Pyromancer-Warlock-Elementalist

A passionate love of fire is the central feature of these offensive mages. Pyromancers are fearless masters of the flame in all of its incarnations from the mass devastation wreaked by fireballs to the insidious smolder that burns away the life of opponents.

Overview of the Build

This guide attempts to teach  the Pyromancer soul with Warlock and Elementalist as its off souls.  These two off souls were chosen because of the innate high damage abilities that you gain, starting with percentage boosts in Piercing Beam and Galvanic Slash. Please note that this build is best while using a weapon has not been upgraded to eternal yet.

  • An easy to use build for an Eternal Weapon or higher
  • Good Single target and decent cleave
  • Very good rapid burst
  • Relies heavily on Cinderburst procs
  • Will be out parsed by other specs as gear becomes better

Abilities are color keyed as follows:

Green A spell or ability that can be executed from action bar
Dark Red An ability in the tree that causes an executable spell to have additional abilities.
Pink  A Buff that should be applied at all times
Blue A macro (see our Macro guide)

 


The Build

Pyromancer – Warlock – Elementalist at Magelo

See below for a more in depth explanation

Soul Bonus: Each point spent in Pyromancer  increases damage done by 1%, for a total of 61% total increase.

Pyromancer +61 
As is customary with most high damage souls almost all points goes into the main soul being used. This gets you access the the hard hitting 61 point ability.   [L] Firestorm: Causes enemies within circle to take damage every second for 30 seconds, primary bolts may apply this for 10 seconds
  [L] Internalize Charge: Costs no charge and next six abilities do 100% damage while costing no charge
  [L] Fusillade: At the channel’s end casts Fulminate and passively adds 60% bonus to Cinderburst

 

Warlock +11
We go 11 points into increasing our spell power by 10% and adding some modest utility abilities to get Piercing Beam which adds 10% damage for 30 seconds. +3 Life Leech
+5 Magical Affinity
+2 Lingering Pain
+1 Nedra’s Grasp[L] Nedra’s Grasp: Adds 20% increase in damage from mage; Causes target to take damage up to 5 times in next 15 seconds whenever an ability is used. This is refreshed by Dark Touch

 

Elementalist +4
This will increase our critical hit rate and add additiional damage from the legendary +4 Biting Cold

[L] Elemental Forces: Next 5 abilities inflect additional air, water, earth and fire damage

Class Masteries
61: Arcanist’s Shield 62: Proficient Restoration 63: Mental Cynosure 
64: Calculated Annihalation
65: Arcane Manipulation 

 

 


Macros and Karuul Alerts

For help on macros see our Macro Guide

 

Spam Heat Wave
suppressmacrofailures
cast Internalize Charge
cast [notactive] Contaminate
cast @self Arcane Manipulation
cast Fusillade
cast Fulminate
cast Elemental Forces
cast Countdown
cast Searing Bolt
cast Inferno
cast Fireball
cast Flame Bolt
cast Dark Touch
#show Heat Wave
suppressmacrofailures
cast Internalize Charge
cast @self Arcane Manipulation
cast Heat Wave cast Inferno
cast Fireball
cast Elemental Forces
cast Fulminate
cast Countdown
cast Searing Bolt
cast Flame Bolt

Fire Storm Cinder Burst
#show Fire Storm
cast @gtae Fire Storm
#show Cinder Burst
suppressmacrofailures
cast Internalize Charge
cast Cinder Burst

Karuul Alerts

How to Import

This is a set of Alerts that can be used or modified as you wish.

KA::AheAreNq1lMGO0zAQhl8lN26LncRxI58SJxZIK6iWIC6VKjeZdi1SG9kuqwp4d5xs2Ybdgto KNFEUjUf2/43nDzc77TvzoBlmDfvSyz3YGy/tBvyYGaJoW+jBSu1ZQeIKpykiWUZwUpQxQ6FMhEA h7tTas0p6+Xrx8e1CrlSv/H6pWqPdYtWDc0pvlma99PewXPdyC+6m6xzLM8RoRlg6Gx4cgg+qWPN +zut3TX0XMmMasxiFoxp2SCcofGfj4eI7V7oDu9pZ56O5Ne0E6EAi2HxvzVbqFuwrF5UHRaxIUlG Ws5IgXFDKq/RsqNbIsEkL9yA9HlkoRoxQNGFhzxlG1acZ3oR9HuRXOKV9WIs+DYsFnZUojjHhJOZ cVPUFl2BMt1YWHsVmWfwPxAZRVg99nIiOR8n/STRm5LdpubtEdd3DFrSXfSSMbcG9bHXDbmEDupN 2H72oLmhdpHmNa56UMUX4fIxgoa0Fp5w/cmTxtPnfnJftZ/fjNI44iSNCX6IP3tjtHw0sJjyT8gJ XpJrFZZ5QKiqB+QVTr4N7N1Z6ZfQjDEY4ZZQmV47SbRgfsOHVBGWh33/5GT2VRr9qi7Sqy6oUNUl 4uJAwGueCdFYq3as1JEfv4vxKBrFzqu9lB899MDrhabFIZllOChzU5qSq+flt78AbLT0s5dG816r 9CfHWzig




How To Play

Buffs That Should Always Be On
Pyromancers Armor

 

Rotation Overview

Playing this build correctly actually contains several different parts which are listed below. The first two are the start of the fight, and you will really not return here unless there is a large pause in battle. The second section consists of abilities, buffs and debuffs to watch and lists what there duration and recasts are. The last section is very simple consisting of just two buttons. Here is an overview.

