin with, the more powerful your fire skills are the more money and wealth you can accumulate.

    Enchantments and Masterwork - Getting this right is so crucial to your build and it make all the difference between your gear being trash, good and what some might call S class. The list below only works well with Exceptional gear and I have come to realise Exceptional gear seems to have a higher chance of failure, maybe its RNG but I seem to get the combination I want with non-exceptional than exceptional. You will want Carapacian Armor for cloth and White Iron Binding/Sheet with Carapacaian Strap Heavy Armor or Augmented Chainmail.
    • Like I said before above your Primary Stat is INT and then STR. For your weapon it's Fire Attunement, Fire Damage and Spell Damage. The order in which you get these stats are very important, remember that the later you pick the stats the bigger that stat is. For example say you want to put 3 Enchantment on any piece of armor, the third enchant is always going to give the biggest value than if it is picked as the first or second value.
      • Crafting breaks down stats into 3 parts:- Minor, Normal and Major. Masterwork you can obtain all 3 but Enchantment you can only obtain Normal and Major.
    • Enchantment
      • For the best min - maxing combination you want start with STR, INT and Major INT. This is very difficult to get and expensive. There has been times when I have skipped Major INT to attempted to get this combination.
      • ONLY do this if you can afford to do it, ideally people take the major stats as it comes, it makes perfect sense and save you money and materials.
    • Masterwork
      • For the best min - maxing combination you want Durability, Minor INT, Normal INT and Major INT. This is extremally hard to do as you will always probably fail to get the Major INT on the last position due to basically having a 17% chance if you are really lucky . The reason for this is you can afford to fail twice max to get that Major INT.
      • Remember this is ONLY for min - maxing when you have a full gear already. You can settle for durability and a Major INT if you are lucky. Just make sure you get your stats is what is really important.
    • Wand - My wands tend to have really low durability and therefore I NEVER auto-attack and thus the reason I say not to use the Knockdown skill.
      • When Enchanting and Mastercrafting, I switch between tables in order to get the best combination. Remember I said for the perfect scenario, you want Fire Attunement on your third/last enchant.
      • Masterwork
        • Durability, Normal, Major INT and Spell Damage. Best combination at any point where there is a failure try switching table to get at least a similar combination.
      • Enchantment
        • Major INT, Fire Damage, Fire Attunement. Remember you have to socket the weapon to get any of the Fire Stats.
      • I have only manage to get those combination on Hard Maple wand because I could afford to do so. I would never recommend doing that on an Artifact, maybe an Undying Embers as it is easy to get but never on Vexyln. On Artifact take the Attunement and Damage skills as soon as they come up don't even bother with any stats like INT, STR or DEX as they are not needed at all on your weapon, they are just bonus.
      • Fire Attunement, Fire Damage and Spell Damage are the most important thing you want to get on them. Keep mind you durability, do go mad and have no decent durability left on your weapon.

    List of buff you must maintain to keep you alive and give you the most efficient chance of survival at all time.
    • Fortify Defense.
    • Parry - If your dual wield.
    • Aetheric Feedback - Excellent for focus recovery.
    • Dash - You do not need to level this past 100, the duration only goes up the speed itself stays the same.
    • Douse
    • Purify
      • Light Armor - When your chest piece is a Light Armor.
        • Dodge
        • Evasion
        • Sprint - You do not need to level this past 100, the duration only goes up the speed itself stays the same.
      • Heavy Armor - When your chest piece if a Heavy Armor.
        • Glancing Blow
        • Inner Strength
        • Knight's Grace - I keep this at 100, I use it to get rid of slow effects.
      • Shield - If your using shield.
        • Deflect
        • Bolster Balance
    I keep these buff on my DPS deck as a rotating buff, what this mean is you have a dynamic slot which contains one card of each of the skills above that are constantly cast to keep them on you at all time.

    List of Passive that are essential for survival and general DPS.
    • Bludgeon
      • Breaker - Your always going to be using a wand. This skill give you passive STR.
    • Tactics
      • Healthy
      • Armor Preservation
      • Weapon Preservation
      • Train Strength
      • Heavy Lifter
    • Focus
      • Heightened Awareness - Just GM this +100 focus is sufficient.
      • Quick Swapping - GM.
      • Train Intelligence - This is your main helps your main stats but its x10 skill. Its up to you to decided how high you want it. Very expensive.
      • Inner Calm - GM.
      • Tranquility - GM.
      • Follow Through - Interesting skill, if you are using Shield or Heavy Armor you'll need to take it past GM. As a great Fire Mage you ideally want zero fizzle but sometimes depending on your gear you can not help it. it's a x4 skill.
      • Mind Lock - This is not a passive but you need it if you want to keep you 6 stack skills. Very useful for in dynamic deck. 20 seconds is the maximum time you can extend your locked glyph, so you could just take it to max 80.
    • Subterfuge
      • Train Dexterity
      • Armor Weak Point
      • Backstab
      • Safe Fall
      • Pugilism
    There are passives in the Magic Schools but you should read them and choose to level the ones you feel useful to your play style.

    Gaining experience is important, grouping with your guild or using the LFG will help you a lots. If you are soloing a lot pick you battle and have a goal with a zone.

