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Fire Nuking Build

#1 {lang:macro__useroffline}   Neraphym {lang:icon}

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Posted 19 April 2006 - 11:56 PM

Alpha's Nuking Build:


Intro:

This is a guide for aspiring elementalists. The most common job for elementalists is known as nuking. Nuking is the process of using strong spells to do a great deal of damage to enemies. Although all attributes are decent for nuking, none excell at dealing massive amounts of damage like fire does. This guide will explain how to best utilize a wide variety of skills to maximize your damage output and make you an invaluable asset to your team.


Equipment:

There are two different equipments I suggest to have. The first is a Rago's set: Rago's Flame Wand and The Kinderlock (Focus Item). These have a 40% chance of a skill recharging in half the time, and 10% chance of halving the casting time, and a 20% chance of giving you a 17 in Fire, adding to your damage capablilities. The second option is a collecter's Fire Staff equiped with a good Fortitude Mod and either a good Hale or Insightful stall head. Hale will give you even more health, but the insightful will give you more energy. The collector's fire staff offers a 20% chance of halving the casting speed and a 20% chance of halving the recharge time. The collecter can be found right outside of the Ice Caves of Sorrow and requires 5 Frigid Hearts, which are dropped by nearby Ice Imps. Rago's Flame Staff is ok, but the Enchanting bonus isn't as beneficial as a fortitude bonus, in my opintion. I use the Collector's staff, but I'm considering switching over to the Rago's Set.


Attributes:

As stated before, the fire attribute is the strongest one for nuking. There are a wide variety of effective fire spells that do a lot of damage when compared to the other attributes. That being said, maximizing your fire attribute to 16 is a must. To get fire to 16, put in all the attribute points you can into fire until it is at 12. Next get a Flame's Eye (headpiece armor). This will give you an extra point in fire magic, bringing it up for 13. Next buy a Elementalist's Superior Rune of Fire Magic and attatch it to a piece of your armor. Personally, I attatched it to the Flame's Eye. I own all of the different Eyes and have attatched their respective Superior Runes to them. That way, I can switch around the Eyes when I change from Fire to Earth, Air, or Water without having to buy more Superior Runes and constantly replacing them. The Superior Rune adds another 3 points to Fire, bringing it up to 16. Fire Nuking takes a heavy toll on your energy. To lessen the impact of these expensive spells, invest attribute points in Energy Storage until you are at 12. Buy an Elementalist's Rune of Minor Energy Storage to bring that up to 13. If you aren't concerned with your HP, you can take a Major or Superior Energy Storage with you for even more energy. It's even possible for Elementalists to have over 100 energy.


Fire: 16
Energy Storage: 13




Skills:

Here is a list of skills that I commonly use for my nuker. The following descriptions of these skills are based on a build with a 16 in the Fire Attribute. E stands for Energy required to cast the spell, T stands for the Time it takes to cast the spell, and R stands for the time it takes for the spell to Recharge.

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1. Flare
2. Immolate
3. Fireball
4. Meteor
5. Rodgort's Invocation
6. Meteor Shower
7. Glyph of Renewal (E)
8. Fire Attunement



Flare
E: 5
T: 1
R: -
Send out a flare that strikes target foe for 48 fire damage if it hits.

Flare is the basic spell for any fire Elementalist. It does a decent amount of damage for a relatively low cost, and can be spammed without any time wasted on recharging. Flare is a cheap, quick, and effective means of damaging an individual.


Immolate
E: 10
T: 1
R: 5
Target foe is struck for 53 fire damage and is set on fire for 3 seconds.

Immolate is slightly more powerful than flare and has the added bonus of setting an opponent on fire. Immolate costs 5 more energy than flare does, and has a recharge time of 5 seconds. This does not matter, however. The main point of immolate is to do both damage and set the opponent on fire. Immolate is still damaging the foe from being set on fire, even while recharging. Alternate between flare and immolate to take down enemies quickly. Immolate can strike a target that may be obstructed, unlike flare.


Fireball

E: 10
T: 2
R: 7
Send out a ball of fire that strikes target foe and all adjacent foes for 119 fire damage.

Fireball is a wonderful spell. It does a good amount of damage at a distance and to multiple enemies. Flare has a short casting time and a relatively short recharge time, making it an extremely effective nuke. Unfortunatly, the target may not be obstructed by anything or the nuke will fail.


Meteor
E: 5
T: 3
R: 30
Target foe and all adjacent foes are struck for 119 fire damage and knocked down. This spell causes Exhaustion.

Meteor is very similar to fireball, with the exception that meteor knocks down all foes around where it hits. Meteor is also able to strike foes that are obstructed, and it costs less energy. The only downfalls are that it causes exhaustion and has a long recharge time.


Rodgort's Invocation
E: 25
T: 3
R: 15
Target foe and all nearby foes are struck for 127 fire damage and set on fire for 3 seconds.

Rodgort's Invocation is a wonderful spell to use on grouped enemies. Not only does it do massive dammage, it also sets enemies on fire for 3 seconds. This spell requires a lot of energy, but has a decent casting and recharge time and can strike obstructed targets. Use this only on groups, otherwise it is a waste of energy. For individuals, use Flare and Immolate. (Note that Rodgort is Trogdor spelled backwards.)


Meteor Shower
E: 25
T: 5
R: 60
Create a Meteor Shower at target foe's location. For 9 seconds, foes adjacent to that location are struck for 119 fire damage and knocked down every 3 seconds. This Spell causes Exhaustion.