There are three basic parts to causing massive damage on your enemies. These can be further broken down into each piece of that.

 

First  Second Third
Prepull or No Incoming Damage Active Decision Making Mindless Spam

or for easier reference which we use afterward:

First  Second  Third
PA. Before the Pull
PB. Opener
A. Manual Buffs to Refresh
B. Cool Downs
C. Heat Wave
 D. Spam if nothing else

 


Part One – Prepull and Opener

 

Before the Pull

If you know that you will be pulling a boss soon it is recommended to cast these spells first so they are already to go. This will give you a boost in your damage done over time. Note if you do not cast these before the pull then you will want to cast these while another ability is cooling off.Cast this spell and while you are waiting to cast the next click one of these. Since they are not on the global cool down they will go off anyway.

Internalize Charge
Arcane Manipulation

 

Opening Rotation

Pictured above is a potential way that your opener could be organized on your bar.  Some of these abilities can be macro’d together, but there are not many capable and even fewer still even worth bothering to try. It is easier to devote a section of your bar, whether you reuse these later or not. Cast these in the order they are listed remembering to add in the two from the previous section if they were not precast. These two abilities are actually off of the global cool down and can be cast during the global cool down.

 

Legendary Nedra’s Grasp  Next 5 abilities by enemy cause it to suffer damage.
 Fireball  Primary Bolt
 Flame Bolt  Applies Improved Flame Bolt increasing Spell Power by 10% for 10 sec
 Countdown  Applies Accelerant increasing damage by 10% for 15 sec
 Fire Storm  Does AoE damage, applies 30% more damage
 Cinder Burst (Only if Proc)  Large burst damage, only worth casting on a proc
 Legendary Fussillade  High damage channel ability
 Fulminate  High damage single burst
 Heat Wave Macro  Increases cast speed


Part Two: Decisions

This part of our tree where you do most of the real work deciding what and when to cast. Most of this part depends in fact, on your macros, if you are using a one button spec then almost this entire part gets skipped as you take into account a loss of damage by making the build so easy to use. If you are using a One Button skip to Heatwave Macro. If you decide to manage your cooldowns and DoTs then in general you want to follow this order of ability types:

Refresh Debuffs > Cool downs > Heat Wave 

 

A. Manual Debuffs to Refresh

Abilities that should be refreshed manually at duration. These should be refreshed before anything that follows.These abilities may be cast in one or macros, however we highly advise using Karuul Alerts to monitor them and to make sure they are applied timely if a macro does not do it.

 

Spell Recast Duration
Dark Touch  Instant 16s
Legendary Nedra’s Grasp* 10 15s
Legendary Fire Storm 8s 30s

*Will be refreshed by Dark Touch

B. Cool downs

These should be used whenever they are able to be cast again. This is know as being used on cool down. Of these all except Heat Wave are in your spam macro. Heat Wave has its own macro and is covered in the next section. The other abilities do not really need alerts as they are quite easy to tell if they are ready, but you can add them if you feel inclined to.

 

Spell Recast Section
Legendary Internalize Charge 20s Charge Consumers
Fulminate 30s Charge Consumers
Legendary Fusillade 1 min Damage
Inferno 10s Damage
Heat Wave 1 minute Combat Buffs

 

C. Heat Wave

Get your love of pyro and flames on by casting fire bolts really quick, praying that you get a cinderburst proc so you can jump around like you just don’t care

  1. Cast Heat Wave
  2. Spam Fireball and pray you get Cinderburst Proc
  3. Cinderburst Proc

Part III: Spamming When Out of Options

  1. Spam Macro
  2. Proc Macro if you get a proc
  3. If Proc’s cast Cinder Burst

 

Note on Flame Volley:

Use Primarily when moving and you have no instant abilities to use. It does not add enough damage to be put in the actual rotation.



Area of Effect

 Spell Recast Duration Effect When Cast
Count Down 8s 15s Adds a damage over time effect to enemy
Legendary Firestorm  8s 30s Deals Fire damage in a radius for 30s.
Smolder   Firestorm spreads countdown to up to 5 additional enemies within 7m when cast onto a target with countdown.
 Chain Reaction  —  — Passive – When countdown expires naturally it causes up to 5 additional countdowns on other targets within 7m to also trigger early.
Summary: Cast Count Down; Cast Firestorm on target with Count Down active debuff; keep channeling Firestorm and let the passives Smolder and Chain Reaction keep them up.

Reference

Spells Cast for There Effects
 Spell Recast Duration Effect When Cast
Countdown 8s 15s Accelerant – Increases damage taken by 10%
Flame Bolt 8s 10s Improved Flame Bolt – Increases Spell Damage by 10%
Fire Storm 8s 10s Causes 30% more damage in AE; Fire Ball causes enemy to take 30% more for 10s

 


See Also

Mage BiS Spreadsheets Roles Tab

Forums: 61 Pyromancer in 4.3 by Notawaifu

Turorial Video on Youtube

Planar Fragments Guide on Rift Guides

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.