    The way I did it at the start was identifying that I actually wanted to be a Fire Mage, then decide on a build to work on.
    You need to pick a goal for your self like, I want to be able to clear level 3 zones and only move up once you find it comfortable. Don't jump too high but fully focus on your build. Don't waste your XP on any skills that wont benefit your build no matter what.
    You may feel why not spend 5 million on getting this other skill, if it doesn't benefit your build do not do it. That five million could go into some other skill that has a greater impact on damage or defense. Some may say 5 million is nothing but if you look at the larger picture that 5 million could be the difference between 1 more attunement or the ability to kill something a second faster. Everything matter if you want perfection or just even great.

    Once you have some of the gear you will realise that you'll suddenly become powerful with your build rounding up, rinse and repeat and Novia is your oyster. Goals are always important, I want 130 Fireball, I want 120 Defensive Stance. Create a goal for your self and reach it, you be amazed how your character grows, that's the best part about this game you can grow your character to how you want it exactly.

    You need to keep accumulating experience, attenuate at least 3 times a day, keep a large Pooled Experience, it's hard work but the result is worth it, you will be able to do wonderful things once you have a goal.

    Remember your build is so important. I have heard so many people say Archers are OP, Fire Mages are OP, Polearms are OP. They are only OP when you invest in them. Majority of the player don't feel that they are OP because they do not focus. If you pump 3 billion into one tree and you have the right deck someone watching you will feel you are OP.

    It's time and dedication that makes a build OP. I have seen so many different build in this game its funny, I have seen Fire Mages running around with a flaming sword wondering why they can do anything in T5 Zone. Your build and deck focus matters so much in this game. Once you understand that you can adapt and trim off more fat.

    Please leave your thoughts on good addition on how to create this amazing build and what you may add to complement it.
     
  2. Girlsname

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    Looks good to me. :)
     
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  3. Joe Zhudarak

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    Excellent fire mage Guide, congrats.


    - Another nice break point for fire speed passive is level 156, you can go double Vex or vex + shield and got 1,3 dot/s for Immolation, Ring of fire, fire fist and fire arrow.... its a lot of XP but still an improvement.

    - When you masterwork a wand you cannot got Int, the best ones are Durab/Spell critical damage/Spell damage
     
    Last edited: Nov 27, 2020
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  4. AzazelReborn

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    Thank you Joe, the third break point for Fire Speed is level 162. With a Undying and Vex you have 1.2 dot/s.

    I am currently looking for the fourth to get 1.2 with dual Vex.
     
    Last edited: Nov 27, 2020
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  5. Nick

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    hi @AzazelReborn, mind if i publish your post into books in game. :)
     
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  6. AzazelReborn

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    Sure
     
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  7. King Robert

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    Amazing post - I learned a ton from your insights - and I am an air mage! But I use ROF as my main AOE because my beloved air tree remains without an AOE despite my prayers ...... @Chris ....... but maybe someday my air tree will be blessed with a proper AOE.

    Question, if I may impose: why do you recommend waiting until the third enchant for attunement? Without the att bonus, wands are garbage. So when I craft (which is rare I stink at it and prefer adventuring) I grab att as soon as the RNG gods bless me with it. Just curious why you recommend waiting for the third enchant - since you clearly have extraordinary insights I would love to learn this from you. Thank you again for an insightful and awesome guide. I have played this game a long time and I leaned a ton from your guide.
     
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  8. Powersurge45

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    I'm really wanting to build a moon/earth mage...once i get a large enough pool my plan is to go that route. This post gives me some inspiration to go do that.
     
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  9. Xee

    Xee Bug Hunter

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    looks great.
    chain lighting is technically an AOE, but yeah would be nice to have a placeable one :)
     
  10. Charon

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    When you're MWing or Enchanting items the effects get progressively stronger as you apply the MW or Enchants. For example, with made up numbers, the same Minor Int would be 1.0 on the first Enchant, 1.1 on the second, 1.2 on the third and so on.
     
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  11. Xee

    Xee Bug Hunter

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    From my perspective as a MW/Enchanter I have seen people max a stat with using minors to get that extra 3-4 however over all I found that it was not worth it. at higher levels the curve for the benefits make it less useful than replacing it with a much higher alternative major or even regular of another stat as it will give you over all more benefits. example 3-4 str will not outweigh 100hp, 3-4 at higher levels does not increase the dmg enough to be noticeable. just my thoughts. Id rather take a 37int pants with 100hp or 10str than 40int. :)
     
  12. Charon

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    @Xee I was simply answering @king Roberts question about why you might chose to wait for the 3rd MW or Enchant if you wanted to maximize a particular stat or attunement vs taking it on the 1st or 2nd attempt. If you're willing to roll the dice and take your chances on ending up with junk that'd be the reason I'd do it. Course when I'm making something for myself I don't even bother starting to MW or Enchant without at least 50 exceptional of whatever item I'm making. If I'm making a new set of swords then it's 100 exceptionals minimum before I even think about getting started.
     
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  13. Cirsee

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    Interesting to see guide. At what level, both MW and Enchat, do you recommend being at to get good enough results? I have yet to level each. Which blessings and food buffs do you recommend?

    How do you handle heavily fire resistant mobs?
     
  14. AzazelReborn

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    Hi, As long as you are able to achieve Major Enchants and Masterwork would be best, taking you skills higher only gives you bigger stats results.

    So if your planning to do this yourself from GM onwards should be giving you Majors and that is crucial.
     
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