Meteor Shower is the God of all Nukes. Although it has a long casting time, high energy cost, exhaustion, and a minute-long recharge, Meteor Shower is still one of the Elementalist's greatest assets. Meteor Shower essentially 3 meteors cast back-to-back-to-back on the same area. Not only does it do massive damage (357), it also knocks down the foes in the area. The knockdown both prevents the enemies from attacking you or healing other enemies, it also prevents them from moving. This makes them extremely vulnerable to other nukes, such as Fireball or Rodgort's Invocation. While the enemies are getting trashed by the Meteor Shower, you can cast other nukes. The damage will pile up quickly. Very few monsters can survive a Meteor Shower coupled with other nukes.



Glyph of Renewal (Elite)
E: 5
T: 1
R: 15
For 15 seconds, your next Spell instantly recharges.

Glyph of Renewal is primarliy used to counter Meteor Shower's near-eternal recharge time. By casting Renewal before Meteor Shower, Meteor Shower will instantly be recharged, allowing you to cast it again instead of waiting 60 whole seconds to recast. Glyph of Renewal, in this respect, is essentially the same as Echo. Echo allows the user to cast the same skill twice. Renewal is more effective than Echo, but only if you use it correctly. Cast Renewal, then Meteor Shower. Wait until Renewal recharges then recast Renewal followed by Meteor Shower. In this way, you can cast Meteor Shower more often than you could with Echo. Renewal allows for roughtly 3 Meteor Showers in 1 minute compared to Echo's 2. It's also effective when used with a regular Meteor. Don't wate it on a Meteor if you plan on using Meteor Shower soon after. Glyph of Renewal is an Elite Skill that can be capped at Perdition Rock (Ring of Fire Islands). You can find on the Hydra boss known as Nayl Klaw Tuthan. All Mahgo Hydras have this ability, so watch out!


Fire Attunement
E: 10
T: 2
R: 60
For 62 seconds, you are attuned to fire. You gain 30% of the energy cost of the skill each time you use Fire Magic.

You should try and keep Fire Attunement on you at all times. Cast it right before going into battle and you'll save a great deal of energy. This is a must have because nuking will heavily tax your energy supplies. Fire Attunement helps reduce the energy costs by 1/3. That's over 25 energy on a full Elementalist's energy bar. Fire Attunement lasts for 62 seconds and takes 60 seconds to recharge, so you can keep it on you indefinitely.



Using Your Skills:


Having the skills is one thing; knowing how to use them is another. The most important aspect of nuking is energy conservation. You have a great deal of energy, but you can run out of it very quickly if you don't keep tabs on how much you're using. The most important thing you can do is use fire attunement. This drastically cuts down on the amount of energy you will consume. Don't use expensive spells when you don't have to. There is no need to cast Meteor Shower on a single enemy with 5 HP left. Save the energy-expensive spells for when you really need to use them. Don't waste Area od Effect spells on single enemies. Spam flare and immolate on individuals. On that same note, use Area of Effect Spells on groups of enemies. The more enemies you hit with 1 spell, the more energy efficient it becomes. If energy is still a problem, try switching some of the spells with cheaper ones. Replace Rodgort's Invocation (costs 25) with Incendiary Bonds (costs 15). It's weaker, but cheaper. You can also take out Glyph of Renewal and Replace it with Glyph of Energy or Elemental Attunement (both of whoch are elites). These skills will drastically reduce your energy consumption, but you won't be able to double-cast Meteor Shower. A final solution to you energy problems is to bring along a battery necro. They can really help you recover your energy fast. Also, be careful when using Meteor Shower and Meteor, as these spells cause exhaustion. Avoid using them too frequently if you can, and make sure your exhaustion is under control before entering another fight. Rest in between fights and allow your energy to regenerate.

As stated earlier, when dealing with individual enemies, only resort to using Flare and Immolate. When dealing with groups of enemies close to each other, let loose with your most powerful nukes and deal massive damage. The only exceptions to this rule are when you are up against monks and bosses. Do not hesitate to use a Meteor Shower on a Monk or a Boss, as this spell is extremely good at taking down tough Monks and Bosses. Always keep Fire Attunement on, and make sure to always cast Glyph of Renewal before casting Meteor Shower. You never know when you might need to use it, so always having Metoer Shower fully recharged is good.

On a side note, Elementalists make horrible tanks. Avoid being the first to aggro and try and stay away from the melee action. There is no need for you to be fighting against a warrior head to head. Run. Running not only saves you from taking damage, it also gives you a little time to recover some energy. Just don't run into a second group of enemies or transfer the aggro to one of your Monks.


If you have any more questions, just ask. I'll add a small FAQ at the end of this including any questions I get asked along with my best answers for them.
Neraphym Archaeon
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#2 {lang:macro__useroffline}   Goto {lang:icon}

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Posted 20 April 2006 - 11:16 AM

Very nice build guide, Alpha. TheSmile.gif

I use about half of it for my ele already, but I don't have all the spells listed yet (Haven't ascended yet, I think I'm about 17). Also I've been playing around with some Dom spells in the build, so I don't get the stat points to Fire Magic that I would otherwise. I should get around to trying a more pure nuking build at some point though, thanks for the tips.
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#3 {lang:macro__useroffline}   Moogalite {lang:icon}

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Posted 20 April 2006 - 03:58 PM

That sums it up nicely Alpha.. I'm not a fan of my ele after the AoE nuke but thats a nice build... inspires me to make a necro build guide biglaugh.gif

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#4 {lang:macro__useroffline}   Neraphym {lang:icon}

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Posted 20 April 2006 - 07:44 PM

This build would have contained firestorm, but they nerfed it. I absolutely loved firestorm, too...

Elementalists were practically killed when they nerfed AoE DoT spells.
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#5 {lang:macro__useroffline}   Aaron {lang:icon}

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Posted 20 April 2006 - 08:50 PM

Your build is similar to my own, Alpha. Very well done thumb.gif .
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