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If it’s burst damage you’re looking for in Dungeonborne, then unleash the Pyromancer on your enemies. The title of “Glass Cannon” is yours because honestly, they don’t do much of anything else. They have this really nice system of spreading a fire DoT (damage over time) and the act of juggling Fire Blast and Pyroblast is fun. Whether you are dungeon diving solo or groups in Dungeonborne, the Pyromancer’s loop doesn’t change all that much, but the best build in both situations does change.
Solo Pyromancer Build: Best Passives and Skills
The Pyromancer is squishy in terms of defense, but that’s the tradeoff. In combat, you are a machine, switching between Fire Blast and Pyroblast, all the while applying the Ignite debuff for extra tick damage. The levitation and lifesteal on Fire Blast is solid utility, too!
Passives | Effect |
Phoenix Aspect (requires 24 Stamina) | When using Fire Blast, restore 50 life. For each additional target hit, restore an extra 50 life (up to a maximum of 200 life). |
Swift Casting (requires 30 Dexterity) | Hitting an enemy with Fire Blast grants Swift Casting for 10 seconds. Reduces the channeling time of your next Pyroblast by half. |
Ignite (requires 50 Intelligence) | Stage 2 Pyroblasts and Fire Blasts apply stacks of Ignite to hit enemy targets. Ignite automatically removes 1 stack every 2 seconds, dealing 10 fire damage. |
Skills | Effect |
Pyroblast (Q key) | Starts as Fireball, casting 3 tracking fireballs. If charged, it’ll become Pyroblast, causing AoE damage on impact. After casting Pyroblast, you’ll levitate after pressing the spacebar. |
Fire Blast (E key) | Shoots out a ring of fire. Knocks back target, deals fire damage, and slows by 85% for 1 second. This can be used while casting Fireball. |
The Pyromancer really doesn’t have anything up its sleeve when it comes to crowd control, other than the very small, one-second slow from Fire Blast. And again, you’re squishy, which means the Phoenix Aspect passive should be prioritized over Swift Casting and keep pumping up that Stamina stat.
Ideally, you should be slinging spells at a distance or at least as much as you can. Pyroblast has a really short cooldown, and if you can get a full cast of Pyroblast, then Levitate can help you return to safety. In the event you take some damage, Fire Blast not only creates some distance, but heals you, too.
Group Pyromancer Build: Best Passives and Skills
Given that the Pyromancer only has two skills—Pyroblast and Fire Blast—it’s the only spells you’ll be using for groups in Dungeonborne. That said, the passives you strive for are notably different. You have the freedom to really dish out the burst damage they’re so well-known for.
Passives | Effect |
Swift Casting (requires 30 Dexterity) | Hitting an enemy with Fire Blast grants Swift Casting for 10 seconds. Reduces the channeling time of your next Pyroblast by half. |
Ignite (requires 50 Intelligence) | Stage 2 Pyroblasts and Fire Blasts apply stacks of Ignite to hit enemy targets. Ignite automatically removes 1 stack every 2 seconds, dealing 10 fire damage. |
Rekindle (requires 42 Will) | Resets cooldown of Fire Blast after killing an enemy player. |
Looking mighty different, isn’t it? Now, I want to preface this by saying you really should have a Fighter on your team to make the best of this build. Unlike the Cryomancer, the Pyromancer is subject to friendly-fire; the AoE damage will hurt allies. Fighter’s have the passive Restraint, which prevents friendly-fire hurting them and their damage hurting allies.
Essentially, having a Fighter on your team gives you the room to be a better Pyromancer. You can cut loose and not really worry about hurting your friends, unless your support decides to join the fun.
Since you’re in a group, presumably you’ll fight other groups, and that’s where you’ll benefit most from Rekindle. Being able to chain two, possibly three Fire Blasts is really nice. If you can manage to squeeze in the Phoenix Aspect, it’s solid sustain, too.