
When delving deep into the dungeons of DungeonBorne, you never know what kind of challenges you may face. From a giant angry cyclops to lowly greedy goblins or, worse of all, other dungeon divers looking to steal your hard-earned loot. So, what better way to deal with all threats than by chucking a fireball at them?
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PostsThe Pyromancer class has the unique ability to cast devastating fire spells capable of causing massive area of effect (AOE) damage from a distance. This guide will go over the Pyromancer’s abilities and how to properly use them, as well as the best equipment, items, and passive abilities.
Pyromancer Equipment And Abilities
The Pyromancer starts with a Staff along with a One-Handed Sword and Dark Veil Orb and is limited to them. Being a mage character also means the Pyromancer is only able to don cloth armor.
Due to this, Pyromancer is lacking in the defense department. However, they make up for it with their high damage output.
The Pyromancer has access to two unique spells as well as five passive abilities that can be acquired by meeting the requirements via equipment. The active abilities by default are Pyroblast and Fire Blast.
Active Abilities
Cast Time
Cooldown
Description
Pyroblast (Q)
1 second / 4 seconds
No Cooldown
Pyroblast can be charged up to 2 stages.
Stage 1: Fire 3 tracking fireballs at the target, each dealing fire damage.
Stage 2: Fire a large fireball that spreads at the point of impact, dealing fire damage. Upon completing Stage 2's charge, gain the ability to levitate by pressing the spacebar while airborne. (Require a Staff/Orb)
Fire Blast (E)
Instant
35 seconds
Unleashes a ring-shaped fiery shockwave, knocking back nearby enemies and reducing their speed by a significant amount for a short duration.
Passive Abilities
Description
Rekindle
42 Will Requirement
Reset the cooldown of Fire Blast on kill.
Swift Casting
30 Dexterity Requirement
Hitting an enemy with Fire Blast grants Swift Casting for 10 seconds. Swift Casting reduces the channeling time of your next Pyroblast by half.
Ignite
50 Intelligence
Requirement: Pyroblast and Fire Blast apply Ignite to enemy targets hit. Ignite inflicts recurring fire damage over time.
Iris of Fire
87 Intelligence
Requirement: Convert the targeted fire source when using Fireball, create a Fire Eye that automatically attacks surrounding enemies and causes a short Ignite.
Fire Shield
24 Stamina Requirement
Gain a short-duration shield when using Fire Blast.
How To Play Pyromancer
The Pyromancer is best used in medium to long range engagements and should rarely be within melee range. Pressing and holding the Left Mouse Button with a Staff will fire a beam and will be your primary source of damage.
Pressing (Q) will begin charging the Pyroblast ability, and will have two stages. At stage one, Pyroblast will fire a volley of small fireballs that will each deal moderate damage.
Fully charging a Pyroblast will bring it to stage two and not only increase damage dealt, but it will also have the added benefit of hitting multiple targets at once. Bursting opponents with your staff from a distance, then quickly following up with a quick Stage 1 Pyroblast will net massive damage.
The Staff has a set number of charges that regenerate over time and can be sped up by holding the R or Right Click button.
Although it is ill-advised to fight in close combat, you may have no other choice. In this scenario, you’re better off switching to your One-Handed Sword and Void Orb weapons.
Fully charging a strike before releasing will imbue your sword in frost. Once released, it will send out an arc of icethat damages and slows its target. Hitting an opponent with both the weapon and the ice arc simultaneously will deal moderate damage.
You will only have three charges on your Void Orb. Once used, they will need time to regenerate before using again.
Fire Blast is the final ability for Pyromancer and can be used in two ways. Its first use is as a knock back.
On activation, Fire Blast will knock back any enemy at close range to medium range, giving you some breathing room to pop a potion and retreat. The second use is as a kill confirmer for low health enemies.
Combat will boil down to beaming down an opponent with your Staff attack, then following up with a few volleys of your Pyroblast ability. In rare instances of close combat, drawing your One-Handed Sword and Void Orb whilst making use of Fire Blast to create space is advised.
You can cast Pyroblast and Fire Blast at the same time if necessary.
Build And Consumables
Your passive abilities can be real game changers. Knowing which ones to go for is key to getting the edge over your opponent.
The only way to obtain these passive abilities is to purchase armor from either the Merchant and Trader shop, or craft them at the Heirloom shop using Ores and Fragments. The main stats you’ll need to focus on achieving are Intelligence and Dexterity.
The Intelligence Passive has two levels, each with its own buffs. The first is Ignite which has a requirement of 50 intelligence and allows you to inflict enemies with a damage over time effect using either active abilities.
The second level of the Intelligence Passive is Iris of Fire with a requirement of a hefty 87 intelligence. This passive is a little situational and activates whencasting Pyroblast while near a fire source in the world, such as a torch.
Once you begin casting, you will generate a floating Fire Eye thatwill surround you for 60 seconds. It will attack any nearby enemy and inflict them with the Ignite effect.
The Dexterity Passive has a requirement of 30 and activates when hitting an enemy with the Fire Blast ability. Once an opponent is hit with the ability, it will decrease your cast time for Pyroblast by half, allowing you to fully charge Pyroblast in two seconds.
Consumables
It is essential to bring consumables for every class in Dungeonborne. The Pyromancer will mainly need to stock up on Health and Mana Potions.
Health Potions are self-explanatory, they provide vital healing and survivability during and after combat encounters. Mana Potions are extremely important for the Pyromancer, as their abilities rely heavily on Mana.
Name
Duration
Description
Flask of Shielding
25 seconds
Flask of Shielding provides 250 temporary armor on top of your current health for 25 seconds, thus boosting survivability.
Drinking a Flask of Shielding before engaging an enemy will maximize efficiency.
Flask of Shielding takes five seconds to consume, so be sure you are safe before using it.
Name
Duration
Description
Stoneshaping Flask
10 seconds
Throwing a flask on the ground will create four stone barriers that last for 10 seconds unless destroyed.
Using them in doorways while fleeing can buy you precious seconds to either escape or use other consumables.
Stone barriers can be destroyed if enough damage is sustained.
Name
Duration
Description
Thunderclap Flask
6 seconds
Hitting an enemy with it will deal 80 damage in a 2 meter radius.
Will drastically reduce enemy movement speed, making it easier to follow up with another attack.
All consumables can either be bought from the Merchant using gold or crafted by the Alchemist using Cloudy Life Essence or Yarrow Blossom.
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